You gain a +1 bonus to attack and damage rolls made with this magic weapon.
A Weapon for Any Situation. As a bonus action you may use the button at the base of the Maul to cause the shifting metal plates to rearrange from the Maul form to the Hammer form.
The hammer also has 2 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 expended charges daily at dawn.
You may attempt to recall the thrown hammer after using a charge as a bonus action. You must succeed on a DC 12 Dexterity check to catch the weapon as it returns.
Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Magic, Heavy, Two-Handed, Topple
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