Weapon (maul), rare (requires attunement by a paladin)

A truly massive hammer, sturdily crafted and inlaid with a great many dwarven runes. Its head is made of dull black metal, on which the gem-dust inlaid dwarven runes stand out quite starkly. Watcher paladins value these weapons most highly.

Smite the Otherworldly. When you use your divine smite on an aberration, you add an additional d8 of damage just as you would for fiends and undead. Additionally, your smite damage against aberrations is psychic.

Volatile Magic. When you hit a creature with this weapon, they must make a DC 15 Constitution saving throw or be cursed for 1 minute. While cursed in this way, any time said creature casts a spell, they take 1d10 force damage per slot level. The creature can repeat this saving throw at the end of each of their turns, ending the effect on a success.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

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, Damage: Force, paladin, Damage, Combat, Heavy, Two-Handed, Topple

Item Tags: Damage Combat

VikinYngof

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