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

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Name: Totemic Maul

Description: The Totemic Maul is a rugged two-handed hammer, adorned with totemic carvings and fetishes representing the spirits and animals the Totem Barbarian draws power from. When wielded by a Totem Barbarian, it enhances their connection to the primal spirits, granting them unique abilities.

Properties:

  • Type: Maul
  • Damage: 2d6 bludgeoning damage
  • Damage Type: Bludgeoning
  • Magical: This weapon is considered magical for the purpose of overcoming resistances and immunities to non-magical attacks.

Enchantments:

  • Charging Bull:  If you move up to 20 feet and hit on a melee attack you can add an additional 1d10 damage. 

  • Primal Roar: The Totemic Maul allows the Barbarian to let out a fearsome roar as a bonus action during their turn. This roar enacts the fear spell the a spell save DC of 15 vs targets wisdom.

  • Spirit's Protection: The Totemic Maul offers the Barbarian additional protection. The Barbarian gains a +1 bonus to their Armor Class.

  • Spiritual Guidance: The Totemic Maul serves as a focus for the Barbarian's rituals and prayers, granting them advantage on Intelligence (Religion) checks and Wisdom (Insight) checks related to detecting falsehood or hidden meanings.

Requirements: The Totemic Maul can only be wielded by a Totem Barbarian or a character with a strong connection to nature and the spirits. Their chosen totem animal is crucial to unlocking the full potential of this magical club.

The Totemic Maul is a symbol of the Totem Barbarian's connection to the primal spirits and the natural world. It empowers the Barbarian with unique totemic abilities and enhances their combat prowess, making them a formidable force on the battlefield. With this club, the Totem Barbarian can channel the spirits' guidance and protection, becoming a powerful guardian of the wild.

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, Bonus: Armor Class, Advantage: Religion, Advantage: Insight, Barbarian, Damage, Combat, Heavy, Two-Handed, Topple

Item Tags: Damage Combat

SamuelOgrady

Comments

Posts Quoted:
Reply
Clear All Quotes