Weapon (light hammer), artifact (requires attunement by a Advent of Earth Topaz (all classes, melee range only))

The Advent of Earth is a steady friend that can still surprise the unwary.

After attuning the Topaz you may merge any weapon you are proficient in with the Topaz. If no weapon is merged, the Advent can form a Light Hammer naturally. After each long rest you may change the weapon to any one of its forms. Should the Advent of Earth leave the wielder's hands and touch the earth, the weapon returns to the base crystal form, and must be reformed into a suitable weapon.

Make a melee attack with this weapon using the appropriate modifier for your weapon. This weapon always deals an extra d4 Bludgeoning damage. On a hit, roll an additional d20. If the roll is 18,19, or 20 the hit does an additional d4 bludgeoning damage (d8 at 6th level and d12 at 11th level) and the target is Restrained and must make a DC 16 strength save to break free at the start of each turn. On a roll of 1,2,3 your weapon crumbles on impact with the target and the target takes half damage from your attack. During your next turn you may spend both your action and bonus action to reform the Advent of Earth weapon.

Allies within 15 feet automatically pass strength saving throws and have advantage in contested checks.

Proficiency with a Light Hammer 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.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: Damage: Bludgeoning, Restrained, Advent of Earth Topaz (all classes, melee range only), Light, Thrown, Nick

Monk5426

Comments

Posts Quoted:
Reply
Clear All Quotes