This Maul has a vicious hammer head that has a number of charges. (2)
When used on a target for the first time in combat, the maul deals an additional point of Acid and Cold damage. For every successful hit on the same target, the damage amount increases by one for either cold or acid with the wielder choosing whether to increase cold or acid damage, to a maximum of ten bonus damage for acid and ten for cold for each hit. If the user switches targets, the bonus damage is lost and will not effect the same creature again. If the wielder delivers the killing blow to a target and attack a target they have not already attacked once before, then the cumulative damage built up transfers over to the new target.
By expelling a charge, the Maul deals an extra 1 d6 acid and 1 d6 cold damage on the next hit, increasing both the acid and cold damage bonus damage from the hit as well.
Expelling two charges lets you convert all built up bonus acid and cold damage into an area of effect attack, in the form of an acid cloud that flash freezes the area. This attack cannot be performed until the wielder has built up an elemental bonus equaling of at least 8. The attack deals a number of d4 times the number of bonus acid and cold damage to a maximum of twenty die, in a radius of 20 ft. with all targets making a dex save (dc 18) with the target currently marked by the wielder having disadvantage on the save. On a failed save, the targets are frozen for up to three turns (stunned, or incapacitated, restrained) and must make a Strength saving throw (dc 17) to break free or be trapped in acidic ice, dealing 2 d6 acid and 1 d6 cold damage every turn they are left encased in ice. On a successful save, the targets take half damage and are not trapped in ice. After this attack is done, all bonus damage resets.
This weapon regains all charges at sunrise.
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: Proficiency in two handed weapons, attuned to over a period of eight hours., Heavy, Two-Handed, Topple
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