You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Every dawn the weapon resets and gains 3 charges. Once, per day, if you receive lightning damage you regain 1 spent charge.
The wielder can choose to use any number of charges on a successful attack to deal an additional 1d8 of lightning damage and 1d8 of thunder damage.
While attuned to this item only you my wield it, otherwise it functions under the same physics as a mundane weapon that it was molded after being subject to gravity like normal, however, a creature can use an action to make a DC 30 Strength check, moving the hammer up to 10 feet on a success..
It does not add the 'heavy' property, however, it does add the 'light' & 'thrown' (20/60ft) properties, for the wielder, as long as you are attuned to it.
You can call the hammer back (if it is out of your grasp) as a bonus action, coming from where you threw the hammer, like the enemy you attacked, back to you in a straight line. Creatures of your choice in that line must make a DC 17 dexterity saving throw, or take 2d8 thunder damage.
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, Weapon Property: Light, Weapon Property: Thrown, Ignore Weapon Property: Heavy, Damage, Combat, Warding, Heavy, Two-Handed, Topple
Previous Versions
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10/19/2023 6:32:42 PM
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28
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1
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10/19/2023 8:42:05 PM
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31
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0
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2
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6/23/2024 12:54:20 PM
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88
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4
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2.5
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6/23/2024 12:55:16 PM
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63
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1
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