Weapon (maul), very rare

You gain a +5 bonus to attack and damage rolls made with this magic weapon. Reach 10ft, one target, if you hit, 3d8+4 of bludgeoning damage. And the target must succeed on a DC 15 Constitution saving throw or take 3d6 of pshychic damage on a failled save, or half if the roll is succesful one. 

Velstadt Armor (Requires Attunement). You must be wearing the [armoritem]Velstadt Armor [/armoritem] and [armoritem] Gauntlets of Velstadt[/armoritem] to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4.

The hammer also has 3 bells or charges (3/day. Restore next dawn).

While attuned to it, you can expend 1 charge starting a pray as an action to activate the bell: 

First bell: The hammer start to chime and each creature able to hear that fails a DC 14 Wisdom saving throw is paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of the each of its turns, ending the efect, on intself on a success. 

Second bell: The hammer start to chime again this time the sound produce waves on the ground, now each creature that heard the first bell ring and failed the Wisdom roll must make a DC 15 Constitution roll. If the first Wisdom roll was passed, the constitution roll will be DC 14. Now if that fails the DC 14/15 Constitution saving throw fall unconscious  for 1 minute. A unconscious creature can repeat the saving throw with advantage if it receives any damage. If the creature is immune to the effect unconscious, it takes instead 2d10 of Physich damage. 

Third bell: The flow of time within 100 feet of Vestaldt is altered such that everything within moves up to 10 years moved forward or backward (Velstadt's Choice). Only Vestaldt is immediately aware of the time change. 

The third bell just applies to creatures who fail the Constitution roll of the second bell. 

 

 

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: Stacking Bonus: Strength Score, Bonus: Magic, Bonus: Ability Score Maximum, Being created for Velstadt, the Sacred Chime Hammer needs: Gauntlets of Velstadt, Armor of Velstadt., Damage, Buff, Combat, Heavy, Two-Handed, Topple

Previous Versions

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8/25/2024 10:31:50 PM
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Item Tags: Damage Buff Combat

felixbm1992

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