You have a +1 bonus to attack and damage rolls made with this magic weapon.
The B.O.N.K. hammer has 6 charges. It regains charges on a successful weapon attack on a target creature.
You may expend 2 charges as a bonus action to increase the B.O.N.K. Hammer's damage by 1d4 for one minute. Doing this more than once causes the hammer to go into an overload, B.O.N.K. v2 becomes effected by the Heat Metal Spell(DC 14 on overload 1, DC 16 on overload 2, DC 18 on overload 3, DC 20 on overload 4.) Overloading the B.O.N.K v2 by 5 causes it to go critical.
Immediately upon Critical Overload, in a 30ft sphere surrounding the wielder all creatures make a DC 16 Dexterity Saving throw. On a failed save all targets take 12d6 force damage, half as much on a successful save, as the B.O.N.K. v2 Releases it's payload. Roll 1d20, on a 10 or lower the B.O.N.K. v2 becomes damaged beyond repair and becomes a regular maul.
You may expend 3 Overload Charges to release a bolt of kinetic force at a target you can see within 30ft of you. The target must make a DC14 Dexterity Saving throw or take 5d8 force damage and be knocked back 15ft. On a successful save the target takes half damage and is not knocked back.
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, Charges and Overload charges are separate., Damage, Combat, Heavy, Two-Handed, Topple
-
View User Profile
-
Send Message
Posted Oct 13, 2024HAMMER GO BONK!