This mischievous hammer was forged by a trickster god, who delights in watching mortals struggle with fate. It delivers both fortune and folly with every strike.
Properties:
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You gain a +1 bonus to attack and damage rolls made with this weapon.
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When you hit a creature with this weapon, roll a d6 and apply the corresponding effect until the end of your next turn:
6 – The target is stunned.
5 – The target is affected by the slow spell.
4 – A banana peel magically appears on the ground within 5 feet of you. The first creature to step on it must succeed on a DC 15 Dexterity saving throw or fall prone.
3 – A rubber chicken magically appears in your off-hand (or at your feet if your hands are full). It loudly squawks, potentially alerting enemies within 30 feet.
2 – You are affected by the slow spell.
1 – You are stunned.
Curse. Once attuned, you cannot willingly part with the hammer unless a remove curse spell is cast on you. Each time you roll a 1, 2, 3, or 4, the hammer lets out a loud, obnoxious cackle that only you can hear—except for the rubber chicken, which everyone hears.
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: Bonus: Magic, After equipt, Damage, Control, Combat, Cursed, Light, Thrown, Nick
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