Doom Hammer: Difference between revisions
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| where to find = <!-- Describe where and how to obtain the weapon, if it's a special one. --> | | where to find = <!-- Describe where and how to obtain the weapon, if it's a special one. --> | ||
This weapon can be bought from [[Grat the Trader]] in the [[Goblin Camp]] | This weapon can be bought from [[Grat the Trader]] in the [[Goblin Camp]] | ||
| notes = This weapon's special ability applies {{SmIconLink|Bone Chilled Condition Icon.webp|Bone Chilled (Condition)|Bone Chilled}} for 2 turns. | |||
}} | }} | ||
== Conditions == | |||
{{Condition|Bone Chilled|duration=2}} |
Revision as of 09:15, 3 September 2023
Doom Hammer is an uncommon special variant of the Mauls family of weapons. It is a martial melee weapon that's wielded with both hands.
![Description Icon.png](/w/images/thumb/5/5b/Description_Icon.png/24px-Description_Icon.png)
Bringer of that which it is.
Properties
- Damage
2d6 (2~12) + Strength modifier
Bludgeoning damage
- Details
Mauls
Rarity: Uncommon
Enchantment: None
Two-Handed
Dippable
Melee: 1.5 m / 5 ft
Weight: 4.5 kg / 9 lb
Price: 65 gp
Special
The holder of this item gains:
- Edge of Terror: Each strike fills the target with a chilling dread that prevents it from regaining Hit Points. Undead creatures also get
Disadvantage on Attack Rolls.
Weapon actions
If you have proficiency, equip in main hand to gain:
Tenacity (
)
When you miss an attack, deal
Bludgeoning damage equal to your Strength modifier anyway (minimum of 1).
Backbreaker (
)
Put extra force behind your strike to possibly knock your enemy .
Concussive Smash (
)
Hit an enemy with all your might to deal damage and possibly them.
Where to find
This weapon can be bought from Grat the Trader in the Goblin Camp
Notes
This weapon's special ability applies
for 2 turns.Conditions
Duration: 2 turns
- Can not regain
hit points.
- If Undead, has
Disadvantage on
Attack rolls.