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Doom Hammer

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Doom Hammer image

Doom Hammer is an uncommon maul that afflicts targets with Bone ChilledBone Chilled condition on each successful hit.

Bringer of that which it is.

Properties

Damage
2d6 (2~12) + Strength modifier BludgeoningBludgeoning
Details
MaulsMauls
Rarity: Uncommon Rarity: Uncommon
Enchantment: None
Two-Handed Two-Handed
DippableDippable
Consumable by GaleGale
Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Weight: 4.5 kg / 9 lb Weight: 4.5 kg / 9 lb
Price: 65 gp Price: 65 gp
UID UNI_DoomHammer
UUID 2f481fef-1877-4eac-820d-dc3210ff0b36

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 Icon.png Disadvantage on Attack rolls.

Weapon actions

Proficiency Icon.png If you have proficiency, equip in main hand to gain:

BackbreakerBackbreaker (Action)
Put extra force behind your strike to possibly knock your enemy Prone Prone. (Recharge: Short rest Recharge: Short rest.)
Concussive SmashConcussive Smash (Action)
Hit an enemy with all your might to deal damage and possibly Daze Daze them. (Recharge: Short rest Recharge: Short rest.)
TenacityTenacity (Reaction)
When you miss an attack, deal BludgeoningBludgeoning damage equal to your Strength modifier anyway (minimum of 1).

Condition: Bone Chilled

Bone ChilledBone Chilled

Duration: 2 turns

Where to find

Notes

  • Damage from TenacityTenacity still applies the Bone ChilledBone Chilled effect, effectively giving the hammer a 100% chance of applying it per strike. This makes it exceptional for fights against enemies with healing mechanics, such as the Apostle of MyrkulApostle of Myrkul.

External links[edit | edit source]