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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 08:15, 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.
Bringer of that which it is.
Properties
- Damage
- 2d6 (2~12) + Strength modifier Bludgeoning
- Details
- 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.