Maul of Devastation (5e Equipment)
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Weapon (maul), legendary (requires attunement)
This massive two handed magical weapon was built as a commission by the Goliath Tribe Lord to the King of the Mountain dwarves after the Tribes watched the metal head fall from the sky during a total eclipse. This Maul has a four foot long handle of adamantine covered in magic infused Runes, and a large Black, cast metal head that is made out of the unknown, unearthly, and unnaturally heavy metal (the heat of an ancient red dragon's fire over several hours was needed to melt this strange metal for casting). Its size and mass make it so unwieldy and exhausting to swing and maneuver, only the strongest and most skilled warriors can wield it well. But once they can, it becomes a tool of great destruction and devastation.
Restrictions:
- This weapon can only be lifted and held by a medium sized creature or larger with a strength of 14 or higher and can only be used as a weapon by someone who has a strength of 15 or higher and has the Great Weapon Fighting Style. All attacks with this weapon will have disadvantage until the user has a strength of 17 or higher. The user can not attune to this Maul until they have Great Weapon Fighting Style, and a Strength of 19 or higher.
- "Exhausting weight": Fighting with this heavy maul is exhausting, even for the strongest and most skilled warrior. Starting after 10 combat rounds of fighting with this maul, at the end of each of your turns, make a DC10 Constitution saving throw. On a failed save, take a point of exhaustion. Repeat this constitution check at the end of each of your turns fighting with this maul with the save DC increasing by one each turn. Attunement to this weapon grants advantage on this saving throw roll. * A short or long rest is required recover from the exertion of using this weapon and to reset the "rounds of combat" counter for this effect. *
- Counts as 150 lbs. of load for Carrying capacity.
Benefits:
- You have a +3 bonus to attack and damage rolls with this magic weapon. All hits with this maul deal an extra 1d6 of force damage. (Does not require attunement)
- Once attuned, the maul activates the following additional abilities:
- "Knocked the wind out of you": All Attacks against a target struck by this weapon are done with advantage until the end of your next turn. - "Heavy Strike": Critical hits deal additional force damage equal to Strength Modifier + Proficiency modifier. - "Knock Knock!": All hits on objects count as a critical hits. - "Devastating Blow": The Maul contains up to 5 charges that recharge 1d4 charges each dawn. - As an action, and using two charges, you slam the maul into the ground and cast the 3rd level spell "Thunder Step". - As an action, and using three charges, you slam the maul into the ground and shatter the ground in a 25-foot cone in front of you. Each standing creature in that area must make a DC 15 Dexterity saving throw, on a failed save, they take 6d6 force damage and are knocked prone. On a successful save they take half damage and remain standing. The ground inside the cone becomes broken up and is now considered difficult terrain.
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