magic weapon, you can expend 1 charge to manoeuvre one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Charisma modifier. Once a creature has benefitted from this effect, it must finish a short or long rest before being able to benefit from it again. Hammer of Confusion Warhammer, very rar weapon's property is activated, you yourself must succeed on a DC 14 Wisdom saving throw or suffer the effects oftack. When you hit a creature with this magic weapon, you can expend 1 charge to manoeuvre one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. You can use a bonus action to activate this weapon's magical property, which lasts for one minute. While activated, the first time in a round you hit a creature with a melee attack, it must succeed on a DC 14 Wisdom saving throw or suffer the effects of the confusion spell. At the end of each of its turns it may repeat the saving throw, ending the effect on a success. Once used, this property of the hammer can't be used again until the next dawn. Curse. Whenever you roll a 1 on a melee attack, whilst the weapon's property is activated, you yourself must succeed on a DC 14 Wisdom saving throw or suffer the effects of