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tack.

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.
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

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