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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.
Rallying Cry. You may use an action and expend 1 charge
to bolster the resolve of your companions. When you do so,
all friendly creatures within 30 feet of you, who can see or
hear you, gain temporary hit points equal to 1d8 plus your
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 rare
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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