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Makeshift Maul in Dungeons & Dragons 5e

Dustriders

Makeshift Maul

Weapon

Varies

Mods
  • Grip
  • Head
  •   Special Maneuvers
  • Carry the Momentum - If you miss the target with an attack, you can bring the sledgehammer back around and make another attempt at an Attack for 2d4 AP I Bludgeoning damage.
  • Concussive Strike - Bring the sledgehammer around towards the target's head as an Attack, inflicting 2d6 AP II Bludgeoning damage, the target must make a Constitution saving throw against a DC equal to 8 + Proficiency Bonus + Strength Modifier or be knocked prone and 5 feet to the left or right of the player.
  • Crushing Strike - Bring the sledgehammer down on top of a prone target as an Attack, dealing 2d6 AP II Bludgeoning damage, stunning them until the start of your next turn. Once you have successfully used this maneuver, you cannot use it again until you finish a Short Rest.
  •   Special Properties
  • Armor Piercing III
  • Blunt Weapon - Does Double the rolled damage to Poise.
  • Demolition Tool - Can be used to break doors and walls.
  • Heavy - Attacks made with this weapon if you are a Small creature are with disadvantage.
  • Staggering - Upon making a successful attack, this weapon prevents a target from taking an Opportunity Attack until the start of your next turn
  •   Weight: 10   Handling: 2-handed

    A rather primitive recreation of the classic maul, the makeshift variant is sometimes reconstructed from a block of concrete with rebar, or a particularly large stone bound to a metal rod or pipe with cloth wrapping around the handle for grip. It is not an elegant weapon, nor does it need to be.

    Type Damage Damage Range
    Martial Melee 2d6 Bludgeoning Melee


    Weight: 15lbs


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