Adventuring Gear
Common
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 III Bludgeoning damage.
Concussive Strike - Bring the sledgehammer around towards the target's head as an Attack, inflicting 2d6 AP III 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, 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 IV
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 - Enemies struck by this weapon cannot take Reactions until the start of your next turn.
Weight: 10
Handling: 2-handed
A two-handed demolition tool, purpose-built for destroying artificial structures. In capable hands, it will also destroy bone structures.
Type |
Damage |
Damage |
Range |
None |
2d8 |
Bludgeoning |
Melee |
Weight: 10lbs