[Monster Hunting - Magnetite Dragon] Haemstrike - Very Rare (Patreon)
Content
Weapon (mace, warhammer, or maul), Rare (optional attunement)
This weapon is naturally more attracted to foes bearing ferrous metals, allowing it to strike them with more force. Those who align themselves more closely with the weapon are granted the ability to manipulate gravity, telekinetically pulling creatures and objects into range of its jagged-face swings.
You have a +3 bonus to attack and damage rolls made with this magic weapon. This bonus is increased to +4 if your target is made of ferrous metal or is wearing ferrous armour.
Optional Attunement. If you choose to attune to this weapon, it gains the Attraction property. When you activate a property granted by this optional attunement, roll a d8. On a 1, haemstrike’s optional attunement properties can’t be activated until the next dawn.
Optional Attunement:
Attraction. As an action, you can point haemstrike at a target you can see within 30 feet of you. If the target is an object that weighs less than 1000 lbs, the object is pulled up to 15 feet towards you. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pulled up to 15 feet straight towards you. If the creature is made of ferrous metal or is wearing ferrous armour, it has disadvantage on this check. A target creature that is Gargantuan or larger automatically succeeds on this saving throw.
Magnetic Shockwave. When you hit a target with haemstrike, you can use a bonus action to cause an eruption of supercooled magnetite shards. Each creature other than you within 5 feet of the target must succeed on a DC 16 Dexterity saving throw or take 2d6 cold damage and 2d6 piercing damage. Creatures made of ferrous metal or wearing ferrous armour have disadvantage on this saving throw.
Dragon’s Roar. When you make a weapon attack with haemstrike, you can use a bonus action to cause the hammer to roar before you make the attack roll. Each creature other than you within 15 feet of you must succeed on a DC 16 Wisdom saving throw or become frightened of you until the end of your next turn. If the target of your attack fails this saving throw, your attack has advantage.
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