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Weapon (warhammer), very rare (requires attunement)

A hammer with a head resembling dual towers. You gain +2 bonus to attack and damage rolls made with this magic weapon. This weapon has 5 charges and regains all charges after you finish a long rest.

Pin. As a bonus action you can spend a number of charges to increase your movement speed by 10 ft times the number of charges spent until the end of your turn. The first time this turn you damage a creature with a melee attack with this weapon the target must succeed on a Strength saving throw. The DC equals 10 + your Strength bonus + the number of charges spent. On a failed save you can move the creature with you in a straight line up to your maximum movement speed. If you push the creature into an object such as another creature or a wall, it takes an additional 1d8 bludgeoning damage per charge and is knocked prone. The object suffers this damage as well.

Castle. You can use your action to swap places with another creature within 100 ft of you that is not a larger size class than you. An unwilling creature must succeed on a DC 16 Charisma saving throw to resist this effect. Objects carried by the creature (up to creatures' maximum loads) move with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke opportunity attacks. Once you use this feature it cannot be used again until you finish a long rest. If you have proficiency with Dragonchess you can use this feature as a bonus action instead.

Mighty and stalwart much like their original namesake, a single rook can stand on the battlefield and be trusted to repel the tide of enemies that threaten their sovereign. When the time is right these towering warriors barrel into the opposition, crushing them underfoot one after another until naught remains but the thundering of feet.

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