Hammer blows leave your foe reeling from the concussive force they pack, making it harder for them to retaliate.
Whenever you deal damage with this weapon, you can choose to spend 1 Willpower point. If you do so, the target creature must make a Strength saving throw against your power. On a failure, it has disadvantage on its next roll.
Colossal Hammer - Strength
Action Point: 5
Melee Attack
On a successful hit, you deal 4d6 + power as Blunt damage.
Willpower: 1
Special Move
Whenever you deal damage with this weapon, you can choose to spend Willpower. If you do so, the target creature must make a Strength saving throw against your power. On a failure, it has disadvantage on its next roll.
Action Point: 5 // Willpower: 1
Melee Special Attack
Overhead attack that attempts to execute a creature. On a successful hit, you deal 4d6 + power as blunt damage. Damage dice are increased by one category if the creature has less than 50% health.
Heavy Hammer - Strength
Action Point: 4
Melee Attack
On a successful hit, you deal 3d6 + power as Blunt damage.
Willpower: 1
Special Move
Whenever you deal damage with this weapon, you can choose to spend Willpower. If you do so, the target creature must make a Strength saving throw against your power. On a failure, it has disadvantage on its next roll.
Action Point: 4 // Willpower: 3
Melee Special Attack
All creatures in front of you within 1.5 meters (5 feet) must make an Agility saving throw against your Power. On a failure, they take 3d6 + power in Blunt damage.
Standard Hammer - Versatile
Action Point: 3
Melee Attack
On a successful hit, you deal 2d6 + half power as Blunt damage.
Willpower: 1
Special Move
Whenever you deal damage with this weapon, you can choose to spend Willpower. If you do so, the target creature must make a Strength saving throw against your power. On a failure, it has disadvantage on its next roll.
Action Point: 3 // Willpower: 1
Melee Special Attack
On a successful hit, you deal 2d6 + half power as blunt damage. The creature must then make a Strength saving throw against your power. On a failure, it falls prone.
Light Hammer - Versatile, Thrown 9 (30 Feet)
Action Point: 2
Melee Attack
On a successful hit, you deal 1d6 + half power as Blunt damage.
Willpower: 1
Special Move
Whenever you deal damage with this weapon, you can choose to spend Willpower. If you do so, the target creature must make a Strength saving throw against your power. On a failure, it has disadvantage on its next roll.
Action Point: 2 // Willpower: 1
Melee Special Attack
On a successful hit, you deal 1d6 + half power as blunt damage and afflict the creature with Rend until the start of your next turn. Creatures you attack with a weapon that are afflicted with Rend take 2d4 damage instead for every d6.