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Spiked Hammer

Weapon

Common

Puncture. When you attack a creature with a puncture weapon, you gain a bonus to your damage roll equal to your prof. bonus if the target has 1 or more levels of Exhaustion, its movement speed is reduced, or it has 1 or fewer levels of Defense. You only gain this benefit if you are proficient with the weapon.
Piercing. On a critical hit, the target becomes Impaired until the end of your next turn.

Martial Special Attacks

When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

Puncture. On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target takes 1 extra die of damage from the attack and it loses 1 level of Defense for 1 minute.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Sunder Armor. On a hit against a creature wearing armor, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target takes 1 extra die of damage from the attack and loses 1 level of Defense for 1 minute.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

Type Damage Damage Range
Simple Melee 1d8 Piercing Melee



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