Light Hammer Time

Heliana's Guide to Monster Hunting - Part One p. 473,

Tipo
Arma cuerpo a cuerpo
Mágico
Sí
Rareza
uncommon
Peso
2
Daño
1d4
Tipo de daño
contundente
Alcance
20/60
Propiedades
ligera, arrojadiza

Descripción

Never has the saying "smash something into next week" been so apt. With an hourglass filled with brilliant platinum sand, this magical impact weapon utilizes the dreamholder's command over time dilation to throw its victims forward in time. This weapon has 7 charges and regains all expended charges daily at dawn.

Chronal Blink: As a bonus action, you can twist the weapon's pommel, expending 1 charge and causing the sand to begin churning in defiance of gravity. The next creature you hit with an attack using this weapon within the next minute must make a DC 16 Charisma saving throw. On a failed saving throw, the target disappears as it gets shunted forwards in time, reappearing in the space from which it disappeared, or the nearest unoccupied space if that space is occupied, at the end of your next turn.

Detachable Eye: As an action, you can detach the eye from the centre of the weapon's shaft, placing it on a surface to which it adheres for the next hour. The eye relays a constant stream of visual information to the larger eye on the weapon, which transforms to become a screen through which you can view what the smaller eye can see. At the end of the hour, the smaller eye teleports back to the weapon. Once you use this property, it can't be used again until the next dawn.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the Finesse property.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Proficiency: simple, light hammer Source: Heliana's Guide to Monster Hunting - Part One p. 473, Player's Handbook (2014) p. 149