{Warhammer Aspect} Melee Weapon Attack: +3 to Hit, 5ft. Range, One Target. Dmg: 1d10(Bludgeoning)+(Str), Wielding with both hands instead does 1d12(Bludgeoning)+(Str)

(Copy & Paste for Damage!)

!roll 1d10+3

!roll 1d12+3

{Flail Aspect} Melee Weapon Attack: +6 to Hit, 15ft. Range, One Target. Dmg: 1d8(Bludgeoning)+(Str/Dex)

(Copy & Paste for Damage!)

!roll 1d8+3

{Finesse} - (Flail Aspect) - When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

{Versatile} - (Warhammer Aspect) - This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.


Weapon Properties

  • (WeaponArts_backbreaker Back Breaker) - As an Action, you lunge a fist towards the enemy, On-Hit they take an additional 1d4 (Bludgeoning) Dmg & must roll a DC: 14 Strength Saving throw and be Knocked FighterArts_topple Prone for 2 Rounds. On a save, they only take the bonus dmg.
Base weapon Attack Roll. Can be used Once per Short Rest per Brass Knuckle.
  • (WeaponArts_concussive_smash Concussive Smash) - As an Action, you hit an Enemy with all your might with a Crit Ratio Lowered by 1. Foes that’s been hit must roll a DC: 14 Constitution Saving throw & be Conditions_dazedDazed for 2 Rounds. If struck on a Crit, the target automatically fails the saving throw.
Base weapon Attack Roll. Can be used Once per Short Rest per Brass Knuckle.

{The Earth Mother’s Grace} - On Kiwi’s 3rd Successful melee, range, Arts, spellcasting, Attack- Kiwi hurls an additional 1d8(FighterArts_earth_elemental Bludgeoning)+(Prof. Bonus) damage. Kiwi and an ally of her choice heals for the total of that bonus damage.


Weapon Arts

{Passive} - Druconic Infusion - With Kiwi’s ingenuity, he’s able to unite the Power of nature & technology to Protect his allies and provide support from the backlines. Kiwi has a total of {14 Charges} to expend into your Weapon Arts. You can regain 1d4+1 Charges for every Takedown (Kills and Assist) on an enemy. You can also replenish 2d4+1 on a Short Rest or full upon completing a Long Rest.

Comet Crusher

  • Cost: 2 Charges
  • Type: Bonus Action
  • Effect: As the Afterburners of Mold Breaker Ignites, Make an Melee Weapon Action. On-Hit, her strike deals an additional 2d6(FighterArts_fire_elemental Fire) damage & must make a DC: 14 Constitution Saving Throw and be inflicted with Conditions_daze2 Stunned till the end of their 2nd turn. Only takes the additional damage on a pass.

    (Earth’s Descent) - If the Target is FighterArts_launch Launched, you may consume the launch Condition to instead apply FighterArts_smash Smash, Dealing an additional 1d6 (FighterArts_earth_elemental Bludgeoning) Damage.

If Kiwi Crits on this Art, she can make another Melee Attack roll.

Cinderscapes

  • Cost: 4 Charges
  • Type: Action
  • Range: 60ft.
  • Effect: You forge three brittle Catalyst Gems within your warhammer’s core. You may make a ranged spell attack with each gem against a creature within 60 ft., using your spell attack modifier (proficiency + spellcasting ability) On-Hit, the target takes 1d8(FighterArts_fire_elemental Fire)+(Prof. Modifier) damage per Gem hit.

    (Kindlegem) - When a gem strikes, it shatters, leaving a 10ft. radius zone of roaring flames that persists until the end of the third round.

    • Allies within the radius are healed: (Prof. Modifier) HP at the beginning & end of their Turn.
    • Enemies within the radius are afflicted with difficult terrain & take (Int) FighterArts_fire_elemental Fire Damage on the beginning & end of their turn.
The Kindlegem's Aura doesn't overlap it's effects with the existing Aura zones, only extend the Effect range of said aura.

Verdant Spire

  • Cost: 3 Charges
  • Type: Action
  • Range: 15ft. Radius (Centered on Kiwi)
  • Effect: As Kiwi slams the hammer aspect into the ground; thorny vines erupts from the ground, forcing all creatures in the area to make a DC: 14 Strength saving throw & take 2d8+(Int) FighterArts_earth_elemental Piercing Damage and are Restrained until the end of their 4th turn. Affected enemies can attempt to redo the saving throw at each of their turns On a success, they take half damage and aren’t restrained.

    (Druidic Synergy) Allies standing in the area at the start of their turn gain 1d6+(Kiwi’s Proficiency) ♦️ Temporary HP as the vines’ sap energizes them.