{Warhammer Aspect} Melee Weapon Attack: +3 to Hit, 5ft. Range, One Target.
Dmg: 1d10(Bludgeoning)+(Str)+1d4( Force), Wielding with both hands instead does 1d12(Bludgeoning)+(Str)+1d4(
Force)
(Copy & Paste for Damage!)
!roll 1d10+3+1d4
{Flail Aspect} Melee Weapon Attack: +6 to Hit, 15ft. Range, One Target.
Dmg: 1d8(Bludgeoning)+(Str/Dex)+1d4( Force)
(Copy & Paste for Damage!)
!roll 1d8+3+1d4
{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.
(Copy & Paste for Damage!)
!roll 1d12+3+1d4
Weapon Properties
- (
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
Prone for 2 Rounds. On a save, they only take the bonus dmg.
- (
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
Dazed for 2 Rounds. If struck on a Crit, the target automatically fails the saving throw.
{The Earth Mother’s Grace} - Kiwi’s Basic Attacks (On-Hit) and Weapon Arts (On-Hit) generate a stack of Earth Mother’s Grace, stacking up to 4 times. The 4th stack consumes them all and deals an additional Seismic 1d10( Bludgeoning) damage upon foes within 5ft of the stricken Foe. Kiwi regenerates 1d4+1 Charges and also heals an target of her choosing within 15ft of her from that roll (1d4+1).
Weapon Arts
{Passive} - Druconic Infusion - With Kiwi’s ingenuity, she’s able to unite the Power of nature & technology to Protect her allies and provide support from the backlines. Kiwi has a total of {15 Charges} to expend into your Weapon Arts. You can regain 1d4 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(
Fire) damage & must make a DC: 14 Constitution Saving Throw and be inflicted with
Stunned till the end of their 2nd turn. Only takes the additional damage on a pass.
(Earth’s Descent) - If the Target is
Launched/Flying, you may consume the launch Condition to instead apply
Smash, Dealing an additional 1d6 (
Bludgeoning) Damage. (Kiwi vaults herself up to 15ft into the air)
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 War hammer’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(
Fire)+(Int) 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 are healed: (Int) HP upon entering the ember rings and at the start and end their turn within the ring.
- Enemies take (Int)
Fire Damage upon entering the ember rings and if they start & end their turn within the ring. The Ember ring also afflicts Difficult Terrain on foes.
(Copy & Paste for Damage!)
!roll 1d8+5
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 2d6+(Int)
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.
(Copy & Paste for Damage!)
!roll 2d6+5