This new magic item is a wooden maul, a heavy two-handed hammer, that is connected to nature. Its power over plants and animals grows stronger as you gain levels.
Maul of the Wild
Weapon (maul), rare [Tier 2]
(requires attunement)
Damage: 2d6+1 bludgeoning
Weight: 10 lbs.
Properties: Heavy, Two-Handed
This mighty wooden hammer was shaped from an ancient elkwood tree. While attuned to the maul, you have a +1 bonus to attack and damage rolls made with this magic weapon.
Wild Knowledge. While attuned to the maul, you have advantage on Intelligence (Nature) and Wisdom (Survival) checks.
Wild Passage. When you strike the ground with the maul as an action, it temporarily creates a magical path through dense forest or undergrowth. For up to 1 minute, you can move at your normal speed through difficult terrain.
Very Rare [Tier 3] upgrade
When you achieve level 10 while attuned to the maul, you have a +2 bonus to attack and damage rolls made with this magic weapon.
Barkskin. While you wield the maul, you can use an action to cast the Barkskin spell on yourself. For up to an hour, your AC can’t be less than 16, regardless of what kind of armor you are wearing. This feature can be used a number of times per day equal to your proficiency bonus.
Harmony of the Wild. The maul emits a soothing aura that calms aggressive wildlife. As an action, you can choose a beast that you can see within 30 feet. If the beast’s Intelligence is 3 or lower, it must succeed on a DC 15 Wisdom saving throw or be charmed by you for 24 hours. If you or one of your companions harms the target, the effect ends.
Splinters Slam. Once per round, you can add 7 (2d6) piercing damage to a successful hit with the maul.
Legendary [Tier 4] upgrade
When you achieve level 17 while attuned to the maul, you have a +3 bonus to attack and damage rolls made with this magic weapon.
Splinters Storm. As an action, you can create a cloud of swirling splinters. Choose a point within 60 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 6d6 piercing damage on a failed save, or half as much damage on a successful one. This feature can be used a number of times per day equal to your proficiency bonus.
Wrath of the Wild. When a creature you can see within 60 feet of you damages you while you are holding the maul, you can use your reaction to force the creature to make a DC 15 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. This feature can be used 3 times per day.
Power Tiers
To help Game Masters determine which player character levels a magic item is appropriate for, each item is assigned a power tier.
Tier 1: Levels 1 – 4
Common and Uncommon items for characters still learning their abilities.
Tier 2: Levels 5 – 10
Uncommon and Rare items for characters who are seasoned adventurers.
Tier 3: Levels 11 – 16
Very Rare items for characters who are established masters of their class.
Tier 4: Levels 17 +
Legendary items for characters who are like superheroes or demigods.
An item’s power tier is only a suggestion, and the GM should consider how each item would best fit with their campaign and player characters.
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