The Persuader

Weapon (warhammer), very rare (requires attunement)

This all-steel hammer closely resembles a sledge hammer in size and shape, though its double-faced head feels lighter and well-balanced for combat. It vibrates to the touch, a hint of the sonic power contained within it. When attuned, the hammer thrums whenever held, and it speaks the word "Yield" in a commanding voice resembling the wielder's whenever it attacks or uses a special power. It makes a terrible weapon for those who value stealth.

The wielder gains a +1 bonus to attack and damage rolls made with this magic weapon. All other abilities of The Persuader only reveal themselves after attunement. At the wielder's option, it can cause non-lethal damage, meaning it will neither cause damage nor trigger death saves after a target falls to zero hit points. Persuading the dead lies outside of The Persuader's purview.

When The Persuader hits with an attack, it deals an extra 1d6 thunder damage to any target it hits. Alternately, the wielder can mentally command The Persuader to perform one of the following effects instead of causing the extra thunder damage, to a limit of one attempt per round each:

  • Disarm. The target must make a Strength saving throw (DC 15). On a failed save, it drops one held item of the wielder's choice, which lands at the target's feet.
  • Push. If the target is Large or smaller, it must make a Strength saving throw (DC 15). On a failed save, the wielder pushes the target up to 15 feet away in a straight line.
  • Trip. If the target is Large or smaller, it must make a Strength saving throw (DC 15). On a failed save, it falls prone.
  • Yield. The target must make a Wisdom saving throw (DC 15). On a failed save, the target surrenders to the wielder. The target can attempt another saving throw at the end of each of their turns to end the compulsion effect. Otherwise the target will remain submissive for up to a minute unless attacked, which will end the effect immediately. Yield will fail if the target either can't hear or has immunity to charm effects.

Distract. As a reaction, the wielder may use the hammer's voice to distract or confuse another creature. When a visible creature within 60 feet that can hear the wielder makes an attack roll, damage roll, or ability check, the hammer forces that creature to subtract 1d8 from that roll. This effect fails if the target is immune to charm effects. Once used, Distract can't be used again until after a short or long rest.

Tessa Finnegan took The Persuader from a fallen dwarven skald during her days with the Gallowglass mercenaries. It remains her main weapon to this day. Regular patrons at Finnegan's recognize it, and they know not to attack anyone who has surrendered to Tessa.

Part of T.W.Wombat's Lore 24 project, detailing the world around Fellport.
For all city posts, see the Fellport Index. For posts about the wider world, see the Beneterra Index.

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