Quagmire Maul
This old, withered hammer seemingly belongs in a swamp. Regardless of the conditions the hammer is kept in, it is always damp and smells of bog water. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This hammer has 10 charges and regains 1d6 + 4 expended charges daily at dawn. As an action, you can expend 1 or more of the hammer’s charges to slam it into the ground and transform the area around you into sickly, swamp-like terrain that lasts for 1 minute. When you do, choose a space within 5 feet of you. You create a swamp that fills that space and nearby spaces within 5 feet of it, turning the area into thick muck. This area is considered difficult terrain. For each additional charge expended after the first, the swamp’s radius increases by 5 feet. While you’re holding the hammer, you can traverse the magical swamp as if it were normal terrain.
If you expend the last charge from the hammer, roll a d20. On a 1, the hammer turns into viscous muck in your hands and is destroyed.
Ruo swung down with a thump and a crunch. Bone against ground. He looked back up from the skeletal debris to see more beginning to form. Magic like this was never what he signed up for. With a final tremendous impact, Ruo let the great wooden maul crash into the ground once more. This time, the bones didn't crunch beneath the weight of the weapon, but squelched and gurgled in the sudden mud and bog that spread around them. The creatures fumbled helplessly to reach the man. He walked through the sickly muck without issue, leaving the risen creatures to occupy themselves in the empty ruins once more.