This weapon is a particular favorite of the Curator, typically bestowed to head guards of the Golden Hoard casino or her favored patrons. Whether that is purely thematic or a sly bribe remains to be seen.
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Slots Slammer
Weapon (warhammer or maul), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Lucky Slots. Three spinning slots are built into this weapon's head. Whenever you roll for initiative and are not surprised or incapacitated, you can spin the slots for a potential boon. Roll 3d6 and consult the Slots Boon Table to determine your possible benefit. You gain all of the benefits for which you qualify, which last for 1 minute.
Slots Boon
At least one 6 - You gain 10 temporary hit points that disappear at the end of the duration.
At least two 6s - You deal an extra 1d6 weapon damage to targets you hit with this weapon.
Three 6s - You have advantage on attack rolls made with this weapon.
Rare Variant: Push Your Luck. This higher rarity variant also has this additional property. Immediately after you roll for your Lucky Slots property, you can choose to lose 5 hit points to reroll one of the d6s. This hit point loss cannot be prevented or deflected in any way. You can repeat this re-roll any number of times, losing another 5 hit points each time you do so.
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DESIGN COMMENTARY
This weapon is based on another popular casino game, the slots. The slots were easy to translate to dice rolls (rolling a d6 for each), but the difficulty was calibrating the potential rewards. The probabilities of rolling 1, 2, and 3 6s had to be considered:
Given the chances of rolling at least one 6, this translates to a net gain of ~4 temporary hit points per battle. This to me seems appropriate as the difference between a +1 weapon (no attunement) and this one (requires attunement).
If you decide to Push Your Luck, you're best off attempting a d6 reroll once you have at least one 6, allowing the temporary hit points to absorb some of the cost. On average, you have to roll a d6 six times to get a 6 (here's a good summary of how that probability breaks down), so that's an average cost of 25 lost hit points per Push (excluding the first roll) to gain the next benefit. That's not bad if you have allies ready to heal you.