You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Proficiency with a maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Stacking Bonus: Strength Score, Bonus: Magic, Bonus: Ability Score Maximum, Damage, Buff, Combat, Heavy, Two-Handed
I dunno... The gloves are essentially a wasted attunement slot, since the belt cancels out its effect. This is a powerful weapon, but it uses all three of your attunement slots just to use it, so I think that's where the balance comes in.
As said previously in the replies here, you dont actually have to attune to the items, just wear them. This was clarified in sage advice as well.
Ohh, interesting. At any rate, it's clearly a reference to Thor's hammer Mjollnir, and his belt, Megingjörð, and his gloves, Járnglófar.
Yup, which nothers me that it is a maul. Should definetly be a warhammer, might just change that if It ever comes up
I really like a lot of these ideas. The base weapon does seem really underwhelming for me, especially it’s main “stun throw” ability. Not to mention it’s a legendary weapon that requires 2 other items to even use. Compare this weapon to “Holy Avenger” and tell me you think this weapon is even half as good. I’d definitely allow it to be wielded with one hand for 1d10, probably give it 1d6 lightning or thunder on all attacks, make it’s range like 40/80, reduce the stun radius to like 10ft, maybe 1d3 charges, and give it the returning property.
I really like a lot of these ideas. The base weapon does seem really underwhelming for me, especially it’s main “stun throw” ability. Not to mention it’s a legendary weapon that requires 2 other items to even use. Compare this weapon to “Holy Avenger” and tell me you think this weapon is even half as good. I’d definitely allow it to be wielded with one hand for 1d10, probably give it 1d6 lightning or thunder on all attacks, make it’s range like 40/80, reduce the stun radius to like 10ft, maybe 1d3 charges, and give it the returning property.
Because that's the bonus you have when you aren't attuned to the weapon, so there's still a reason to use it.
yeah I did that with a gnome of mine and it was honestly pretty funny. Also, the gauntlets are, unfortunately, required, as it quotes- "You must be wearing a belt of giant strength AND gauntlets of ogre power to attune to it. I honestly don't know why this isn't talked more about online, because 30 strength is INSANE and I don't know/haven't found any other way to get it.
No, that's the un-attuned property of the weapon, so you still get +1 damage and attack bonus.
No, they give a bonus on top of the belts, but it's to a max of 30, so you're half-right.
Nah I just have my gnome sleep with it, I don't care much about bedtime changing, just like I don't care about rations.
And yeah AOE blast centered on yourself would be pretty cool.
But it would be kinda dumb not to attune to the belt.
Yeah that's why I use great weapon master feat with it because a +12 to hit is still pretty absurd and the extra 10 damage is worth it.
You have to go pick up the hammer, but even if it's your only weapon you still have a +10 +prof. bonus to hit as well as 11 blud damage so it's still kinda crazy.
I think it's more of a balance issue with your swings, because you only have one point of contact on the weapon.
I still used it as a maul with my gnome because my DM and I ruled that with that kind of strength it won't impose disadvantage to him, and it's really funny in the roleplay element describing my 3.5 foot character with a 4.5 foot maul on his back.
I mean, I still think it's mediocre/niche active traits are worth the passive modifier. I mean it's fricking +10 TO ALL STRENGTH CHECKS, ABILITY MODIFIERS, SAVING THROWS, AND WEAPON DAMAGE/ATTACK BONUS! 110% worth it imo.
Yeah I don't know why this isn't something I can find discussions about anywhere else online.
App doesn’t look like it is applying the +1 bonus when un attuned like a maul +1. The way it is worded is that the +1 applies and doesn’t require attuning, only the benefits there after. Is this correct?
It isn't a +10. It's +3 Hit/Damage at best over what you get from the Belt alone. It gives you a +2 to some STR checks, but others (swimming, climbing, etc.) would probably be harder without the use of both hands. It also gives you a 3% chance to kill a giant on a hit and a highly situational 1 round AOE stun with a 70+% failure rate against typical level appropriate enemies. who can then pick up the legendary weapon you just threw at them and either use it against you or simply run away with it.
On the other hand, +3 weapons become available at 11th level rather than 17th and don't require attunement. That's just as good as the hammer (better if you have a Storm Giant belt), and most items give you a lot more for an attunement slot than this one. This is an objectively bad magic item given it's rarity and requirements.