Wrote this up a while ago, have yet to bother entering it into D&D Beyond but I decided to try posting it here just to see what people's thoughts were:
Prismatic Hammer
(Very Rare, Requires Attunement)
Considered to be the reason why Wild Mages should not make magic weapons, this enchanted warhammer is almost as dangerous to its wielder as it is to their foes.
On an attack roll of 1, roll on the Wild Surge table, using DC 15 for any saving throws.
On a hit, roll 1d12. On a result of 1-7, no effect.
8- the hammerhead flashes with fire. The target takes an additional 1d6 Fire damage and must make a DC 15 Dexterity saving throw or be set on fire, taking an additional 1d6 Fire damage at the start of their turn. At the end of their turn, the target can make a DC 15 Dexterity save, extinguishing the fire on a save. The fire can also be extinguished if the target or another creature uses an action to pour at least a gallon of water on them, or if the target starts its turn in or moves into a body of water large enough to immerse themselves.
9- the target and all creatures within 10 feet of it must make a DC 15 Constitution save or be blinded by acidic vapors for one round. Creatures that are immune to acid damage are immune to this effect.
10- All creatures in a 10 foot cube centered on the target take 3d6 Lightning damage, with a DC 15 Dexterity save for half.
11- The hammer emits a thunderous boom audible up to 100 feet away. The target takes 2d6 Thunder damage and must make a DC 15 Strength save or be knocked prone.
12- The target takes 12 points of Force damage.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Wrote this up a while ago, have yet to bother entering it into D&D Beyond but I decided to try posting it here just to see what people's thoughts were:
Prismatic Hammer
(Very Rare, Requires Attunement)
Considered to be the reason why Wild Mages should not make magic weapons, this enchanted warhammer is almost as dangerous to its wielder as it is to their foes.
On an attack roll of 1, roll on the Wild Surge table, using DC 15 for any saving throws.
On a hit, roll 1d12. On a result of 1-7, no effect.
8- the hammerhead flashes with fire. The target takes an additional 1d6 Fire damage and must make a DC 15 Dexterity saving throw or be set on fire, taking an additional 1d6 Fire damage at the start of their turn. At the end of their turn, the target can make a DC 15 Dexterity save, extinguishing the fire on a save. The fire can also be extinguished if the target or another creature uses an action to pour at least a gallon of water on them, or if the target starts its turn in or moves into a body of water large enough to immerse themselves.
9- the target and all creatures within 10 feet of it must make a DC 15 Constitution save or be blinded by acidic vapors for one round. Creatures that are immune to acid damage are immune to this effect.
10- All creatures in a 10 foot cube centered on the target take 3d6 Lightning damage, with a DC 15 Dexterity save for half.
11- The hammer emits a thunderous boom audible up to 100 feet away. The target takes 2d6 Thunder damage and must make a DC 15 Strength save or be knocked prone.
12- The target takes 12 points of Force damage.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Looks cool, and balanced.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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