⚙️ Titan’s Core (Awakened)
Weapon (warhammer), artifact (requires attunement)
Magical +2 weapon
Thrown (Range 70/200, returns after throw)
Requires Attunement (typically by a Warforged, Artificer, or magically-enhanced construct-compatible creature)
Description
In its Awakened state, Titan’s Core has begun to stir from slumber. Ancient runes once dulled with time now pulse with arcane light, and the arm-hammer interface merges more deeply with your body and will. The weapon now hums with stored kinetic energy and flickering teleportation fields, hinting at the lost technologies that birthed it.
⚙️ Awakened Features
🔸 +2 Warhammer (Magical)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
🔸 Modular Transformation (Upgraded)
As before, you can switch between mechanical arm and warhammer form as a bonus action. In arm form:
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Gain a +1 bonus to Strength (Athletics) checks.
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Your unarmed strikes deal 1d6 bludgeoning damage, and are considered magical.
🔸 Kinetic Blink (Improved Teleport)
When you hit a creature with Titan’s Core, you can teleport up to 20 feet to an unoccupied space you can see.
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You can do this Proficiency Bonus + 1 times per long rest.
🔸 Returning Throw (Enhanced)
When thrown (range 70 ft, long 200 ft):
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The hammer returns immediately after the attack, whether it hits or misses.
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You ignore disadvantage for long-range throws.
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Once per turn, if you threw the weapon, you can make another melee or thrown attack as a bonus action.
🔸 Crash Step (Once per Short Rest)
When you teleport using Titan’s Core, you may create a shockwave:
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Creatures within 5 feet of your destination must succeed on a Dexterity saving throw (DC = 8 + your Prof Bonus + Strength mod).
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On failure, they take 2d8 force damage and are knocked prone.
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On success, they take half damage and remain standing.
⚡ Cosmetic/Flavor Evolutions
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The weapon gleams brighter, subtly shifting between silver, iron, and storm-blue hues.
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Its return echoes with a deep mechanical hum.
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Your transformed arm now bears glowing sigils and kinetic vents that release pressure bursts when you leap or strike.
Proficiency with a Warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Bonus: Magic, Weapon Property: Thrown, by a Warforged, Artificer, or magically-enhanced construct-compatible creature, Versatile, Push
Previous Versions
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