Each successful strike on an enemy gives a charge to the hammer. The charge only lasts for 1 minute before the energy is dispersed. When you reach 3 charges, you have enough energy to use the ability this warhammer grants. You can build up additional charges for extra damage (up to 5).
You can use this ability twice per day.
When the hammer is fully charged, you can use an attack action to slam the hammer down onto any surface (ground, tabletop, a skull, etc) and release the energy, creating an electrifying shockwave.
Enemies within melee range must make a strength saving throw with a DC of 10 + half your barbarian level or be thrown 10ft, knocked prone, and take 1d8 of lightning damage. Damage is halved on a save and they are only pushed back 5 ft still standing.
The damage increases by 1d8 when you have 4 charges (2d8) and 5 charges (3d8).
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: Damage: Lightning, When the hammer is fully charged, you can use an attack action to slam the hammer down onto any surface (ground, tabletop, a skull, etc) and release the energy, creating an electrifying shockwave. Enemies within melee range must make a strength saving throw with a DC of 10 + half your barbarian level or be thrown 10ft, knocked prone, and take 1d8 of lightning damage. Damage is halved on a save and they are only pushed back 5 ft still standing. The damage increases by 1d8 when you have 4 charges (2d8) and 5 charges (3d8). , Versatile, Push
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