Weapon (warhammer), artifact (requires attunement by a paladin or cleric of Moradin. Attunement must be conducted at a shrine of Moradin and takes 3 hours.)

Barakor - Soul Hammer of Moradin

Barakor - bare-ah-core. Dwarvish - "Those who shield"

Warhammer

Versatile

1h

1d8+1 Bludgeoning + 2d6 Magic Damage (Default Radiant)

2h

1d10+1 Bludgeoning + 2d6 Magic Damage

Add proficiency bonus to hit and damage if proficient with warhammers.

The Soul Hammer

Barakor is a versatile weapon. It can be wielded in either one hand or two hands depending on the wielder's need. Barakor is made from the finest adamantine, gold, and diamond. It is expertly crafted, and a thing of utter beauty to any master dwarven craftsman with the skill to recognize its flawless craftsmanship. It is made in the image of The Hammer of All Souls the warhammer wielded by the dwarven god Moradin. Once attuned, it may not be unattuned until the original crafter/attuner has died, the hammer is destroyed, or Moradin revokes his blessing and the Champion's title.

Barakor is a significantly magically enhanced adamatine warhammer, and is exceptionally durable, but it is not indestructible.

In the hands of a follower of Moradin who exemplifies their god's values, this hammer grants the ability to consult the knowledge of the dwarven god, Moradin. They must have mastered the arts of both combat and blacksmithing, follow the righteous path of their god and people, and receive divine spells from their deity. In the hands of a true hero who dedicates themselves to the craft, they become exceptionally skilled at blacksmithing and stoneworking. Their physical health and stamina greatly improves. The weapon is exceptionally powerful and returns when thrown, as Moradin's own weapon does, and makes more deadly strikes against evil beings.

Moradin is strict, and the powers of this item are only made available to those who follow their teachings. They lose these powers if they stray from their righteous path or attack another good aligned character.

 Barakor's Lineage

Soulhammers are living weapons, gifted by Moradin to his chosen champions in times of need. Soulhammers are often crafted to overcome a specific issue or enemy and as such each Soulhammer is imbued with unique abilities beyond their shared traits. Over the lifetime of each relic the needs of its wielder may change, and the Soulhammer may change with them. The memory of these traits are known as the Soulhammer's lineage and can be uncovered by its wielder with time and proficiency.

The Land of Mist and Monsters: Barakor was created by Moradin to aid the dwarves of Mount Baratok of ancient Barovia. Even before Strahd's conquest and subsequent damnation of the land, wild and wicked monsters were abundant in the woods of the surface. To aid these early dwarven settlers, Barakor was designed with versatility in mind. Once per day, Barakor's wielder may complete a 10 minute ritual to change Barakor's magical damage type.

POWERS

While wielding this hammer you gain the following benefits:

  • You have a +1 bonus to attack and damage rolls made with this weapon.
  • Your constitution score increases by 2, and may increase beyond 20.
  • This weapon has the thrown attribute with a range of 30/90 feet. As a bonus action, the hammer will instantly fly to the throwers free hand on command. The range of this effect is 120 feet.
  • You gain proficiency with smith's tools and mason's tools. If you already have proficiency with either of these items, you gain double proficiency.
  • This weapon deals an additional 1d6 radiant damage. The damage increases to 2d6 at level 5, 3d6 at level 10, 4d6 at level 15, and 5d6 at level 20.
  • Lineage: Once per day, Barakor's wielder may complete a 10 minute ritual to change Barakor's added magical damage type to one of the following: Radiant, Fire, Thunder, Cold, Poison

Proficiency with a Warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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: Radiant, Damage: Bludgeoning, Bonus: Melee Attacks, paladin or cleric of Moradin. Attunement must be conducted at a shrine of Moradin and takes 3 hours., Versatile, Push

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