Weapon (warhammer), artifact (requires attunement by a requires a dwarf or person blessed by Duran)

"No forge burns forever. No warrior stands forever. But there will always be another song, another drink, and another friend to raise back to their feet."
—Duran, God of Craftsmanship, Ale, and Brotherhood

Appearance

The Aleforge Hammer is unlike any weapon in existence.

Its head is crafted from impossibly durable crystal, perfectly transparent despite having survived countless wars. Inside the hammer sloshes an endless supply of rich golden ale that glows with warm amber light.

The handle is forged from divine dwarven steel wrapped in aged oak from the First Brewery. Tiny runes spiral along its length, changing slightly every time another toast is made in its presence.

The scent of fresh bread, forge smoke and roasted barley follows the hammer wherever it goes.

Whenever someone laughs nearby, the ale bubbles happily.

  • Versatile
  • Magical
  • Counts as Adamantine
  • Counts as Silvered
  • +3 bonus to attack and damage rolls.

Blessing of the Forge

Whenever you finish a Long Rest:

Choose one weapon, shield, or suit of armor.

For the next 24 hours it gains one of the following benefits:

  • +1 bonus to AC
  • +1 bonus to attack and damage rolls
  • Counts as magical
  • Cannot rust, corrode or be damaged

This blessing can affect only one item at a time.

Unending Libations

The ale within the hammer can never run dry.

As a Bonus Action you may pour a mug.

Choose one creature that drinks it.

They gain:

  • Temporary Hit Points equal to [roll]2d8[/roll] + your constitution modifier
  • End one disease or poison currently affecting them.
  • Advantage on their next saving throw against Fear.

This ability may be used any number of times, but a creature can only benefit once every Short Rest.

Duran's Toast of Unity

(1 Charge)

As an Action you raise the hammer high.

Every allied creature of your choice within 30 feet immediately gains:

  • Temporary HP equal to your level + Constitution modifier.
  • May immediately stand from prone without using movement.
  • Ends the Charmed and Frightened conditions.
  • Gains advantage on their next attack roll.

Enemies within range must succeed on a Wisdom saving throw or become unable to willingly attack an ally until the end of your next turn, instead directing their hostility toward you.

Forgebearer's Strike

Whenever you score a Critical Hit:

The hammer erupts in molten golden light.

The target takes:

+[roll]4d8[/roll] Radiant damage

and must succeed on a Constitution Saving Throw against your Spell Save DC (or DC 18 if you have none) or become:

  • Blinded
  • Deafened

for 1 minute.

They repeat the save at the end of each turn.

If the creature is Fiend or Undead it also suffers disadvantage on the saving throw.

Forgefather's Rebuke

(2 Charges)

When an ally within 30 feet would be reduced to 0 HP:

You may use your Reaction.

Instead:

  • They drop to 1 HP.
  • They immediately regain [roll]4d8[/roll] + Constitution modifier HP.
  • They may immediately move up to half their speed without provoking opportunity attacks.

Masterwork Creation

During a Long Rest you may spend one uninterrupted hour working with mundane crafting materials.

Any nonmagical item you create is considered a masterpiece.

Examples include:

  • Perfect weapons
  • Masterwork armor
  • Intricate jewelry
  • Mechanical devices
  • Furniture
  • Siege equipment

These items sell for ten times their normal value.

Additionally, crafting time for mundane items is reduced to one-tenth normal.

Festival of Heroes

(3 Charges — Once per Long Rest)

As an Action you slam the hammer into the earth.

For one minute, a spectral dwarven feast hall manifests over a 60-foot radius.

Friendly creatures inside gain:

  • Advantage on Strength and Constitution checks.
  • Resistance to Bludgeoning, Piercing and Slashing damage from nonmagical attacks.
  • Regain 10 HP at the start of each of their turns if below half health.
  • Cannot become Frightened.

The area smells of roasted meat, fresh bread and ale.

Ghostly dwarves sing ancient drinking songs as invisible tankards continually refill.

Avatar of Duran

(Artifact Awakening)

Only activates if Duran himself chooses.

Once per month:

You become the living avatar of the Forgefather for one minute.

During this time:

  • Huge size.
  • Gain 100 temporary HP.
  • All attacks deal an extra [roll]3d10[/roll] Radiant damage.
  • Critical Hits occur on a roll of 19–20.
  • Allies within 30 feet cannot be reduced below 1 HP once while the transformation lasts.
  • Difficult terrain created by stone or earth is ignored.
  • Every step leaves glowing runes in the ground.

Sentience

The Aleforge Hammer is a Sentient Lawful Good Artifact.

Intelligence: 18

Wisdom: 20

Charisma: 22

It speaks:

  • Common
  • Dwarvish
  • Giant
  • Celestial

It communicates telepathically.

Unlike many sentient weapons, it has an infectious sense of humor. It enjoys terrible jokes, boasts, tavern songs, and hearing stories of great deeds. It openly disapproves of cruelty and cowardice but is remarkably forgiving of mistakes made in good faith.

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, requires a dwarf or person blessed by Duran, Versatile, Push

budderbaca15

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