Weapon (warhammer), very rare (requires attunement by a Cleric)

A great hammer passed down through the ages. With each generation it grows stronger as the spirits of its bearers inhabit the weapon, guiding future generations.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

While attuned to this weapon you always have spirit guardians prepared, and it does not count against your number of spells prepared. When you cast this spell the spirits of your ancestors are summoned to aid you.

Whenever you cast spirit guardians, you can make a melee weapon attack against each creature you choose within the radius of the spell as your ancestors strike out at your foes. Furthermore while the spell is active, attacks against creatures within the radius made by you or your allies are made with advantage.

Ancestral Set: There are three pieces of the ancestral set. For each piece you are attuned to your spirit guardians spell becomes more powerful.

  • 1 Piece. The Save DC for your spirit guardians spell increases by 1 for each piece you are attuned to.
  • 2 Pieces. The damage of your spirit guardians increased by 1d8.
  • 3 Pieces. The range of your spirit guardians increases to 30ft. You can cast spirit guardians at 5th level without consuming a spell slot. Once you use this ability it cannot be used again until the next dawn.

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, Cleric, Versatile, Push

FragranceMan

Comments

Posts Quoted:
Reply
Clear All Quotes