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

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

At Character Level 10, the weapon unlocks it's has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Inset into this weapon are 6 magic beads made from aquamarine, black pearl, or topaz. Six types of magic beads exist. The GM decides the type of each bead or determines it randomly. There can be more than one bead of the same type. To use a bead, you must be wielding the Warhammer. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

d20 Bead of... Spell
1-6 Blessing Bless
7-12 Curing Cure wounds (2nd level) or lesser restoration
13-16 Favor Greater restoration
17-18 Smiting Branding smite
19 Summons Planar ally
20 Wind walking Wind walk

 

This weapon has 3 charges. It regains 1d3 expended charges daily at dawn. As a bonus action, you may expend one charge to strike the ground with your hammer. The ground cracks with pure white light shining through in a 15 foot radius from the point of impact, temporarily consecrating the ground for 1 minute. The area of consecration is dimly lit.

Aura of Retribution When an evil creature enters the consecrated area for the first time on a turn or starts its turn there, searing white light begins burning through it's skin and armour. The evil creature must make a DC 13 Constitution saving throw. On a failed save, it takes 2d8 radiant damage, or half as much on a successful one.

When a good creature enters the consecrated area for the first time on a turn or starts its turn there, it is engulfed by a holy aura of white light. It gains only one of the following benefits, which is determined by the wielder of the Warhammer, when it is cast:
Aura of Healing The creature heals for 1 hit point, as long as it remains in the consecrated area.
Aura of Smiting The creature has advantage on all attack rolls for as long as it remains in the consecrated area.
Aura of Blessings The creature gains a Divine Blessing die, a d4, up to a maximum of 3, as long as it remains in the consecrated area. One Divine Blessing die may be rolled for one attack roll, ability check, saving throw, or initiative with the number being added to the d20 roll. The Divine Blessings remain with the creature until used or for 7 days.

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, Damage: Bludgeoning, Damage: Bludgeoning, Cleric or Dwarf, Healing, Summoning, Damage, Buff, Movement, Jewelry, Versatile, Push

Item Tags: Healing Summoning Damage Buff Movement Jewelry

TheKingfisher7