Weapon (warhammer), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. It 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. Immediately after the attack, the weapon flies back to your hand.

Lightning:

When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a Warhammer when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The Above property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Stun:

On a hit, the Warhammer deals 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn.

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: Additional, Damage: Lightning, Damage: Thunder, Stunned, Each special attack (Stun, Lightning) can be used once., Damage, Combat, Versatile, Push

Item Tags: Damage Combat

zaircurese

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