Weapon (warhammer), artifact (requires attunement by a Dragonborn or Paladin/Cleric.)

This warhammer appears plain at first glance, but upon closer inspection, what might be mistaken for scratches and dents are actually draconic runes and stories engraved into every inch of the weapon. If wielded, it’s appearance drastically changes into a solid platinum warhammer, with the head depicting the roaring head of the great Platinum Dragon himself. This weapon grants you a +3 bonus to attack and damage rolls made with it and acts a silvered and adamantine 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 or, if the target is a demon, devil, or dragon, an extra 2d8 radiant damage. Immediately after the attack, the weapon flies back to your hand.

Divine Conduit. If the spirit of the hammer is awoken, it becomes a spellcasting focus/ holy symbol and contains 50 charges that may be used to cast: Mass Heal (10), True Resurrection (10), Sunburst (10), Divine Word (7), Circle of Power (5), Commune (5), Flamestrike (5), Destructive Wave (5), Greater Restoration (5), Word of Recall (5), and Shield of Faith (3) at will, and without the need for verbal, somatic, or physical components. 


Judgement. Spells cast that are above your casting level can still be cast after succeeding a Wisdom Saving Throw (DC-18). On a failure, the following occurs: 

  • 15-17 = The spell is not cast, but the charges are consumed as if it were.
  • 10-14 = The spell is not cast, but the charges are consumed as if it were. You take 2d6 psychic damage. Dragonborn characters have the scales on one of their limbs change to their least favorite color for 1d12 hours. Non-Dragonborn characters have some of their features, determined by the DM, become draconic for 2d12 hours.
  • 2-9 = The spell is not cast, but the charges are consumed as if it were. You take 4d6 psychic damage and are considered frightened of the weapon for weapon for 1d4 days.
  • 1 = The spell is not cast, but the charges are consumed as if it were. You take 6d6 psychic damage, ignoring resistance, and the weapon falls to ground. Nothing can lift or move it for 24 hours.

On a success, the spell is cast at the lowest possible level for the spell or at your highest spell level. A natural 20 results in the spell being cast at the highest level possible for the spell, regardless of your level. The hammer regains 1d6 + 4 charges per day, or 2d6 +4 if you are Lawful Good alignment.

Mortal Greed, Divine Grace. If the hammer is expended of all charges, it loses its magical properties and becomes an adamantine warhammer. Upon expending the last charge, the wielder suffers 2 points of exhaustion and 14d6 of psychic damage. The wielder retains those two points of exhaustion until the hammer is restored. If this damage causes you to fall to 0 HP, or kills you outright, you are stabilized and placed in a state of Slumber Imprisonment until the hammer has been restored. To restore Bahamut’s Grace, it must be returned to a Temple of the Platinum Dragon for at least 3d8 + 7 days, unless the Wish spell is used or Bahamut himself shortens the duration. 


Justice’s Champion. The hammer contains the immortal soul of a lawful, good sentient being: a Legendary Silver Dragon named Neiddren, the Redeemer of Men. Stats: Intelligence 18 (+4), Wisdom 24 (+7), and Charisma 23 (+6). He is fluent in Common, Draconic, and Celestial and speaks all languages spoken by the one attuned to it. He has truesight 120ft., a passive perception of 26 (+8), and can communicate with whoever is within earshot via telepathy but prefers to only speak to the wielder of Bahamut’s Grace.

The Redeemer. Neiddren was one of the first Silver Dragons to ever acknowledge Bahamut’s divinity, eschewing the ancient dragon gods of his kin. He became one of the first, and most powerful, clerics of Bahamut who’s dying wish was that his attackers would be forgiven. As his soul stood before Bahamut for judgement, the Platinum Dragon asked his faithful if there was anything he desired before entering into the afterlife. Neiddren responded only “That I had done more, my King.” His god answered his wish by placing his immortal soul within Bahamut’s Grace, so that his work may continue. Neiddren will not reveal himself to, nor allow the most powerful of his magics to be used by, creatures that are not good alignment. Through rigorous trials of valor and Herculean acts of good, it is said that Neiddren will grant his own blessing upon those who prove worthy.

Destroying the Hammer. Bahamut’s Grace is impervious to all types of damage from non-attuned entities. The person attuned to it may attempt to break the weapon but must succeed a DC-23 Charisma check against Neiddren, who will seek to dissuade you by telling you all the tales of good the hammer and its previous owners have accomplished. If you fail the check, the hammer is unharmed. If you succeed, roll a strength check (DC-18). If you succeed, then the hammer’s head snaps off. With a thunderous roar, Neiddren, Aspect of Bahamut, appears in the nearest unoccupied space and seeks to take the broken hammer fragments away. If he is allowed to, he casts Gate and leaves with the artifact. The hammer is reforged on Mount Celestia and appears in a crypt underneath a temple of Bahamut in 10 years. If he is denied the relic pieces, Neiddren becomes hostile and fights to the death. If he is defeated, his body and the hammer’s head crumble away into platinum dust. The hilt turns pitch black and is transformed into a Mace of the Black Crown. The Archdevil Bel, Armorer of the Blood War, appears and congratulates you on your victory. He offers you a Ring of Three Wishes in exchange for the newly formed weapon. If you accept, he takes his prize and returns to Avernus. If you refuse, he summons 1d10 pit fiends and asks you to reconsider. If you still refuse, he attacks. He retreats if he takes more than 200 damage. The ring is Cursed, and instantly inverts your alignment upon attuning to the ring. 

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: Dragonborn or Paladin/Cleric., Combat, Sentient, Versatile, Push

Item Tags: Combat Sentient

Willnarad

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