This special kind of war hammer does 1d8 bludgeoning dmg normally to a target creature, but it can be charged with any sort of electric shock, Examples include breath weapons, lightning strikes, and zapping it with electricity. This will charge it until the day ends. When the hammer is charged the target has to make a DC 11 Dex save along with bludgeoning dmg and does 2d4 electric dmg on a failed save and half that on a successful save. If the item is attuned while charged, a target creature, in addition to the previous damages and saves, must also repeat a DC 11 Dex save after it's turn or every hour if it's not in battle until Thor's Hammer is no longer charged, dealing 4d6 electric dmg on a failed save and half that on a successful save, and if they roll a one on their save with or without modifiers, the target is also paralized.
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: Paralyzed, Can be attuned by a blue or bronze dragonborn, Versatile, Push
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