You have a +2 bonus to attack and damage rolls made with this magic hammer. The hammer returns to the wielder’s hand immediately after it is used to make a ranged attack.
The hammer has 8 charges, which fuel multiple effects. The hammer regains 1d4+4 expended charges daily at dawn.
Power Strike
When you hit with an attack with this hammer, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Banishment
When you hit a creature with an attack with this hammer, you can expend charges to attempt to banish the target to another plane of existence. The potency of this effect depends on the number of charges you choose to expend:
4 charges: If the target is native to a different plane of existence than the one you're on, the target must succeed on a DC 17 Charisma saving throw or be banished with a faint popping noise, returning to their home plane. (If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild, even if that is not their home plane)
6 charges: As above, but the target does not need to be native to a different plane of existence than the one you are on. Additionally, the target is transported to a random location on a plane of existence you specify, rather than to their home plane (you can still specify their home plane, and the plane you specify must be different from the one you are on).
8 charges: As above, and the target can't return to your current plane for 24 hours by any means short of a wish spell.
Proficiency with a Light Hammer 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.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Banishment, Light, Thrown, Nick
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