Weapon (warhammer), legendary (requires attunement by a Spending a short rest to attune to All Might)

All Might is an intelligent weapon. The soul inside of it is the soul of a lawful good paladin that was a symbol of justice and peace to everyone and anything he came across. All might will often urge their wielder to be the best version of themselves and often pushes the wielder to conquer evil and stand up for the downtrodden with over the top self rightness zeal. All might is also a leveling weapon that levels and grows stronger as it’s wielder does. However it should be noted that any evil aligned person that picks up All Might will not benefit from its abilities and will also only see an old rusty hammer.                                                                                                                                             

Player Level 1-4 once per Long rest when the wielder of the hammer drops below half their hit points they can heal for 1d6. This can be performed instantly and even in between an enemies  attacks.

Player Level 5-9 At this weapon stage the All Might now gives its wielder a +1 to attack rolls and +1 to damage rolls. Also the wielder now has an opportunity to heal for 2d6 when dropped below half hit points.

Player Level 10-14 All Might now gives a +2 to attack rolls and +2 to damage rolls and now gives 3d6 of healing dice to be used not only instantly for the wielder but also any non evil ally of the wielder.

Player Level 15 + All Might now gives a +3 to both attack and damage rolls for its wielder and 6d6 healing Dice. All Might can also now at the pinnacle of its strength allow its wielder to challenge any evil foe within 30 ft. and this enemy Now has disadvantage on their attack rolls on anyone who is not the wielder of All Might. This ability can only be used once per long rest.

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: Damage: Radiant, Exhaustion, Spending a short rest to attune to All Might, Versatile, Push

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Magicman669

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