This overly-angular pickaxe is fashioned from what appears to be a light blue-hued variety of adamantine. Its strange design, material composition, and magical properties indicate it originates from another realm.
Despite their strange appearance and uncomfortable grip, these magical picks are highly sought by dwarves and kobolds for their ability to instantly and cleanly carve through stone and soil, and conveniently deal with mining waste. However, because they were created in another realm, where the rules of magic differ drastically from our own, all attempts to reverse engineer and duplicate their properties have met with failure, much to the heartache of many a dwarven smith and kobold artificer who destroyed a precious pick in the attempt. This makes the picks a limited resource to any industrious mining culture without connections to planeswalking or spelljamming traders.
You gain a +1 bonus to attack and damage rolls made with this magic weapon, which can also be used as a miner's pick.
Durability. The pick can hold up to 1,561 charges, though a newly found one typically has (2d8 − 1) × 104 + 1 charges remaining. The pick loses 2 charges each time it hits a creature. If you expend the pick's last charge, it crumbles to dust with a metallic clinking sound and is destroyed.
Craft Mine. As an action, you can spend one of the pick's charges and strike a solid surface made of dirt or stone with it (no attack roll required) to instantaneously excavate a 5-foot cube from that surface. The excavated material then instantly and magically shrinks to a 3-inch-cube block that weighs 1 pound, regardless of the material from which it was made. In this state, a block has AC 10, 1 hit point, and immunity to psychic and poison damage as well as damage from falling. Reducing a block to 0 hit points destroys it, causing it to vanish.
Placing Blocks. A creature can use an action to place a block created by this weapon's Craft Mine property against a solid surface in an unoccupied space, causing the block to instantly revert to full size in that space.
A block placed this way, other than one made of loose material such as sand or gravel, is magically fixed in place, and doesn't move, even if it is defying gravity, until moved by a creature or reduced to 0 hit points (see "Objects" in chapter 8 of the Dungeron Master's Guide to determine a block’s statistics).
A block of loose material, or one that is reduced to 0 hit points, crumbles and falls to a heap the ground.
Moving a block once it has been placed requires a DC 20 Strength check.
Random Properties. When discovered, a mine crafting pick has 1d6 − 1 additional properties. The DM chooses each property or determines them randomly from the Mine Crafting Enchantments table, rerolling any duplicates.
Mine Crafting Enchantments
d6 | Property |
---|---|
1 |
Curse of Vanishing. When you are reduced to 0 hit points while in possession of the pick, the pick is instantly destroyed. |
2 |
Efficiency. When you spend an action to use the pick's Craft Mine property, you can use the property 1d6 − 1 additional times as part of the same action. Each additional use of the property requires you to spend 1 charge. |
3 |
Fortune. When you use the pick to mine ore or gems, roll a d4. Multiply the amount of ore or gems you find by the number rolled. The Fortune and Silk Touch properties are mutually exclusive. Reroll if the pick has the Silk Touch property. |
4 |
Mending. If you are awarded XP while holding the pick, and the pick has any expended charges, the XP you gain is reduced by 50 for each expended charge. For every 50 XP you lose this way, the pick regains 1 charge. |
5 |
Silk Touch. You can use the pick's Craft Mine property to excavate a block from any solid surface rather than only those made of dirt or stone. When placed by a creature, such a block appears exactly as it did before it was excavated. The Fortune and Silk Touch properties are mutually exclusive. Reroll if the pick has the Fortune property. |
6 |
Unbreaking. Each time you spend or lose any of the pick's charges, roll a die. On an odd result, the charges are spent or lost as normal. On an even result, the pick retains the charges. |
Proficiency with a War Pick 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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Magic, Creation, Damage, Utility, Combat, Versatile, Sap
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