Unrik Steeltoe, a dwarven smith of great renown, was forced to create a mighty hammer under duress when his hold was sacked by human warriors. Working with his brother, Torbyn, a sorcerer of some power, they created a mighty, yet cursed weapon for Almukar, the leader of of the invaders. Originally overjoyed at the the weapon's unique properties, Almukar fell from power soon after, eventually drinking himself to death. Once attuned, attunement to the Alehammer can not be removed except by a remove curse spell.
While unattuned, the Alehammer appears to simply be a finely wrought weapon. Spells seeking to divine the nature of this weapon's enchantment will reveal that, once attuned, this weapon, when not in active combat, turns into a large stein (the haft shrinks down to become the stein handle and the head of the hammer becomes the vessel). This stein fills with a never-ending supply of delicious and exceptionally strong ale. What is not revealed by any spell other than a wish spell, is that the attuned user can neither put the stein down, nor stop drinking from it to the point of complete inebriation. When the attuned user enters combat, the Alehammer immediately assumes the form of a formidable magical hammer.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
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: Bonus: Magic, Poisoned, humanoid (non-dwarven), Damage, Combat, Versatile, Push
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