Weapon (warhammer), legendary (requires attunement by a (requires attunement by a creature of any alignment))

You have a +1 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

The Warhammer can be used to cast a number of spells as an action. It has 3 charges that can be expended and that recharge when the wielder takes a long rest.

Detect Thoughts. A charge can be expended to cast the spell Detect Thoughts through the hammer, with the caveat that the hammer probes the mind of the target and only relays back information it believes the wielder deems pertinent, keeping the rest of the knowledge gained for itself. The Wisdom save for the spell is DC 17.

Zone of Truth.  Two charges can be expended to cast the spell Zone of Truth, with the caveat that creatures that fail the Charisma save can still lie, but the hammer informs its wielder telepathically of any untruth. The Charisma save for the spell is DC 18.

Telepathic Bond. Three charges can be expended to cast the spell Telepathic Bond, with the caveat that the hammer acts as a relay between each of creatures involved in the spell.

Sentience. Absterarint is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 16, and a Charisma of 18. It has hearing and normal vision out to a range of 60 feet. The weapon can speak and understand Common, as well as the languages known by its previous wielders, and can communicate with its wielder telepathically. 

Personality. Absterarint speaks with a confident and knowledgeable tone, its words echoing in the mind of its wielder. The hammer longs for knowledge above all else. Valuing the untold stories and secrets of living creatures. During attunement, Absterarint learns the memories of its wielder, and so refuses to attune to a creature it cannot openly read the mind of unless they allow it to do so. It also learns the memories of any creature it's abilities are used against, but is very stringent with the information it learns. The hammer values new information given regularly and if it feels it's use is unsatisfactory implore its wielder to use it or pass it on by use of whatever conflict it feels necessary. 

 

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, (requires attunement by a creature of any alignment), Damage, Combat, Versatile, Push

Item Tags: Damage Combat

anDrewid

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