You have a +1 bonus to attack and damage rolls made with this magic weapon.
The weapon also has two abilities requiring charges to use:
Thunderous Strike. As an action costing five charges, the wielder strikes the ground with thunderous force inflicting damage to all creatures in either a 5 foot radius originating from you or in a 15 foot cone in the direction you strike. Creatures in the affected area must make a DC15 Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and is not moved.
Unsecured objects that are entirely within the area of effect are automatically pushed 10 feet away from you by the spell's effect. The Thunderous Strike ability emits a thunderous boom easily audible to 300 feet.
Crackling Smite. As a bonus action costing two charges, the wielder may smite a creature or target they successfully hit with this magic weapon using the attack action. The warhammer crackles with thunder and rings with a smite which is audible within 300 feet of you. The Crackling Smite deals an extra 2d6 thunder damage to the target and if the target is a creature, it must succeed on a DC15 Strength saving throw or be knocked prone.
The warhammer regains 1d6 + 1 expended charges daily at dawn up to a maximum of eight charges. If you expend the warhammer's last charge it temporarily loses its magical attack and damage bonus until the next dawn.
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, Damage: Thunder, Damage: Thunder, humanoid with a minimum Strength of 16., Damage, Combat, Versatile, Push
Previous Versions
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