Weapon (warhammer), rare (requires attunement by a Worshiper of Purphoros)

Purphoros's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome.

Hammer of the Forge: This magic warhammer grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 1d6 fire damage.
 
Dormant: 

The warhammer grants the following benefits in its dormant state:

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • While holding the hammer, you have resistance to fire damage and are immune to exhaustion. Additionally, you have proficiency with smith's tools and have advantage on all ability checks made using them.
  • Your Constitution score increases by 2, to a maximum of 20.
Awakened: 

When the warhammer reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): animate objects, heat metal, fabricate, magic weapon, mending, shatter. Once you use the hammer to cast a spell, the spell can't be cast again from it until the next dusk.
  • You have advantage on saving throws against poison, and you have resistance against poison damage.
  • When you hit with an attack using it, the target now takes 2d8 fire damage.
Exalted: 

When the warhammer reaches an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • If you are holding the warhammer, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn.
  • You can use an action to touch the warhammer to a fixed piece of dwarven stonework and cast the teleport spell from the warhammer. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.
  • When you hit with an attack using it, the target now takes 3d10 fire damage.
Thrown: if a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
 

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: Worshiper of Purphoros, Versatile, Push

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