Weapon (warhammer), artifact (requires attunement)

This magic warhammer is crafted from very rough metals. As such, it always appears as though it could shatter at any minute, but can and will withstand any punishment sent its way.

Restrictions: This Artifact was created by the hardiest of smiths. As such, it frowns upon weakness and will only allow the most durable of persons to attune to it. You must be a Dwarf, Orc, Half-Orc, or Goliath to attune to this weapon. You must have a minimum Strength score of 16 and a minimum Constitution score of 14 to attune to this weapon.

Attacks made with this +2 magic weapon deal 3d8 Bludgeoning damage. On a hit, make a Strength (Athletics) check contested by the target's Constitution score. On a success, a creature of Medium size or smaller is knocked prone. A creature of Large size (up to Huge size, at the DM's discretion) is pushed up to 15 feet back and/or Stunned (DM's choice)

Sentience: Attuning to this weapon causes the cracks and openings in the head of the hammer to glow red (This glow is not bright enough to produce light). Upon attuning, the voice of a gruff Orc will enter your thoughts. The voice may occasionally request that the wielder destroy an object or creature that it doesn't like. The Artifact's Alignment is Lawful Evil.

Ultra-Hard Metals: Although not crafted of Adamantine metals, this Artifact is one of the most durable creations you may have encountered. When you use this weapon to attempt to break, bend, or move an object, you have Advantage on any rolls involved. 

Special 1: The magic chain attached to this weapon allows the user to perform extraordinary feats on a battle field. As an Attack, make a Strength (Athletics) check. On a roll of 20 or higher, you hurl the weapon up to 20 feet away, bringing you along with it as you grasp the chain. On a roll of 25 or higher (or a Natural 20), you hurl the weapon up to 40 feet away, bringing you along with it as you grasp the chain. This movement does not provoke Opportunity Attacks.

Special 2: As an Action, you grasp the chain of the weapon as it extends to an appropriate length. Make a Strength (Athletics) check as you swing the weapon over your head to hit enemies all around you. Each enemy within range must make a Dexterity Saving Throw against the result of your Strength (Athletics) check, taking 3d8 Bludgeoning damage on a fail, and being knocked Prone if they fail the check by 5 or more. Due to their size, a Large or larger creature has Disadvantage on this Saving Throw. The weapon is considered to have the Reach property when used in this way.

Special 3: This weapon has the Thrown property. As such, you can make a ranged weapon attack against a creature with a normal range of 20 feet and a long range of 60 feet. On a hit, you can use a Bonus Action to make a DC 15 Strength (Athletics) check. On a success, you grasp the chain and pull yourself within melee range of the target. This movement does not provoke Opportunity Attacks. As an alternative, as an Attack, you can hurl the weapon toward a target. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. On a success, you pull the target within melee range of you (This ability does not deal damage to the target). Moving a creature in this way does not provoke Opportunity Attacks and has no effect on targets larger than Large.

Physically Draining: The use of this weapon requires a lot of Physical Durability. As such, whenever you use Special 2 or Special 3, make a DC 20 Constitution Saving Throw. On a fail, Attacks and Ability Checks against you have Advantage. In addition, at the end of combat, make a DC 15 Constitution Saving Throw. On a fail, you suffer Two Levels of Exhaustion. The DC for this Saving Throw increases by 5 for every encounter before a Long Rest. Note: Additional Saving Throws after the first only incur One Level of Exhaustion on a fail if the creature failed the first.

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: Versatile, Push

SpeaksOfShadows

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