Weapon (warhammer), artifact (requires attunement)

This magic hammer empowers its wielder to destroy the unholy.

Requirements: You must be a Paladin or a Cleric to attune to this weapon.

Attacks with this +2 Warhammer deal 2d8 Bludgeoning damage and 1d8 Radiant damage on a hit.

Divine Empowerment: As a Bonus Action, you can speak a quick prayer while holding the hammer aloft. The Warhammer becomes a Maul and your damage dice change to 3d8 Bludgeoning damage and 2d6 Radiant damage. As a Bonus Action on subsequent turns, you can repeat the process, returning the Maul to its Warhammer form.

Consecrate: As an Action, you slam the Warhammer into the ground at your feet. Each creature of your choice within a 10 foot radius must make a DC 20 Dexterity Saving Throw to avoid taking 3d10 Radiant damage and be knocked Prone. On a successful save, the creatures take half damage. This ability can not be used again until the next Dawn.

Godray: As an Action, you extend the head of the Warhammer or Maul toward a creature within 60 feet. Each creature in the line between you and the target must make a DC 20 Dexterity Saving Throw or take 4d12 Radiant damage. This ability can not be used again until the next Dawn.

Celestial Slam: As an Action, you slam the Maul into the ground at your feet. Each creature of your choice in an 80 foot line must make a DC 25 Dexterity Saving Throw to avoid taking 2d10 Bludgeoning damage and 4d6 Radiant damage and be knocked Prone. On a successful save, the creatures only take the Radiant damage. This ability can not be used again until the next Dawn. 

Vile End: As an Action, you make a thrown attack roll, with Advantage, against an Undead or Fiend that you can see. On a hit, the target suffers the attacks normal effects, as well as an additional 3d8 Radiant damage, and must make a DC 25 Constitution Saving Throw, becoming Frightened and Stunned on a fail. On a success, the target is Stunned. In addition, any Undead or Fiend within a 30 foot radius of the target must make a DC 25 Dexterity Saving Throw, taking 4d12 Radiant damage on a failed save. On a success, take 3d10 Radiant damage instead.

True Virtue: Due to this weapon's origin of purity, vile deeds performed while in possession of this Artifact will not be tolerated. If you willing hinder or harm a non-hostile creature while in possession of this Artifact, you must make a DC 20 Constitution Saving Throw or be knocked Unconscious. On a successful save, you take 3d10 Radiant damage and are knocked Prone. Damage taken in this way ignores any Resistances or Immunities you may have. In addition, you are unable to use this weapon's special abilities until you finish a Long Rest.

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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