A Titan's Warhammer, untold power links its user to one and everything. The hammer amplifies the users titan-like aspects giving them the ability to create hard crystal structures and prove the might of the titans. The Hammer matches the size of the creature that creates it.
Blessing of the Origin. The Origin creates and holds your form from the sands of creation. You are immune to any spell or effect that would alter your form unless you are willing.
Protected Life. If you drop to 0 hitpoints and are size large or greater, you are ejected from the nape of your form. You can choose to create a crystal cocoon around you which has an AC of 21 a health of 100 and a vulnerability to bludgeoning damage. You automatically succeed any death saves taken inside the cocoon while it is intact but are restrained and incapacitated until the cocoon is broken.
Hammer of the Titans. This magic maul grants a +3 bonus to attack and damage rolls made with it. When you are size medium or smaller the hammer functions as a normal +3 weapon and you benefit from none of the features other than Curse. When not in use the hammer melds into your body, it can be brought out as part of an attack action as it forms from hard crystals stemming from your hand.
Hammer of Royalty. While the hammer is on your person you can use an action to cast one of the following spells (save DC 18): Bones of the Earth, Erupting Earth, Maximilian's Earthen Grasp, Spike Growth. Once you use the hammer to cast a spell up to its number of uses, the spell can't be cast again until you finish a short or long rest, you leave initiative without casting from the hammer or you pray to the origin.
Curse. The hammer also amplifies your titan-like features:
- Titan's Rage. Whenever a critical hit is made against you flip a coin, if heads the hammer causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see, with preference for the next largest creature. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the hammer causes you to go berserk it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic or a successful DC 15 Charisma (Persuasion) check.
- Titan's Power. When you attune to the hammer is adsorbs itself into your flesh, you cannot end attunement to the item while remaining alive. Another creature that consumes your spinal fluid will inherit the hammer from you and attune the hammer to themselves and end the hammer's attunement to you.
Proficiency with a Maul 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.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Magic, by a Fighter Rune Knight, with the capability of become size large or greater., Heavy, Two-Handed, Topple
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