Weapon (warhammer), artifact (requires attunement by a seraph)

The steel head of this warhammer seems to glow with an inner light. The pale wooden handle is accented with white gold.

When the celestial realm nearly fell into darkness, a heavenly smith received a vision allowing them to craft a hammer like no other. With the might of Zeal, the armies of heaven turned back their foes, restoring cosmic balance.

Zeal now lies in the hidden vaults of the celestial realms, waiting to be wielded once again when the forces of darkness threaten to consume the world.

The celestials don’t realize that an equally powerful weapon rests in the hands of the very same armies of darkness that drove them back. The fates who inspired the smith to craft Zeal also sent a vision to a forge keeper of hell in the interest of maintaining the balance of power.

Hammer of Heaven. This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 radiant  damage.

Champion of Good. While holding the hammer, you are immune to the charmed, frightened, paralyzed, poisoned, and stunned conditions.

Zealous Pursuit. As a bonus action, you can release Zeal to hover magically in an unoccupied space within 5 feet of you. If you can see the hammer, you can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to your hands. If any effect targets the hovering hammer, you are considered to be holding it. The hovering hammer falls if the attuned user dies.

Spells. While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): banishment, branding smite, beacon of hope, earthquake, or heroism. Once you use the hammer to cast a spell, that spell can’t be cast again from it until the next dawn.

Destroying the Hammer. The only thing capable of damaging the hammer is its fiendish twin Ardor. A creature wielding Ardor can choose to attack Zeal, which has an AC of 21 and 300 HP. No other creature or object can damage Zeal. 

From Ghostfire Gaming's Grim Hollow

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: Radiant, Immunity: Charmed, Immunity: Frightened, Immunity: Paralyzed, Immunity: Poisoned, Immunity: Stunned, seraph, Versatile, Push

MurphysLaw101

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