Weapon (mace), artifact

This hammer was created by the convergence of wild magic. This hammer can be thrown and causes random damage based on a dice rolled at the start of combat.

Level 1:

A light hammer: damage is 1d6 bludgeoning + 1d6 wild damage.

Thrown range (20/60). This weapon will return to its wielder after thrown.

As a bonus action this hammer can shrink down to a pendant that can be worn.

To level up throw this weapon 10 times and deal a minimum of 30 wild damage.

Level 2:

The hammer grows in strength.

A medium hammer: damage is 1d8 magical bludgeoning + 1d8 wild damage.

Thrown range of (60/180) The user can now move with the hammer as it is thrown. If they fly with the hammer if they move at least 20 feet in a straight line all opponents in a 10-foot radius where it lands must make a DC: 14 CONS Save or be knocked prone.

To level up this weapon knock 15 enemies prone with the new ability.

Wild Damage Chart: Roll a d8 and that will be the damage type.

1

Fire

2

Cold

3

Psychic

4

Force

5

Thunder

6

Poison

7

Radiant

8

Necrotic, you heal for the necrotic damage dealt.

Proficiency with a Mace 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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Damage: Melee Weapon Attacks, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
1/30/2022 7:31:18 AM
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EodinofTheBurningBlade

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