You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Proficiency with a maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Stacking Bonus: Strength Score, Bonus: Magic, Bonus: Ability Score Maximum, Damage, Buff, Combat, Heavy, Two-Handed
There should be something in the description that lets you wield it in one hand. I mean, your STR could be 30. You literally can't be stronger than that.
Also, something lightning-y.
I can't seem to find this in the "Add Items" section on the character builder, etc?
Yeah, with that any roll than is a nat 8 or higher HITS EVERYTHING
the tarrasque and tiamat -highest non-homebrew ac- have a AC of 25
8+17=25. so with this you have a 60% chance of hitting the tarrasque or tiamat
As a DM I'd allow it, maybe have it be versitle with a d10 base and 2d6 two handed. Although I really don't like this item as a Maul, as it just doesn't feel right for Dwarf. I'd rather it be a Warhammer.
I plan to give this to one of my players, a dwarf that's about to go into Storm King's Thunder. There is so much about this item I love, and so much I hate. I love the idea of item sets in D&D, and they did a great job with this one. I'd absolutely love to see more items like this.
But there are a few things that really bug me about it. Mainly it looks like a Warhammer and not a maul, and switching it to a Warhammer makes more sense (this is kind a pet peeve, I admit). Especially for a Dwarf... Warhammer just fits more thematically. Yes it's slightly less damage, sure... but with this thing that's kind of a blessing as a DM.
On top of that the thunderclap ability, while it sounds great, kinda really sucks. You lose a possible two attacks to make a ranged attack which you can potentially stun yourself. Although I do like the risk vs reward aspect of it, it's just not that practical. As a player I'd never use it as I'd be effected by it every time unless I threw it at disadvantage from further range. Granted your to hit at that point is at godly levels, there is still the chance of wasting your turn tossing it. Or the potential of tossing it and your the only person being effected by stun that turn. Also there is probably other players in that range as well. It'd end up just being a very niche ability that would only be used a couple times the entire campaign. and more then likely not ever work how the player wants. It has 5 charges, and could potentially recharge to full every day, which makes me think the creators expect the player to do this a few times a day. Unless again they do it at disadvantage, with a somewhat low DC, which probably isn't going to effect the main target. Granted yeah, it makes a decent opening attack from range, but then you run in and grab it off the floor and probably wouldn't ever use at ranged again that fight, or even get a decent chance to use it the rest of the day. On top of that, it's pretty much one of the main aspects of the weapon. It might be better if it was a proper AoE, and everyone in an area makes a save against the effect and on a save take half damage and no stun (with a DC 17 Con vs it having to hit a target then have to save against stun). Or have the ability be a smaller effect range, say 20 or even 10 feet.
And then there's the Giantbane ability. While cool, this is likely to never happen. I'm thinking of adding a 1d6 damage to an attack made against giants while keeping the main effect. This is a Legendary item after all, and they have to collect and wear a couple other pretty rare items to even attune to it. You want this weapon to feel special for the player for the effort they might have to put into even being able to use it, with a pretty subpar situational ability. Keep in mind this could very well end up being the best weapon they ever come across. Let them enjoy it.
So my changes include it being a Warhammer instead of a Maul. I'd make the effect radius much less, such as 20 or 10 feet. 20 if it's an AoE (save to half damage and not be stunned. I might even make this longer ranged, 40-60 feet at max) or ranged attack (20ft range with a 10ft radius) with an added save or suck effect. I might also think about making the throw distance a bit more depending on their class and ranged abilities (do they have any? Then increase the radius. They do? keep it short range). I'd also make this Thunder damage when thrown to be more thematic (I mean come on, it's the Hammer of Thunderbolts.) I'd drop the charges to 3 total (1d3 a day). I'd also add that as a bonus action you can recall the hammer to your hand. This will add a little more importance to their action economy as well just make them feel cooler.
yes
@ahill57 No you don't
To avoid still being notified about comments...
I have read the sage advice, I know the ruling, you can attune to this and not have to attune to the other items.
Save yourself the keystrokes
All those people worrying about the 20 foot normal range, and 30 foot stun radius. One word - Sharpshooter. It's not just for bows and crossbows. Ignore all but full cover and disregard long range disadvantage with your new Hammer of Thunderbolts for just one easy installment of a feat. Hurry up and order today. Operators are standing buy.
It would give you 30, not 29, the hammer increases by four up to a max of 30.
It has neat synergy with Artificers, since they can make Gauntlets of Ogre Power and the Belt of Hill Giant Strength. Don't even need to go looking for them.
Well, a troll will survive anyhow. Stupid Regeneration trait.
Actually, it would bypass regeneration and kill them anyway. Save or die effects are rare for a reason, they do what they say, you make the save or you die, no questions asked.
"When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die"
What would happen if a creature polymorphed into a giant fails this save? Does it revert back to it's original form or die outright?
For the questions about the range issues, keep in mind that while normal is in 20, long is still 60 out. With the bonuses to strength that have stacked up, bonuses to hit, etc., rolling at a disadvantage from range, you still have a pretty solid chance of hitting. Of course there is the also mentioned Sharpshooter feat.
The taking the penalty to enhance damage would also make it seem worthwhile as well considering the potential bonuses to hit.
The real downside is needing to go pick back up your weapon. But a bit of homebrewing, crafting or otherwise you can get around this. An example would be like from Critical Role, Grogs' Chain of Returning. Granted it would need to be extended further out from it's 30ft, but that's just an idea.
so cool!
This is literally mjölnir right, the belt of giant strength is megingjörd and the gauntlets of ogre power are the jarngreipr and the giant killing thing is just a representation of how many giants Thor has killed with mjolnir.
Because it's implied you have allready a monstous bonus from the strenght modifier and this balances a bit the power creep without ruining the fantasy
between the +4 to strength giving you a +2, and the ogre gauntlets or giant belt will probably give another +1 or +2, maybe even more. This combo can give a +10 strength bonus, That is abso-f*ck!ng-lutely ridiculous by any standard