Weapon (maul), artifact (requires attunement)

During The Calamity, the Prime God, Father of Dwarves, Moradin forged a powerful artifact, the Worldsmith Hammer, to aid his mortal champion in their efforts against the Betrayer God’s forces. Forged in the depths of the world upon the Core Anvil of legend, this artifact became a symbol of strength in the war against the Betrayers, and was ultimately instrumental in defeating the forces of Tharizdun in the final conflicts of The Calamity. 

It's wielder, the mortal champion of Moradin, became a great king of dwarvenfolk, forging together a kingdom from squabbling, disparate clans in the chaos of a post-Calamity world and brought them peace. His hammer ended grudges and answered slights. The clans became steadfast allies under his rule, and they threw back their remaining enemies and enjoyed an era of prosperity. When he became old, he passed on the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the hammer on for many generations.

Later, in a dark era marked by treachery and wickedness, the hammer was lost in a bloody civil war fomented by greed for its power and the status it bestowed. In secret, the surviving heirs of the champion absconded in self-exile with their most loyal subjects, and formed the isolated hold of Thun'Honar upon Ravencrag Isle. There, they held the hammer, safe and secret, no longer trusting even themselves with the power the hammer gave it's wielder, for fear of further corruption and bloodshed - and there it was hidden, for over six hundred years, until tragedy struck the dwarf-lords of Thun'Honar. 

The dwarves were wiped out by a cursed plague of undeath, unleashed by fel powers, but not before a small group of priests risked everything, and broke their oaths to successfully channel the power of the hammer to transport themselves and the few remaining sons and daughters of the Wildhammer clan to a nearby island, Falcorest, where they attempted to rebuild, atone, and honour what was lost. The Worldsmith Hammer is now kept within a reinforced mountain vault, which is itself hidden behind a shrine to Moradin within the small, isolated cliffside hold of Thun’Beathùr, the Reborn Halls.

Magic Weapon

The Worldsmith Hammer is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The hammer also functions as a belt of dwarvenkind, a dwarven thrower, and a vicious weapon.

Divine Strength

This weapon radiates raw magical power which augments the wielder's strength beyond mortal limits. Your strength score increases by 2 to a maximum of 22. You may also wield this two-handed weapon in one hand when attuned to you. 

Favoured of Moradin

If you are a dwarf attuned to the hammer, you gain the following benefits:

  • You have immunity to poison damage.
  • The range of your darkvision increases by 60 feet.
  • You gain proficiency with artisan’s tools related to blacksmithing, brewing, and stonemasonry.
Conjure Earth Elemental

If you are holding the hammer, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can’t use this property again until the next dawn.

Travel the Depths

You can use an action to touch the hammer to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. If teleporting a group, instead of the standard 8 maximum, you may teleport up to 20 willing creatures. You can’t use this property again until 3 days have passed.

Curse

The power within this artifact is unpredictable and beyond anything you have ever felt before. As it enhances your strength, it can sometimes surges at inopportune moments, causing you to be unable to contain the power within. Your DM may ask you to roll a d20 + Strength Modifier on occasion, with a DC of 18 or higher to avoid negative affects. On a failure, roll a d4;

  1. Rampage: You enter a mindless state for 1d4 minutes where you will attack any creature or structure around you without restraint.
  2. Hulking: Your form enlarges suddenly for 1d4 minutes. Any magical equipment you were wearing will grow with you, however non-magical armour, equipment, or clothing will break. You are now considered a Huge creature.
  3. Overload: The strength radiating from the hammer overwhelms your body. You fall unconscious but you are stable. 
  4. Draining: The stream of strength channelling into you from the hammer suddenly reverses, taking strength from you instead of giving it. For 1d4 hours, your Strength score is halved.
Destroying the Hammer

The only way to destroy the hammer is to melt it down in the World Forge, where it was created, or by use of an artifact of equal or greater power.

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, Bonus: Constitution Score, Advantage: Persuasion, Damage: Additional, Sense: Darkvision, Immunity: Poison, Proficiency: Smith's Tools, Proficiency: Brewer's Supplies, Proficiency: Mason's Tools, Bonus: Strength Score, Damage, Buff, Debuff, Combat, Cursed, Heavy, Two-Handed, Topple

Item Tags: Damage Buff Debuff Combat Cursed

Euanbad

Comments

Posts Quoted:
Reply
Clear All Quotes