You have a +2 bonus to attack and damage rolls made with this magic weapon.
While you are attuned to this warhammer, if there is an alcoholic beverage within sight of you, you must succeed on a DC 10 Charisma saving throw, or be forced to move towards, and consume the nearest alcoholic beverage. On a successful save, you retain control for 1d4 hours.
If an alcoholic beverage is consumed by this effect, roll a DC 10 constitution saving throw. On a failed roll, you have disadvantage on attack rolls, saving throws, and can only speak the truth for 1d4 minutes, or until a creature performs a hostile action towards you. On a successful save, nothing of note happens, save for an impressive belch which leaves onlookers unable to respond with hostile actions.
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, Combat, Versatile, Push
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