Powerful magic
Before it reveals itself to the wielder this weapon identifies as a Dormant Hammer if Identify is cast upon it.
Magic Sentient Weapon
Bahamut's Fist is a magic weapon that grants a +3 bonus to attack and damage rolls made with it, it is sentient and can choose to speak and interact as such, its alignment is Lawful Good. It doesn't concern itself with a person's actual alignment so much but rather judges them based on the deeds it witnesses them commit.
Curse. Once this hammer has chosen a wielder they become attuned to it and the following curse takes effect. The wielder is unwilling to part with the hammer, keeping it on their person at all times. The obsession will become so great that the wielder eventually starts seeing the hammer as their only friend. This obsession can be temporarily overcome if the wielder is targeted by the remove curse spell or similar magic, but attunement will reoccur after 1 days time of the casting if use of the hammer is continued. While attuned to this weapon the wielder has no desire to use other weapons and have disadvantage on attack rolls made with all weapons other than this one.
First strike of the day. On the first successful hit of the day with Bahamut's Fist the spell Shatter is triggered as a level 2 spell at the point of impact. A sudden loud ringing noise, painfully intense, builds up and erupts into a thunderous blast from the point of impact. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
This charge resets at dawn each day.
Blessings of Bahamut
If you are attuned to the hammer, you gain the following benefits:
- You have immunity to being frightened, charmed, or stunned.
- Eyes of Justice: Your eyes glow radiant platinum, giving you 30 feet of truesight.
- Strength of the Righteous: Your strength score while attuned to this hammer changes to 20. The item has no effect on you if your Strength is already equal to or greater than 20.
- Breath of Light: Once per day(resets at dawn) you may emit a blast of healing energy. Creatures in a 30 ft. cone emitting from you are healed for 3d6+2 hit points. This includes enemies in the cone..
Destroying the Hammer/Indestructible Item
The only way to destroy the hammer is to melt it down in The Pyre (the sun and system primary of the star-system known as Pyrespace.) itself. It must remain in this sun for fifty years before it finally succumbs to the fire and will be consumed.
Upon wielder's death
When the current wielder is killed Bahamut's Fist will return back into a Dormant Hammer until a new wielder comes along and awakens it.
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: Set: Strength Score, Bonus: Magic, Immunity: Charmed, Immunity: Frightened, Immunity: Stunned, Sense: Truesight, skilled wielder which it judges based on actions performed during its dormant phase of use. Once it awakens and has chosen the wielder, attunement occurs., Damage, Combat, Warding, Cursed, Versatile, Push







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