Weapon (warhammer), legendary (requires attunement by a Cleric or a Paladin)

As most weapons that are either wielded or crafted by gods, they always have a distinct appearance and sensation to them, and this one is no different, as this seemingly indestructible hammer was infused with the essence of fire and metal-- seeing the creation of countless weapons and armors. Either side of the hammerhead is adorned with the symbol of Kossuth- an anvil with an open flame emblazoning it, as when light emits from this weapon, a glow envelops these intricate inlays from head to handle.

You have a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a construct with this hammer, that construct takes an additional 2d6 bludgeoning damage. In addition, while you hold this hammer, you have resistance to fire damage.

DORMANT

Master of Fire and Metal. While attuned to this weapon, you gain the following benefits:

  • You deal an additional 1d8 fire damage with attacks made with this weapon.
  • You can cast Heat Metal at 2nd level at will and requiring no material components on any manufactured metal object the hammer has struck since your last turn. Wülf is immune to Heat Metal and other spells that would otherwise alter or destroy it's physicality.

Forgemaster's Insight. When using this hammer, your proficiency bonus is doubled for any ability check you make that uses Smith's Tools.

Timeless Creation. Any item created with this hammer has the Unbreakable minor property. This hammer can be used to destroy items with the Unbreakable minor property.

AWAKENED

As the power of Kossuth begins to flow through this mighty hammer, you are now becoming one with it, and step by step growing more in-tune with the patron god and his prowess in combat. You gain the following benefits:

Siege Weapon. You deal double damage to structures and objects.

Boiling Anger. Immediately after initiative is rolled, you may choose to move up to your full movement in one direction and make a weapon attack with Wülf using your reaction.

Stubborn Charge. On your turn, if you move 20 feet or more in the same turn in the same direction before making a weapon attack, you deal an additional 3d8 bludgeoning damage on that attack, and that creature must make a DC-17 Strength saving throw or be knocked prone.

EXALTED

The heat of the forge, thrill of battle, and hearth of home fill you with determination, as Kossuth has chosen you to carry his greatest boons when you wield this mighty hammer. You gain the following benefits:

Barrier-Breaker. You can use this hammer to strike down any magical barrier before you. Any wall spell (such as wall of fire, wall of force, etc.) cast at 7th level or lower is instantly destroyed if it is hit by the hammer.

Holy Flame. All fire damage dealt by this weapon is also considered Radiant for consideration of damage resistances, immunities, and vulnerabilities. In addition, you are now able to cast Heat Metal at 4th level at will.

Blessing of the Forge. If you are a worshiper of Kossuth, you gain all the following benefits for which you have the required piety:

Piety 10+. The hammer has 1 randomly determined minor beneficial property.

Piety 25+. The hammer has 1 randomly determined major beneficial property.

Piety 50+. The hammer has 1 additional randomly determined major beneficial property.

If you aren’t a worshiper of Kossuth, the hammer has 2 randomly determined minor detrimental properties.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Heart of Fire. You empower yourself with the piety of your patron, and he gives you a greater part of his power. Once per Long rest, you can empower yourself for 1 hour, gaining the following benefits:

  • You grow one size class larger, no more than 5 feet larger and up to your weight heavier, as a result increasing your carrying, lifting and pushing capacity for the duration.
    • This increases your total Strength by 4, giving all STR-based ability checks, saves, and attacks a +2 bonus.
    • You have advantage on Strength checks and saves,, against grapples, grappling other creatures, and effects that would force you to move or restrict movement.
    • All fire damage is increased by your Cleric/Paladin level. Also, any creature that makes a melee attack against you must pass a DC-17 Dexterity saving throw or take 3d8 fire damage. The damage dealt by this cannot be reduced in any way unless the target is immune to either fire or radiant damage types, in which case they take no damage.
    • The Save DC's of your spells that inflict fire and/or radiant damage are increased by 2.
    • You are immune to fire damage, which now heals you instead.
  • After the duration of this passes, or should this transformation be ended early (by choice, knocked unconscious, killed, etc.), you suffer 2 points of exhaustion, restoring them once you take a long rest.

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: Fire, Cleric or a Paladin, Damage, Combat, Versatile, Push

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Item Tags: Damage Combat

ButteOfMoone

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