Weapon (warhammer), unknown rarity (requires attunement by a (Requires Attunement). You must be wearing Artificer's Cave Goggles to attune to this weapon. Suffer exhaustion until requirements are reached)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

You must be wearing Artificer's Cave Goggles to attune to this weapon. The attunement ends if you take off those items. While you are attuned to this weapon and holding it, your Intelligence score increases by 2 and cannot exceed 20, When you roll a 20 on an attack roll made with this weapon, the hammer is imbued with the current attributes of the cartridge without consuming it. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and cast Heat Metal on touch, burning the wielder of the opposing weapon/armor. This can be cast once per long rest and only lasts for one round, dealing [roll]2d8[/roll] fire damage and requiring a DC 15 Constitution saving throw to keep hold of the item.

This ability can be used outside combat to make metal objects malleable without a forge. This can be used for both creation and destruction.

The hammer regains 1d4 + 1 expended charges daily at dawn.

When Attuned and a Cartridge is loaded, on hit apply the additional effect based on the Cartridge.

Alchemist Fire- add 2d6 Fire damage. Dex save DC13 to ignite target. 2 charges

Alchemist Ice- add 1d8 Cold damage. Con save DC13 to freeze target halving movement for 1 turn. 3 charges

Shocking Charge- add 1d6 Lightning damage. Strength save DC13 to push target 10 feet away. or Con save DC15, failed save take 1d6 Lightning damage, and Dash 20ft forward when you make a melee attack.1 charge

Poisoned Burst- add 1d4 poison damage. Con save DC13 to poison target. Con save DC17 at the end of targets turns to shake it off. 2 charges

Additional Cartridges can be crafted by an experienced Artificer.

1 Bonus Action to reload/swap Cartridges.

 A 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. 

 

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: Stacking Bonus: Intelligence Score, Bonus: Magic, Exhaustion, (Requires Attunement). You must be wearing Artificer's Cave Goggles to attune to this weapon. Suffer exhaustion until requirements are reached, Damage, Buff, Combat, Versatile, Push

Item Tags: Damage Buff Combat

PhoKingWasabi

Comments

Posts Quoted:
Reply
Clear All Quotes