A new born creation with a rough design. Has an insert for some sort of cartridge.
Has a lvl 1 heat metal core that can currently be used to forge on the go. (cant be used in battle.)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
(Examples)
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: Bonus: Magic, You must be wearing Artificer's Cave Goggles to attune to this weapon, Damage, Combat, Versatile, Push
Comments