Weapon (warhammer), rare (requires attunement)

The Arcane Relic Manipulator (ARM) is constructed out of elemental energy and is formed of its respective element, water, earth, fire or air. This limb can be altered into any of it's forms as a bonus action. Unarmed strikes made with this limb deal additional damage according to the limb's respective element, and count as a magic weapon for the purpose of overcoming damage immunities and resistances. Your AC increases by 2 as long as you are not using a shield. In addition, the limb provides the wearer with specific attacks and abilities.

This item replaces a lost arm. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.

Air Elemental Limb

  • Air Ability: Air Form. The limb can move through a space as narrow as 1 inch wide.
  • Air Attack: Whirlwind (Recharge 3-6). As an action, you can create a vortex that throws enemies around like stones in a tornado. Each creature in a 30 ft cone originating from you must make a DC 13 Strength saving throw. On a failure, a creature takes [roll]3d8[/roll] bludgeoning damage and is flung 20 feet in a random direction and falls prone. If the creature strikes an object, such as a wall or floor, the target takes an additional [roll]1d6[/roll] bludgeoning damage for every 10 feet it was thrown. If the saving throw is successful, the creature takes half the bludgeoning damage and isn't flung away or knocked prone. If the creature is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same additional damage and be knocked prone. This ability cannot be used in an environment with little or no air.
  • Simple Attack: Unarmed strikes made with an air elemental limb deal an extra [roll]1d8[/roll] bludgeoning damage.
  • Loose Grip: Because the limb is simply animated air, it cannot reliably carry any materials heavier than a few pounds; this limb cannot wield weapons or use shields.

Water Elemental Limb

  • Water Ability: Water Form. The limb can move through a space as narrow as 1 inch wide.
  • Water Attack: Whelm (Recharge 3-6). As an action, you can elongate your water limb to constrict and suffocate enemies. Each creature in a 30 foot line originating from you must make a DC 13 (or your spellcasting DC) Strength saving throw. On a failure, a creature takes [roll]2d8[/roll] bludgeoning damage. If it is Large or smaller, it is also grappled (Escape DC 13). Until this grapple ends, that creature is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the creature is pushed out of your space. You can grapple one Large creature, two Medium creatures or up to four smaller creatures at one time. At the start of each of your turns, any grappled creatures take [roll]1d8[/roll] bludgeoning damage. A creature within 5 feet of a grappled creature can use an action to pull it out of the grapple by making a DC 13 (or your spellcasting DC) Strength check. This ability cannot be used without a large supply of water.
  • Simple Attack: Unarmed strikes made with a water elemental limb deal an extra [roll]1d8[/roll] bludgeoning damage.

Earth Elemental Limb

  • Earth Ability: Earth Glide. The limb can travel through nonmagical unworked earth and stone within 5 ft of you. While doing so, the limb doesn't disturb the material it moves through.
  • Earth Ability: Siege Weapon. Unarmed strikes made with this limb deal double damage to objects and structures.
  • Simple Attack: The first time you make an unarmed strike with the earth elemental limb each turn, it deals an extra [roll]2d8[/roll] bludgeoning damage. Otherwise it deals an extra [roll]1d8[/roll] bludgeoning damage.

Fire Elemental Limb

  • Fire Ability: Fire Form. The limb can move through a space as narrow as 1 inch wide. A creature that touches the limb takes [roll]1d8[/roll] fire damage.
  • Fire Ability: Illumination. The limb sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Fire Ability: Extinguishable. If the limb is doused in water, it loses its form and all abilities and cannot be used until the dousing material is removed and you use a bonus action to reignite it.
  • Simple Attack: The first time you make an unarmed strike with the fire elemental limb each turn, it deals an extra [roll]2d8[/roll] fire damage, otherwise it deals an extra [roll]1d8[/roll] fire damage. If the target is a creature or flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes [roll]1d8[/roll] fire damage at the start of each of its turns.
  • Loose Grip: Since the limb is animated fire, it cannot reliably hold heavy materials; this limb cannot wield weapons or use shields. In addition, any flammable object held by the limb will ignite.

 

The additional dice used to calculate the damage caused by this weapon are equal to half of the players level rounded down. Eg, a 5th level character would roll 2d8, where a 9th level character would roll 4d8, etc...

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: Armor Class, Versatile, Push

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2023 1:25:12 PM
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7/1/2023 1:30:50 PM
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