This mighty greathammer, gleaming with runes of protection and glowing with firelight, serves as both a fearsome weapon and a stalwart shield. Its handle is adorned with symbols symbolising strength and defence.
Honour and Glory. Attacks with the Hammer have +3 to attack rolls and damage, and deal an additional 2d6 fire damage.
Hardlight Shield.
- Mechanics. The wielder can activate an ethereal hardlight shield as an action. It extends 15ft total: the 5 feet in front of the user and 5 feet to each side, providing full cover to those directly behind or adjacent to the wielder. The shield blocks projectiles and ranged attacks. It does not impede movement or vision and can be shot through from behind by allies.The shield lasts until its hit points are depleted or the wielder deactivates it as a free action.
- Shield Health. The shield has 100 hit points and an Armour Class of 10 and the shield is instantly broken if hit by a Disintegrate spell.
- Maintenance. The wielder must use their action on subsequent turns to maintain the shield. Performing a different action will deactivate the shield, while maintaining the shield your movement speed is halved.
- Usage and Recharge. The shield can be used as long as it has hit points remaining. It retains its current hit points when deactivated and can be reactivated with the remaining hit points. The shield recharges fully after a long rest or if the hammer is recharged by any creature willingly expending a spell slot of 5th level or higher to charge the hammershield.
Firestrike (2/long rest). As an action, the wielder can unleash a fiery attack from the Hammershield. The wielder projects a line of fire 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.
Earthshatter (1/long rest). As an action, the wielder can choose to propel and slam the hammer into the ground sundering the earth in a 15ft cone. Each creature inside this cone must make a strength saving throw (medium and smaller creatures with disadvantage) or take 2d8 bludgeoning damage and be knocked prone. On a success the creature takes half damage and isn’t knocked prone.
- Created for the Athana Chronicles -
Proficiency with a Maul 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.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Magic, Damage: Fire, creature with a strength score of 18, Heavy, Two-Handed, Topple
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