This Hammer may be used as a +2 Warhammer however it has other more powerful properties, The Hammer of Enchantment can be used to give special properties to weapons and armour. To power the hammer it must be given +2* from another weapon, to do this you must tap the weapon with the hammer, it will then absorb the magic charges or if it already has the magic charges in it, it will give the weapon or armour a special property, A sword may only be enchanted once, same with armour.
1D100(2d10 one is tens and the other is a single number) Weapon Chart: 01-06. Blade of fire. only applicable to weapons that deal slashing damage. The Blade is now on fire dealing an extra 2d8 fire damage, putting in water will only quench it while it is in the body of water and it will start burning again as soon as it pulled out from the water. 07-14. only applicable to blunt weapons. The blunt weapon is covered by hardened, jagged rock enabling it to deal 1d6 extra bludgeoning damage and 1d6 piercing damage. 15-26. Weapon charge. The weapon now has to ability to charge, sacrificing more lesser attacks for one powerful strike, If The person decides to charge the weapon they can't attack with it on this turn(you cannot charge the weapon if you are not in combat),The weapon gains 3d8 of the damage type for each attack you could have made. 27-34. Charge. This property can be used four times per day, If your weapon gains this property, you can now dash up to 40 ft and preform an attack with the weapon that has this property(if you dash you must then preform a melee attack) you will also do an extra 1d8 of the damage type due to velocity. 35-42. Blade Of Radiance. only applicable to swords. The blade of the sword disappears and is replaced by a shimmering radiant light in the shape of the blade dealing an extra 1d8 radiant damage normally and an extra 4d8 radiant damage to Undead and Fiends. 43-49. Thunderous Smite . only applicable to hammers. This weapon now has three charges, if one of the charges is used it empowers your next attack, Enabling it to deal an extra 2d8 thunder damage and an extra 1d8 lightning damage The Target of the attack must roll a Dc 16 Constitution roll or be deafened. 50-57. Blade of Necromancy. Slashing weapons only. The Weapon now deals an extra 2d8 Necrotic damage,Whenever you kill a creature that is humanoid and of medium size they will Turn into a zombie or a skeleton under your control(the Creature wielding this weapon choses which undead they turn into). 58-65. Blade of Rest. When you hit an undead of challenge ratting 2 or lower with this sword They must roll a Dc 18 Constitution Saving throw or be destroyed and become unable to be raised again. 66-73. Weapon Scythe. Whenever you are faced with three or more enemies you may use this ability, Making one melee attack against everyone within ten feet of you. if you are using a slashing weapon you deal 5d8 slashing damage on a hit and if you are using a bludgeoning weapon you deal 4d8 damage and knock them back ten feet. 74-82. Earth Slam. Only applicable to hammers. You may now hit the ground with the hammer you are using, sending shock waves in a thirty foot radius around you.Everyone in that radius must roll a Dc 16 strength saving throw or take 4d8 thunder damage and be flung 20 feet away most likely taking an additional 2d6 bludgeoning damage.you can only use this special feature three times per day(recharges at dawn). 83-92. Blade of Electrocution. only applicable to swords. The sword now deals an extra 2d8 lightning damage, In addition to this when targeted by lightning damage you may use your reaction to absorb the lightning attack directed at you storing it in the sword for your next attack, returning the same amount of damage that was directed at you, if you do not use your reaction to use this feature the sword still manages to absorb 2 damage die worth of the attack. 93-100. Elemental Blade. May only be applied to a sword. The sword is now covered with ice, has electricity weaving around it and is wreathed in flames, dealing an extra 2d8 cold damage, 3d8 lightning damage and 2d8 fire damage. if this property is used the hammer can no longer enchant weapons.
1d100 Armour Chart: 01-08. Armour Of Dashing. Any armour, While wearing This armour you can use the dash action as a bonus action. 09-15. Armour of flickering. you can use a bonus action while wearing this armour to turn invisible until the start of your next turn. 16-21. Windy Armour. while wearing this armour you can fly up to 30 ft before falling. 22-30. Armour of Protection. while wearing this armour you can use your reaction to gain 5 to your AC while imposing disadvantage on a creatures roll that is targeting you.31-38. Armour Of Reflection. If Targeted by a Melee Attack While wearing this armour you can use your reaction to return half of the damage(you take full damage and they take half damage). 39-45. Icy Armour. while wearing this armour if you are hit by a melee attack the attacked will take 2d6 cold damage. 46-52. Fiery Breastplate. only for breastplates, the breastplate now releases smoke and adds a 1d8 fire damage to your attacks, melee attackers take 1d8 fire damage upon attacking you. 53-62. Armour Of the Storm. Plate armour, While Wearing This armour ranged weapon attacks have disadvantage to hit you and every enemy within 20 ft of you takes 2d8 lightning damage when starting their turn there. 63-75. Armour of Delving. any light or medium armour, The armour is now immune to getting wet and makes you resistant to cold damage while you wear it, you also have a swimming speed of 40 feet while you wear this armour. 76-84. Armour of Resisting. this armour now gives you advantage on strength, constitution and wisdom saving throws. 85-94. Armour Of Explosion. any armour, two charges recharges at dawn, while wearing this armour you can use a bonus action to cause an explosion coming from the armour in a 30 ft radius and teleport up to 40 ft out of harms way, everyone in the radius of the explosion must make a dexterity saving throw(Dc 16) taking 5d8 damage on a failure and half as much on a success, if they fail the saving throw they are launched twenty feet probably taking another 2d6 bludgeoning damage and falling prone. 95-00. Armour of Energy. Plate armour, The Armour now makes you only take half damage from attacks and stores the damage that doesn't harm you, you can releases the damage when someone hits you with a melee attack, you can only releases damage twice per day and the stored damage dissipates when you take a long rest, once you use this feature the hammer can no longer enchant armour.
I apologize for The manner in which all of the die results are pressed together, however this was the best I could do since I tried lining them up evenly in the editing mode but it actually somehow made it worse then it is right now.
*for the rest of the paragraph I will refer to magic pluses as charges since it phrases better.
Notes: The Hammer may only be used 15 times it then it crumbles away, reduced to a pile of shards.
Cool!
Thanks. I could probably nerf it a little bit though...
Probably.
Weird
Too much to digest, tho good.