Weapon (warhammer), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

The Warhammer has 5 charges for the following properties, which you can use while you are holding the Warhammer. The Warhammer regains 1d4+1 expended charges daily at dawn.

Detect. As an action, you can expend 1 charge to cast Detect Magic from the Warhammer.

Destroy. As an action, you can expend 2 charges to cast Dispel Magic from the Warhammer. Alternatively, when you hit a creature with this Warhammer you can use your bonus action to activate this property, targeting only the creature you hit. If an ability check is needed then make the check with +4 modifier.

Disrupt. As a reaction, when you are targeted by a spell or included in a spells area when cast you can expend 2 charges to cast Counterspell DC 15 from the Warhammer.

 

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, Versatile, Push

Ward00

Comments

Posts Quoted:
Reply
Clear All Quotes