The wielder from first contact always has a strong attachment to the hammer and both the wielder and the weapon will refuse to let another wield it. At the start of combat the user must roll a will save with a DC 20 - Charisma. If they fail they are required to attack the closest creature to them each turn and have their movement reduced by 20 until end of combat. The wielder has advantage on saving throws against Spells and Effects such as Suggestion or Command that would cause them to drop or throw the weapon.
If the wielder is more than 10 ft from the hammer they are overcome with shouting voices in their head and take 1D8 piercing damage per round. This damage is increased by 1D4 psychic damage per 5 ft distance between them above 10ft. This lasts until they get within 5 ft of the hammer. This damage does not count towards keeping rage active.
At user level 5 the hammer does 2 D10 Bludgeoning or Piercing (User may choose damage type upon taking the attack action each turn) per attack and adds 1 D10 every 3 levels above 5. Below 5th level the hammer deals 1D8 Bludgeoning or Piercing damage.
While wielding Aaakashin whenever the user takes damage caused by a creature (whether through spell or weapon) they roll a D20. they then choose to add or subtract by their Charisma or to take the rolled number. they then take damage equal to what they rolled and so does the creature that damaged them.
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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: Fighter or Barbarian , Cursed, Versatile, Push
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