An ancient and legendary artifact of Signet consisting of a necklace shaped like a hammer. Worn by the mythical ancient guardians known as GM's. Imps take 6d6 radiant damage upon touching this talisman, and again after every turn they remain in physical contact with it.
If you are a cleric or paladin, you can use the Ban Hammer as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 5 charges. If you are wearing or holding it, you can use an action to expend 1 charge and issue a Warning against one creature you can see on the ground within 120 feet of you. When you issue a Warning, you must give a formal, verbal proclamation that the creature can hear, forbidding it from taking one specific assigned action. You can Warn against the following actions:
- Wielding a specific weapon
- Using a specific spell or ability
- Targeting a specific character with attacks/abilities
- Other actions, per Dungeon Master's discretion
If a Warned creature violates your will and invokes your wrath, you may use your Reaction to Ban them. When you Ban a creature, a fissure of digital blue flame opens underneath it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure, whereupon they are either destroyed or transported to a plane of the GM's choosing, depending on how important they are to the plot. The fissure then closes, leaving no trace of its existence. When you expend the final charge, the talisman disperses into motes of golden light and is destroyed.
Notes: Bonus: Spell Attacks, A creature dedicated to the protection of Signet, Control, Buff, Jewelry
Previous Versions
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5/13/2024 4:51:59 AM
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Coming Soon
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