One Handed 1d8 + int
Two Handed 1d10 + int
Lvl 1-4 +1 lightning
5-9 1d6
10-14 2d6
15-20 4d6
Two Forms: While an artificer wields this weapon, they can use a bonus action to decide to wield this hammer as a melee weapon or a ranged weapon.
Melee: Versatile. This hammer can be wielded one handed or two handed.
Ranged: 60ft/120ft at disadvantage. Ranged weapon does same amount as if wielding the weapon two-handed
Thunderwave
- Casting Time: 1 action
- Range: Self (15-foot cube)
- Target: Self (15-foot cube)
- Components: V S
- Duration: Instantaneous
- A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
- 1 charge, will reset per short rest.
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: Artificer, Versatile, Push