Appearance-wise, the anvil hammer is a completely metal hammer with a head in the shape of bilaterally symmetrical anvil with blue energy emanating from within the head and from the anvil's base. Being made of solid metal, the anvil hammer is incredibly heavy, requiring even strong humanoids creatures to use both hands to wield it effectively. Carrying the anvil hammer prevents any creature of medium size or smaller from flying. No creature can swim while carrying this weapon.
The anvil hammer has 3 spell charges that can be used to share its magic with other items. Each use of the anvil hammer's charges requires 1 minute of concentration.
If the anvil hammer is touching a magical item that also uses spell charges, you can expend 1 charge of the anvil hammer to try and restore a charge of that item. To do this, roll an arcana check with a DC of 16. On a successful roll, that item regains a spell charge unless it has all of its charges. On a failure, the anvil hammer's spell charge is wasted. Either way, the targeted item can't be enchanted by the Anvil Hammer again.
If the anvil hammer is touching an item that is intact but has lost its magical property, you can expend 1 spell charge to restore that item's magic. To do this, roll an arcana check with a DC of 20. On a successful roll, that item regains its magical properties for 8 hours. On a failure, that item shatters into unrepairable shards and the spell charge is wasted. This enchantment does not restore charges.
If the anvil hammer is touching a non-magical weapon, you can expend 1 spell charge to grant it a +2 to its damage and make any attack with that weapon magical. These effects last for 1 hour. If the anvil hammer is touching a non-magical shield or armor, you can expend 1 spell charge to grant it a +1 to AC and protection from Magic Missile. These effects last for 1 hour.
If you expend the last of the anvil hammer's spell charges, make a Wisdom Saving Throw with a DC of 14. On a failure, the anvil hammer loses its magical properties and shatters into unrepairable shards. The anvil hammer will regain all spent spell charges after a Long Rest of a creature that is attuned to it.
When used as a weapon, the anvil hammer is a two-handed great hammer that deals 1d12 + STR Modifier + 4 magical bludgeoning damage. Any creature hit by the anvil hammer must make a STR Saving Throw. On a 7 or lower, the creature is stunned until the end of its next turn. On a 11 or lower, the creature is knocked prone. On a 15 or lower, the creature is pushed back 10 feet. The anvil hammer does double damage against structures and constructs.
Proficiency with a Greataxe 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.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Notes: Weapon Property: Two-Handed, Replace Damage Type: Bludgeoning, Damage: Bludgeoning, by a creature with a STR Score of at least 20, Heavy, Two-Handed, Cleave
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