Weapon (warhammer), artifact (requires attunement by a someone blessed by The Forgemaiden)

Dormant
In it's dormant state, Alkreate is a magical +1 Warhammer with the following effects.

Blessing of the forge. Once per long rest, you can touch a piece of non-magical armor or non-magical weapon with this hammer.
When you do you bestow the armor with a +1 to AC or weapon with a +1 bonus to attack and damage rolls until the end of a long rest.

Forgemaiden's Blessing. When you make a skill check to craft Non-magical weapons or armor you can make the roll with advantage.

Hammer of the Forge. This weapon grants a +1 bonus to attack and damage rolls made with it, the target of the attack also takes an additional 1d10 fire damage.

One with the Forge. While holding this weapon the wielder has resistance to fire damage and rolls with advantage to avoid exhaustion.

Spells. While attuned the wielder can use an action to cast one of the following spells (save DC 18): animate objects, heat metal, fabricate, magic weapon, mending, shatter. Once you use the hammer to cast a spell, the spell can’t be cast again from it until the next dusk.

Awakened
In it's awakened state Alkreate becomes a magical +2 Warhammer and gains the following effects.

Always on hand. The hammer gains the "Thrown" property with a range of 50/100 and the wielder cannot be disarmed of the hammer, additionally when the hammer is thrown as part of an attack it returns to the wielder's hand.

Blessing of the Forge. The bonus to Non-magical weapons and armor is increased to +2 and can now be used twice per long rest.

Forgemaiden's Blessing. When making a skill check to create non-magical weapons the wielder can also add a d6 to the roll

Hammer of the Forge. The weapon now grants a +2 bonus to attack and damage rolls and the fire damage is increased to 2d10

One with the Forge. The wielder now has immunity to the Exhaustion condition and Fire damage from non-magical sources.

Spells. The Wielder can now use Mending at will, while being able to cast the rest of the spells twice per day until the next dusk.

Mastery
In it's mastered state Alkreate becomes a magical +3 Warhammer and gains the following effects.

Blessing of the Forge. The bonus to Non-magical weapons and armor becomes +3 and the wielder can now use this ability a number of times equal to their proficiency bonus

Forgemaiden's blessing. When making a skill check to create non-magical items with advantage, the wielder can choose to reroll one of the die.

Hammer of the Forge. The weapon now grants a +3 bonus to attack and damage rolls and the fire damage is increased to 3d10

One with the Forge. When the wielder would take fire damage, they may now use their reaction to instead heal HP equal to half the damage instead.

Spells. The wielder can now cast the spells a number of times equal to their proficiency bonus until the next dusk.

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, Damage: Fire, Advantage: Sleight of Hand, Resistance: Fire, Advantage: Saving Throws, someone blessed by The Forgemaiden, Versatile, Push

ShinobiSmithy

Comments

Posts Quoted:
Reply
Clear All Quotes