Thunderforge Reborn is forged with the heart of a fallen star and imbued with the power of the Elemental Planes. The hammer’s head is a brilliant mix of celestial metal and obsidian, crackling with latent energy. Runes of thunder, fire, and earth are etched into the hammer, glowing with an inner light.
Properties:
- Divine Strike: When you hit with this warhammer, you can choose to deal an additional 2d6 thunder damage. This can be used a number of times equal to your proficiency bonus, and you regain all expended uses after a short or long rest.
- Elemental Wrath: You can choose one of the following effects when you hit with this warhammer, once per long rest:
- Inferno Strike: The target takes an additional 3d6 fire damage, and creatures within 10 feet must make a DC 18 Dexterity saving throw or take 3d6 fire damage.
- Earthquake Slam: You can cast the Earthquake spell centered on the point of impact without expending a spell slot. The DC for the spell is equal to your spell save DC.
- Thunderous Blast: You can cast the Thunderwave spell as a 5th-level spell without expending a spell slot. The DC for the spell is equal to your spell save DC.
- Moradin’s Judgement: As an action, you can channel the divine power of Moradin through Thunderforge Reborn, casting the Destructive Wave spell without expending a spell slot. This can be used once per day.
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: Cleric or Paladin of Good Alignment, Versatile, Push
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