An Anti-Magic Weapon is a weapon bathed in a semi-stable antimagic field. This weapon has 4 charges. You add +3 to attack rolls and damage rolls with this weapon.
If held while charges remain, you have +2 on saving throws against spells and other magical effects.
Creatures damaged by this anti-magic weapon have disadvantage on Constitution Saving Throws to maintain concentration on spells.
Spells and other magical effects do not affect this weapon while charges remain.
Dispelling Blow: If you hit a creature with an attack, you may expend a charge to cast dispel magic as part of that attack action, adding your attack modifier.
Countering Blow: If a creature within 60 feet targets you with a single target spell, or an area of effect spell with a targeted space within your melee range, you may use your reaction to expend a charge and cast counterspell as you attempt to attack the spell with the anti-magic weapon, adding your Dexterity modifier. On a success, you deflect that spell at the caster.
At each dawn, this weapon regains 1d4 charges.
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, Versatile, Push
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