Truehammer was made from mithral and adamantine. It was forged by a Dwarven master smith using the combined magics of the Forge of Spells and the mysterious faerzress of the Underdark. The warhammer was blessed by dwarven gods during the long and arduous crafting process, imbuing it with further power.
The magical warhammer grants a +3 bonus to attack and damage rolls made with it. It also grants a +5 bonus to any ability checks made when crafting items made of metal as the hammer shapeshifts into a smithing hammer for the duration of the craft.
Despite being forged partly from mithral, the weapon is unnaturally heavy and will impart a -3 penalty to attack and damage rolls. Attunement negates the penalty.
Might of Moradin. While attuned to Truehammer, your Strength score becomes 22 unless it is already 22 or higher, and you regain 1d8 hit points at the start of your turn if you have at least 1 hit point. You have advantage on saving throws against spells and other magical effects while attuned to the weapon.
Valor of Clangeddin. As a bonus action, the hammer can be shapeshifted into a battleaxe, changing the weapon's damage type from bludgeoning damage to slashing damage accordingly. While shapeshifted this way, the weapon's wielder cannot be frightened. The hammer reverts to its original form with another bonus action, or if the wielder is incapacitated or dies. This feature does not require proficiency with a battleaxe.
Wrath of Tharmekhûl. When you attack a creature with this weapon and roll a 20 on the attack roll, the target takes an additional 20 fire damage, is knocked back 20 feet, and must succeed on a DC 16 Strength saving throw or fall prone.
Power of the Forge. The combined magics of the Forge of Spells and faerzress further enhance the power of the hammer. Once on each of your turns when you hit a creature with a melee attack, you can cause the attack to deal an extra 1d8 fire damage and 1d8 force damage to the target.
Destroying the Hammer. To destroy the hammer, it must be brought to a forge at any major Dwarven stronghold, where it must consciously and willingly be taken apart by ten Dwarven master smiths.
"Never before have I crafted more fine a weapon and never again will I craft another like it. By this hammer I have reached the peak of my craftsmanship and by that knowledge I am diminished. Time for other dwarves to surpass my craft by climbing their own mountains."
-Bromnir Truehammer
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, Set: Strength Score, Damage: Fire, Damage: Force, Advantage: Saving Throws, Immunity: Frightened, Bonus: Magic, good aligned Dwarf, Damage, Buff, Combat, Shapechanging, Versatile, Push
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