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Forgemaster's Might

Alter: This monumental maul/ warhammer requires a Strength of 17 or higher to wield. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

You can use a bonus action to speak the hammer's command phrase "light the forge" and cause flames to curl up and heat the hammer's anvil head. These flames shed bright light in a 20 foot radius and dim light for an additional 20 feet. While the hammer is lit, it deals an additional 1d8 fire damage to any target it hits and ignores resistances to fire damage. The flames last until you use a bonus action to speak the command word "quench", or until you drop or stow the hammer.

Smith's Blessing:
You can use the hammer to cast either the creation or fabricate spell using an action instead of its usual casting time. Creation is cast as a 6th level spell when cast in this way, and its conjured materials can be used as materials for the fabricate spell, although the materials still have a limited duration. Once the hammer has been used to cast a spell in this way, it can't be used to cast that spell again until the following dawn.

In addition, you know the mending cantrip if you didn't already know it while you're attuned to the hammer. Mending's usual size restriction is increased to 5 feet in any dimension for when you use it to repair metal. Ability checks you make using smiths tools to make or repair an item are made with advantage when you use the hammer's head as the anvil.

Iron Raze:
The hammer deals an additional 2d8 bludgeoning damage to constructs and structures hit by it.

Attunement: Yes
Rarity: Legendary
Type: Maul or Warhammer
Cost: ???
Griffons Saddlebag, Vol 1

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