Akmon, Hammer of Moradin
Weapon (warhammer), artifact (requires attunement)
Martial weapon, melee weapon
1d8 bludgeoning damage
Moradin's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Moradin rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Moradin does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome.
Martial weapon, melee weapon
1d8 bludgeoning damage
Moradin's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Moradin rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Moradin does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome.
Sentience
Akmon is a sentient Chaotic Good weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common, and Dwarvish.Personality
Akmon is the personification of Moradin's creativity and wrath equally, and wheels frequently between wanting creation and destruction. It adores when its wielder creates or destroys, especially in virtuous ways, or ways that assist Dwarves. It constantly pushes its wielder to do more, push beyond their limits.Dormant
The hammer grants the following benefits in its dormant state:- You gain a +1 bonus to attack and damage rolls made with this magic weapon.
- When you hit with an attack using it, the target takes an extra 1d10 fire damage.
- You have proficiency with smith's tools and have advantage on all ability checks made using them.
- If you are a champion of Moradin, you can use an action to cast Fireball at 3rd level. When you do, roll a d6. On a 1-5, you cannot cast it again until the next dawn.
- If you are not a champion of Moradin, the first time you touch a gem or piece of jewelry while attuned to the hammer, the value of the gem or jewelry is reduced by half.
Awakened
When the hammer reaches an awakened state, it gains the following properties:- The weapon's bonus to attack and damage rolls increases to +2.
- The extra fire damage dealt increases to 2d10.
- While holding the hammer, you have resistance to fire damage and are immune to exhaustion.
- If you are a champion of Moradin, your strength score increases by 2, to a maximum of 24.
- If you are not a champion of Moradin, nonmagical flames are extinguished within 30 feet of you.
Exalted
When the hammer reaches an exalted state, it gains the following properties:- The weapon's bonus to attack and damage rolls increases to +3.
- The extra fire damage dealt increases to 3d10.
- While the hammer is on your person, you 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, that spell can't be cast again from it until the next dusk.
- If you are a champion of Moradin, you may use an action to cast Flame Strike at 5th level. When you do, roll a d6. On a 1-5, you cannot do so again until the next dawn.
Comments