Twin Dwarven Hammers (5e Equipment)

From D&D Wiki
Revision as of 22:43, 28 October 2020 by Green Dragon (talk | contribs) (Green Dragon moved page Twin Dwarven Hammers to Twin Dwarven Hammers (5e Equipment) without leaving a redirect: id)
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Needs magic item template.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Twin Warhammers

Martial Melee Weapons
Weapon Cost Damage Weight Properties
Twin Warhammers 5000 gp 1d8 (1d10) bludgeoning per hammer 4 lbs per hammer Versatile

This pair of beautifully ornate warhammers serves as the chosen weapon for dwarves who specialize in dual-wielding melee combat. The hammers have a detailed golden runes running along their hilts and heads. Otherwise identical, one hammer emits a frosty blue light and is cold to the touch, while the other emits a fiery orange glow and always remains warm. They are connected at their hilts by a strong 20ft chain that pulses with alternating cold and warmth.


Requires attunement by a Dwarf

While using these twin hammers, the wielder gains a +1 to attack and damage rolls made with the weapons. In addition, when attacking, the frost hammer deals an extra 1d6 cold damage, and the fire hammer deals an extra 1d6 fire damage.

As an attack, you can throw one hammer toward a creature within 20ft of you, while maintaining your grip on the other hammer. You can pull the thrown hammer back to your hand as part of the attack.

As a action while holding both hammers, you can attempt to wrap the chain connecting the hammers around a nearby creature and restrain them. Make an attack roll against a large or smaller creature with 5ft of you. If the attack hits, the creature becomes restrained and can spend its action to make a contested Strength (Athletics) or Dexterity (Acrobatics) check against your Strength (Athletics), freeing itself if successful. You must use an action on subsequent turns to maintain the restraint (no roll required), and can use a bonus action to deal 1d6 cold + 1d6 fire damage to the restrained creature, as the chain digs into it.

0.00
(0 votes)

Back to Main Page5e HomebrewEquipmentWeapons