Hammer of the Gemcutter (5e Equipment)
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Weapon (light hammer), artifact (Requires attunement)
Dormant.
While Hammer of the Gemcutter is in its dormant state, you gain the following benefits:
- • When using this hammer as a part of a Jewelers and Smith's tools, you gain a +1 to all related checks.
- • While attuned to this hammer, only the attuned wielder can lift or wield it.
- • This hammer has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. While holding the hammer, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: detect magic (1 charge) or identify (2 charges).
Awakened. While Hammer of the Gemcutter is in its Awakened state, you gain the following benefits:
- • The bonus to Jewelers and Smith's tools checks increases to +2. Additionally, whenever you make a related tool check, treat a roll of 7 or lower on the d20 as an 8.
- • This 1-foot-long x 8-inch-wide x 4-inch-tall hammer head functions as a mini bag of holding. The hammer can hold up to 250 pounds and cannot exceed a volume of 32 cubic feet. Placing a bag of holding, handy haversack, portable hole, or similar item inside the extradimensional space created by the hammer, or vice versa, destroys the extradimensional item but leaves the hammer unharmed. Any item stored within the other
extradimensional space is magically moved to the space within the hammer instead. If doing so overloads the hammer, random contents from either space are scattered in the Astral Plane.
- • The hammer has 10 charges, and it regains 1d6 + 1 expended charges daily at dawn.
- • You can also spend charges to cast the following spells from the hammer: Galder's Speedy Courier (4 charges) or Tiny Servant (3 charges).
Exalted. While Hammer of the Gemcutter is in its Exalted state, you gain the following benefits:
- • The bonus to Jewelers and Smith's tools checks increases to +3. Additionally, whenever you make a related tool check, treat a roll of 9 or lower on the d20 as a 10.
- • The extradimensional space created by the hammer functions as a normal bag of holding.
- • The hammer has 15 charges, and it regains 1d6 + 2 expended charges daily at dawn.
- • You can also spend charges to cast the following spells from the hammer: fabricate (5 charges) or legend lore (6 charges).
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
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