Morne's Great Hammer (5e Equipment)
Weapon (greatclub), legendary (requires attunement)
You have a +2 bonus to attack and damage rolls made using this magic weapon, which deals an additional 1d8 bludgeoning damage on a hit. It has the oversized property. If you are a cleric or paladin of good alignment, you may go further by having this weapon bonded to you with the aid of your deity by performing a ritual of their choosing. This is by no means a requirement to use this weapon effectively, but doing so allows access to the following features: Strength of Mourning. If you are bonded to the weapon, you ignore the oversized property, receiving the necessary strength to wield it from your deity. Wrath. This magic weapon has 4 charges. As an action, you may expend a charge and slam the head of the hammer into the ground, unleashing a blinding flash and a powerful shockwave. Each creature within 10 feet of you must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 6d10 radiant damage, is pushed 10 feet away from you, and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Undead and oozes make this saving throw with disadvantage. The weapon regains 1d4 expended charges daily at dawn. Bond. You are incapable of losing your grip on this weapon unless you choose to let it go. It remains firmly in your grasp despite accidents or failed ability checks or saving throws and you can't be disarmed of it. |
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