Doomhammer

Doomhammer Artifact Requires Attunement
Unique
Versatile (1d10) Warhammer +3 Hit/Damage 1d8 Bludgeoning +1d6 Fire +1d6 Lightning +1d6 Thunder Passive: You have proficiency with smith's tools and Advantage on all ability checks made using them Passive: You have resistance to fire, lightning, and thunder damage. Requirements: Attunement by a Worthy Creature. "It is called the Doomhammer because when its owner takes it into battle, it spells doom for the enemy."

Forged by Gelnar Doomhammer generations ago, the Doomhammer is a weapon of legend both within the Blackrock Clan and the Horde itself. A weapon of creation, destruction, and prophecy, it is said that the wielder of the weapon has the power to shape the future of the orcish people.

History

Properties

Hammer of the Worthy. Though not fully sentient, the Doomhammer selects only the most worthy to wield it. To be deemed worthy, a creature must have at least 14 Strength, and must exemplify the properties of Storm, Earth, and Fire, and must act honorably. If deemed worthy, they may attune to the hammer, but only those fully worthy may unlock its full potential. A creature unworthy of the hammer cannot attune to it, gains none of its magical properties, and has Disadvantage on attack rolls using it. The Doomhammer constantly judges those who wield it, and can deem creatures worthy or unworthy at will (which can end a creature's attunement to the weapon if they are deemed unworthy).
Hammer of the Horde. This magic warhammer grants a +3 bonus to attack and damage rolls made with it. If you are fully worthy of the hammer, when you hit with an attack using it, the target takes an extra 1d6 fire damage, 1d6 lightning damage, and 1d6 thunder damage.
Reforged. While holding the hammer, you have proficiency with smith's tools and have Advantage on all ability checks made using them. Additionally, you have resistance to fire damage, and if you are fully worthy of the hammer, you are also resistant to lightning, and thunder damage and have Advantage on saving throws to avoid Exhaustion.
Storm and Earth. The hammer has 5 charges. While attuned to it, you can expend 1 charge and make one of the following attacks, which replaces one of your attacks.
Both special attacks cause a loud noise audible out to 300 feet. You may only use one of these attacks each turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
  • You slam the head of the hammer into the ground, creating a shockwave that turns the area into difficult terrain. All creatures within 30 feet of you must succeed on a DC 17 Dexterity saving throw or be knocked Prone. Each creature on the ground that is concentrating must make a DC 17 Constitution saving throw or the creature's concentration is broken.
  • You hurl the hammer through the air as if it has the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be Stunned until the end of your next turn. The weapon then returns to your hand.
Spells. While the hammer is on your person, you learn the mending cantrip. If fully worthy of the hammer, you can use an Action to cast one of the following spells (save DC 18): destructive wave (fire and thunder damage), heat metal, fabricate, magic weapon, mending, shatter. Once you use the hammer to cast a spell, the spell can't be cast again from it until the next dawn.

Wielders