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Lightbringer

Weapon (warhammer), very rare, requires attunement While holding this warhammer, a small mote of light appears on your forehead. You gain a +1 bonus to attack and damage rolls made with this weapon. If you can cast spells, you gain a +1 to your spell attacks and spell save DC while attuned. You can also choose to activate the warhammer as an action. While active, the warhammer sheds bright light in a 30-foot radius and dim light for another 10 feet beyond that. The hammer can only be active for a maximum of 1 hour a day. This warhammer has 6 charges. While the warhammer is active and you are holding it, you can expend a number of charges to activate one of the following properties:
  • As an action, you can spend 1 charge to cast dispel magic
  • at its lowest level. If you are required to do a check, you have advantage if it is against any spell or magical effect that creates magical darkness. If you successfully dispel such magic, the weapon deals an additional 1d6 necrotic damage on your next hit. warhammer with magical light. For the next minute, all attacks with the hammer deal an additional 1d10 radiant damage.
  • As an action, you can spend any number of charges to
  • heal your allies. You touch a creature and restore hit points equal to 4 times the amount of charges spent. Whenever you use any of the warhammer’s abilities, you gain 1d6 temporary hit points. Curse While attuned to this weapon, you have the nocthelian's Darkness Sensitivity trait, meaning you have disadvantage on all attacks and Wisdom (Perception) checks while in darkness.

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