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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