Warmthhammer (3.5e Equipment)

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Author: Eiji-kun (talk)
Date Created: 11-10-22
Status: Complete
Editing: Mechanical changes on Talk
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Warmthhammer[edit]

Warmthhammer
Price: 18,312 gp
Body Slot: Held
Caster Level: 12th
Aura: Strong Evocation
Activation: --
Weight: 5

Several black rods are stuck in this hammer head. The more rods you pull out, the warmer the hammer gets.

This +1 warhammer constantly radiates subtle heat, granting its user endure elements (cold only). The heat is not enough to cause damage, but by pulling out one or more rods (a standard action) can change that based on the number of rods pulled.

  • One Rod: The warhammer sheds light as a torch and as long as your hammer remains still for at least 3 rounds, the endure elements effect extends out to a 20 ft radius. The warhammer may be used to start fires with flammable objects on touch.
  • Two Rods: As above, but the warhammer deals fire damage as a Flaming weapon. However the unshielded nature of this flame deals 1 point of fire damage to the user each round it is active.
  • Three Rods: As above, but the effect is Flaming and flaming burst and it deals 3 points of fire damage to yourself each round.
  • Four Rods: The weapon becomes unstable. It has the effect of three rods, but now all of its damage is fire damage. The wielder takes base weapon damage +3 points of fire damage every round. Flammable objects within 5 ft must make a DC 15 saving throw or catch on fire. It cannot remain in this state for long. If not brought to three or less rods within 10 rounds the weapon explodes into a 10d6 fireball, DC 20 Reflex with no save for the current wielder, and applying full fire damage to the weapon without being reduced before hardness which may destroy it.

Pulling rods out is easy, but pushing them back in is difficult. The user must succeed on a Strength check as a standard action to lower the number of rods: DC 5 at one rod, DC 10 at two rods, DC 15 at three rods, and DC 20 at 4 rods. Failure means the action is wasted, and the wielder may incure possible damage from the above modes. On a successful check you may set it to any number of rods lower than you currently are at.

Prerequisites: Craft Magic Arms and Armor, fireball, heat metal.
Cost to Create: 9312 gp, 720 EXP, 18 days.



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Eiji-kun's Homebrew (5609 Articles)
Eiji-kunv
AuthorEiji-kun +
Body SlotHeld +
Cost18,312 gp +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryA +1 warhammer that constantly radiates warmth, and can be heated up at your own risk. +
TitleWarmthhammer +