Artisan Hammer (3.5e Equipment)

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Author: Zhenra-Khal (talk)
Date Created: 7/12/2017
Status: Complete
Editing: Clarity edits only please
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Artisan Hammer[edit]

Artisan Hammer
Price: 58,050gp
Body Slot: Gauntlet/Hand
Caster Level: 8th
Aura: Moderate Universal
Activation: Move, Swift; Standard (See Text)
Weight: 4lbs

Artisan Hammer is a Tier II +2 Implement Combustion Impulse Rune Arm. It is a spiked gauntlet, taking up the hands slot. It requires the Rune Arm Legacy feat to use properly; Otherwise acting as an ornate spiked gauntlet. It can be set to charge as a move action, gaining a charge immediately; Charging is maintained by a Swift action each round. It can hold up to four charges. Once it has at least 1 charge, it can be fired, expending all charges and dealing 1d8 Fire damage per charge as a ranged touch attack with a range increment of 70ft; It has a +2 Enhancement bonus to attack and damage rolls.

Once used, if it is charged again within 1d4 rounds, it becomes unstable and can backfire - Each round it is charged, the wielder must make a Will save (DC 12 + the number of times during that encounter the character has had to make this save) or it backfires, dealing its current damage (1d8+1 if one charge, 2d8+1 if two charges, etc.) to all creatures in a 5-foot radius of the wielder, including the wielder, and everyone in that radius (except the wielder) gets a Reflex save (DC equal to the Save DC for the Will save) for half damage. Instability is avoided as long as Artisan Hammer is not charged beyond 2 charges.

It can also be used by a spellcaster to empower his spells, so long as the spell is 2nd level or lower. He can either add the blast damage to the damage the spell deals, or to reduce the metamagic cost of a metamagic feat applied to the spell by up 2 spell levels (If the level adjustment is reduced to +0, the casting time isn't increased by the metamagic if applied spontaneously).

Furthermore, it increases the caster's Caster Level by two when casting spells while worn, so long as the spell's level is 2 or lower; And this caster level increase ignore Caster Level caps for any spell with the Force or Fire descriptors - Thus a 9th-level caster casting Magic Missile while wearing the rune arm could fire six missiles rather than five.

The final feature of the Rune Arm is that it has a dial on the fist, containing 6 slots. One slot has an opaque metallic gemstone slotted in it; This is a Wand Focus of Mage's Mace that cannot be removed. When activated, the Wand Focus drains 1 charge from the Rune Arm each round (Which generally means it's best to use this while the Arm is charging). While the Wand Focus is active, however, the gauntlet's dice size increases by 1 (To 1d6 instead of 1d4 for Medium creatures), the weapon's critical multiplier increases from x2 to x3, and the gauntlet gains the Clouting special property - Any target struck in melee by the gauntlet must make a Fortitude save (DC 19), or be knocked back 10 feet, simply falling prone if such movement is impossible. If the target fails the first save, they must make a second Fort save or be stunned for 1 round.

In addition, while the Mage's Mace wand focus is active, it alters the Blast of the Rune Arm. While the Arm's energy will be divided between the blast and the Focus (If this combination is used while the Rune Arm is fully charged, it will consume one charge to activate the Focus before the blast can be done, so the damage will be short one die regardless), it changes the blast drastically - Instead of a ray with a 70ft range increment, the blast is instead a 70ft cone. The damage stays the same, but instead of requiring an attack roll, the blast deals damage to all in the area, allowing a Reflex save (DC 12 + number of charges expended) for half damage. In addition, this special blast carries the Explosive Spell metamagic effect -Targets that fail their saves are moved to the nearest edge of the blast's effect, taking 1d6 damage for every 10ft traveled in this manner (No extra damage if the distance is less than 10ft), and the targets fall prone. If they strike an obstacle during the movement exacted by the blast, they take 1d6 damage and the movement halts. In any case, the movement cause by the blast doesn't provoke attacks.

An example would be if the Rune Arm was fully charged - Using a Swift action to activate the Wand Focus and then a Standard action to fire the blast, the blast would deal 3d8+2 fire damage, with a DC 15 Reflex save allowed for half. Targets failing would of course be subjected to the effects of the Explosive Spell metamagic.


Prerequisites: Craft Wondrous Item, Rune Arm Legacy, Explosive Spell, Greater Magic Weapon and either Fireball, Flame Blade or Scorching Ray.
Cost to Create: 29,025gp, 2,322 EXP, 58 days.



Back to Main Page3.5e HomebrewEquipmentWondrous Items

AuthorZhenra-Khal +
Body SlotGauntlet/Hand +
Cost58,050gp +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryA generic Rune Arm used to show off both Rune Arms and Wand Foci. +
TitleArtisan Hammer +