Tingelaw

Weapon (warhammer), legendary (requires attunement)

This warhammer is engraved with ancient runes denoting honor and judgment. It has the following properties:

Tingelaw is a legendary, runecarved hammer enchanted to act as a tool of justice and vengeance.

When wielded by a righteous avenger, Tingelaw may grow in power. Typically, Tingelaw will reach a more powerful state when it is used to bring down a particularly fearsome foe or a creature its wielder holds a deep grudge against, at the GM’s discretion.

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • While holding this hammer, you have advantage on Wisdom (Insight) checks made to discern lies.
  • It has the thrown property with a normal range of 60 feet and a long range of 180 feet. Immediately after you make a ranged attack with this weapon, it returns to your hand.
  • When a creature you can see deals damage to you or one of your allies, your attacks against the creature using this hammer deal an additional 1d8 force damage on a hit until the end of your next turn. Awakened. When Tingelaw reaches an Awakened state, it gains the following properties:
    • The weapon’s bonus to attack and damage rolls increases to +2.
    • Once per turn, when Tingelaw returns to your hand after you hit a creature with a ranged attack with it, you can force that creature to make a DC 15 Charisma saving throw. On a failed save, the creature is magically teleported to an unoccupied space of your choice within 5 feet of you.

Anointed. When Tingelaw reaches an Anointed state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +3.
  • The saving throw DC for creatures to avoid being teleported by the hammer increases to 17.
  • As an action, you can throw Tingelaw at a point you can see within 60 feet of you. When it reaches that point, the hammer releases a shockwave and each creature within 20 feet of it must make a DC 17 Constitution saving throw. On a failed save, a creature takes 4d8 force damage and is stunned until the end of your next turn. On a success, a creature takes only half as much damage and isn’t stunned.

The hammer then returns to your hand. Once used, this property can’t be used again until the next dawn.

Section 15: Copyright Notice

Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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