Rare Weapon/Adventuring Gear (Light Hammer/Smith’s Tools), Light, Nick, Requires Proficiency with Smith’s Tools, Requires Attunement
- Deals extra 1d4 Fire Damage
- When used as part of Smith’s Tools, it gives a +2 bonus on ability checks made with them.
- Is capable of producing flame and heat, allowing the attuned user to smith without a furnace or fuel.
- This magical tool can help advanced blacksmiths shape metal and craft items at an exceptional rate and of exquisite quality. It can be utilized in the following ways:
- Reforging. You can choose a magical non-ammunition weapon and armor (or rare rarity or lesser) and spend 1 hour to melt it down with the Hammer’s magical flame along with a non-magical item of the same category.
You can then spend 8 hours reforging the non-magical item, and if you succeed on a DC 10 Strength or Wisdom (Smith’s Tools) check, the non-magical item will gain the exact magical properties of the magical item, while the original magical item is destroyed.
On a failure, the items remain melted down and the check must be attempted if you want the process to succeed.
- If the reforging process isn’t successful after 48 hours of the items being melted down, both items are destroyed and the check cannot be repeated with them again.
- Sharpening and Reinforcing. Each short rest, you can choose a single metal weapon (or 10 pieces of ammunition) or metal armor and enhance it using the hammer. If you succeed on a DC 15 Strength or Wisdom (Smith’s Tools) check, you upgrade it in the following way:
- Weapon + Ammunition – Gain a +1 bonus to damage rolls
- Armor – Reduces damage from attacks that deal Bludgeoning, Piercing and Slashing damage by 1
- Crafting. When crafting a metal item with this hammer, you can use its magical abilities to make the crafting process 10x faster (to a minimum of 10 minutes to craft the item) or to halve the cost of necessary supplies (not counting unique or magical resources). When you use this feature, you can’t use it again for 7 days.