Very Rare Weapon/Adventuring Gear (Light Hammer/Smith’s Tools), Light, Nick, Requires Proficiency with Smith’s Tools, Requires Attunement
Runic Forge Hammer is the upgraded version of the Master Smith’s Hammer. Aside from some of its basic features being enhanced, it also gains the Forging Beam feature and the Sharpening and Reinforcing feature is replaced by the Rune Enhancement feature
- Deals extra 2d8 Fire Damage
- When used as part of Smith’s Tools, it gives a +4 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 (of Very 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.
- Rune Enhancement. 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 until you finish a short rest:
- Weapon + Ammunition – Choose one of the following damage types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant or Thunder. The weapon gains a +1 bonus to damage rolls and deals extra 1d6 of the chosen type on a hit
- Armor – Choose one of the following damage types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant or Thunder. The armor reduces damage from attacks that deal Bludgeoning, Piercing and Slashing damage by 1 and of the chosen damage type by 5
- 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.
Forging Beam (Recharge 5-6) You can use your action to create a line 60 feet long and 10 feet wide emanating from you in a direction of your choosing. All non-prone creatures caught in the area must make a DC 16 Dexterity saving throw, taking (2d8+5) Fire damage on a failure or half as much on a success.