Storm Hammer

Level 360 gpWeaponBulk 1CommonRemaster

1d8B·Martial·Hammer·One-handed

Runes +1

Sparks of crackling electricity arc from this +1 magic warhammer , and the head thrums with distant thunder. Any hit with this hammer deals 1 extra electricity damage. You can use a special action to transform the sparks into lightning bolts.


Activate—Electrify (concentrate)

Until the end of your turn, the hammer deals 1d6 extra electricity damage instead of just 1. After you activate the storm hammer , you can't activate it again for 10 minutes.

Traits

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Shove

You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Critical Specialization (hammer)

The target is knocked prone.