Haemstrike Light Hammer (Rare)

Heliana's Guide to Monster Hunting - Part One p. 454,

Type
Melee Weapon
Magic
Yes
Rarity
rare (optional attunement)
Weight
2
Damage
1d4
Damage Type
bludgeoning
Range
20/60
Properties
ligera, arrojadiza

Description

This weapon is naturally attracted to foes bearing ferrous metals, allowing it to strike them with more force. Those who align themselves more closely with the weapon are granted the ability to manipulate gravity, telekinetically pulling creatures and objects into range of its jagged-faced swings. The weapon has a +1 bonus to attack and damage rolls made with it. If the target is made of ferrous metal or is wearing ferrous armor, increase the bonus to +3.

Optional Attunement: If you choose to attune to this weapon, it gains the Attraction property. When you activate a property granted by this optional attunement, roll a d4. On a 1, haemstrike's optional attunement properties can't be activated until the next dawn.

OA: Attraction: As a bonus action, you can point haemstrike at a target you can see within 30 feet of you. If the target is an object that weighs less than 600 pounds, the object is pulled up to 15 feet towards you. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet straight towards you. If the creature is made of ferrous metal or is wearing ferrous armor, it has disadvantage on the saving throw. Huge or larger creatures automatically succeed on this saving throw.

OA: Magnetic Shockwave: Once per turn when you hit a target with haemstrike, you can cause an eruption of supercooled magnetite shards. Each creature other than you within 5 feet of the target must succeed on a DC 15 Dexterity saving throw, taking 1d6 cold damage and 1d6 piercing damage on a failed save, or half as much damage on a success. Creatures made of ferrous metal or wearing ferrous armor have disadvantage on this saving throw.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the Finesse property.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Proficiency: simple, light hammer Source: Heliana's Guide to Monster Hunting - Part One p. 454, Player's Handbook (2014) p. 149

Modifiers

weapon attacks +1

weapon damage +1