Item: Storm Hammer
Sparks of crackling electricity arc from this +1 magic warhammer, and the head thrums with distant thunder. Any hit with this hammer deals 1 electricity damage. You can use a special action while holding the hammer to transform the sparks into lightning bolts.
Electrify A (concentrate) Until the end of your turn, the hammer deals 1d6 electricity damage instead of just 1. After you use this action, you can't use it again for 10 minutes.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Hammer: The target is knocked prone unless they succeed at a Fortitude save against your class DC.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Dwarven Thrower | 13 | Common | 1d8 |
| Sky Hammer | 20 | Rare | 1d8 |
| Warhammer | 0 | Common | 1d8 |
| Blessed Reformer | 14 | Uncommon | 1d8 |
| Draddeth's Edge | 16 | Unique | 1d8 |
| Faultline Hammer | 6 | Uncommon | 1d6 |
| Catoblepas Maul | 13 | Uncommon | 1d12 |
| Jistkan Colossus Crusher | 15 | Rare | 1d12 |
| Temperbrand | 20 | Unique | 1d12 |
| Earthbreaker | 0 | Common | 1d6 |
| Maul | 0 | Common | 1d12 |
| Metronomic Hammer | 5 | Uncommon | 1d6 |
| Chatterer of Follies | 6 | Uncommon | 1d6 |
| Conflagration Club | 6 | Common | 1d10 |
| Gnome Hooked Hammer | 0 | Uncommon | 1d6 |
| Light Hammer | 0 | Common | 1d6 |
| Long Hammer | 0 | Common | 1d8 |
| Orc Skewermaul | 0 | Uncommon | 1d6 |
| Kinetic Club | 7 | Uncommon | 1d10 |
| Four-Ways Dogslicer | 12 | Uncommon | 1d6 |