The King's Judgement in Homebrewia Studiopolis | World Anvil
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The King's Judgement

We return to the Homebrew Studio and dive into creating magic items! In our Open Studio segment, we brainstorm up a custom magical item for a paladin of the sun god Pelor.  

The King's Judgement

Weapon Rare (this item requires attunement) [requires attunement by a paladin of Pelor]

This warhammer is emblazoned with the holy symbol of Pelor and shines with a luminous aura. When wielded by an attuned user, this warhammer deals an additional 1d8 radiant damage on a hit. The wielder can speak a command word to make the hammer shine with a bright light in a radius of 30 feet, and dim light to and additional 30 feet.   If an attuned user slays a fiend with this hammer, they immediately regain the use of their Channel Divinity ability.

Weight: 2lb


 
  Then, we expand on the item by giving it unlockable additional powers for the player to quest after.  

The King's Judgement (Upgraded)

Weapon Legendary (this item requires attunement) [requires attunement by a paladin of Pelor]

This warhammer is emblazoned with the holy symbol of Pelor and shines with a luminous aura. When wielded by an attuned user, this warhammer deals an additional 1d8 radiant damage on a hit. The wielder can speak a command word to make the hammer shine with a bright light in a radius of 30 feet, and dim light to and additional 30 feet.   If an attuned user slays a fiend with this hammer, they immediately regain the use of their Channel Divinity ability.   Fury of the Sun God: As an action, the attuned paladin can raise this hammer to the skies and call forth Pelor's name to beseech His aid. A celestial angel of war appears in an unoccupied space within 5 feet of the paladin. It has 30 hit points, an AC of 17, a movement speed of 30 feet, and an initiative bonus of +4. The angel wears gleaming golden armor and wields a warhammer identical in appearance to The King's Judgement. The angel remains for 1 minute, then returns to its home plane. It rolls initiative immediately upon entering combat and acts on its own turn. The celestial obeys all commands given by the paladin to the best of its ability. If given no command, it defends itself. The angel of war can only take the Attack action on its turn to make a melee attack at +6 to hit, and deals 1d10 radiant damage on a hit. This property cannot be used again until the following dawn.


 

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