Hammer of Thunderbolts
#weapon #martial-weapon #melee-weapon , #legendary 10 lb.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant's Bane (Requires Attunement) You must be wearing a {@italic belt of giant strength} (any variety) and {@item gauntlets of ogre power} to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be {@condition stunned} until the end of your next turn. The hammer regains {@dice 1d4 + 1} expended charges daily at dawn. Heavy Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.