Adamantine Warhammer

Found only in meteorites and the rarest veins in magical areas, adamantine is an ultra-hard metal that adds to the quality of weapons and armor. Dwarves love to work with adamantine, fashioning it into sturdy armor and deadly, beautiful weapons.

Special Properties
Damage Bonus: Magical 2
Material: (Metal) Adamantine

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: mst_blhw_ada_3

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Alchemical Silver Warhammer

Lore holds that shapeshifters and some fiends are especially vulnerable to the bite of silver weaponry.

Special Properties
None
Material: (Metal) Alchemical Silver

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: mst_blhw_slv_3

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Cold Iron Warhammer

Cold-forged iron is beaten into shape with nothing but raw, brute strength. Popular lore asserts that fey creatures and some fiends are especially vulnerable to cold iron.

Special Properties
None
Material: (Metal) Cold Iron

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: mst_blhw_cld_3

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Darksteel Warhammer

Darksteel is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. This alloy of meteoric iron and steel is tempered with rare, magical oils to give the metal its uncanny abilities. Darksteel is commonly used in the crafting of magic items related to storms or lightning.

Special Properties
Damage Bonus: Electrical 1
Material: (Metal) Darksteel

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: mst_blhw_drk_3

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Hammer of Ironfist

This is the hammer of Torim Ironfist, first of the Ironfist clan. Though relatively simple in appearance, this is a dwarven artifact of tremendous power - useable only in conjunction with its companion pieces: the Gauntlets of Ironfist and the Belt of Ironfist. The combined might of all three artifacts has become legendary amongst Torin's ancestors and has become a symbol of the clan's strength and resiliency.

This weapon has a 5% chance of knocking an opponent to the ground for 9 seconds (Fortitude DC 20 negates) with each hit.

When the hammer is charged, it may be used to call forth a powerful bolt of lightning, centered on the hammer itself. The resulting blast of electricity will strike all within range for 8d6 points of damage, simultaneously emitting a great noise, like a clap of thunder, causing all creatures nearby to be stunned for 9 seconds and deafened for 3 rounds (Fortitude DC 25 negates). This action will deplete the hammer's charge, additionally removing its electrical damage bonus and knockdown capabilities. To recharge the weapon, its wielder must use it in battle and successfully land 15 + 1d15 blows.

Special Properties
Damage Bonus: Electrical 1d8
Enhancement Bonus: + 4
Ability Bonus: Strength + 6
Cast Spell: Unique Power Self Only 1 Charge/Use
On Hit Cast Spell: Unique Power (OnHit) Level 1
Damage Resistance: Electrical 10/-
Use Limitation: Racial Type Dwarf
Material: (Metal) Alchemical Silver

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nwn2_it_ifist_hammer

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Hammer of Justice

The zealous but good-hearted warrior known only as "The Law" gained fame when he created this set of magic weapons to arm the forces of law and discipline. Each was fueled by his burning desire to eradicate chaotic behavior and, as such, they became powerful tools in the maintenance of order.

Special Properties
Enhancement Bonus: + 1
Enhancement Bonus vs. Alignment Group: Chaotic + 2

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nw_wblmhw006

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Hammer of Marish

Originally adapted from the tools of laborers and craftsmen, the warhammer is a far-heavier variant of the sledge and is no longer suitable for anything but combat.

Special Properties
Cast Spell: Shield of Faith (5) 3 Uses/Day
Damage Bonus: Sonic 1d6
Enhancement Bonus: + 2

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: n2_unw_whm2

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Hammer of the Lost Empire

This well-crafted hammer was one of the last items ever created by the master smiths of the Illefarn empire. Its pristine condition suggests that it has never been used in battle.

Special Properties
Enhancement Bonus: + 3
Ability Bonus: Strength + 2
Damage Bonus: Fire 1d6
Regeneration: + 1

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: n2_wblmhw001

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Hammer of the Wisp

A clan of svirfneblin deep within the Underdark created the Hammers of the Wisp to guard against vicious drow hunting parties. They hoped to model an item that could erupt with light, slowing or repelling their enemy. They were initially successful, and a dark elf group broke ranks the first time the weapons were used. No record of the deep gnome clan exists after that, however, and it is unlikely they survived the drow reprisal.

Special Properties
Enhancement Bonus: + 2
Light: Normal (15m)
On Hit: Fear DC=14

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nw_wblmhw003

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Hammer of Thunderbolts

The dwarven smith Silverblade forged the first of these hammers - purportedly combining a masterfully crafted warhammer with a Girdle of Giant Strength and Gauntlets of Ogre Power - as a gift for his military-bound son. Sadly, the son fell before the hammer's completion and, in grief, Silverblade took it up himself, dying in valiant battle. Recently, the dwarf Barun reassembled the device, leading to the creation of additional variants by other master smiths.

Special Properties
Damage Bonus: Electrical 1d6
Enhancement Bonus: + 5
On Hit: Stun DC=14

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nw_wblmhw004

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Lesser Rift Hammer

During the Time of Troubles the walls between dimensions seemed particularly thin, and many creatures normally confined to other planes walked the face of Toril. Unfamiliar items appeared as well, including several of these weapons found after portals or rifts were sighted. The true origins of the Rift Hammers have never been explained, and superstitious folk refuse even to hold them for fear they retain the taint of the lower planes.

Special Properties
Damage Bonus: Sonic 1d6
Enhancement Bonus: + 1

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nw_wblmhw005

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Might Makes Right

Originally adapted from the tools of laborers and craftsmen, the warhammer is a far-heavier variant of the sledge and is no longer suitable for anything but combat.

Special Properties
Ability Bonus: Strength + 2
Enhancement Bonus: + 2
Material: (Metal) Adamantine

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: n2_unw_whm1

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Mithral Warhammer

Mithral is a rare, silvery metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. It is commonly used in elven armorsmithing, and elven suits of mithral armor are often enchanted.

Special Properties
Base Item Weight Reduction: 60% of Weight
Material: (Metal) Mithril

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: mst_blhw_mth_3

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Mockery of Mail

Originally adapted from the tools of laborers and craftsmen, the warhammer is a far-heavier variant of the sledge and is no longer suitable for anything but combat.

Special Properties
Enhancement Bonus: + 2
Massive Criticals: 2d8

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: n2_unw_whm3

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Rift Hammer

During the Time of Troubles the walls between dimensions seemed particularly thin, and many creatures normally confined to other planes walked the face of Toril. Unfamiliar items appeared as well, including several of these weapons found after portals or rifts were sighted. The true origins of the Rift Hammers have never been explained, and superstitious folk refuse even to hold them for fear they retain the taint of the lower planes.

Special Properties
Damage Bonus: Sonic 1d8
Enhancement Bonus: + 6

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nw_c3_wblmhw005

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Rune Hammer +1

This weapon bears the mark of the dwarf Marrok, Master Blacksmith of Neverwinter's Shining Knight Arms and Armor. He forged it early in 1373 DR, to aid the heroes who sought to free his quarantined city from the virulent grasp of the so-called Wailing Death.

Special Properties
Enhancement Bonus: + 1
Spell Resistance: 10

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nw_wblmhw009

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Rune Hammer +2

This weapon bears the mark of the dwarf Barun, a Master Blacksmith who worked from a makeshift forge in the Uthgardt village of Beorunna's Well. He forged it late in 1373 DR, to aid the war effort against Lady Aribeth the Betrayer, who was then marching against the northern city of Neverwinter and the Lords' Alliance.

Special Properties
Enhancement Bonus: + 2
Spell Resistance: 14

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nw_wblmhw010

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Warhammer

Originally adapted from the tools of laborers and craftsmen, the warhammer is a far-heavier variant of the sledge and is no longer suitable for anything but combat.

Special Properties
None

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nw_wblhw001

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Warhammer +1

This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.

Special Properties
Enhancement Bonus: + 1

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nw_wblmhw002

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Warhammer +2

This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.

Special Properties
Enhancement Bonus: + 2

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nw_wblmhw011

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Warhammer +3

This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.

Special Properties
Enhancement Bonus: + 3

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: nw_wblmhw012

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Warhammer +4

This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.

Special Properties
Enhancement Bonus: + 4

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: x0_wblmhw001

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Warhammer +5

This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.

Special Properties
Enhancement Bonus: + 5

Base Damage: 1d8
Base Critical Threat: x3
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial

Item Code: x0_wblmhw002