Adamantine Warmace

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: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: mst_bldm_ada_3

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Alchemical Silver Warmace

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: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: mst_bldm_slv_3

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Ardulia's Fall

Ardulia the Agile was a man whose speed and skill at knife play made him exceptionally lethal in battle, and he repeatedly proved it by leading raids on settlements along the Sword Coast. He would often challenge the village leader for possession of the town, and with his speed, the duels were always quickly decided in his favor. Ardulia met his match one spring morn however, when he battled the priest Itgan, who wielded this mace. Ardulia seemed to stagger under each blow, slowing his pace to recoup and regain his breath. Without his speed, Ardulia was lost, and fell to the measured attacks of Itgan.

Special Properties
Enhancement Bonus: + 2
On Hit: Slow DC=14

Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: nw_wdbmma004

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Balafour's Gnashing Rod

Wrestled from the dying grasp of a devil of Baator, this charred rod is as deadly and powerful as its masters of old. It has a cruel appearance, twisted and jagged throughout, seemingly meant to harm its wielder while in use.

Special Properties
Enhancement Bonus: + 3
Bonus Feat Greater Spell Penetration
Bonus Feat Combat Casting
Ability Bonus: Charisma + 2
Cast Spell: Hideous Blow - Unlimited Uses
Cast Spell: Flee the Scene 3 Uses/Day
Use Limitation: Class Warlock
Damage Bonus: Fire 1d4
Material: (Metal) Cold Iron

Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: n2_wblmml002

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Bruiser

Top-heavy and unwieldy the warmace is a larger variant of the common footman's mace that sacrifices elegance for effectiveness.

Special Properties
Enhancement Bonus: + 3
On Hit: Stun DC=18

Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: n2_unw_dma2

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Cold Iron Warmace

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: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: mst_bldm_cld_3

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Darksteel Warmace

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: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: mst_bldm_drk_3

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Ebon Warmace

Coarse tracings of the orc gods mark these weapons as indelicate, to say the least. They are deeply ridged, viciously effective, and all too common at the forefront of an orc horde. The inclusion of some "blunt magic" makes them debilitating as well as damaging, and a deep muscle bruise from a solid hit can take a fighter to his knees in short measure.

Special Properties
Enhancement Bonus: + 1
On Hit: Ability Drain DC=14

Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: nw_wdbmma006

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Iron Helm, Iron Boot

Top-heavy and unwieldy the warmace is a larger variant of the common footman's mace that sacrifices elegance for effectiveness.

Special Properties
Enhancement Bonus: + 3
Keen
Immunity: Miscellaneous Knockdown

Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: n2_unw_dma1

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Ironwood Warmace +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
Base Item Weight Reduction: 60% of Weight
Enhancement Bonus: + 1

Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: nw_wdbmma008

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Ironwood Warmace +3

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
Base Item Weight Reduction: 60% of Weight
Enhancement Bonus: + 3

Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: nw_wdbmma009

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Krotan's Skullcrusher

This mace is permanently bloodstained, a telltale trace of its many years spent bashing heads. The weapon would have been the bane of humanoids throughout its history, but those who wielded it seem to have been purposely left out of historic record.

Special Properties
Damage Bonus vs. Racial Type: Goblinoid 1d6
Damage Bonus vs. Racial Type: Half-Orc 1d6
Damage Bonus vs. Racial Type: Orc 1d6
Enhancement Bonus: + 1

Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: nw_wdbmma003

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Mithral Warmace

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: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: mst_bldm_mth_3

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Stoutcorps Key

The Stoutcorps mercenary company of Rashemen has a faction that specializes in siege work, though terrain problems in the past have caused them to forego traditional castle-breaching equipment. They prefer muscle power over gadgetry, and boast that three of their finest equipped with these "keys" can breach a wall in moments, though it is by no means a subtle affair.

Special Properties
Ability Bonus: Strength + 2
Enhancement Bonus: + 1

Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: nw_wdbmma005

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Warmace

Top-heavy and unwieldy the warmace is a larger variant of the common footman's mace that sacrifices elegance for effectiveness.

Special Properties
None

Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: nw_wdbma001

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Warmace +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: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: nw_wdbmma002

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Warmace +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: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: nw_wdbmma010

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Warmace +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: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: nw_wdbmma011

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Warmace +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: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: x0_wdbmma001

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Warmace +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: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: x0_wdbmma002

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Wolfsbane

Top-heavy and unwieldy the warmace is a larger variant of the common footman's mace that sacrifices elegance for effectiveness.

Special Properties
Enhancement Bonus: + 3
Cast Spell: Summon Creature III (5) 1 Use/Day
Material: (Metal) Alchemical Silver

Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial

Item Code: n2_unw_dma3