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DnD Artefact Whelm

Dungeons and Dragons – Mystara

Artefact – Whelm

  • 0e-wi-b1 Wrath of the Immortals Book one
  • Dungeon Masters Guide

Player Section – Whelm

  • Artefact – Matter – Kagyar – Whelm
    • Standard: This Warhammer is the symbol of the Torkrest clan of Rockhome. This weapon has the following properties:
      • This has a weapon bonus of +1 weapon to attack and damage rolls, and you are considered to be proficient in its use if not already.
      • Weapon acts as a +0 item bonus to Knowledge checks about Dwarven culture while providing proficiency with these skills.
      • When attacking it shouts out a dwarvish battle cry.
      • An earthologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as one SB.
      • This item has standard powers if not attuned to someone: Bull’s Strength, Minor Anti-Magic Field and Matter’s Solidarity. (these hurt the user to activate)
    • Attunement: If this weapon is attuned you gain the following qualities.
      • The weapon adds its bonus to the number of damage dice of the weapon.
      • Weapon acts as a +1 item bonus to Knowledge checks about Dwarven culture while providing proficiency with these skills.
      • Your proficiency level in the warhammer and throwing hammer is increased by the item bonus. (see Weapons Mastery). For every increase over Grand Master, you gain an extra dice of damage.
      • This is considered a monk weapon for the purposes of a monks special features.
      • An earthologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as two SB.
      • This item has attuned powers: Locate Object, Summon Whelm, Throw Whelm. (these hurt the user to activate)
    • Awakened: One the item is awakened it auto-attunes to someone, no longer takes up an attunement slot and makes you unable to touch another Artefact.
      • The weapon bonus increases to +2.
      • Weapon acts as a +2 item bonus to Knowledge checks about Dwarven culture while providing proficiency with these skills.
      • While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you.
      • An earthologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as three SB.
      • This item has awakened powers: Detect Evil and Good, Giant Bane. (these hurt the user to activate)
      • Weapon gains Sentience Stage 1
    • Relic: An earth aspected character gains a bonus to their strength and saving throws of the weapon bonus. Dwarves using the weapon treat their weapon proficiency as the item bonus rank higher for this weapon.
  • Note: When a power with PP is used, roll a d20. Further awakening on the item can bring more powers.

Item still to be Exalted

  • Exalted Status: Achieve a milestone of killing 100 goblins or 25 giants within the lands of the dwarves. You can instead slay ten times that number outside of the dwarven lands for the same result. Must be done while attuned, counter resets when attunement lost.
  • Exalted: Once the item is exalted it remains that way.
    • The weapon bonus increases to +3.
    • Weapon acts as a +3 item bonus to Knowledge checks about Dwarven culture while providing proficiency with these skills.
    • An earthologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as four SB.
    • The item has exalted powers. Shockwave (these hurt the user to activate)
    • Weapon gains Sentience Stage 2
    • This item has exalted powers

GM Section – Whelm

Artefact Details

Note: Discussing GM Section in character at the game table causes your character to take a penalty. Full penalty details are discovered by trial and error.

  • Requirement: A dwarf or a follower of the Church of Karameikos. Though legends say that only a Stonebound Dwarf can unlock its full potential.
  • Handicap: Fear of being outdoors causing you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky or nighttime stars. This lasts until the next full moon that you have not interacted with the weapon.
  • Power Points: Base 8, Attuned 10, Awakened 12, Exalted 14 PP.
  • Recharge: Base 4, Attuned 5, Awakened 6, Exalted 7 PP per long rest.
  • Powers:
    • Matter’s Solidarity: Can use this item as part of casting a spell to enhance the spell with time with one of the following effects: Note: This can’t enhance lightning, thunder or air spells.
      • Caster check to cast a Abjuration or Conjuration spell as if native to region including in the hollow world. 1 PP
      • 1 PP Change the damage of a spell to Acid damage
      • +1 damage dice per PP used
      • 1 PP per level of spell Empower Abjuration and Conjuration Spell with Immortal power
      • 1 PP per level of spell to bypass spell restrictions
      • A critical hit with this weapon will dispel on magical effect on the target. 1 PP
    • Bull’s Strength: Costs 3 PP. You cast Enhance Ability as Bull’s Strength on yourself. (1 to 3 on a d20 causes a penalty)
    • Detect Evil and Good: Costs 2 PP. You cast the Detect Evil and Good spell, with 50% it affecting an Immortal. (1 to 2 on a d20 chance of a penalty)
    • Giant Bane: Costs 2 PP. Your attacks with the weapon have advantage and your weapon dice are upgraded if the target is a Giant. This power lasts while a giant is present and visible. (1 to 2 on a d20 chance of a penalty)
    • Locate Object: Costs 3 PP. You can cast Locate Object spell with 50% it affecting an Immortal. (1 to 3 on a d20 chance of a penalty)
    • Minor Anti-Magic Field: Costs 3 PP. You are provided with a 10% immunity to magic. (1 to 3 on a d20 chance of penalty)
    • Shockwave: Costs 4 PP. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn. (1 to 4 on a d20 chance of a penalty)
    • Summon Whelm: Costs 2 PP. You can summon Whelm to your open hand, travelling through dimensions as well as distance to instantly drop into your hand. (1 to 2 on a d20 chance of penalty)
    • Throw Whelm: Costs 1 PP. The hammer has the properties of a light hammer when thrown and will always return to your hand if empty or your feet if your hands are full. Once activated, this power last while you still have a visible enemy. (1 on a d20 chance of penalty)
  • Sentience – Stage 1: Lawful Neutral weapon with Int 15, Wis 12 and Cha 15. Hearing and darkvision 120 ft. It can speak, read and understand Thyatian, Dwarvish, Giant and Goblin.
    • Whelm’s purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves.
    • Has a hatred of Halflings as they are the reason the hammer was given as a gift to the First Emperor of Thyatis. So it has included Halflings as part of its purpose since that time.
    • While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you.
    • Team Item – Blackrazor & Wave: If held against either weapon you can communicate telepathically with the wielders. If attacking while standing within 5 ft of a party member wielding either weapon you gain advantage on your first attack in a round. If you are within 5ft of both weapons, then you have advantage on all your attacks, no matter the conditions imposed upon you this item overrides that.

Item still to be Exalted

  • Sentience – Stage 2: The weapons abilities increase to Int 18, Wis 14 and Cha 16. Can speak with underground animals as if using speak with animals, using telepathy to include the wielder in the conversation.
    • Team Item – Blackrazor & Wave: If held you can communicate telepathically with the wielders of the other weapons if they are within 60 ft of you. If attacking while standing within 20 ft of a party member wielding either weapon you gain advantage on your first attack in a round. If you are within 20 ft of both weapons, then you have advantage on all your attacks, no matter the conditions imposed upon you this item overrides that, and provide this bonus to allies within 10 ft of you.

Artefact Penalty

You slowly turn into an Dwarf. By the fourth stage you are a Dwarf. As long as you have not turned into a dwarf, each step will fade after a week has passed.

  • first step is a beard, language and appearance,
  • second height,
  • third is attributes and
  • fourth is all racial features.

If you are a dwarf or convince the hammer that your worthy enough to be considered one. You then age 10 years on a penalty. This cannot be undone or reduced by mortal magic.

Artefact History

  • 0001-01-01 – Emperor of Thyatis (Human Fighter) Whelm was given to the first Emperor of Thyatis as a symbol of friendship from the King of Rockhome 1,000 years ago.
  • 0970-01-01 – Patriarch of Threshold (Human Cleric) Gift from Church of Thyatis to Church of Karameikos. Provided to Church of Karameikos as part of its founding, linking it forever to Blackrazor and Wave. AC 970.
  • 1005-10-01 – Keraptis (Human Wizard) Stolen from Baron of Threshold.
  • 1005-10-15 – Ctemnitt (Dwarf Fighter) Assigned guardian by Keraptis.
  • 1005-11-17 – Bradshaw (Dwarf Fighter) Found in White Plume Mountain, Karameikos.
  • 1006-04-18 – Lil Miss (Human Sorcerer) Picked up at the disappearance of Bradshaw.
  • 1006-04-21 – Plamin (Human Barbarian) Picked up after choosing it over Wave.
  • 1007-?? – Riah (Dwarf Druid) Picked up as part of new body. Currently missing in the Hollow World with Riah.

Artefact Traits

  • Handicap – This is an effect applied to all who pend PP while handling the item until the given time has passed.
  • Penalty – A penalty can be removed by a special downtime activity with discussion and approval by games master only. (limit once per game year)
  • Plane Locked – All artefacts cannot be taken through extra dimensional travel, this includes teleportation, fey step and dimensional travel.
  • Power Points (PP) – This is the amount of power points that the artefact can draw upon to use its abilities. All abilities with a PP cost have a chance of causing a penalty on a d20 equal to the cost. Use of PP also causes the wielder to reduce their maximum hit points by the PP spent. This lost hit points uses the Soul Burn mechanics from Secret Crafts.
  • Recharge – the amount of power points that the artefact will refresh over a set time.
  • Set Items – can be combined to form a more powerful item.
  • Team Item – can provide other powers if members of the part wield other items in the team set.

Original Item

Source: Dungeon Masters Guide (dmg218)

WHELM

Weapon (warhammer), legendary (requires attunement by a dwarf)

Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.

  • Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don’t have a hand free, the weapon lands at your feet.
  • Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
  • Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn.
  • Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
  • The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
  • Personality. Whelm’s purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves.
  • Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mighty hammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm.
  • The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

Content Updates

  • 2021-08-06 – Updated the layout and menu, included sections on Weapons Mastery and Secret Crafts. Also added Original Item version.
  • 2020-10-24 – Weapon cleanup.
  • 2020-07-15 – Added dwarven relic update.
Mystara Artefacts

Staves: Mazikeen’s Staff (Energy – Mazikeen), Rheddrian’s Staff (Energy – Benekander),

Weapons: Blackrazor (Entropy – Masauwu), Haziwarn (Entropy – Alphaks), Wave (Time – Protius), Whelm (Matter – Kagyar),

Wondrous Items: Crown of Air (Matter – Opal), Crown of Darkness (Entropy – Idris), Crown of the Dragonlord (Matter – The Great One), Crown of Earth (Matter – The Great One), Crown of Fire (Matter – Diamond), Crown of Water (Matter – Pearl), Tree of Life (Energy – Ilsundal), Yehm’s Diamond (Thought – Korotiku)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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