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Bioforge Hammer.pdf 7.6 MB
May 2, 2022

[Polymer] Weapon - Bioforge Hammer

Welcome to the new month! We'll be exploring various aspects of biomancy, from polymuting (transmutation centered around polymorph) and blood magic! Blood magic could be a cool theme on its own so I'll hold off on too many blood things and instead focus more on bodily alterations.

Kicking it off is the Bioforge Hammer, capable of granting you biomantic benefits on the fly.

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The power of polymutation courses throughout this tool, granting the wielder the ability to magically absorb the life essence of their victims before they perish. These hammers originally forged biosmiths who seek perfect form, but sometimes sees service in war.

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Bioforge Hammer
Weapon (light hammer or warhammer), very rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon. 

Reforge Essence. Immediately after you reduce a creature's hit points to 0 using this weapon, you can use a bonus action to absorb a piece of physical essence from the target, provided it is an aberration, beast, celestial, dragon, giant, fey, fiend, monstrosity, ooze, or plant. You gain a bio-augment benefit based on the target's creature type. Consult the Bio-Augment table to determine your benefit. The benefit lasts until you replace it with another one. 

Bio-Augment:
Creature Type / Benefit

  • Aberration - Expanded Mind. You gain resistance to psychic damage.

  • Beast - Feral Weapons. You grow fangs and claws, which you can use to make unarmed strikes with. On a hit, you deal 1d4 piercing damage (if you use your fangs) or slashing damage (if you use claws) instead of the normal damage granted by an unarmed strike.

  • Celestial - Celestial Light. You gain resistance to radiant damage.

  • Dragon - Elemental Assault. Whenever you hit a creature with a weapon attack, you deal an extra 1d4 damage of a type based on the dragon killed to gain this augment (usually determined by breath weapon or resistance). If the dragon has no associated type, the damage type is fire.

  • Giant - Giant's Strength. You have advantage on Strength checks.

  • Fey - Fey Thought. You cannot be charmed.

  • Fiend - Fiendish Resistance. You have advantage on saving throws made to resist poison.

  • Monstrosity - Natural Armor. Your AC cannot be lower than 16.

  • Ooze - Pliable Physique. Squeezing doesn't reduce your speed or impose disadvantage on your weapon attacks.

  • Plant - Earth Walker. You ignore the effects of difficult terrain caused by plants or earth.