Ironhand was raised in the copper mines. The hammer whip was a gift from his uncle, passed down through generations of Clan Greyhammer. It wasn’t just a tool; it was a bulwark against hazards within the mines, where the earth groaned and glowing eyes glared from the darkness.
Ironhand was deep in the tunnels with his companions. They were digging out a new vein when the ground shuddered, and from the shadows, beasts with iron claws and silvered teeth burst forth. Panic spread, but Ironhand stood his ground. He gripped the hammer whip, feeling the familiar weight in his hands.
The hammer whip struck the first assailant with a fierce blow. The beast fell with a shockwave that tore through the air, sending two more of the creatures reeling. Ironhand didn’t hesitate. He swung again, this time aiming for nearby support beams. The wood splintered, and the ceiling collapsed, cutting off the advancing horde. It was then that he cracked the hammer whip in the air, a sharp snap that boomed with the force of a hundred storms, and the remaining creatures fled in fear.
When the dust settled, Ironhand knelt to catch his breath. He surveyed the carnage around him. Too many of his allies had fallen, but it would have been many more had it not been for the hammer whip at his side.
Hammer Whip
Weapon (Whip), Rare (Requires Attunement)
This whip deals bludgeoning damage instead of slashing damage. When you hit a target creature with this weapon, you can deal an extra 1d8 thunder damage to the target or deal 1d8 thunder damage to all other creatures within 5 feet of the target.
As an action, you can crack the whip over your head. Each creature of your choice within 20 feet of you must succeed on a DC 15 Wisdom save or be frightened of you until the end of your next turn. Once this feature has been used, it cannot be used again until the next dawn.
Siege Weapon. This weapon deals double damage to objects and structures.
Check out last week’s item: the needler dart.
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