So I'm currently in the middle of making a legenedary magic item for my homebrew campaign. I've made magic items before that have been well balanced and worked well in my game. However, this is my first time creating a legendary magical item. So, I'm just looking for a bit of feedback on my creation, whether you think it's underpowered, overpowered or just needs a complete overhaul.
I've used published as well as highly rated homebrew legendary magical items, spells and abilities as inspiration and to ensure it's as balanced as can be.
As a bit of background, my players are journeying to a powerful forge of legend that is hidden at the peak of very tall mountain. At the solstice, the magical energies that flow from the astral sea will be at their most powerful to enable the forge to be used to create very powerful magical items using components that harbor ancient magical energy. The magical items will be very important to them finding and defeating their adversaries. They have recovered the Forgemaster hammer from a local vampire that happened upon the hammer and was studying it's properties and now journey with it to the forge.
Here's the item:
Weapon (warhammer), legendary (requires attunement)
Created by Moradin in the Dawn Age, the Forgemaster hammer's sole purpose was to serve as powerful crafting tool to those that saught the mighty arcane capabilities of Nebula Forge. Unlike typical blacksmith tools, when used at the Nebula Forge the Forgemaster hammer can help facilitate the creation of powerful magical items with legendary capabilities. Correct use of the hammer and the Nebula Forge do, however, require an ancient knowledge passed down by the Gods and guardians of the forge itself.
As a byproduct of it's powerful crafting capabilities, the Forgemaster hammer also presents some other uses as a weapon.
You gain a +3 bonus to attack and damage rolls made with this weapon and deal an additional 1d4 force damage. When you hit a construct with it, that target instead takes an extra 1d8 force damage.
Primordial Protection – Once per day the wielder can use an action to draw upon a mote of primordial power infused within the hammer. For one minute, any creature in a 15ft radius has resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When a creature within the radius takes damage of one of those types, they can use their reaction to gain immunity to that type of damage, including against the triggering damage. If they do so, the resistances end, and the creature has immunity until the end of their next turn. This can be used up to five times before the ability ends. If all immunity charges are used before one minute has passed, the ability ends. This ability cannot be used again until the next dawn.
Material Manipulation – The Forgemaster hammer is naturally imbued with the power to shape, repair and heal matter. As an action can cast mending, mold earth and shape water at will. The hammer also has 10 charges which can be expended to cast the following spells as an action: cure wounds (1 charge per spell level, up to 4th), earth tremor (1 charge), lesser restoration (2 charges), moonbeam (2 charges, 1 extra charge per level up to 5th), earthbind (2 charges), summon construct (4 charges), resilient sphere (4 charges), mass cure wounds (5 charges). The rod regains 2d4 expended charges daily at dawn.
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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