Hammer of Thunderbolts
D&D 5e · 2014·Weapons·Legendary·Requires attunement
Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.
Damage calculator
Hit chance
60%
Expected damage / attack
6.95
Attack bonus
+6
Average normal hit: 11 · Average critical hit: 18 · Critical chance: 5%.
- Category
- Martial weapon
- Damage type
- Bludgeoning
- Reach
- 5 ft.
- Magic attack bonus
- +1
- Weight
- 10 lb
- Attunement
- Required
- Rarity
- Legendary
- Price
- Not specified
Magic: Base +1 weapon attacks; special properties require weapon attunement.
Calculator assumptions & rules
One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.
Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.
Changing calculator inputs does not change the item’s rules or create a new page URL.
What Hammer of Thunderbolts does
- Strength can drive this martial weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
- The base 2d6 +1 weapon damage averages 8 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
- This weapon needs two hands when you attack, so a wielded shield conflicts with that attack setup.
- This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Full item details & properties
Rules for this edition
- Proficiency
- A martial melee weapon; proficiency allows adding your Proficiency Bonus to its attack rolls.
Magic properties
- Activation
- Base +1 weapon attacks; special properties require weapon attunement.
- Consumable
- No
- Attack Rolls
- +1. With this weapon; use any target-specific or allocation rule below.
- Damage Rolls
- +1. Included once in the displayed weapon damage; add the applicable ability modifier separately.
- Special-power attunement
- The +1 bonus works without attunement. To attune to the hammer, wear BOTH a Belt of Giant Strength and Gauntlets of Ogre Power; removing either ends hammer attunement.
- Giant’s Bane
- While attuned and holding: Strength +4, maximum 30. Attack roll 20 against a Giant: Constitution DC 17 or death.
- Charged throw
- While attuned spend 1 charge: ranged attack 20/60 ft. On hit: thunderclap audible 300 ft.; target and every creature within 30 ft. save Constitution DC 17 or Stunned until end of your next turn. No automatic return is specified.
Charges & recharge
- Maximum charges
- 5
- Recharge
- 1d4 + 1 expended charges, daily at dawn
Weapon details
- Damage
- 2d6 + 1 bludgeoning
- Weapon class
- Martial Melee
Properties
Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-Handed
This weapon requires two hands when you attack with it.
Tags & related references
Compare alternatives
Same edition, using your calculator inputs above. Special properties and character features can change the choice.
Same base weapon; compare its bonuses and rarity
Maul (+2)8.15 expected damage / attack65% hit chance2d6 +2 bludgeoning · +2 magic attack · 5 ft. reachNot specified · 10 lbSame base weapon; compare its bonuses and rarity
Maul (+3)9.45 expected damage / attack70% hit chance2d6 +3 bludgeoning · +3 magic attack · 5 ft. reachNot specified · 10 lbSame base weapon; compare its bonuses and rarity
Maul5.85 expected damage / attack55% hit chance2d6 bludgeoning · +0 magic attack · 5 ft. reach10 GP · 10 lbSame base weapon; compare its bonuses and rarity
Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.
Hammer of Thunderbolts FAQ
Does Hammer of Thunderbolts require attunement?
Yes. You need to attune to this item to use the properties that require attunement.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.