(Requires attunement) Damage: 1d4 Bludgeoning
Properties: Light, Thrown (Range 20/60)
Mastery: Nick
You have a +2 bonus to attack and damage rolls made with this hammer. When you attack with the weapon, you can add your Intelligence modifier, instead of Strength modifier, to the attack and damage rolls. In addition, you deal an additional 1d8 radiant damage on a hit.
While you are attuned to the weapon, you can summon the weapon to you if it is within 60 ft of you.
You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. If you replace that plan, you must replace it with another Armor plan.
In addition, you can create an additional item with that feature, and the item must also be in the Armor category.
Your Arcane Armor gains additional benefits based on its model:
Guardian. The damage die of your Thunder Gauntlets increases to 1d10 Thunder damage.
In addition, when a Huge or smaller creature you can see ends its turn within 30 ft of you, you can take a Reaction to magically force that creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 ft directly to an unoccupied space. If you pull the target to a space within 5 ft of yourself, you can make a melee weapon attack against it as part of this Reaction.
You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Whenever you finish a Long Rest, you can touch one
Simple or Martial weapon or one item that you can
use as a Spellcasting Focus, and you store a spell in
it, choosing a level 1, 2, or 3 Artificer spell that has a
casting time of an action and doesn’t require a
Material component that is consumed by the spell
(you needn’t have the spell prepared).
While holding the object, a creature can take a
Magic action to produce the spell’s effect from it,
using your spellcasting ability modifier. If the spell
requires Concentration, the creature must
concentrate. Once a creature has used the object to
produce the spell’s effect, the object can’t be used
this way again until the start of the creature’s next
turn.
The spell stays in the object until it’s been used a
number of times equal to twice your Intelligence
modifier (minimum of twice) or until you use this feature again to store a spell in an object.
You can now attune to up to four magic items at once rather than three.
You can now attune to up to five magic items at once rather than three.
(Required attunement by a creature missing their right shoulder and arm, Intelligence 16+) Legendary Actions (Costs 1 legendary action, usable once per round)
At the end of another creature’s turn, you may:
Rocket Fist:
- Launch your fist at a target within 60 feet.
- Ranged melee attack (Intelligence-based), +10 to hit.
- On hit: 1d8 + Intelligence modifier force damage.
- Crit on 19–20.
Force Breaker Strike:
- Slam a nearby creature (5 ft.) with overwhelming force.
- Melee spell attack (Intelligence-based).
- On hit: 2d8 force damage, and target must succeed a Strength saving throw (DC = 8 + proficiency + Intelligence) or be stunned until the end of their next turn.
(Required attunement by a creature missing their right shoulder and arm, Intelligence 16+) Enhanced Arcane Focus:
- While using it to cast a spell that requires a spellcasting focus, you gain a +2 bonus to your spell attack rolls and to your spell save DCs.
- Additionally, when you cast a spell that deals force or radiant damage, you add your Intelligence modifier as bonus damage once per spell.
Disruptor Field (1/Long Rest):
As an action, you can activate Anvilhand’s Legacy’s Disruptor Field, creating a 60-foot radius around you that suppresses all other magical auras, emanations, and environmental effects.
- Lasts 10 minutes or until you spend a legendary action (whichever happens first).
- Recharge on long rest.
Integrated Weapon System:
You are proficient with attacks made using Anvilhand’s Legacy.
- All attack rolls, save DCs, and damage calculations for this item use your Intelligence modifier.
- Attacks made with Anvilhand’s Legacy are considered magical melee or ranged weapon attacks.
(Required attunement by a creature missing their right shoulder and arm, Intelligence 16+) Mythic Trait: Volt Surge (1/Long Rest)
When you are critically hit or reduced to 0 HP, the arm explodes with a surge of radiant energy:
- All enemies within 30 feet take 10d8 radiant damage (Dexterity save halves, DC = 8 + proficiency bonus + Intelligence modifier).
- Failed save: blasted backward 5 feet × proficiency bonus.
- Flying, hovering, and levitating creatures fall prone.
- Invisible creatures within the radius lose invisibility immediately.
If triggered because you dropped to 0 HP, you are instead left at 1 HP and remain conscious.
Additional Features
- Summon Prosthetic: You can summon or dismiss Anvilhand’s Legacy onto your body as an action.
- Interference: While the Disruptor Field is active, spells like Detect Magic or effects like Divine Sense automatically fail within the radius.
- Indestructible: Cannot be destroyed except by a Wish or divine intervention.