Whelm

ItemXDMGp. 3242024artifact
Type
M|XPHB
Rarity
artifact
Attunement
by a dwarf or a creature attuned to a belt of dwarvenkind
Weight
5 lb.
Damage
1d8 B (1d10 two-handed)
Properties
T|XPHB, V|XPHB
Mastery
Push|XPHB
Range
60/180

Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.

Hurl

Whelm has Thrown with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.

Shock Wave

You can take a Magic action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.

Supernatural Awareness

While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast Detect Evil and Good or Locate Object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.

Sentience

Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and Darkvision out to 120 feet.

The weapon communicates telepathically with its wielder and speaks Dwarvish, Giant, and Goblin.

Personality

Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm's purpose is to protect dwarves. Conflict arises if the wielder doesn't share this goal.

Destroying Whelm

Whelm can be dissolved in the acidic bile of a recently slain ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan.

Raw data
{
  "dmg1": "1d8",
  "dmg2": "1d10",
  "name": "Whelm",
  "page": 324,
  "type": "M|XPHB",
  "range": "60/180",
  "__prop": "item",
  "rarity": "artifact",
  "source": "XDMG",
  "weight": 5,
  "dmgType": "B",
  "entries": [
    "Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.",
    "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.",
    {
      "name": "Hurl",
      "type": "entries",
      "entries": [
        "Whelm has {@itemProperty T|XPHB|Thrown} with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra {@damage 1d8} Force damage, or an extra {@damage 4d8} Force damage if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand."
      ]
    },
    {
      "name": "Shock Wave",
      "type": "entries",
      "entries": [
        "You can take a {@action Magic|XPHB} action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a {@dc 20} Constitution saving throw or have the {@condition Stunned|XPHB} condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn."
      ]
    },
    {
      "name": "Supernatural Awareness",
      "type": "entries",
      "entries": [
        "While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast {@spell Detect Evil and Good|XPHB} or {@spell Locate Object|XPHB} from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn."
      ]
    },
    {
      "name": "Sentience",
      "type": "entries",
      "entries": [
        "Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and {@sense Darkvision|XPHB} out to 120 feet.",
        "The weapon communicates telepathically with its wielder and speaks Dwarvish, Giant, and Goblin."
      ]
    },
    {
      "name": "Personality",
      "type": "entries",
      "entries": [
        "Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm's purpose is to protect dwarves. Conflict arises if the wielder doesn't share this goal."
      ]
    },
    {
      "name": "Destroying Whelm",
      "type": "entries",
      "entries": [
        "Whelm can be dissolved in the acidic bile of a recently slain {@creature ancient black dragon|XMM}. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan."
      ]
    }
  ],
  "mastery": [
    "Push|XPHB"
  ],
  "baseItem": "warhammer|xphb",
  "property": [
    "T|XPHB",
    "V|XPHB"
  ],
  "sentient": true,
  "_category": "Other",
  "reqAttune": "by a dwarf or a creature attuned to a belt of dwarvenkind",
  "_entryType": "weapon ({@item Warhammer|Xphb})",
  "_textTypes": [
    "martial weapon",
    "melee weapon"
  ],
  "_attunement": "(Requires Attunement By a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)",
  "_isEnhanced": true,
  "bonusWeapon": "+3",
  "_fullEntries": [
    "Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.",
    "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.",
    {
      "name": "Hurl",
      "type": "entries",
      "entries": [
        "Whelm has {@itemProperty T|XPHB|Thrown} with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra {@damage 1d8} Force damage, or an extra {@damage 4d8} Force damage if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand."
      ]
    },
    {
      "name": "Shock Wave",
      "type": "entries",
      "entries": [
        "You can take a {@action Magic|XPHB} action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a {@dc 20} Constitution saving throw or have the {@condition Stunned|XPHB} condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn."
      ]
    },
    {
      "name": "Supernatural Awareness",
      "type": "entries",
      "entries": [
        "While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast {@spell Detect Evil and Good|XPHB} or {@spell Locate Object|XPHB} from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn."
      ]
    },
    {
      "name": "Sentience",
      "type": "entries",
      "entries": [
        "Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and {@sense Darkvision|XPHB} out to 120 feet.",
        "The weapon communicates telepathically with its wielder and speaks Dwarvish, Giant, and Goblin."
      ]
    },
    {
      "name": "Personality",
      "type": "entries",
      "entries": [
        "Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm's purpose is to protect dwarves. Conflict arises if the wielder doesn't share this goal."
      ]
    },
    {
      "name": "Destroying Whelm",
      "type": "entries",
      "entries": [
        "Whelm can be dissolved in the acidic bile of a recently slain {@creature ancient black dragon|XMM}. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan."
      ]
    },
    {
      "data": {
        "item__mergedEntryTag": "property"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Thrown",
        "type": "entries",
        "entries": [
          "If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon."
        ]
      }
    },
    {
      "data": {
        "item__mergedEntryTag": "property"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Versatile",
        "type": "entries",
        "entries": [
          "A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack."
        ]
      }
    },
    {
      "data": {
        "item__mergedEntryTag": "mastery"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Mastery: Push",
        "page": 214,
        "type": "entries",
        "source": "XPHB",
        "entries": [
          "If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller."
        ]
      }
    }
  ],
  "_entrySubType": "martial weapon, melee weapon",
  "reqAttuneTags": [
    {
      "race": "dwarf"
    }
  ],
  "attachedSpells": {
    "daily": {
      "1e": [
        "detect evil and good|xphb",
        "locate object|xphb"
      ]
    }
  },
  "weaponCategory": "martial",
  "_attunementCategory": "Requires Attunement By..."
}