Reckoning
Legacy of Vengeance
To properly achieve vengeance requires two things: a healthy dose of fury directed at the one who did you wrong and perhaps paradoxically, restraint. So it is with the legendary weapon Reckoning, which can manifest as either the mighty hammer Restraint or the fearsome axe Fury.
First Wielder:
Bhalgrim Firemane, Dwarven Battlesmith Artificer
Initial Item
Mithril Warhammer
Damage - 1d8 Bludgeoning
Thrown (20/40), Returning Artificer Infusion
Tier 1 Mundane
Collapsable Handle — The handle has two notches, One Handed and Two Handed. As an object interaction you can either extend or collapse the handle to change between them.
Spiked Head — Weapon attacks now do additional piercing damage.
Tier 1 Magical
Racial Aptitude — While attuned you gain proficiency in this weapon if you don’t otherwise have it.
Potency — You gain a +1 bonus to Weapon Attack and Damage rolls, as well as a +1 Bonus to Spell Attacks and the Save DC of Spells cast using this weapon as a focus.
Tier 2 Mundane
Counter-Balance — The throwing range of the weapon is increased.
Flanged Head — The bonus damage from Spiked Head increases.
Tier 2 Magical
Improved Potency — The bonus provided by Potency increases to +2.
Malleable Identity — With a one-hour ritual, which can be accomplished over a short rest, you can entice the weapon to solidify in one of two forms: the hammer head of Restraint, or the axe blade of Fury.
Grudge Bearer — Check with your DM if your enemies qualify for any of the following grudges, and if so, apply the appropriate bonus to all attacks made against them with Reckoning.
Minor Grudge — Someone who insulted you, your friends, or your clan. Against such a target you gain a +2 bonus to damage rolls.
Moderate Grudge — Someone caused you material loss in some fashion. Whether due to incompetence, malfeasance, or just bad luck is irrelevant, it’s unacceptable. Against such a target you gain a +2 bonus to attack and damage rolls.
Major Grudge — Someone who caused a loss of life or something similarly tragic. Against such a target you gain a +2 bonus to attack and damage rolls, and all attacks against them are made with advantage.
Legendary Grudge — If you have one of these, you know. This is the grudge that keeps you up at night and keeps you going through any obstacle to get even. Against such a target, all attacks are made with advantage, you gain a +3 to attack and damage rolls, and all successful attacks are critical hits.
Tier 3 Mundane
Improved Handle — The handle now has a third notch enabled it to become a pole weapon. As an object interaction you can extend or collapse the handle by one notch, as a Bonus Action you can fully extend or collapse the handle.
Powerful Blows — This property only functions while Restraint is the active Identity. Deal double damage to structures, objects, and constructs. When you hit a creature or construct with an attack, you can push them up to 10 feet with the force of the blow.
Keen Edge — This property only functions while Fury is the active Identity. Your weapon attacks score a critical hit on a roll one lower than normal.
Tier 3 Magical
Greater Potency — The bonus from potency increases to +3.
Rapid Adaptation — As a Bonus Action, you can cause the weapon to assume the identity of Restraint or Fury. You can do this a number of times equal to your proficiency modifier, and you regain all uses when you finish a long rest.
Watchful Gaze — This property only functions while Restraint is the active Identity. When a creature within the near attack range of your weapon makes an attack against a target other than you, you can use your reaction to make a weapon attack against the creature. If as a result of your attack the target of the creature’s attack is no longer in range, the creature’s attack fails.
Brutal Blows — This property only functions while Fury is the active Identity. Whenever you roll the maximum value on a weapon die, roll the die again and add the result. If you roll the maximum value again, keep rolling and adding the result until you don’t roll the maximum value.
Manifest Identity — You are able to unleash a specialized attack depending on which Identity is active and what configuration the handle is in. Your Weapon DC is equal to 8 + your attack bonus while wielding the weapon. You can unleash this power a number of times equal to your proficiency bonus and you regain all uses after a long rest.
Fully Upgraded Items
Restraint — War Hammer
Damage — 1d6 Bludgeoning + 1d6 Piercing
Thrown (30/60), Returning
Localized Earthquake – Action — Throw your hammer at the ground within range, causing a small localized earthquake. Each creature in a 5-foot radius of where your hammer strikes must make a Dexterity Saving Throw against your weapon DC. On a failure, a creature takes 6d6 Bludgeoning damage and is knocked prone. On a success a creature takes half damage.
Restraint — Great Hammer
Damage — 2d6 Bludgeoning + 1d6 Piercing
Two-Handed, Heavy, Thrown (20/40), Returning
Shockwave – Action — Slam your hammer down directly at your feet, causing a rolling shockwave to expand in a 15-foot radius. Each creature of your choice in the area must make a Dexterity Saving Throw against your weapon DC. A creature that fails takes 4d6 Bludgeoning damage and is knocked 10 feet away from you, landing prone. A creature that succeeds takes half damage and is knocked prone in its current space.
Restraint — Pole Hammer
Damage — 1d10 Bludgeoning + 1d6 Piercing
Two-Handed, Heavy, Reach
Seismic Slam – Action — Bring your hammer down in front of you, causing a wave to reverberate through the air in a 30-foot cone. Each creature of your choice within the area must make a Constitution Saving Throw against your weapon DC. On a failure, the target takes 4d6 Thunder damage and is stunned until the end of your next turn. On a success the target takes half damage and is pushed 5 feet away from you.
Fury — War Axe
Damage — 1d8 Slashing + 1d8 Piercing
Thrown (20/40), Returning
Hack and Hew – Action and Move — Fury truly comes alive when provided with multiple targets. Choose up to three targets you can see and that you can reach by moving no more than double your movement speed. Move adjacent to each target and perform an attack action against them. This movement doesn’t provoke opportunity attacks and you must end your movement adjacent to one of the targets.
Fury — Great Axe
Damage — 2d8 Slashing + 1d8 Piercing
Two-Handed, Heavy, Thrown (10/20), Returning
Rampage – Bonus Action — Tap in to the true battle frenzy of vengeance. Make two attacks with Fury.
Fury — Pole Axe
Damage — 1d12 Slashing + 1d8 Piercing
Two-Handed, Heavy, Reach
Brutal Trip – Action — You can lash out against up to two creatures in range in an attempt to trip them. Each target must make a Dexterity Saving Throw against your Weapon DC. On a failure, the target is knocked prone. You may then make one weapon attack against the target with advantage.