stats: The two-handed hammer’s shaft is polished mahogany, while the head is adamantite. A silver hand emblem rests in a bed of gold design on either side. This mighty weapon was forged when Archbishop Faol created the Knights of the Silver Hand, and the archbishop bequeathed it to the order’s first Grand Master — Uther the Lightbringer. A group of paladins recovered the hammer after Uther’s death, but none has thought himself worthy of carrying the legendary weapon. Now the location of this weapon is unknown, but some believe that it still lies within the tomb of Uther himself.
Magic Weapon. The Hammer of the Lightbringer is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The hammer also functions as a Defender, a Holy Avenger, a Mace of Disruption, and a Talisman of Pure Good.
Blessings of The Lightbringer. If you are a cleric or a paladin attuned to this Weapon, you gain the following benefits:
- You have immunity to necrotic and radiant damage.
- You have advantage on saving throws against spells and other magical effects.
- You can make the weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
- You know if you hear a lie.
Guardian of Faith. If you are attuned to this weapon, you can use your action to cast the Guardian of Faith Spell from it, summoning four spirits to protect you. You can't use this property again until the next dawn.
Aiding Allies. The weapon has 15 charges and regains 2d6 + 3 expended charges daily at dawn. If you control this weapon, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 20) from it: Banishing Smite (2 charges), Greater Restoration (2 charges), Heal (6th-level version, 3 charges), Lesser Restoration (1 charges),Mass Heal (6 charges), Power Word Heal (6 charges), Remove Curse (1 charges), Resurrection (4 charges).
You can also use an action to cast the Beacon of Hope Spell, Spare the Dying Spell from the weapon without using any charges.
Curse. The weapon bears a curse that affects any nongood character that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature alignment turn to Lawful Good, and the creature's physical appearance and stature become more like the original owner. After seven days, the creature gain a brown beard with some grey hair and looks older then real, but the creature neither loses its racial traits nor become effected by old age. The physical changes wrought by the weapon aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.