Though it was recovered, the weapon eventually found its way back to White Plume Mountain and Ctenmiir. It has the unfortunate tendency to inspire agoraphobia in its wielders, however. By the time they come across the weapons they'll be around the lv 8-10 range. Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water. I'm not familiar with this module, but for flavor purposes, should Wave have "telepathy with animals" or just "telepathy with AQUATIC animals"? When truly Angered, it drops in power to a mere +2 weapon and the attack roll penalty increases to -5. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant.
By placing your order, you agree to our, ©2020 D&D Beyond | All Rights Reserved | Powered by Fandom Games. For that matter, I wouldn't mind some ideas or suggestions as to what sort of triggers that could be done to 'awaken' these three to push them closer to their full potentials. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. [5e] Blackrazor, Whelm, and Wave. This artifact-tier +3 warhammer can only be used by a dwarf. Its Supernatural Awareness makes the wielder automatically aware of secret/concealed doors within 30 feet, and lets them cast either Detect Evil & Good or Locate Objects 1/day. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. Please enable JavaScript to get the best experience from this site. In Open Grave, it was detailed as an artifact for 4th edition. As with the other three White Plume Weapons, Whelm is treated as a Weapon of Legacy in 3.5, although it's honestly the most underwhelming of them all, which is saying something when WoL's prebuilt weapons are known to be pretty bad; not only does it only reach up to level 16, it only has two Legacy Rituals: Against The Giants (knowingly and willingly enter battle against a giant-type creature in an encounter where the EL exceeds your party level by at least 1) and Against The Goblins (slay a group of goblinoids with at least 30 HD collectively, during which you defeat a hostile goblinoid with a CR at least equal to your character level). The times of woe were followed by years of prosperity, and Dagnal improved on Whelm, enhancing it with the ability to detect gems, gold, and other riches. Whelm’s purpose is to slaughter giants and goblinoids. It can detect evil, secret doors, objects, goblinoids, giants, and precious gems and metals. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Please visit the Edit Encyclopedia Index page to contribute to the wiki database. This site works best with JavaScript enabled. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. - wiggolp and Damastor. Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. Whelm was created long ago by a dwarven woman named Dagnal Mightyhammer of clan Dankil, a weaponsmith of some reknown. Return to White Plume Mountain mentioned that Keraptis had been given it by one of his gnomish servants, and that it was one of the four legendary items Keraptis used in his bid for immortality. The elegant, powerful, and open-source mod manager, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. Whelm received little background in the original White Plume Mountain, except that it was a magic item stolen by Keraptis from the Free City of Greyhawk.
Alongside its siblings Blackrazor and Wave, this weapon has managed to make an appearance in every single edition of the game, from 1st through to 5th, an honor that can't be shared with their oft-forgotten sibling, Frostrazor. Get the 3 monsters from Dungeon Master's Guide for use on D&D Beyond. In 5th edition, meanwhile, Blackrazor moved up in the world by being part of the Dungeon Master's Guide alongside Wave and Whelm - poor forgotten Frostrazor was left out again. First off... for those of you in my Yawning Portal campaign, shoo shoo.
They're finishing up hidden shrine, so before long, they'll be tackling White Plume Mountain. I personally like the rule that if your character keeps such a powerful weapon, they will become nonplayable as all of their time and resources will be dedicated to hiding from the hordes of adventurers and malcontents trying to claim the weapon (preferably over your dead body). Get the 52 magic items from Dungeon Master's Guide for use on D&D Beyond. However, its agoraphobia (now specified as a penalty to attack rolls, saving throws, and proficiency checks) was more severed. You may also purchase individual magic items. Whelm. In about 491 CY, a band of adventurers known as the Brotherhood of the Tome raided White Plume Mountain, taking Whelm with them among other spoils. Whelm was first described in White Plume Mountain, and received updated statistics in Return to White Plume Mountain and the Arms and Equipment Guide (2003). Once used, this property can’t be used again until the next dawn. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. The powerful open-source mod manager from Nexus Mods. Eventually it fell into the hands of the gnomes, and it was a group of gnomish servants of Keraptis who gifted it to their master, approximately one thousand years before the beginning of the Common Year calendar (-1000 CY). Starting its existence as a +1 warhammer, it upgrades to a +1 giant bane warhammer at 6th level, a +1 giant & goblin bane warhammer at 11th level, and then increasing in potency to +2 at level 13 and +3 at level 16. The Compendium Content bundle does not grant access to all the content's options in the rest of the toolset, such as the searchable listings, character builder, or digital sheet. I'm not sure if anyone in the group would use these for certain, but I do have a dwarf, as well as a paladin who worships the god of dolphins, Deep Sashelas so they could use whelm and wave respectively if they chose. On Vorpal this weapon triggers a Shockwave striking its target with incredible bludgeoning damage and dealing damage to surrounding enemies. To start viewing messages, select the forum that you want to visit from the selection below. Each time you throw the weapon, it flies back to your hand after the attack. Simple and straight-forward, Whelm tends to exemplify "dwarfish values", as best as those are defined in their edition. When Satisfied, it boosts its Perception bonus to +3 and grants the Paladin's Turn The Tide Daily Power. The 5e version of Blackrazor is a +3 intelligent magic greatsword which will only allow non-lawful characters to attune to it. Like all of the White Mountain Weapons, Whelm received its 3.5 update in "White Plume Mountain Revisited", which is now all but impossible to find due to the collapse of the old WoTC internet archives. This author has not provided any additional notes regarding file permissions. Once the characters leave – for any reason – the items must be surrendered as per the adventure text and the Adventurers League FAQ. When thrown, it flies back to your hand. You know who you are. The 16-page adventure bears the code "S2" ("S" for "special"). Whelm definition is - to turn (something, such as a dish or vessel) upside down usually to cover something : cover or engulf completely with usually disastrous effect. In about 550 CY, the warhammer had found its way into the hands of a fearsome hunter of ogres called Ctenmiir. Additionally, a dwarf wielder can throw the hammer 150 feet as a ranged attack 3/day, with it returning each time it is thrown. They're finishing up hidden shrine, so before long, they'll be tackling White Plume Mountain. Over time they'll gain boosts in power through various triggers. Whelm is one of three infamous magical weapons introduced to Dungeons & Dragons in the 1st edition Advanced Dungeons & Dragons module "S2: White Plume Mountain". Sign In. You see, for each consecutive 24-hour period without spending at least 8 hours inside or underground, the penalty increased by a further -1, maxing out at a -5 penalty.
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