Groundshaker

Weapon (Maul or Warhammer) • Common • Requires Attunement

Architect's Bane. This weapon deals double damage to objects and structures.

A massive spiked warhammer with a rough, stone-like head and a dark wooden handle reinforced with bindings.

Groundshaker

Weapon (Maul or Warhammer) • Uncommon • Requires Attunement

Architect's Bane. This weapon deals double damage to objects and structures.

Shockwave. As an action, you can slam this weapon on the ground. When you do so, each creature standing on the same ground in a 30-foot cone must succeed on a DC 12 Strength saving throw or be knocked prone. Once used, this property can’t be used again until the next dawn.

A massive spiked warhammer with a rough, stone-like head and a dark wooden handle reinforced with bindings.

Groundshaker

Weapon (Maul or Warhammer) • Rare • Requires Attunement

Architect's Bane. This weapon deals double damage to objects and structures.

Pinned. When you score a critical hit against a creature that is standing on solid ground with this weapon, the target is partially rammed into the ground. The target is knocked prone and restrained until it takes an action and spends all its movement to get out of it. Further, the critical hit deals three times the damage dice instead of double.

Shockwave. As a replacement for one attack, you can slam this weapon on the ground. When you do so, each creature standing on the same ground in a 30-foot cone must succeed on a DC 14 Strength saving throw or be knocked prone. The ground of this area becomes difficult terrain until cleared. Once used, this property can’t be used again until the next dawn.

A massive spiked warhammer with a rough, stone-like head and a dark wooden handle reinforced with bindings.

Groundshaker

Weapon (Maul or Warhammer) • Very Rare • Requires Attunement

Magic Weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Architect's Bane. This weapon deals double damage to objects and structures.

Jumping Strike. While you carry this weapon, jumping distance is doubled. As an action, you jump up to half your speed toward a target and make an attack with this weapon. If you moved at least 10 feet this way before you hit it, you score a critical hit on a 17 to 20 on the d20.

Pinned. When you score a critical hit against a creature that is standing on solid ground with this weapon, the target is partially rammed into the ground. The target is knocked prone and restrained until it takes an action and spends all its movement to get out of it. Further, the critical hit deals three times the damage dice instead of double.

Shockwave. As a replacement for one attack, you can slam this weapon on the ground. When you do so, each creature standing on the same ground in a 60-foot cone must succeed on a DC 16 Strength saving throw or be knocked prone. The ground of this area becomes difficult terrain until cleared. Once used, this property can’t be used again until the next dawn.

 

A massive spiked warhammer with a rough, stone-like head and a dark wooden handle reinforced with bindings.

Groundshaker

Weapon (Maul or Warhammer) • Legendary • Requires Attunement

Magic Weapon. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Architect's Bane. This weapon deals tripple damage to objects and structures.

Jumping Strike. While you carry this weapon, jumping distance is doubled. As an action, you jump up to half your speed toward a target and make an attack with this weapon. If you moved at least 10 feet this way before you hit it, you score a critical hit on a 16 to 20 on the d20.

Pinned. When you score a critical hit against a creature that is standing on solid ground with this weapon, the target becomes partially rammed into the ground. The target is knocked prone and restrained until it takes an action and spends all its movement to get out of it. Further, the critical hit deals three times the damage dice instead of double.

Shockwave. As a replacement for one attack, you can slam this weapon on the ground. When you do so, each creature standing on the same ground in a 90-foot cone must succeed on a DC 18 Strength saving throw or be knocked prone. The ground of this area becomes difficult terrain until cleared. Once you have used this property, you can’t use it again until you finish a long rest.

Tremor. You cast earthquake centered on yourself. The spell lasts only 1 round, and you are immune to its effects. Once you have used this feature, you can't use it again until the next dawn.

 

A massive spiked warhammer with a rough, stone-like head and a dark wooden handle reinforced with bindings.

Using Evolving Items

Evolving items can be used as standard magic items—the GM simply determines the rarity at which the item is found...

  • Character Growth. Reaching a specific level or proficiency milestone.
  • Arcane Empowerment. Enhancing the item through crafting or rituals.
  • Attunement Over Time. Deepening attunement through continued use.
  • Thematic Achievements. Fulfilling tasks or trials related to the item’s nature.
  • Divine or Infernal Favor. Gaining recognition from powerful entities.
  • Environmental Influence. Exposure to special locations or events.

By using evolving items, the GM can weave them into the story, making them feel personal and rewarding as they develop alongside the characters.