Weapon (light hammer), rare (requires attunement by a Requires attunement at a lit forge or bonfire. During the 1-hour ritual, the bearer must press the hammer to their skin and succeed on a DC 13 CON save or take 1d4 fire damage as the flame marks them. On a success, take 1 fire damage. Only then does the weapon awaken and bond fully with the wielder.)

While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 50-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6+2 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon. 

 

While you are wielding the weapon you understand every language known to the gods. You have advantage on Verbal Charisma Saving throws (eg. Charm Person, Command...) 

Proficiency with a Light Hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: Damage: Fire, Language: All, Requires attunement at a lit forge or bonfire. During the 1-hour ritual, the bearer must press the hammer to their skin and succeed on a DC 13 CON save or take 1d4 fire damage as the flame marks them. On a success, take 1 fire damage. Only then does the weapon awaken and bond fully with the wielder., Light, Thrown, Nick

Luxior9000

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