Weapon (slingshot), very rare (requires attunement by a Barbarian, Fighter, Monk)

You have resistance to fire damage while you hold this weapon attuned.

Using the anvil you must first pass a DC strength check of 16 each time of use

Regular throw 3d4 of blunt force damage

The Anvil has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to do the following with it

We Start The Fire (1 Charge) When using the effect the anvil hunkers down into the ground and turns into fire pit with a fire started that cannot be extinguished with anything other than magic

FireVil ( 2 Charges) When throwing this weapon it catches on fire dealing an extra 1d6 of Fire damage to target

Delayed Ignition (5 Charges) You throw this Anvil and it hunkers into the spot it lands only to be picked up by a Strength Save with a DC of 20. It lays dormant for a round of combat. On the player who threw it's next turn the anvil combust a burst of fire in a 20ft radius. everyone in that radius takes 3d6 of fire damaged halved on a strength save DC of 16. the area of effect stays on fire until magically put out. Anyone who passes through the effected area must at 1d6 of fire damage.

The Anvil regains 1d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the Anvil blackens, crumbles into cinders, and is destroyed.

Slingshots are simple ranged weapons comprising an elasticated material strung between a Y-frame brace. They have the two-handed and ranged (20/60) properties and deal 1d6 bludgeoning damage on a hit. They use the same ammunition as slings and are commonly used by rakins.

Notes: Resistance: Fire, Barbarian, Fighter, Monk, Damage, Control, Combat, Warding, Ammunition, Two-Handed

Item Tags: Damage Control Combat Warding

Kait_The_Virgo

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