Weapon (maul), legendary (requires attunement by a Creature of the large size class, and a Strength score of 20 or above)

Lore

Forged within the failing heart of an ancient fire giant, these brass knuckles were shaped by the giant-smith Orn as the colossus's strength slowly drained from their body and cast into a piece of armament fit for kings whose conquest shall not end until they themselves draw their last breath like the once great colossus. In Orn’s eyes, the weapon was a failure in his grand pursuits—not for lack of power, but because it was never the dragon-slaying masterpiece he knew he could make. Yet even in disappointment, Orn could not deny its strength in a giant's or creature's hands.

The design is stark and unadorned, a deliberate choice that preserves its brutal simplicity and practicality. Along the striking edge are runes that are no bigger than a bronze coin, deeply set and faintly warm to the touch: Hellig, Kong, Blod, and Ild etched into the weapon over thousands of times, showing just how much work was put into these knuckles. Each symbol was meant to bind and contain the remaining glory of a felled giant, with their body changing the land for ages to come, only ever getting his own grave centuries after they have passed. His body, a relic of the Thousand-Year War, has long since hardened into the land itself, but his fury still smolders within the metal.

Until now, these knuckles have known only a single master. They were wielded by Kelrii, the Flint-Spark King, whose blows were said to strike like the first sparks of a volcanic eruption—quiet, inevitable, and devastating.


Flint Strikes: 

While worn, they are treated as an unarmed attack, and all punches used while wearing these are a d12; they also do an additional 1d6 fire damage on impact. Your unarmed strikes gain a reach of 10 feet and count as magical attacks for the purpose of getting over magical resistance.


 

Fulkilu—Fury of the Fire Giants:

Harnessing the burning spirit of this fire giant, any fire attack goes up by two dice (only on a separate action, meaning you can't outsource other fire damages into one attack). Ex. 1d8 to 3d8, 3d4 to 5d4, 8d10 to 10d10. If you don't already have Control Flames, you have it. The area of what you can control with Control Flames is increased by 10 feet; additionally, you can now control magical flames. 

Dulkhbailal—Avatar of Former Glory

The moment fire giants are born, they are bathed in the ashes and fire of their home, so much so their skin blackens, reminding them of the territory they have lost, and before the impurities of what was their old world taint them. To this day giants of many kinds have forgotten the kingdom of Ostoria and are now picking up the pieces of the broken Ordning, now with other giants trying to create a new system with themselves at the top. This feature of the weapon grants the wielder direct strength from the giant that comes from a time when the world belonged to them, and their god had blessed them with his presence. The fire of this giant flows through the wielder's very soul and puts it on fire.

When the wielder has this weapon in possession, as a passive, they become a fearless warrior like that of a true fire giant; they are immune to the effects of fear or the frightened condition.


 

Thrice per long rest, at the cost of a bonus action, the wielder can go into a state with a fire held together by runes released into their very being. For three turns the wielder can reduce fire immunity into fire resistance (0.5x damage received), resistance into base damage to fire (1x damage received), and base damage to fire into vulnerability (2x damage received). Additionally, any fire damage you inflict gets inflated by two, for example, a d6->d8, d8->d10, and d12->d14. 

 After the three turns are over, the user will feel the heat building up, almost begging to be pushed out in some way. The user will have to make a DC 18 Con save to not explode! On a success, the wielder takes 2d10 of force damage.

On a failure, the wielder can't take the pressure and is caught in an explosion; anyone within 15 feet must make a Dex save or take 2d8 force damage, and the wielder takes 3d10 + strength force damage and is left stunned for one turn.

 

Proficiency with a Maul 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.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Notes: Damage: Unarmed Attacks, Creature of the large size class, and a Strength score of 20 or above, Damage, Control, Debuff, Combat, Handwear, Warm, transmutation, Heavy, Two-Handed, Topple

Previous Versions

Name Date Modified Views Adds Version Actions
12/12/2025 4:22:50 AM
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12/15/2025 6:36:18 AM
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2
Coming Soon

Item Tags: Damage Control Debuff Combat Handwear Warm transmutation

BigSteve_08

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