Weapon (warhammer), artifact (requires attunement by a By a Fighter, Paladin, or Barbarian with fire resistance)

Forged in the ancient volcanic forges of the Kingdom of Emberfall, this enormous warhammer is a masterpiece of fiery craftsmanship. Its head is shaped like a blazing volcano, with molten veins running across its surface. The weapon radiates intense heat, flickering with sparks and embers, reaching temperatures of around 600 to 700 degrees Celsius. Its massive weight demands great strength to wield, but its destructive power is unparalleled.

  • Massive Power
    • The warhammer weighs around 200 pounds, requiring a Strength score of 16 or higher to wield effectively without penalty.
  • Fire Resistance Requirement
    • The wielder must have resistance to fire damage to wield this weapon without suffering damage from its heat. If the wielder does not have fire resistance, they take 6d6 fire damage each round they hold the weapon, representing the intense heat.
  • Fire Spout
    • When you strike the ground with the warhammer, you can choose to activate its special effect (costing an action). Sparks of fire and lava spout out in a 15-foot radius around the point of impact. Creatures in the area must succeed on a Dexterity saving throw (DC 18) or take 6d6 fire damage and catch fire. The fire persists for 1 minute and cannot be extinguished by normal means. Creatures affected by the fire take 2d6 fire damage at the start of each of their turns until the fire is extinguished by magical or divine means.
  • Ignite
    • When hitting a creature with the warhammer, the target must succeed on a Dexterity saving throw (DC 18) or catch fire. The fire is relentless — it cannot be extinguished by normal means, only by dispel magic, wish, or similar powerful spells. A creature on fire takes 4d6 fire damage at the start of each of its turns and can’t take an action to douse the flames.
  • Cleansing Flame
    • Once per long rest, you can activate the warhammer to unleash a divine fire. All evil-aligned creatures in a 30-foot radius must succeed on a DC 18 Constitution saving throw or take 8d8 radiant damage and catch fire. The fire cannot be extinguished by normal means.
  •   Relentless Fire
    • The fire caused by the warhammer is unending and immune to normal extinguishing. It can only be put out by dispel magic or similar spells. Continuous exposure causes exhaustion and damage to those nearby.

 

Attack/Effect

Damage / Dice

Additional Effects

Warhammer Attack

2d8 + 6 bludgeoning

Plus 4d6 fire damage, target catches fire (DC 18 Dex save)

Fire Spout (ground strike)

—

6d6 fire damage in a 15-ft radius, creatures on fire take 2d6 damage/round, lasts 1 min

Catching Fire

—

Ongoing 4d6 fire damage/round, immune to normal extinguishing

Cleansing Burst

8d8 radiant

DC 18 Con save, affects evil creatures in 30 ft, fire can’t be extinguished normally.

Proficiency with a Warhammer 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.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Bonus: Magic, By a Fighter, Paladin, or Barbarian with fire resistance, Damage, Combat, Versatile, Push

Item Tags: Damage Combat

Moon97917

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