Weapon (maul), legendary (requires attunement by a to attune with this weapon one must bathe in the blood of the earth. (or you could just ignore this :))

this massive, two-handed mace holds an everburning magma core in it's head constantly dripping molten material, every attack spewes magma from point of impact.

smoldering: while this weapon has at least one charge, it deals an additional 1d6 fire damage.

igniteyou can expend a charge as a bonus action to ignite the flaming core of this weapon, for 1 minute hitting an enemy with this weapon will render them scorched untl the end of their next turn, scorched enemies become vulnerable to fire damage if they weren't already, additionally, for every die of fire damage they receive, it will receive an additional 1d4 fire damage at the start of its next turn.

eruption: you can expend 3 charges to plunge the mace into the ground, any enemy within a 120ft radius from you must make a DC=8+strength modifier+ porf. bonus dex. saving throw (scorched enemies have disadvantege on this throw), or take 3d12 fire damage and be scorched, or half as much on a success, additionally the space they occupied (5 ft radius with the target as a center) becomes difficoult terrain for 10 minutes and any creature that enters the zone or starts its turn there must make the saving throw stated above or take 1d12 fire damage.

you regain charges by engulfing the head fo the mace in fire, ragaining 2 charges for every hour it spends in the fire, or ou could hit it with a spell that deals fire damage restoring 1 charge for every spell level (minimum of 1), you cannot exeed the maximum charge count of 1+ strenth mod.

you can substitute the strengh modifier with the ability you use for making an attack roll (for example, charisma for hexblade warlock)

damage 1d10 bludgeoning, two handed, +3.

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: to attune with this weapon one must bathe in the blood of the earth. (or you could just ignore this :), Damage, Combat, Warm, Heavy, Two-Handed, Topple

Previous Versions

Name Date Modified Views Adds Version Actions
9/18/2025 2:26:22 PM
3
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5, 5.5
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9/18/2025 7:08:15 PM
5
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9/27/2025 10:23:54 AM
7
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9/27/2025 10:38:55 AM
7
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10/7/2025 1:33:14 PM
8
0
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10/15/2025 9:15:10 AM
9
1
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4/4/2026 5:28:46 PM
12
1
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Coming Soon
4/13/2026 12:39:46 PM
9
1
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Coming Soon

Item Tags: Damage Combat Warm

yeetyiu

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