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 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 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.
Current Abilities (Level 3)
Guardian's Weight
While attuned, Ashbearer can never be unwillingly disarmed from you unless you are incapacitated.
Ember's Resolve
You gain Resistance to Fire damage.
Protector's Oath
Once per Long Rest, when a creature within 5 feet of you would take damage, you may use your Reaction to move the damage to yourself instead.
After reducing the damage, you gain Temporary Hit Points equal to your Proficiency Bonus + Constitution modifier.
Giant's Legacy
You gain proficiency with mason's tools and smith's tools if you don't already have them.
You also have advantage on Strength (Athletics) checks made to move heavy objects, break doors, or force open ancient mechanisms.
Ancient Purpose
Whenever Ashbearer is used to restore or protect one of the Four Seals, it permanently awakens another portion of its power.
This cannot be accelerated.
It only progresses through the campaign.
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: Versatile, Push
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