You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, you have resistance to fire damage.
You can use a bonus action to speak this magic maul's command word, causing flames to erupt from the hammer. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the maul is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or stow the maul.
The maul has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 17) from it: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The maul regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the maul blackens, crumbles into cinders, and is destroyed.
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: Fire, Damage: Melee Weapon Attacks, Resistance: Fire, Damage, Combat, Heavy, Two-Handed, Topple
Previous Versions
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2/22/2021 8:25:33 PM
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17
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4
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5
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Coming Soon
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