Weapon (warhammer), legendary (requires attunement)

An ancient flame burns bright once again, through the sands of the desert, and the fury of the devil.

This legendary weapon is the signature tool of the legendary mercenary Armus Umbrak.


 

You have a +3 bonus to attack and damage rolls made with this magic weapon.

This weapon deals an extra 1d6 fire damage to any target it hits, unless it's charge has been used and the effect ended.

You can use a bonus action to rekindle the inner fire of this weapon, spending a charge and activating it's special effect. Flames race across your body shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. The effect lasts until you die, go unconscious, drop the weapon, or choose to end it.

Until the effect ends, you gain the following benefits:

  • You are immune to fire damage and have resistance to cold damage.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 2d6 fire damage.
  • You can use your action to slam the hammer against the ground, creating a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

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: Damage: Fire, Bonus: Magic, 1 Charge, Reset - Dawn, Damage, Combat, Versatile, Push

Item Tags: Damage Combat

DarkSneakman

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