A flail made of black iron oddly with a head made of apple wood, this flail--Ashkeeper--was historically held by a number of conquerors who defeated foes of other civilizations but also campaigned against the wild itself. The core of the flail's head is a red-hot ball of molten metal from the plane of fire, the apple wood shell is actually the heart of a dryad of an apple tree. The heart is continually burning from contact with the flail's core, but the dryad magic of the heart continually regrows it. Where the flail's head swings it leaves a trail of smoke flings a fine spray of ash.
You are immune to fire damage while attuned to Ashkeeper.
You gain a +3 bonus to attack and damage rolls with Ashkeeper. Ashkeeper does an additional 1d6 fire damage when it strikes.
Any damage Ashkeeper deals on a critical hit reduces the target's maximum hit points by the amount of damage dealt until the target finishes a long rest.
You have advantage on attack rolls against beasts, plants, and fey creatures with Ashkeeper.
Ashkeeper has 14 charges. You can spend them to cast Heat Metal (two charges), Fire Shield (4 charges, warm shield only), Flame Strike (5 charges), or Fire Storm (7 charges). You can spend extra charge to cast one of these spells at a higher level (at a rate of one charge per level), but you cannot raise a spell's level above level 7 with Ashkeeper. The spell save DC for spells cast this way is 18.
Ashkeeper regains 1d6+4 charges each day at sunset.
Proficiency with a Flail 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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Magic, Damage: Fire, Immunity: Fire, creature that has been knocked unconsious or killed by fire damage from an enemy, Sap
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