+2 Heated Hammer
Weapon, light hammer, Rare (requires attunement by a character with a fighting style)
Major tier Simple weapon, melee weapon
Maximum charges: 6
Recharge: 1d4+1 each day or when fully submerged in lava (can only gain charges this way once per 24 hours)
Desolation: If this item is submerged in freezing cold water, it ceases to be magical
Sear You gain the following properties while wielding this weapon:
- You have +2 to attack and damage rolls made with this weapon and its spells
- Your melee attacks deal an additional 1d4 fire damage.
- When you roll a 20 on an attack roll, any fire damage that you deal is maxed.
- You no longer suffer the effects of extreme cold.
Spells You can use your action to cast the following spells without the somatic or material components using CON as the spellcasting ability:
- Absorb elements (fire only), 1st level (1 charge)
- Hellish Rebuke, 2nd level (2 charges)
- Faerie Fire, 1st level (3 charges)
- Scorching Ray, 2nd level (4 charges)
- Flaming Sphere, 3rd level (5 charges)
Proficiency with a Light Hammer 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.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Damage: Fire, Bonus: Spell Attacks, by a character with a fighting style, Damage, Combat, Warm, Light, Thrown, Nick
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