Weapon (maul), legendary (requires attunement)

This heavy steel Maul creates a powerful fan of flames from curious, whirring spout mounted to the head. Recently, the Maul has been modified using an Immovable Rod, and can now lock its relative position in space. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The maul has 15 charges and regains all expended charges at dawn. While holding Unyielding Justice, you may use an action to expend 2 charges and cast burning hands (save DC 17) at 3rd level from this weapon.

Phoenix Charge. As an action, you can hold the Maul out in front of you and speak its command word to expend up to 7 of its charges, causing a jet of flame to erupt from it. When you do, the maul emits a roar that's audible out to 100 feet, and you must succeed on a Strength saving throw (DC 13 + the number of charges you expend) or be pushed back 25 feet for each charge you expend. You can choose to fail this saving throw. This movement does not provoke opportunity attacks. Pointing the head down and expending charges in this way launches you upward instead. If you do and you are not launched, the sword's flames spread out in a 20-foot-radius circle, centered on you.

The jet of flame spreads out in a 20-foot cone and moves with you if you're pushed. Any creature in the area when the flame either appears or moves into its space must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage, or half as much fire damage on a success. The fire damage increases by 1d6 for each additional charge you expend beyond the first.

If you strike an object because of this forced movement, such as a wall or floor, you take 1d10 bludgeoning damage for every charge you expend and are knocked prone. If you strike a creature, you and that creature take the same bludgeoning damage and must each succeed on a Strength saving throw (DC 13 + the number of charges you expend) or be knocked prone.

Phoenix Egg. While attuned to this maul you can expend 1 charge to cast find familiar without material components. When casting find familiar in this way, the creature you summon is a bird-shaped, fire elemental with the stats of an Eagle that is immune to fire damage. A creature summoned in this way will disappear after the sun sets or rises; whichever occurs first.

Also, while attuned to this maul, you may use an action to expend 6 charges to summon a bird-shaped fire elemental with a fly speed of 80 feet within 10 feet of you. The elemental acts at the end of your turn, and will remain for 1 hour or until you you take an action to dismiss it. When summoned the elemental is friendly to you and your companions, it obeys your verbal commands (no action required by you). If you don’t issue any, it takes the dodge action and uses its move to avoid danger. However, every time the elemental takes damage you, or an ally within 10 feet of the elemental, must make a DC 14 Wisdom (animal handling) check or the elemental will begin to act independently and begins to attack the closest creature to it.

Halt. You can use a bonus action to press the button, which causes the Maul to become magically fixed in place. Until you or another creature uses a bonus action to push the button again, the maul doesn't move, even if it is defying gravity. The Maul can hold up to 9,000 pounds of weight. More weight causes the Maul to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed Maul up to 10 feet on a success.

If you use this function during the Phoenix Charge, you must make succeed on a Strength saving throw (DC 13 + the number of charges you expended) or be launched the remaining distance of your Phoenix Charge, taking 1d10 bludgeoning damage for every charge expended + normal falling damage, and fall prone. 

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: Bonus: Magic, Summoning, Damage, Movement, Utility, Combat, Heavy, Two-Handed, Topple

Previous Versions

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Item Tags: Summoning Damage Movement Utility Combat

Silver_thistle

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