Weapon (maul), legendary (requires attunement by a Amman)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

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 hammer is ablaze, it deals an extra 2d6 &Reference[fire]{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 put the maul away. 

The maul has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the spell storing properties of this weapon fade. On a 20, the staff regains 1d10 charges.

Spells. While holding the maul, you can use an action to expend some of its charges to cast one of the following spells from it, using a spell save DC of 18: aid (3 charges), freedom of movement (4 charges), death ward (6 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.

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: Melee Weapon Attacks, Damage: Fire, Amman, Damage, Control, Detection, Combat, Deception, Warding, Heavy, Two-Handed, Topple

Item Tags: Damage Control Detection Combat Deception Warding

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