While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
Weapons
Name |
Damage |
Properties |
Mastery |
Simple Melee Weapons |
Flame Tongue Club |
1d4 Bludgeoning |
Light |
Slow |
Flame Tongue Dagger |
1d4 Piercing |
Finesse, Light, Thrown (Range 20/60) |
Nick |
Flame Tongue Greatclub |
1d8 Bludgeoning |
Two-Handed |
Push |
Flame Tongue Handaxe |
1d6 Slashing |
Light, Thrown (Range 20/60) |
Vex |
Flame Tongue Javelin |
1d6 Piercing |
Thrown (Range 30/120) |
Slow |
Flame Tongue Light Hammer |
1d4 Bludgeoning |
Light, Thrown (Range 20/60) |
Nick |
Flame Tongue Mace |
1d6 Bludgeoning |
— |
Sap |
Flame Tongue Quarterstaff |
1d6 Bludgeoning |
Versatile (1d8) |
Topple |
Flame Tongue Sickle |
1d4 Slashing |
Light |
Nick |
Flame Tongue Spear |
1d6 Piercing |
Thrown (Range 20/60), Versatile (1d8) |
Sap |
Martial Melee Weapons |
Flame Tongue Battleaxe |
1d8 Slashing |
Versatile (1d10) |
Topple |
Flame Tongue Flail |
1d8 Bludgeoning |
— |
Sap |
Flame Tongue Glaive |
1d10 Slashing |
Heavy, Reach, Two-Handed |
Graze |
Flame Tongue Greataxe |
1d12 Slashing |
Heavy, Two-Handed |
Cleave |
Flame Tongue Greatsword |
2d6 Slashing |
Heavy, Two-Handed |
Graze |
Flame Tongue Halberd |
1d10 Slashing |
Heavy, Reach, Two-Handed |
Cleave |
Flame Tongue Lance |
1d10 Piercing |
Heavy, Reach, Two-Handed (unless mounted) |
Topple |
Flame Tongue Longsword |
1d8 Slashing |
Versatile (1d10) |
Sap |
Flame Tongue Maul |
2d6 Bludgeoning |
Heavy, Two-Handed |
Topple |
Flame Tongue Morningstar |
1d8 Piercing |
— |
Sap |
Flame Tongue Pike |
1d10 Piercing |
Heavy, Reach, Two-Handed |
Push |
Flame Tongue Rapier |
1d8 Piercing |
Finesse |
Vex |
Flame Tongue Scimitar |
1d6 Slashing |
Finesse, Light |
Nick |
Flame Tongue Shortsword |
1d6 Piercing |
Finesse, Light |
Vex |
Flame Tongue Trident |
1d8 Piercing |
Thrown (Range 20/60), Versatile (1d10) |
Topple |
Flame Tongue Warhammer |
1d8 Bludgeoning |
Versatile (1d10) |
Push |
Flame Tongue War Pick |
1d8 Piercing |
Versatile (1d10) |
Sap |
Flame Tongue Whip |
1d4 Slashing |
Finesse, Reach |
Slow |
Notes: Damage: Fire, Light, Slow
Nice to see this is offically available on all melee weapons instead of a couple of swords.
Is this not just made completely irrelevant by the new vicious weapon?
*Correct me if I'm wrong, I don't have the 2024 Books yet
2024 Vicious does normal damage whereas this does fire. But I see your point, plus 2024 Vicious needs no command word bonus action.
2024 Sword of Wounding is also better than this: No bonus action needed, and while 2d6 necrotic is the same amount of damage, you need to succeed on a DC 15 Constitution saving throw or be unable to restore those hit points. And there are more monsters (to my knowledge) with fire resistance than necrotic resistance.
While it is true that fire resistance is one of the more common resistances, so is vulnerability. Plus, there is a number of abilities that get cancelled out by fire damage, such as regeneration.
The light is also a nice little boon for characters without darkvision.
True points, but do you agree that wounding is better than vicious?
Wounding might be the stronger weapon, yes, but it is also more limited in the kind of weapon it can be, and more importantly requires attunement while vicious does not. Wounding is stronger, yes, but I believe they are fairly equal for being rare items.
I agree with you there.
How do you go about crafting a Flame Tongue weapon in 2024? I'm Currently playing a Dwarven Eldritch Knight Fighter(4)/Forge Domain Cleric(3) and I want to make a flame tongue war hammer and light hammer. I have the new books but can't seem to fine specific recipes or "requires this spell" during item creation. Thanks!
Wandering if there is anything like this but for ranged weapons?
Even though this is a magic item, is the light it sheds still considered non-magical for purposes of shedding light in Darkness? Or is it considered magical light?
In the new set of rules, would the 2d6 fire damage dice also be doubled for critical strikes?
yes