This item takes the form of a Ancient charred wooden staff. While grasping the staff, you can use a bonus action to cause a Glaive head of intense heat and fire spring into existence. The Glaive's flaming blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. You can use an action to make the Blade disappear. other wise it is a +2 quarterstaff.
While the Flaming Blade is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal fire damage instead of slashing damage 1d10.
As a bonus action, you can speak the weapon’s command word, and a thick, noxious smoke fills a 20-foot radius area you can see within 120ft. The area is heavily obscured, but you can see through the smoke normally. When a creature enters the area or starts its turn within the area must succeed on a constitution saving throw or become incapacitated until the end of its turn as they are overcome by a coughing fit. The smoke lasts for up to one minute. One time per long rest.
While you are holding Ash and its flaming head is active, you can use an action to cast the Molten Upheaval spell (save DC 15) from the weapon, and this action can't be used again until the next dawn.
MOLTEN UPHEAVAL
5th-level transmutation (Druid, Sorcerer, Wizard)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a chunk of brimstone)
Duration: Concentration, up to 1 minute
Molten geysers erupt out from the earth in a 40 foot cube centered on a point on the ground that you can see within range. The area extends into the ground and spreads around corners. Each creature in the area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save or half as much damage on a success.
Cracks and fissures filled with molten lava open up in the area and churn the remaining solid earth, making the ground in the area difficult terrain until the spell ends. Any creature that enters the spell's area for the first time on a turn or ends its tum there must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much on a success.
A creature has disadvantage on the saving throw if it is burrowing or prone, but creatures that aren't touching the ground automatically succeed on the saving throw.
This spell ignites flammable objects in the area that aren't being worn or carried When the spell ends, the ground in the area cools, solidifying into difficult terrain until cleared Each 5-foot-square portion of ground in the area requires at least 10 minutes to clear using mason's tools or a miner's pick.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by ld6 for each slot level above 5th.
Proficiency with a Glaive 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.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Notes: Damage: Fire, Heavy, Reach, Two-Handed, Graze
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