As an action, you raise both gauntleted fists skyward—or slam them together with a thunderous crack—and the heavens answer with the roar of the forge.
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
Gauntlets of the Emberlord 17th Level Feature:
- You raise both gauntleted fists skyward—or slam them together and designate four points on the map with visual range of the caster.
- Four Emberforged Brands descend from above, striking the ground at four points you can see within visual range. Each impact detonates in a storm of molten force and collapsing stone.
- Each creature in a 40-foot-radius sphere centered on each point must make a Dexterity saving throw (DC determined by the Gauntlets).
- Failure: A creature takes 20d6 fire damage and 20d6 bludgeoning damage.
- Success: A creature takes half as much damage.
- A creature caught in the area of more than one Emberforged Brand is affected only once, as overlapping forge-waves collapse into a single judgment.
Nature of the Impact
- The descending Brands are not meteors, but compressed masses of superheated slag, rune-etched stone, and spectral iron, each bearing the mark of the Emberlord.
- The impacts shake the ground, sending shockwaves of debris and fire outward. Any Creature within 20 feet of the sphere's exterior must succeed a DEX saving throw or be knocked prone by the debris.
- On a failed save, the creature takes 4d6 fire damage and is knocked prone.
- On a successful save the creature only take 2d6 fire damage.
- Nonmagical objects not being worn or carried in the area automatically take the damage.
- Flammable objects ignite immediately, burning with intense, unnatural heat.
Forge Aftermath (Unique Twist)
- The ground within each sphere is left cracked, partially vitrified, and glowing with fading ember-runes.
- The area of each impact counts as difficult terrain.
- Any creature that enters or ends its turn in one of these areas takes 4d6 fire damage, as the ground itself still radiates forge-heat.
Emberlord’s Judgment
- Creatures immune to fire damage do not ignore the bludgeoning damage, as the force of the impact is physical, crushing, and absolute.
- If a creature is reduced to 0 hit points by Emberlord’s Final Forging, it is not merely slain—it is hammered flat into ash, slag, or shattered remains, leaving behind scorched outlines or fused silhouettes where it stood.
- Only worn or carried magic items survive intact.
“The world itself is an anvil.
I decide what survives the hammer.”
—Final inscription inside the Emberlord’s gauntlets







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