Home Artists Posts Import Register

Content

Hot & Heavy

Weapon (mace, maul, or warhammer), rare

Component: Elemental volatile mote of fire

Whether lit or unlit, this hammer radiates warmth like a sunbathed rock, even in the dead of night. When the hammer’s flames are ignited and fragrant smoke pours from its chamber, it becomes almost too hot to handle.

Light the Spark. You can spend 1 hour (which can be during a short rest) stoking the chamber of this hammer with 5 gp worth of high-quality coal, causing it to light up for the next 8 hours. While lit, the hammer sheds bright light in a 5-foot radius and dim light for an additional 5 feet, and deals an extra 1d6 fire damage to the first target it hits on each of your turns.

Heat the Room. While the hammer is lit, you can use an action to unlatch the chamber and scatter hot coals on each space within 10 feet of you. Each creature in the area other than you must make a DC 15 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. Once this property of the hammer has been used, the hammer becomes unlit.

---------------------------------------

Uncommon variant: Reduce the damage of the Light the Spark property to 1d4, and reduce the Heat the Room property’s DC to 13 and damage to 3d6. Once the hammer has been lit, it can’t be lit again until the next dawn.

Very rare variant: Increase the damage of the Light the Spark property to 1d10, and increase the Heat the Room property’s DC to 16 and damage to 6d6.

---------------------------------------

Files

Comments

Anonymous

For heat the room, is the damage only a one time occurrence or do the hot coals persist and do damage each turn that a creature remains in the area?

LootTavern

its an instantaneous effect! you can describe it as the coal cooling down after being thrown