Blazemaidens Maul

Blazemaidens Maul is made of glowing red steel, with crosshatched bars revealing a still glowing magma elemental's core embedded inside it's head. The metal haft is made of Abyssal Iron wrapped in black stained hide with a small chain hanging off the bottom. This maul was created by Hothar, God of The Forge and was made as a gift for The Flaming Tyrants Blazemaiden or Flame Lord, the highest level zealot and avatar of his will.
Dormant State.
* The wielder has a +1 bonus to attack and damage rolls made with this weapon.
* When the wielder hits with an attack with this weapon, the target takes an additional 1d6 fire damage.
* The wielder can choose to have this weapon shed bright light in a 30-foot radius and dim light for an additional 30 feet (no action required).
Awakened State.
The head of the maul heats up and the steel glows brighter and the metal sloughs a bit as the elementals core grows in power, a constant smoldering flame causes the air around it to waver and leave scorch marks after every hit.
* The bonus to attack and damage rolls increases to a +2.
* The fire damage inflicted on a hit increases to 1d8.
* Inferno. As an action, the wielder can slam Blazemaidens Maul into the ground to cast Burning Hands at 2nd-level. The wielder can use this ability a number of times equal to their Wisdom modifier. You regain the ability to do so after a short or long rest.
* Cripple. When the wielder scores a critical hit with this weapon, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Exalted State.
The maul melts away leaving a large slag of everburning magma, globs of molten rock seared to the target of the impact.
* The bonus to attack and damage rolls increases to a +3.
* The fire damage inflicted on a hit increases to 2d6.
* Eruption. You slam Blazemaidens Maul into a creature and cast the spell Immolation without expending a spell slot. You can use this ability a number of times equal to your Wisdom modifier. You regain the ability to do so after a short or long rest.
* When the wielder scores a critical hit with this weapon, the saving throw to avoid being knocked prone increases to 17. You also roll an extra 2d6 fire damage when determining the extra damage for the critical hit.
* Emblazon. The wielder smash the earth around them, creating difficult terrain that doesn't affect the wielder or allies, but burns enemies within 10 ft. of the wielder, dealing 4d8 fire damage as it singes targets. You can use this ability once per long rest.
Category:Divine Artifacts
Category:Weapons
Category:Magic Weapons
Category:Two-Handed Weapons
Category:Mauls
Category:Avatars Artifacts