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The Molten Grasp - Awakened

Weapon (varies) - Legendary artifact - requires attunement  
A heavy iron and brass staff, one end tipped with a caged ruby, the other with short spikes and a mace-like head. Glyphs in ancient Giant run down the faces of the staff, and between panels of metal molten iron flows, giving the entire staff a soft red glow and a continual heat. One brass panel slides out, revealing a space far larger than would normally appear, a rack designed for an expert’s tools.   One of the legendary Destiny Arms, built by and for personal use of Adaxus himself, creator of the other Destiny Arms, to aid his control over fire, metal and creation.   Mutable Form – Over the course of a short rest, a creature attuned to the Grasp can adjust its size and shape, forming into a club, quarterstaff or greatclub, sized for a creature either Medium, Large or Huge in size. When enlarged by spellcasting or similar effects, it gains the full increase in damage dice, instead of any smaller bonuses. Regardless of its form, it functions as a +2 weapon.
(A weapon sized for a Large creature deals double the damage dice; a Huge weapon deals triple the damage dice. Wielding a weapon one category too large for you causes all attacks to be made at disadvantage; a weapon two or more categories larger cannot be used)   Attuned To Steel - Your AC increases by 2 when holding the Grasp, and it functions as a +2 weapon.   Attuned To Fire – You gain resistance to fire damage, and by touching the Grasp to an unattended item you can cause it to ignite.   Hidden Compartment – A panel halfway down the staff can be gripped and slid open into a minor extradimensional space, revealing a rack which can hold one set of artisan’s tools, plus small objects such as potions or scrolls, not exceeding 100lb or a volume of 10 cubic feet.   Spellcasting ­– While holding the Grasp, your spell save DC increases by 1, and you gain a +1 bonus to your spell attack rolls. The Grasp may be used as a spellcasting focus, and has 16 charges. While attuned to the Grasp you can use an action to spend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: scorching ray (2 charges), heat metal (2 charges), fireball (3 charges), elemental weapon (3 charges), wall of fire (4 charges), fabricate (4 charges) and immolate (5 charges). After completing a long rest, it regains 2d6+4 charges.   Empower With Flame - When casting a spell through the Grasp that deals damage, or striking a foe with it in melee, you may expend 1 charge to add an additional 1d6 fire damage to one damage roll made as part of the spell or attack.   Awakened Weapon: The Grasp maintains a connection to Adaxus’ soul, and he is dimly aware of what is being done with the staff, if not its exact location. By concentrating, another creature wielding it may communicate with him, however he is under no obligation to reply truthfully or at all, and may refuse communication. On rare occasions, acting in a manner which is strongly aligned or against his wishes can impose advantage or disadvantage on attacks, or the saving throws of creatures targeted by its spells.   Exultation: If the wielder achieves a breakthrough or creation which Adaxus believes deserves glory, or utterly defeats a powerful enemy beyond any hope of their recovery, the staff may awaken to new powers.

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