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The Molten Grasp - Exalted

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. Now pulled out of his control, and fully attuned to its new owner.  
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 +3 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 +3 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 2, and you gain a +2 bonus to your spell attack rolls. The Grasp may be used as a spellcasting focus, and has 20 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), immolate (5 charges), animate objects (5 charges), disintegrate (7 charges), and fire storm (7 charges). Targets disintegrated by the staff are instead bodily transmuted into fire, and may ignite nearby objects.   After completing a long rest, the Grasp regains 2d8+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.   Exaltation and Endings - The Grasp contains no mind or souls, and is bonded strongly to its current wielder. If you die while attuned to the Grasp, a copy of your mind imprints itself on the weapon, retaining your personality and memories and becoming a sentient weapon.   If you Exalted the Grasp, you gain the capability to destroy it. While you hold the staff and your blood is coating its gemstone, you may spend an action to break the staff against a hard surface. All creatures and objects within 40 ft. of the staff must make a DC20 Dexterity saving throw, suffering 20d6 fire damage and 20d6 bludgeoning damage on a failure and half damage on a success, as an cloud of fire and molten rock explodes from the break. After this, the Molten Grasp is destroyed.

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