Ashmaul, the Emberwake Hammer
First of the Pathworn Relics
“By the scorched knuckles of Kurn, this hammer don’t swing — it erupts.”
Mike’s Warning: Do Not Store in Dry Cellars
You ever carry a weapon that felt like it was one argument away from becoming a volcano?
That’s Ashmaul.
It ain’t elegant. Ain’t even properly shaped, really — more like someone stuck a glowing iron brick on a shaft and dared you to survive it. It pulses with heat even when buried in snow. Makes campfire logs ignite if you lean it too close. Once cooked a rabbit just by pointing at it long enough.
They say it was forged in a forge inside a forge. That it was meant to be a siege breaker, not a weapon. But someone — probably drunk and furious — figured out how to carry it without catching fire and decided it was better used on people.
Like all the Pathworn Relics, Ashmaul doesn’t start loud. It builds. As you grow, so does the heat. So does the danger. So does the fun.
Here’s the rest of the relics in the set:
Built to Break the Earth
Ashmaul’s best in the hands of battle-born bruisers — barbarians, tempest clerics, juggernaut fighters. Anyone who thinks subtlety is a waste of wrist strength.
Weapon Type: Warhammer (Versatile)
Rarity: Uncommon → Very Rare (scales with level)
Base Damage: 1d8 bludgeoning (1d10 two-handed)
Trait – Emberwake Crash:
Level 1–4:
No bonus damage yet.
When wielded two-handed and striking an enemy on solid ground, deal +1 fire damage, and the target must make a DC 12 Strength save or be knocked back 5 feet.
Level 5–9:
Weapon gains +1 to damage rolls.
Critical hits ignite the ground in a 5-foot radius (difficult terrain + 1d4 fire to any enemy entering).
Level 10–14:
Damage bonus increases to +2.
Once per short rest, may slam the ground to create a 10-foot cone quake (DC 15 Strength save or fall prone + take 2d6 fire).
Level 15+:
Damage bonus becomes +3.
Fire from critical strikes becomes 2d6, and slam quake becomes a 15-foot cone that also extinguishes magical darkness.
Drop It Where the World Burned
Ashmaul belongs in the ruins of a battlefield. In a crater. Beneath a statue of a long-dead hero no one liked but everyone feared. Maybe it’s guarded by magma elementals. Maybe it’s still hot. Either way, it’s not lying quietly. It’s waiting for another swing.
Don’t Swing It. Unleash It.
📌 If yer idea of combat involves precision, elegance, or “strategy,” then turn around and pick up a butter knife, ya milk drinker.
👉 Ashmaul is a relic for the pathworn — for those who know every step forward costs blood. Pair it with the Ironhowl Bastion to become an unbreakable wall, or with Mistweave Leathers if you like chaos with a side of smoke. Or ask me what I used it for — I’ll lie, but it’ll sound good.
FAQ
Q: Does the ground ignition hurt allies?
A: Yes. Ground don’t care. Neither does Ashmaul. Learn to aim or invest in fireproof boots.
Q: What if the terrain is snow, mud, or swamp?
A: It’ll still work, but the fire damage becomes radiant. No, I don’t know why. Magic’s weird.
Q: Can you use it indoors?
A: You can. Whether you should depends on how fond you are of the floor.