Pyremaul

Pyremaul is a magical weapon and one of the Vestiges of Divergence. Forged from deep red iron, this massive hammer houses an everburning gemstone of orange flame. It has not yet appeared on Critical Role.

Dormant State

 * The wielder has a +1 bonus to attack 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 bonus to attack rolls increases to a +2.
 * The fire damage inflicted on a hit increases to 2d6.
 * As an action, the wielder can slam the Pyremaul into the ground to cast Burning Hands at 2nd-level (spell save DC 15). They cannot use this ability again until they finish a short or long rest.
 * 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 bonus to attack rolls increases to a +3.
 * The fire damage inflicted on a hit increases to 3d6.
 * The Burning Hands spell save DC increases to 17, and is now cast at 3rd-level.
 * 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 3d6 fire damage when determining the extra damage for the critical hit.
 * When the wielder kills a creature using this weapon, they can take 10d10 fire damage and immolate the creature’s corpse. This damage can’t be reduced in any way, and the wielder dies if this damage reduces them to 0 hit points. The immolated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of ash. The creature can be restored to life only by means of a true resurrection or a wish spell. You can’t use this property of the maul again until 7 days have passed.