Hammer of Dawn (3.5e Equipment)

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Hammer of Dawn
Exotic One-Handed Projectile
Critical: 19–20/×2
Range Increment: 30 ft (crossbow), 240' (flame strike)
Type: Piercing
Hardness:
Size Cost1 Damage Weight1 hp
Fine * *
Diminutive * 1 *
Tiny * 1d2 *
Small 1d3 2 lb.
Medium 1d4 4 lb.
Large 1d6 8 lb.
Huge * 1d8 *
Gargantuan * 2d6 *
Colossal * 3d6 *
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

The Hammer of Dawn is essentially a combination of call lightning, flame strike, and flaming sphere. To be used at all, the target of a Hammer of Dawn must be outside under open sky. If this condition is met and the wielder completes three successive ranged touch attacks against a creature or area in three consecutive rounds, the Hammer of Dawn invokes a flame strike spell centered on that creature or area. Once the fiery column is in existence, it will remain for three rounds (not counting the round of the initial strike), in which it can be moved 60 feet per round at the user's discretion, dealing appropriate damage to any creatures that cross its path (no to hit roll required, treat each square the column passes through as a separate flame strike spell). Guiding the column is a standard action that requires a Concentration check (DC 10 + damage dealt) to maintain control of if the wielder is hit while guiding the column. If the wielder fails a Concentration check in this manner the column simply doesn't move. After three rounds the column winks out of existence. This power can be utilized up to three times per day. If the user were to accidentally maneuver the column over his person the Hammer of Dawn does nothing to prevent the wielder himself from taking damage from its effect.

The Hammer of Dawn can still be used as a normal crossbow once all of it has reached the maximum expenditure of flame strikes per day.


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