Maul of the Four Elements

Weapon (Maul) • Rare • Requires Attunement

Magic Weapon. When you hit with an attack roll using it, the target takes an extra 2d4 damage of your choice of one of the following damage types: bludgeoning, cold, fire, or lightning.

Words of the Elements. You can speak, read, and write Primordial and have advantage checks when communicating with Elementals.

A large hammer which has a hammerhead covered in fire, earth, ice, and lightning.

Maul of the Four Elements

Weapon (Maul) • Very Rare • Requires Attunement

Magic Weapon. The maul is a magic weapon that grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack roll using it, the target takes an extra 2d6 damage of your choice of one of the following damage types: bludgeoning, cold, fire, or lightning.

Words of the Elements. You can speak, read, and write Primordial and have advantage checks when communicating with Elementals.

Wielding the Elements. While you are holding this weapon, you can cast the absorb elements spell at will. When you make an attack while empowered by the effects of that spell, roll a d4 to determine the additional effect this weapon inflicts:

D4SIDE EFFECT
1
The target must succeed on a DC 15 Constitution saving throw or become blinded until the end of its next turn because of the flashing lightning.
2
The target must succeed on a DC 15 Strength saving throw or be pushed 5 feet back and knocked prone.
3
The target must succeed on a DC 15 Constitution saving throw or become covered in frost, halving its speed until it takes an action to remove it.
4
The target must succeed on a DC 15 Dexterity saving throw or be set ablaze and take 1d6 fire damage at the start of each of its turns until the target or a creature within 5 feet of it takes an action to douse the flames.
A large hammer which has a hammerhead covered in fire, earth, ice, and lightning.

Maul of the Four Elements

Weapon (Maul) • Legendary • Requires Attunement

Magic Weapon. The maul is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack roll using it, the target takes an extra 2d8 damage of your choice of one of the following damage types: bludgeoning, cold, fire, or lightning.

Conjuring the Elements. As an action, you can speak the maul’s command word to create effects of the conjure minor elementals spell with a range of 5 feet. The challenge rating and type of Elementals is determined randomly. Additionally, you don’t need to maintain concentration for the duration of the effect and in addition to the normal conditions, the Elementals also vanish when you no longer wield the weapon, or you dismiss them as a bonus action. Once used, this property can’t be used again until the next dawn.

Words of the Elements. You can speak, read, and write Primordial and have advantage checks when communicating with Elementals.

Wielding the Elements. While you are holding this weapon, you can cast the absorb elements spell at will. When you make an attack while empowered by the effects of that spell, roll a d4 to determine the additional effect this weapon inflicts:

D4SIDE EFFECT
1
The target must succeed on a DC 17 Constitution saving throw or become blinded until the end of its next turn because of the flashing lightning.
2
The target must succeed on a DC 17 Strength saving throw or be pushed 5 feet back and knocked prone.
3
The target must succeed on a DC 17 Constitution saving throw or become covered in frost, halving its speed until it takes an action to remove it.
4
The target must succeed on a DC 17 Dexterity saving throw or be set ablaze and take 1d6 fire damage at the start of each of its turns until the target or a creature within 5 feet of it takes an action to douse the flames.
A large hammer which has a hammerhead covered in fire, earth, ice, and lightning.

Using Evolving Items

Evolving items can be used as standard magic items—the GM simply determines the rarity at which the item is found...

  • Character Growth. Reaching a specific level or proficiency milestone.
  • Arcane Empowerment. Enhancing the item through crafting or rituals.
  • Attunement Over Time. Deepening attunement through continued use.
  • Thematic Achievements. Fulfilling tasks or trials related to the item’s nature.
  • Divine or Infernal Favor. Gaining recognition from powerful entities.
  • Environmental Influence. Exposure to special locations or events.

By using evolving items, the GM can weave them into the story, making them feel personal and rewarding as they develop alongside the characters.