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Stormbringer

Stormbringer

  Description: This is the eponymous weapon of Otto Stormbringer, legendary apostle and Cleric of Törvang. The fabled mace owes both its unusual weight and color to the rare deposit of skysteel from which it was forged: the shaft and head are a deep cobalt blue, set off by flanges of dull gold. The simple and functional design of the weapon belies the great power that lies within. The one chosen to wield this hallowed artifact is marked as a Champion of Törvang, and is granted exceptional powers in service of the Storm King.   Detailed notes:   Simple attunement to Stormbringer unlocks the following magical properties:  
  • Bonding. No other creature may attune to Stormbringer without the consent of the current living wielder, if any.
  • Resistance. While Stormbringer is equipped, the wielder has resistance to Lightning and Thunder damage.
  • Disruption. When you hit an extraplanar creature or Undead of evil alignment with Stormbringer, that creature takes an extra 2d6 radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must make a DC 15 Wisdom saving throw. On a failure, it is destroyed if Undead or Banished to its home plane if extraplanar. (The effects of Banishment are per the 4th level abjuration spell of the same name.)
  • Recall. If Stormbringer is not in the wielder’s possession, the wielder may use an action to summon the weapon. The weapon will then physically fly to the wielder’s hand over any physical distance, at a maximum speed of 3 miles/round, or approximately 1800mph. Stormbringer will take the most direct route possible to the wielder, deviating to avoid living creatures and physical barriers extending less than 100 feet in any direction. Stormbringer will bore through all other non-magical physical barriers to reach its wielder, including stone, metal, or solid earth of any thickness.
    If Stormbringer is on a different plane than the wielder, and there is ground consecrated to the worship of Törvang on the wielder’s current plane, the weapon will apparate to the nearest such hallowed ground and fly from there to the wielder. Imprisoning Stormbringer in a Forcecage will prevent it from returning to its wielder for the duration of the spell.
  Once attuned to Stormbringer, the weapon will make the wielder aware of the required rituals or tasks necessary to unlock further powers. Upon completion of the associated tasks and/or rituals, the following properties will also become available to the wielder:  
  • Charges: The weapon has a number of charges equal to the wielder’s combined class levels in Paladin and/or Cleric. While attuned to it, the wielder can expend one or more charges to produce the effects listed in the table below. Each day at dawn, Stormbringer regains a number of expended charges equal to the wielder’s Spellcasting Ability Modifier (minimum of 1 charge).
Charges Effect
1 Tempest Toss. You can use an action to make a ranged weapon attack with Stormbringer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. This attack ignores half cover and three-quarters cover, and you may use your Strength modifier rather than your Dexterity modifier for the Attack Roll. Whether you hit or miss, the weapon returns to your hand as per Recall, above.
1 Lightning. When you hit with a melee or thrown attack using Stormbringer, you can cause the target to take an extra 2d6 lightning damage.
1 Thunder. When you hit with a melee or thrown attack using Stormbringer, you can cause the weapon to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 13 Constitution saving throw or become stunned until the end of your next turn.
2 Blinding Fog. You can use an action to create a 20-foot-radius sphere of fog centered on a point within 120 feet. The sphere spreads around corners, and its area is heavily obscured. It lasts for up to 10 minutes while you maintain concentration on the effect, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
2 Howling Wind. You can use an action to conjure a line of strong wind 60 feet long and 10 feet wide that blows away from you in a direction you choose. The wind continues to blow for up to 1 minute while you maintain concentration on the effect. Each creature that starts its turn in the line must succeed on a DC 13 Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the effect ends, you can change the direction in which the line of wind blows.
3 Thunderstep. You can use an action to teleport yourself to an unoccupied space you can see within 90 feet. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a DC 15 Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.   You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
3 Lightning Strike. You can use an action to cause a bolt of lightning to leap from Stormbringer in a line that is 5 feet wide and 100 feet long. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one.
3 Lightning Storm. You can use an action to summon a storm cloud in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see up to 100 feet directly above you. This ability fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The storm lasts for up to 10 minutes, but you must concentrate to maintain it.   When you activate this ability, choose a point you can see within 120 feet. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one.   On each of your following turns until the storm ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, this ability will give you control over the existing storm instead of creating a new one. Under such conditions, the ability expends only 2 charges rather than 3.
3 Sleet Storm. You can use an action to summon a storm cloud in the shape of a cylinder that is 20 feet tall with a 40-foot radius, centered on a point you can see within 120 feet. This ability fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The storm lasts for up to 1 minute, but you must concentrate to maintain it.   Until the spell ends, the area within the cloud is heavily obscured, and exposed flames in the area are doused. Freezing rain and sleet fall on the ground directly below the storm cloud, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.   If a creature is concentrating in the spell’s area, the creature must make a successful DC 15 Constitution saving throw or lose concentration.

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