Storms Herald
Long ago, Tiberius Stormkirk had a dream of the end times. In that dream he gazed upon a warhammer that would herald both the end and the new beginning. When he awoke, he called upon the fnest smiths in the kingdom and tasked them to create the weapon imprinted in his mind. Thus, Storm’s Herald was created. Dwarven runes of power are etched along the surface of this exquisite magic weapon. The warhammer feels unnaturally light when wielded yet it strikes with tremendous force.
Mechanics & Inner Workings
- The wielder has advantage on Diplomacy and Intimidate checks when dealing with dwarves.
- You gain a +1 bonus to attack and damage rolls made with Storm’s Herald. In addition, while you carry the warhammer, you can strike the ground with it to cast the Thunderwave spell (save DC 15). You can’t use this property again until you fnish a long rest.
- Legacy Weapon. The wielder unlocks additional powers if they are at least a certain level:
- Level 8: You can point Storm’s Herald forward to cast the lightning bolt spell. You can’t use this property again until you fnish a long rest.
- Level 12: You gain an additional +1 bonus to attack and damage rolls made with this weapon.
- Level 16: You can cast call lightning as an 8th level spell.You can’t use this property again until you fnish a long rest.
- Level 20: You gain an additional +1 bonus to attack and damage rolls made with this weapon. Additionally, you can raise Storm’s Herald up to the sky to cast the meteor swarm spell. You can’t use this property again until you fnish a long rest.
Spells Referenced
Thunderwave
1st-Level Evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V S Duration: Instantaneous Classes: Bard, Druid, Sorcerer, Wizard A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Lightning Bolt
3rd-Level Evocation Casting Time: 1 action Range: Self (100-foot line) Components: V S M (A bit of fur and a rod of amber, crystal, or glass) Duration: Instantaneous Classes: Sorcerer, Wizard A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Call Lightning
3rd-Level Conjuration Casting Time: 1 action Range: 120 feet Components: V S Duration: Up to 10 minutes Classes: Druid A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell 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). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a 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 turns until the spell 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, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.Meteor Swarm
9th-level evocation Casting Time: 1 action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.Remove these ads. Join the Worldbuilders Guild
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