Home Artists Posts Import Register

Content

Weapon (glaive), rare (requires attunement)

Legend tells of a great warrior queen who, having bested a bronze dragon in a game of wits, sought the ability to wield the power of storms. With this power, she laid waste to entire armies, throwing them back into the ranks of their allies, or burning them with flashes of incandescent lightning. Some called her liberator, others: tyrant. Though defeated by the Hero in Red, some of her power yet remains in the Green Tyrant’s ancient glaive.

Summon Storm. With a flourish of the glaive you can expend a bonus action to whip up a tornado - 5-foot-diameter, 30-foot-high cylinder of rushing air and crackling lightning - centred on a point within 60 feet. The tornado lasts for 1 minute. Each creature that starts its turn in the tornado’s space or enters the space for the first time on a turn must make a DC 15 Strength saving throw. On a failure, a creature is thrown 10 feet in a random direction, landing prone, and takes 1d6 bludgeoning and 1d6 lightning damage. Roll a d8 to determine the direction: 1, north; 2, northeast; 3, east; 4, southeast; 5, south; 6, southwest; 7, west; or 8 northwest.

As a bonus action on your turn, you can move the tornado up to 20 feet. Each creature whose space the tornado moves through must succeed on a DC 15 Dexterity saving throw or take 1d6 lightning damage. A creature can’t take damage from this effect more than once per turn.

Once you use the Summon Storm property, you can’t do so again until the following dawn.

Uncommon variant: Decrease the DCs to 13 and all damage dice to 1d4.

Very rare variant: Increase the DCs to 16 and all damage dice to 1d8.

Legendary variant: Increase the DCs to 17 and all damage dice to 2d6.

Download Here 

Files

Comments

No comments found for this post.