Weapon (wrath maul), very rare (requires attunement)

This Wrath Maul has been reshaped and reforged by a Storm Giant, it contains the wild and erratic energy of a thunderstorm. It constantly sparks and shakes with immense, natural fury.

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Gathering Storm

Attacks with this weapon deal an additional 1d4 Thunder and 1d4 Lightning damage. Dealing Thunder or Lightning damage on your turn grants you one charge of Gathering Storm, which can be spent to unleash a variety of powerful effects from the Storm's Wrath list below. You can have up to 4 charges of Gathering Storm and you can only gain a maximum of one charge per turn.

You cannot gain charges from any effects that required charges to unleash, and only one effect can be unleashed per turn.

Storm's Wrath

The Saving Throw DC of these effects, unless specified, equals to (10 + your Strength modifier + your Proficiency Bonus).
Powerful effects that can be unleashed as a Magic Action using Gathering Storm charges:

  • Electrocution (1 Charge) - Unleash powerful arcs of lightning at up to three target creatures you can see within 80 feet of you. Each creature takes 3d10 Lightning damage and gains the Overcharged condition until the end of your next turn. Attacking an Overcharged creature causes it to take an additional 3d10 Lightning damage, ending the condition after one attack.

  • Shockwall (1 Charge) - Choose up to four, unoccupied points you can see within 80 feet of you and create a 15-feet-tall and 5-foot-wide pillar of pure lightning at each point. The pillars cannot be damaged or moved, and must be fully connected to a solid surface. Immediately after creation, the pillars begin to unleash powerful arcs of lightning at each other pillar, creating a Shockwall between them. Shockwalls that would intersect each other would instead not be created. Each creature that starts its turn or moves into a Shockwall takes 3d10 Lightning damage and must make a Strength saving throw or be pushed back 10 feet. A creature can make an Investigation or Perception check with a DC equal to the Storm's Wrath DC in order to find an opening between the arcs and move through safely instead.

  • Stormwave (2 Charges) - Attack the ground you are standing on, dealing a Critical Strike. Each creature within an Emanation equal to half your damage, up to a maximum of 40, must make a Strength saving throw. On a failed save, a creature takes 3d10 Thunder damage and is pushed a number of feet away from you equal to half your damage, up to a maximum of 40. If a creature hits a solid object that would stop it from being pushed away, it takes an additional 1d6 amount of damage (your DM may decide if it's Bludgeoning, Piercing, or Slashing based on the solid object) for every 10 feet it was supposed to be pushed out to. On a successful save, it takes half as much damage only.

  • Tempest of Wrath (4 Charges) - Raise this weapon to the sky and form a 80-foot-radius, 160-foot-high cylinder thunderstorm centered on you and above your head that dissipates after 10 minutes. At the start of your turn, and before taking any Actions, you can unleash up to eight lightning bolts from the thunderstorm upon any number of enemies you choose that are within the storm. Each chosen creature must make a Dexterity saving throw. On a failed save, a creature takes 2d10 Lightning damage per lightning bolt unleashed upon them. On a successful save, it takes half as much damage only.

    After Tempest of Wrath is unleashed, it cannot be unleashed again until you take a Long Rest.

Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Wrath Maul, you must take the Advanced Weapon Proficiency feat.


This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.

Brutal. This weapon is designed for maximum damage. Brutal weapons score Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.

Notes: Damage: Thunder, Damage: Lightning, Bonus: Magic, Heavy, Two-Handed, Hafted, Momentum, Brutal

Previous Versions

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1/14/2026 11:46:05 PM
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DakkaWaaagh

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