The weapon that felled Bre'Kal of the Bladedkind and saved the city of Grey Keep. Originally wielded by Lord Jayce Gensiejewski, this massive greathammer appears to be a cloudy white color, with overlapping streaks of gold trim that run from the butt of the weapon to the top, where it crests into the shape of a Elephant, a symbol of protection across the continent of Yuldava. As it gains power, the cloudy white shifts to a murky grey before once again changing into a deep black with streaks of blue imitating lightning at full power.
You have a +3 bonus to attack and damage rolls made with this magic weapon. You a resistant to Thunder and Lightning damage while attuned to this weapon.
When hitting an enemy with this weapon and the damage die rolled is greater than 10, you gain one charge of Kaldrava's Retribution and the target must make a DC 18 CON Saving Throw or be paralyzed until the end of their next turn as the they are shocked by the voltage. If a target is immune to lightning damage, they are immune to this effect; if they are resistant to lightning damage, they have advantage on the save.
When a paralyzed target is killed by you, gain 3 charges of Kaldrava's Retribution.
Kaldrava's Retribution: As a Bonus Action, you may spend charges of Kaldrava's Retribution to cause an additional effect. You may have up to 6 charges. All charges are lost after 1 hour.
- Expend 1 charge to cast Lightning Bolt. Expending more charges increases the amount of damage die equal to the charges spent. If 4 charges are spent to cast this, each target must also succeed on a DC 18 CON Saving Throw or be paralyzed until the end of their next turn.
- Expend 1 charge to cast Call Lightning, centered on yourself. When cast in this way, the storm cloud follows you and you may choose up to 3 locations in which you can call down a bolt of lightning. A target can only suffer damage from this spell up to two times in this way. Expending more charges increases the amount of damage die equal to the charges spent.
- Expend 2 charges to grant yourself 35 temporary hit points. When a creature deals damage to you while you have these hit points, they suffer damage equal to the amount of temporary hit points lost and must make a DC 18 CON Saving Throw or be paralyzed until the start of their next turn. These hit points last for 1 hour or until they are lost.
- Expend 3 charges to create a dome of clouds and lightning 20 feet in diameter, centered on you. Ranged attacks automatically fail against any creatures inside the dome. Any creature of your choice that passes through the dome must succeed on a 18 DEX Saving Throw or take 36 lightning damage or half that amount on a success. Additionally, any creature of your choice that passes through the dome must succeed on a DC 18 CON Saving Throw or be paralyzed until the end of their next turn. The dome lasts for 1 minute or until you leave the area.
- Expend 4 charges to slam your hammer upon the ground. Each creature within 15 feet of you is knocked prone. Expending additional charges increases the range of this ability by 5 feet for each charge.
- Expend 5 charges to Amplify yourself. While Amplified, you have resistance to bludgeoning, piercing, and slashing damage. You are immune to thunder and lightning damage. Your movement speed increases by 25 feet. You cannot be slowed or stopped and you are immune to being knocked prone. Additionally, while Amplified, each melee attack you make chains a bolt of lightning to an additional target if they are within 15 feet of each other. They must succeed on an 18 DEX Saving Throw or take 10d8 lightning damage on a failed save, or half as much on a successful one. This effect lasts for 1 minute or until you are incapacitated or knocked unconscious.
- Expend 6 charges to activate Kaldrava's Launch. You fire yourself up to 300 feet in a direction, not provoking opportunity attacks. If you collide with a creature or terrain, you create a shockwave of energy in a 20 foot diameter around you. Each creature must succeed on a DC 20 DEX Saving Throw or take 12d12 lightning damage or half as much on a success. If you activate this ability while attuned to The Cuirass of the Falling Star, this damage is increased to 18d12 lightning damage.
Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Magic, Resistance: Thunder, Resistance: Lightning, Strength of 18 or higher, Heavy, Two-Handed, Topple
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