You have a +2 bonus to attack and damage rolls made with this magic weapon.
- Thunderous Strike
When you hit a creature with Thunderstrike, you can choose to release a thunderous burst. The target and all creatures within 10 feet of it must make a DC 15 Constitution saving throw or take an additional 2d6 thunder damage and be pushed 10 feet away from you. On a successful save, creatures take half damage and are not pushed. - Usable a number of times equal to your proficiency bonus per long rest.
- Storm’s Fury
While raging, you can channel the storm through Thunderstrike: - Each successful melee attack with the weapon deals an additional 1d6 lightning damage.
- If you are within 5 feet of an enemy at the start of your turn, they take 1 lightning damage automatically (no action required).
- Call the Tempest (1/Day)
As an action, you can slam Thunderstrike into the ground, releasing a burst of storm energy in a 20-foot radius centered on you. Each creature in the area must make a DC 15 Dexterity saving throw. On a failed save, creatures take 4d6 lightning damage and 4d6 thunder damage and are knocked prone. On a success, creatures take half damage and are not knocked prone. - This feature recharges at dawn.
Storm Affinity
While attuned to Thunderstrike, you have resistance to lightning and thunder 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, Barbarian, Fighter, or Paladin, Damage, Combat, Heavy, Two-Handed, Topple
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