Soulstrum (5e Equipment)

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Weapon (greataxe), legendary (requires attunement)

Soulstrum is a greataxe bass guitar that haunts the souls of all who hear it play and all who feel the bite of its blade.

Soul Storm. Soulstrum has 3 charges. As an action while you are holding Soulstrum, you can expend a charge to play a haunting chord. A churning storm cloud forms, centered on a point you can see within 60 ft. and spreading to a radius of 20 feet. Lightning flashes in the area, thunder booms, and strong winds roar as the haunting tune is played. Each creature under the cloud when it appears must make a DC15 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage. Each round you maintain concentration on this spell, the storm produces additional effects on your turn, you will also gain 1 level of exhaustion for each round Soul Storm is maintained past Round 2.

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a DC15 Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.(+1 level of exhaustion to wielder)

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. (+1 level of exhaustion to wielder)

Each time a successful Soul Storm is performed, roll a d20. On a 1, Soulstrum breaks and is destroyed. Soulstrum regains all expended charges daily at dawn.

ENCORE! As an action while you are holding Soulstrum, you jump at a creature you can see within 10 feet of you and make an attack with Soulstrum against it. If this attack hits, roll a d100. On a roll of 60 or higher, you can roll one additional weapon damage die when determining the extra damage. In addition, each creature other than you within 10 feet of the target takes 2d6 + 5 force damage. After using this effect, you gain 1 level of exhaustion.

Each time a successful ENCORE! is performed, roll a d20. On a 1, Soulstrum breaks and is destroyed. Soulstrum regains all expended charges daily at dawn.

Curse. Soulstrum is cursed. Attuning to this item curses you until you are targeted by a wish spell. The only way to remove exhaustion caused by Soulstrum is to drink at a tavern. No amount of rest will fulfill the need for a great ale, nor will drinking alone or at a "house party". Only the company of strangers and a beverage poured by a bartender with years of experience will make you feel better. Drinking this way removes 1 level of exhaustion per hour.

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