Tempest Lore, Volume 1:

Items & Spells inspired by

Heroes of the Storm

Items

Hammerang

Weapon, common

The Hammerang is a diminutive form of the legendary Dwarven Thrower, devised for aerial use by nomadic gryphon-riding dwarven clans.

Hammerangs are melee weapons with the Light and Thrown properties that deal 1d6 Bludgeoning damage. If used to make a ranged attack, a Hammerang will return to the user's hand just before the end of their turn, regardless of whether that attack hit or missed.

Nerubian Tunneling Claws

Wondrous item, rare

These barbed insectoid claws fit over the back of the wearer's hand, secured by a segment of purple carapace. While wearing these claws, your unarmed strikes count as magical and deal an additional 1d4 Piercing damage.

As an action, you can dive into the ground claws-first, gaining a burrow speed of 25 feet. When you reemerge, all creatures within 5 feet of you must succeed on a DC 15 Dexterity saving throw or be knocked prone.

The claws have 3 charges, and expend one charge every turn you use them to burrow. The claws regain all lost charges after 1 hour. If you do not reemerge the turn you use the claws' last charge, you will be trapped underground and must either wait for the claws to recharge or crawl back out.

Cane of Many Cups

Weapon (quarterstaff), uncommon

This bamboo cane appears rough in manufacture. From its crook hangs a small teacup secured with a strap of leather. The cup affixed to the Cane is always full of piping hot tea when you go to drink from it.

You have a +1 to all attack and damage rolls made with the Cane. As an action, you may cause the cup to douse a creature within 50 feet with healing mist, restoring 1d4+2 hit points to that creature.

After you use the Cane's healing mist, the cup empties, and remains empty until you use an action to refill it with fresh water, after which the Cane's magic properties return.


The Wild Hammer

Weapon (hammerang), uncommon

This throwing hammer has a hefty, rune-inscribed head that crackles with electricity. When thrown, the entire weapon glows a bright blue as energy coruscates through its stonework.

You have a +1 bonus to all attack and damage rolls with the Hammer. On a turn you make an attack with the Wildhammer, you can cause it to emit a burst of lightning, forcing all creatures within 5 feet to make a DC 15 Dexterity saving throw or take 1d6 Lightning damage.

You may trigger the burst at any point while it is in transit to the target, as soon as it hits (or misses) the target, or while it is returning to you (which may cause it to take a different path if you moved before the end of your turn).

Once you use the Hammer's lightning burst ability, you cannot do so again until you complete a short rest.

Sickle of Soul Harvesting

Weapon (sickle), very rare (requires attunement)

This sickle's blade glows an unearthly pale blue, occasionally wavering in and out of existence, leaving only a ghostly afterimage.

You have a +2 bonus to all attack and damage rolls made with the Sickle. On a hit, the Sickle deals an additonal 1d6 Necrotic damage.

When the Sickle deals damage to a living creature, that creature is marked with an Ethereal Scar for 1 minute. If a creature dies while the scar remains, its soul becomes trapped in the Sickle.

The Sickle cannot trap the souls of creatures with a Challenge rating of 1/2 or less. It also has no effect on creatures with no soul, such as Constructs or Undead.

While trapped, the creature's soul cannot pass on to the afterlife and it cannot be raised from the dead. A soul remains trapped in the Sickle for 24 hours or until you use an action to release it, after which it goes on to the afterlife.

As an action, you can consume a soul trapped in the sickle to either heal yourself or a creature within 30 feet for 1d12 Hit Points, or cause hits with the Sickle to deal an additional 1d6 Necrotic damage for 1 minute.

Wakizashi of Deflection

Weapon (scimitar), rare (requires attunement)

This shortblade has a mirror finish. Its pommel is set with a flawless emerald that glows gently when its wielder is in danger.

You have a +2 to all attack and damage rolls made with the Wakizashi. As a reaction to being targeted by a ranged attack, being in the way of a ranged attack targeting another creature, or in anticipation of the above, you may take a defensive stance with the Wakizashi, causing its blade to flash bright green.

While in this stance, you cannot attack, but your AC against ranged attacks is increased by 1. If you are targeted by a ranged attack that misses, you deflect it and may make an identical attack against the creature that attacked you.

If a ranged attack would pass through your space to hit a creature beyond while you are maintaining the defensive stance, you may attempt to deflect that attack as well. Make a Dexterity check with a DC equal to the total attack roll by the attacking creature (after all bonuses and penalties are applied). On a success, the attack is deflected as if it had targeted and missed you.

Whether you successfully deflect any attacks or not, the stance ends at the beginning of your next turn and the emerald in the pommel grows dim. You cannot use this ability again until you complete a short rest.

Eviscerating Dagger

Weapon (dagger), very rare (requires attunement by a rogue)

This dagger's blade glows a dim orange-red, and seems to thirst incessantly for blood.

You have a +2 to all attack and damage rolls with the Dagger.

The Dagger can hold 5 charges and starts with 0. If you hit a target with at least one Sneak Attack, it gains 1 charge at the end of your turn. These charges last for 10 minutes or until spent.

When the Dagger has 5 charges, you may expend all of them when you use the Dagger to make a Sneak Attack. If you do, double the amount rolled on all Sneak Attack dice for that attack.


Amani War-Axes

Weapons (handaxes), rare (requires attunement)

These twin axes are never found apart and are attuned to as a single item. Their blades are decorated with what appears to be fresh blood but is actually very glossy war-paint... you hope.

You have a bonus to attack and damage rolls with the Axes, starting at +1, increasing by 1 for every 30 hit points you are missing, up to a total of +3.

Whenever you make a ranged attack on your turn using one of the Axes, a duplicate magically appears in your hands. The thrown axes crumbles into dust and vanishes a few seconds later.

When you make the Attack action on your turn using only the Axes, you may make an extra attack for every 30 hit points you are missing, up to three extra attacks.

Highlord's Blade of Return

Weapon (any sword), legendary (requires attunement)

This menacing sword's blade and hilt appear to be constructions of pure light, glowing an ominous dark red. When swung in earnest, the blade shimmers and crackles with lightning.

You have a +3 bonus to attack and damage rolls with the Blade. As an action, you may present the blade in a defensive pose and designate a direction. You cannot move or take reactions until the beginning of your next turn, but you are immune to damage from other creatures during this time.

If a creature would deal damage to you while you are blocking with the Blade, you instead unleash a wave of energy from the blade at the start of your next turn. This wave is a 5-foot-wide, 60-foot-long line in the direction you designated. Creatures must succeed on a DC 18 Dexterity saving throw or take 8d12 Force damage, taking half as much on a successful throw.

Whether you unleash the wave or not, the blade dims after using this ability. It brightens again at the next dawn and can be used afterward.

Spells

Sand Blast

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V, M (a handful of hourglass sand)
  • Duration: Instantaneous

You form a swirling, glimmering orb of sand that hovers at your fingertips. When you cast this spell, designate a direction. At the end of your turn, the orb launches itself up to 150 feet in that direction and impacts the first creature it hits, dealing 6d12 Bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its damage increases by 1d12 for each slot level above 3rd.

Asmodeus's Globe of Annihilation

7th-level evocation


  • Casting Time: 1 action
  • Range: 2500 feet
  • Components: S, V, M (a tiny glass phial of antimatter)
  • Duration: Instantaneous

You hold your hands to the skies, chanting a foul invocation of destruction. A firey sphere forms above your head, quickly swelling to 10 feet in diameter. As your chant ends, you hurl the globe high into the sky.

The globe remains in transit until the end of your next turn, whereupon it crashes onto the target point and detonates in a thunderous explosion.

Creatures directly impacted by the Globe must make a Dexterity saving throw or take 16d8 Force damage, taking half as much on a successful save. Creatures within 40 feet of the globe when it explodes must make a Dexterity saving throw or take 8d8 Force damage, taking half as much on a successful save. Creatures reduced to 0 hit points by this spell are incinerated, reduced to ash on the breeze by raw annihilative power.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, its damage for a direct hit increases by 2d8, its indirect damage increases by 1d8, and its range increases by 2500 feet for each slot level above 7th.

Living Bomb

4th-level evocation


  • Casting Time: 1 action
  • Range: 45 feet
  • Components: S, V, M (a pinch of saltpeter mixed with blood)
  • Duration: Concentration, up to 1 minute

You perform an insidious gesture, causing the target creature's skin to coruscate with spectral flames and smoke. As an action on any of your subsequent turns, you may cause that creature to erupt with a concussive blast of flame. It must succeed on a Constitution saving throw or take 6d6 Fire damage, taking half as much on a success.

When the target creature explodes, all creatures within 5 feet of it must succeed on a Dexterity saving throw or take 4d6 Fire damage.

Creatures other than the initial target that take damage from the explosion are afflicted by a lesser version of the spell. As a bonus action, you may force all creatures affected by Living Bomb to succeed on a Constitution saving throw or briefly combust, taking 4d6 Fire damage. This ends the spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of its initial explosion and subsequent explosions increases by 1d6 for each slot level above 4th.

Spectral Scythe

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: S, V, M (a scythe-shaped bone charm)
  • Duration: Concentration, up to 1 minute

You cause a ghostly green scythe to manifest in an unoccupied space in range. As a bonus action, you may cause it to come spinning toward you. It vanishes after meeting your hand and thus ends the spell.

Any creature the Scythe passes through must succeed on a Constitution saving throw or take 4d8 Necrotic damage. A creature that takes damage from Spectral Scythe is Poisoned until the start of your next turn. Any healing it receives during this time is halved.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.