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Stormcage

Weapon (mace), very rare (requires attunement)

Component: elemental volatile mote of air

A trapped mote of elemental air rages at the core of this weapon, lashing out against its glassen prison with filaments of violet lightning. Simply touching the mace causes a creature’s hairs to stand on end, but is that truly mere static electricity, or is it some instinctive, primal fear of the terrible power of the storm?

You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 lightning or thunder damage (your choice) on a hit.

Thunderbolt and Lightning. As an action while holding this mace, you can raise it in the air and unleash the power of the storm. Violet lightning streaks from the mace at every other creature within 15 feet of you. Each of those creatures must make a DC 16 Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half as much damage on a successful one. At the start of your next turn, each creature who took lightning damage from this property must make a DC 16 Constitution saving throw, taking 5d8 thunder damage on a failed save, or half as much on a successful one. Once this property of the mace has been used, it can’t be used again until the next dawn.

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Uncommon variant: Reduce the DCs to 13 and the lightning and thunder damage of the Thunderbolt and Lightning property to 2d8 each. Remove the attack and damage bonus. The mace deals an extra 1d6 lightning or thunder damage (your choice) to the first target you hit on each of your turns, instead of every one.

Rare variant: Reduce the DCs to 15 and the lightning and thunder damage of the Thunderbolt and Lightning property to 3d8 each. Remove the attack and damage bonus.

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