Helm of the Windrider | Generic, Text | Statblocks & Sheets | World Anvil

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Helm of the Windrider

The Helm of the Windrider is an artifact of ancient origin. The wearer of the helm is gift just some of the powers of an Elder storm giant.
 
Level 9
Windrider - You summon winds that pick you up and allow you to fly at a rate of up to a long distance each round. For 4 Intellect and each level of Effort you apply, you can carry one ally of about your size with you through the air four one minute.
Action to initiate.
 
Blessing of the Sky - Any ability that you use that deals lightning or thunder damage gain one free level of Effort that is apllied to damage.
 
Thunder Beam - You direct a beam of focused sound at a target within long range, inflicting 2 points of damage and inducing a resonant destructive wave in their body. Each round after this initial attack, you can make another roll for the destructive wave to inflict an additional 1 point of damage to the target. If you
fail this roll, the destructive wave ends. Unlike the initial attack, the destructive wave ignores Armor.
 
Alternatively, you can set up a destructive resonance in a physical melee weapon for one minute or until you let go of it. All attacks made with the target weapon inflict 1 additional point of damage.
Action to initiate.
 
Control Weather - You change the weather in your general region. If performed indoors, this creates minor effects, such as mist, mild temperature changes, and so on. If performed outside, you can create rain, fog, snow, wind, or any other kind of normal (not overly severe) weather. The change lasts for a natural length of time so that a storm might last for an hour, fog for two or three hours, and snow for a few hours (or for ten minutes if it’s out of season). For the first ten minutes after activating this ability, you can create more dramatic and specific effects, such as lightning strikes, giant hailstones, twisters, hurricane-force winds, and so on. These effects must occur within 1,000 feet (300 m) of your location. You must spend your turn concentrating to create an effect or maintain it in a new round. These effects inflict 6 points of damage each round.
Action to initiate.
Depletion -

Created by

Stormchaser_d20.

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Generic, Text

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