Stormguardian Poleaxe | Item | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mundus

Stormguardian Poleaxe

Weapon

Very Rare Requires Attunement

Forged by the brightest of Khazat, this weapon was once wielded by the mighty warrior Brolof, founder of the Stormguard.

The weapon is made of Magic Ore, is a +1/+1 weapon and has the Damage (Piercing), Guard, Hafted, Heavy, Reach, Set, Tripping and Two-handed properties. The poleaxe has 5 charges which can be regained by either spending hours in a thunderstorm (1 charge/hour) or by Long Resting (regain 1d4 charges). You can expend a charge to infuse lightning into your next attack, dealing an additional 1d8 lightning damage on a hit. In addition, when attuned to the weapon you gain Resistance to Lightning damage.


  • Damage (Piercing). The weapon can deal both slashing and piercing damage.

  • Guard. Guard weapons allow you to fight defensively, using the weapon’s long haft or flat surface for parrying. While you wield a guard weapon, whenever a hostile creature moves within your reach when you didn’t move on your last turn, you can use your reaction to make a weapon attack with the guard weapon against that creature. If the attack hits, then it deals no damage, but the target immediately stops moving, and its speed becomes 0 until the end of its turn.

  • Hafted. A hafted weapon’s haft can function well as an off-hand attack. When you attack with only the hafted weapon, you can use a bonus action to make a melee weapon attack with the haft. The haft deals 1d4 bludgeoning damage, and you add your ability modifier to damage as you would for other sorts of two-weapon fighting. If you have feats that mimic this ability, the damage dice becomes 1d8 instead.

  • Heavy. Small creatures have Disadvantage on Attack rolls with heavy weapons.

  • Reach. This weapon adds 5 ft. to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks.

  • Set. You can use a bonus action on your turn to prepare, or “set,” a set weapon against a foe moving toward you. A weapon becomes unset if you move or take any action after setting it. If a target enters your reach while you have the weapon set, you can use your reaction to make a melee attack with the set weapon against that target. If you hit, and your target moved 20 feet or more toward you before the attack, you can roll one of the weapon’s damage dice one additional time and add it to the damage total.

  • Tripping A tripping weapon allows users to knock targets prone. When you hit with a tripping weapon, you can use a bonus action to force your target to attempt a Strength saving throw, provided the target is no more than one size larger than you. The DC for the saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If the target fails, it falls prone.

  • Two-handed. This weapon requires two hands when you Attack with it.


Type Damage Damage Range
Martial Melee 1d10+1 Slashing



Created by

OmeWillem.

Statblock Type

Item

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