- Stormcaller: The spear functions as a +3 weapon and deals an extra 3d6 lightning damage on a hit.
- When you hit a creature with Stormseeker while beneath a storm, the extra lightning damage increases to 4d6, as it channels the storm above you.
- Gale Winds: Once per short or long rest as a bonus action, you can activate the spear to create strong winds in a 15-foot radius around you for 1 minute. These winds impose disadvantage on ranged weapon attacks against you and your allies within the radius. With the awakening of the spear, allies in the area also have half-cover.
- Storm's Grasp: The spear always returns to the wielders hand when thrown, and cannot be dropped unwillingly.
- Thunderstruck: When you hit with a weapon attack using Stormseeker, you can choose to have it release a burst of thunderous sound. Each creature within 5 feet of the target (excluding yourself) must make a Constitution saving throw against your spell save DC. On a failed save, they take 2d8 thunder damage and are deafened until the end of your next turn. On a successful save, they take half damage and are not deafened. You can use this feature a number of times equal to your proficiency bonus and regain expended uses on a long rest.
- Become the Lightning: The wielder becomes immune to Lightning damage.
- Summon Storm: Once per long rest, as an action, you can summon a large storm up to 1-mile in radius centered on you, as long as there is sufficient space for a storm, no concentration is required, or you can take control of an existing storm above you. The storm lasts for 1 hour or until dismissed as a bonus action and grants the following benefits:
- Spells you cast that deals lightning or thunder are automatically empowered, and deals one more damage dice (i.e., if it normally deals 2d8 lightning damage, it now deals 3d8).
- Chosen: You can use your spellcasting modifier in place of Strength modifier for attack and damage rolls.
Legend has it that Stormseeker was a spear forged in a thunderstorm that lasted
for seven days and seven nights. It was said to be imbued with the power of
lightning and could summon storms at will, but only a true follower of Udall
could wield its true powers.
Maravin wielded the spear in many battles, using its power to defeat countless enemies and protect her homeland. But eventually, as all things must, her time came to an end, and she passed on into the great beyond. Before she left this world, however, Maravin entrusted the spear to her closest ally, a fellow elf whose name has been lost to time. The elf supposedly buried the spear with its owner in a tomb hidden deep within the heart of an ancient forest. The location of the tomb is said to be marked by a tree that stands taller than all the others, whose bark is scorched black by lightning. Only a true follower of Udall will be capable of opening the tomb, and reclaim the spear.
Legend Lore
Kal casts legend lore and discovers that Marawin's grave is located in the Bloodwoods, and her grave is marked by Udall himself. The elves that live in Eilian should know more.