The Thunderstrike Staff is a revered relic among the lizardfolk of Lunora, a testament to the primal forces and mysteries of the primeval world. This ancient staff features a large dinosaur tooth at its head, firmly embedded in a shaft of gnarled, ancient wood. Intricate carvings of storm clouds and lightning bolts adorn its length, and the air around it seems to crackle with latent energy. This relic is said to have been forged by early lizardfolk tribes in a long-lost temple forge dedicated to the power of storms and the primal forces of nature. It has since found its way into the hands of those who seek to harness the thunderous energies of the past.
Due to its ancient origins and powerful enchantments, the Thunderstrike Staff is valued at approximately 10,000 gold pieces. Its rarity and potent connection to primal forces make it highly sought after by collectors and powerful spellcasters alike.
Forged in a sacred temple forge by ancient lizardfolk tribes, the Thunderstrike Staff embodies the raw, untamed power of the storm. These early tribes revered the primal forces of nature, and their shamans wielded this staff to command the elements and protect their people. Legends speak of the staff's ability to summon storms, strike foes with lightning, and channel the fury of the skies.
Attunement:
To attune to the Thunderstrike Staff, a character must spend a short rest meditating with the staff, feeling the primal energies within and establishing a bond with its stormy essence.
Special Abilities:
- Primal Strike: When you hit with a melee attack using the staff, it deals an additional 1d8 lightning damage.
- Storm's Protection: While attuned to the Thunderstrike Staff, you have resistance to lightning and thunder damage.
- Storm Channeling: While attuned to the Thunderstrike Staff, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells that deal lightning or thunder damage.
- Weather Control: Once per day, you can cast the control weather spell, requiring no material components. The casting time is reduced to 1 action, and the changes in weather occur over 1d4 hours instead of 1d4×10 minutes.
- Storm Call (Recharge 5-6): As an action, you can use the staff to call down a bolt of lightning at a point you can see within 120 feet. Each creature within a 10-foot radius of that point must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 4d8 lightning damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t stunned.
Weapon Type | Damage | Properties | Mastery | Weight |
Martial Melee Weapon (Quarterstaff) | 1d6 bludgeoning damage | Unknown (1d8), Unknown, Unknown | Unknown | 4 lbs |