Tempest Lore, Volume 5: Items & Spells inspired by Heroes of the Storm

Items Sulfuras, Hand of the Fire-Lord Weapon (maul), artifact (requires attunement) In the realm of Azeroth, there exist three great Dwarven clans who hold dominion over much of the eastern continent. To the north, the Wildhammer clan, tamers of wild gryphons and lovers of open air. To the west, the Bronzebeard clan, honorable warriors and allies of the Human and High-Elven kingdoms. And to the south, the Dark Iron clan, kings of industry and forgers of great wonders. The nexus of these three great clans is the underground citadel of Ironforge, once ruled by High King Modimus Anvilmar centuries ago. When King Anvilmar died, cultural tensions and deep, abiding grudges boiled over into the War of the Three Hammers. The Bronzebeards and Wildhammers eventually united against the Dark Irons, driving them from Ironforge forever. The united armies pushed the Dark Irons to the gates of their own capitol, Thaurissan, where the Dark Iron Sorceror-Thane delved deep into the earth, working with his most trusted advisors to conjure an army of elementals to push back the tide of enemy forces. What their magics wrought was not at all what they intended. A colossal fire elemental burst into the Material Plane, annihilating the Sorceror-Thane and his compatriots instantly. At once, the ground erupted, giving birth to the volcanic edifice of Blackrock Mountain. The city of Thaurissan was razed to the ground. However, the Dark Irons did not die out. They persisted, making a new home in the bowels of Blackrock Mountain -- Shadowforge City. Though the Sorceror-Thane's descendants inherited his throne and title, they are but puppets. The true ruler of the Dark Iron Clan is the self-professed Fire-Lord, the monstrous elemental summoned by the Sorceror-Thane. For over two hundred years, he has has been imprisoned on the Material Plane, commanding the Dark Irons from his lair near the core of the planet, bending them to heinous ends and driving them to assail the above-ground races with steel and flame. The Fire-Lord has no grand design for this world, no true end goal. He merely wishes to see all that lives and breathes be consumed in a single never-ending conflagration. Sulfuras is the preferred weapon of the Fire-Lord, he who dwells in the heart of the world. It can only be acquired by venturing to Blackrock Citadel, infiltrating Shadowforge City deep below, breaking into the Molten Core, and killing the Fire-Lord in the pit of his lair. Attuning to it grants you the power imbued within it by the Fire-Lord, and confers no small amount of clout with all Fire Elementals in existence. Magic Weapon. You have a +3 bonus to all hit and damage rolls with Sulfuras, and deal an additional 2d6 Fire damage on a hit. Flaming Aura. You are resistant to Fire damage, take no damage from mundane fire or lava, and suffer no ill effects from extremely hot environments. Any hostile creature that ends its turn within 5 feet of you takes 1d6 Fire damage. Mantle of Ignan Superiority. You can speak and understand Ignan. Any creature from the Elemental Plane of Fire will recognize you as the slayer of the Fire-Lord, and the inheritor of his title. Mephits, Fire Elementals, Magmins, Fire Snakes, and other such fire-aligned elemental creatures will tend to obey your commands without question, and refer to you using the Fire-Lord's title. Power of the Molten Core. You gain a total of 16 charges to cast spells using Sulfuras. You have a +6 bonus to hit with attack rolls from these spells, and their save DC is 18. You can use Sulfuras to cast Fire Bolt at will, and can expend up to 8 charges to cast any of the following spells at a level equal to the number of charges expended: Searing Smite, Flaming Sphere, Scorching Ray, Fireball, Wall of Fire, and Conjure Elemental (Fire-aligned Elementals only). You regain all expended charges at dawn. Curse. Sulfuras bears a curse that afflicts any non-elemental that attunes to it. You gain the following flaw: "I consider arson to be an art form, and take every opportunity I can get to set things on fire." In addition, your skin begins to harden and petrify, as your body temperature rises at a startling rate. If you remain attuned to Sulfuras for 30 consecutive days, your body fully transmutes, permanently transforming you into a creature of living magma and flame. You count as an Elemental instead of a Humanoid for the purposes of spells and become immune to fire and poison damage, but gain vulnerability to Cold damage. In addition, you take 1 Cold damage every 5 feet you move in water. Destroying Sulfuras. Sulfuras can only be extinguished by burying it for a year in True Ice from the Plane of Water. This nullifies its power and turns it into a mundane weapon with no magical properties whatsoever.

Butcher's Cleaver Weapon (battleaxe), very rare (requires attunement) This hideous over-sized chopper constantly reeks of blood and fresh meat. When it strikes a living creature's vitals, the blade produces a grim spray of blood and viscera. You have a +2 bonus to all hit and damage rolls with this weapon. In addition, whenever you score a critical hit with the Cleaver, its damage die becomes a d12 for that hit. Shining Shield Armor (shield), uncommon (requires attunement) This tower shield is done up in ebony and ivory, polished to a mirror sheen. You have a +1 bonus to your AC while wielding this shield. As an action, you may present the shield and cause a blinding glare to flash from its surface, forcing all creatures in a 30-foot cone that can see the shield to succeed on a DC 14 Dexterity saving throw or be Blinded for 1 minute. Any creature blinded by the Shield may make a DC 14 Constitution saving throw at the end of its turn. On a success, it is no longer Blinded. This ability cannot be used in total darkness, and is blocked by magical darkness. You cannot use this ability again until the next dawn. Fishing Hook Weapon (sickle), very rare (requires attunement) This barbed blade is curved into the shape of a fisherman's prong and secured by the pommel to a length of chain. The Hook is a sickle with the thrown (range 20/60) property. You have a +2 bonus to all hit and damage rolls with this weapon. In addition, whenever you make a ranged attack with the Hook as part of the Attack action, you may pull on the Hook's chain in the same action, sending it flying back to your grasp. If you hit a target with a ranged attack using the Hook, you may make a Strength (Athletics) check contested by the target's Strength (Athletics) check. If you succeed, you pull the target up to 30 feet in a straight line towards you. Butcher's Brand Weapon (morningstar), very rare (requires attunement) This wicked implement glows red with a searing internal heat. It is shaped like a meat-hook and can quickly char unprotected flesh. You have a +2 bonus to all hit and damage rolls with this weapon. In addition, you may use an action to attempt to brand a target with the Butcher's sigil. Make a single melee weapon attack with the Brand -- on a hit, the target's flesh is branded for 1 minute. Whenever you hit a branded target with a melee attack, you regain a number of hit points equal to your Proficiency bonus. After successfully branding a creature, you cannot do so again until the next dawn. If you are attuned to both the Butcher's Cleaver and Butcher's Brand and are wielding them in each hand, the Brand gains two extra uses, which are also regained at dawn. When you successfully brand a creature, you may immediately make a single attack with the Cleaver as part of the same action. Blood Hound Bomb Wondrous item, rare This explosive is painted bright red with a fanged, grinning face on its nose. You can use an action to wave an object (a coin, a tuft of hair, a weapon, etc) in front of the bomb's face and speak the command phrase: "Sic 'em, boy." This causes the aperture are the bomb's base to erupt with a gout of flame and launch the device into the air. The Bomb knows the location of the creature who was most often in contact with the proffered object during the past 7 days, and will fly straight towards that creature if it is on the same plane of existence, only stopping when it reaches the creature, hits a solid object, or when it runs out of fuel after two miles of travel. If the target is on a different plane of existence, the Bomb gets confused and simply explodes. When the Bomb crashes or reaches its target, it detonates, producing a cacophonous explosion. All creatures within 50 feet of the Bomb must succeed on a DC 15 Dexterity saving throw or take 10d12 Fire damage, taking half as much on a success.

Mecha-Brachtron Harness Wondrous item, very rare (requires attunement) Two bulky metal arms emerge from this backpack, controlled by twin sticks that hang by your side, leaving your hands free when not in use. One arm ends in a serrated motorized sawblade, the other in a large grabbing claw. When making actions with the Harness, you count as having a Strength score of 18. As an action, you may make a single melee weapon attack with the sawblade arm. This attack has a bonus to hit of 4 + half your Proficiency bonus, and deals 1d10+4 Slashing damage on a hit. The saw can noisily cut through stone at a rate of 5 feet per minute, through wood at a rate of 20 feet per minute, and through hempen rope instantly. The claw arm has an extending piston that allows it to reach out up to ten feet away from you. You may use your action to make an attack with this arm, with the same bonus to hit as the sawblade, dealing 1d6+4 Bludgeoning damage on a hit. The claw arm has advantage on Strength checks made to make and maintain a grapple. Myriad Bolt Weapon (arrow or bolt), rarity varies This piece of ammunition has an odd head with tiny pointed barbs jutting out from the blade. You have a bonus to attack and damage rolls made with this ammunition (Uncommon: +0, Rare: +1, Very Rare: +2, Legendary: +3). When you make an attack using the Myriad Bolt, it magically splits into five identical bolts, allowing you to make up to four additional attacks, each targeting a different creature in a 25-foot-wide line between you and the original target. Bolts that are not used to make an attack simply fall to the ground and become mundane pieces of ammunition. Bolts that miss or strike creatures they target become nonmagical after coming to rest. Spells Feral Empowerment 2nd-level transmutation (Bard, Druid, Ranger) Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V, M (a preserved animal paw)

S, V, M (a preserved animal paw) Duration: Concentration, up to 1 minute You touch a creature and infuse its form with preturnatural focus and agility. A creature under this spell's effect can be recognized by their eyes, which glow a dim green and temporarily gain slitted feline pupils. Until the spell ends, the target creature's Proficiency bonus increases by 1. In addition, the first time it deals damage on its turn, it regains 1d4 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its healing increases by 1d4 for each slot level above 2nd. In addition, for every two slot levels above 2nd, the creature's Proficiency bonus is increased by 1. Cast Fist 2nd-level evocation (Bard, Paladin, Ranger, Wizard) Casting Time: 1 action

1 action Range: Touch

Touch Components: S, M (an arm with a fist at the end)

S, M (an arm with a fist at the end) Duration: Instantaneous Hauling back with all your might, you throw a mighty haymaker at an enemy and attempt to send them flying with one punch. Make a melee spell attack against the target creature. On a hit, the creature takes damage from your unarmed strike, as well as 3d8 Thunder damage as a blast of concussive power propels them backwards. The creature must succeed on a Strength saving throw or be propelled up to 30 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its damage increases by 1d8 and the distance the creature is thrown increases by 5 feet for every slot level above 2nd.