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Dungeons & Dragons Magical Items Roleplaying

DnD Magical Item Weapon of Thunderbolts

Dungeons and Dragons – Mystara

Magical Item – Weapon of Thunderbolts

Dungeon Masters Guide
dmg – Dungeon Masters Guide 5E

Base Item – Weapon of Thunderbolts

Legendary Item Value
Price: (2d6) x25,000 gp (50,000 to 300,000 gp) – 50% for consumable items
Base Price: 100,000 gp or 50,000 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed

Racial Items Link
Dragonkind, Dwarven, Elven, Genasi, Giant, Gnome, Halfling, Human

Magical Item – Legendary – Weapon of Thunderbolts – 100,000 gp

  • Standard: Usually found as a Maul, can actually be applied to many other types of weapons at the GM’s discretion. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • Requirement: You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items.
  • Attunement: While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. If you are attuned the hammer has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20ft and a long range of 60ft. If the attack hits, the hammer unleashes a thunderclap audible out to 300ft. The target and every creature within 30ft of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 +1 expended charges daily at dawn.
  • Giant’s Bane (Requires Attunement). When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
  • Relic: If you are a Dwarf and attuned to this item, you gain a +2 to Charisma skill checks in relation to dwarves, gnomes or giantkind. And your Constitution is increased as well as your Strength.

Example Campaign Items – Weapon of Thunderbolts

Design Details – Weapon of Thunderbolts

Like a lot of the magical items I am working with I have made this a generic item that can be applied to various weapons based on the storyline.

Original Item – Hammer of Thunderbolts

Source: Dungeon Masters Guide (dmg173)

HAMMER OF THUNDERBOLTS

Weapon (maul), legendary

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Giant’s Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

Content Updates

  • 2022-08-24 – Magical Item Page Created.
Magical Items

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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