
“They had stormed the wrong keep. The mercenary’s comrades were being taken down one by one. They turned, thinking that they were far enough to make a run for it without the murderous knight catching up to them. The last words they heard were ‘Get back over here!’ as they felt their body being pulled back towards certain doom.”
You gain a +1 to bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this flail, the target takes an extra 1d6 lightning damage.
The Storm’s Grasp has 5 charges for the following properties. It regains 1d4 expended charges at dawn.
Get Over Here. When making an attack with the Storm’s Grasp, you may expend 1 charge to target a creature or object up to 15 feet away. This range increases up to 20 feet if the target is wearing metal armor, or is made of metal. On a hit, you may attempt to pull the target towards you. The target must succeed on a DC 14 Strength saving throw, or be pulled toward an unoccupied space directly between you and its original position. If the target is more than one size larger than you, it has advantage on the saving throw.
Thunderstruck. When you hit a target with Storm’s Grasp, you can send a jolt of electricity into its body. The target must make a DC 16 Constitution saving throw or be stunned until the end of your next turn.