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Stormspike, Dark Iron Spear of the Far Realm

weapon (spear), rare (requires attunement)

This spear is crafted from dark, almost black iron that shimmers faintly with an inner blue glow. Jagged, corrupted lightning occasionally runs in erratic lines along the shaft.

Lightning's Touch

You can use a bonus action to channel lightning through the spear. On your next hit with the spear in that round, the target takes an extra lightning damage.

Banishment to the Far Realm

When you strike a creature with The Stormspike, you can invoke its power to tear open a rift to the Far Realm. The target must make a Charisma saving throw (DC 13). On a failed save, the creature is ripped through the rift, taking psychic damage as it is briefly tormented by the eldritch horrors before being spat back out at the end of its next turn, reappearing in the space it left or the nearest unoccupied space.
Once you use this feature, you can't use it again until you finish a long rest.

Whispers from the Void

As you grip the spear, you hear faint whispers in a language you cannot understand. These whispers drive you mad if you wield the spear for too long. At the end of each long rest you make while attuned to the spear, roll and consult the table below. After gaining a form of madness 3 times you are immune to this effect.
RollEffect
1-2You gain a form of indefinite madness.
3-5You gain a form of long-term madness.
6-10You gain a form of short-term madness.
11-100Nothing happens.
See page 260 of the DMG or https://dnd-5e.fandom.com/wiki/Madness for details about madness.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
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Stormspike, Dark Iron Spear of the Far Realm

weapon (spear), rare (requires attunement)

This spear is crafted from dark, almost black iron that shimmers faintly with an inner blue glow. Jagged, corrupted lightning occasionally runs in erratic lines along the shaft.

Lightning's Touch

You can use a bonus action to channel lightning through the spear. On your next hit with the spear in that round, the target takes an extra lightning damage.

Banishment to the Far Realm

When you strike a creature with The Stormspike, you can invoke its power to tear open a rift to the Far Realm. The target must make a Charisma saving throw (DC 13). On a failed save, the creature is ripped through the rift, taking psychic damage as it is briefly tormented by the eldritch horrors before being spat back out at the end of its next turn, reappearing in the space it left or the nearest unoccupied space.
Once you use this feature, you can't use it again until you finish a long rest.

Whispers from the Void

As you grip the spear, you hear faint whispers in a language you cannot understand. These whispers drive you mad if you wield the spear for too long. At the end of each long rest you make while attuned to the spear, roll and consult the table below. After gaining a form of madness 3 times you are immune to this effect.
RollEffect
1-2You gain a form of indefinite madness.
3-5You gain a form of long-term madness.
6-10You gain a form of short-term madness.
11-100Nothing happens.
See page 260 of the DMG or https://dnd-5e.fandom.com/wiki/Madness for details about madness.
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Stormspike, Dark Iron Spear of the Far Realm

weapon (spear), very rare (requires attunement)

This spear is crafted from dark, almost black iron that shimmers faintly with an inner blue glow. Jagged, corrupted lightning occasionally runs in erratic lines along the shaft.

Magic Weapon

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

Lightning's Touch

You can use a bonus action to channel lightning through the spear. On your next hit with the spear in that round, the target takes an extra lightning damage.

Banishment to the Far Realm

When you strike a creature with The Stormspike, you can invoke the spear's eldritch power to tear open a rift to the Far Realm. The target must make a Charisma saving throw (DC 15). On a failed save, the creature is banished to the Far Realm, where it is tormented by the eldritch horrors and takes psychic damage at the start of each of its turns. The creature can attempt a Charisma saving throw at the end of each of its turns to return. On a successful save, it reappears in the space it left or the nearest unoccupied space. After three failed saves, the creature returns but gains a random short-term madness.
Once you use this feature, you can't use it again until you finish a long rest.

Whispers from the Void

As you grip the spear, you hear faint whispers in a language you cannot understand. These whispers drive you mad if you wield the spear for too long. At the end of each long rest you make while attuned to the spear, roll and consult the table below. After gaining a form of madness 3 times you are immune to this effect.
RollEffect
1-2You gain a form of indefinite madness.
3-5You gain a form of long-term madness.
6-10You gain a form of short-term madness.
11-100Nothing happens.
See page 260 of the DMG or https://dnd-5e.fandom.com/wiki/Madness for details about madness.
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Stormspike, Dark Iron Spear of the Far Realm

weapon (spear), legendary (requires attunement)

This spear is crafted from dark, almost black iron that shimmers faintly with an inner blue glow. Jagged, corrupted lightning occasionally runs in erratic lines along the shaft.

Magic Weapon

You have a +2 bonus to attack and damage rolls with this magic weapon.

Lightning's Touch

You can use a bonus action to channel lightning through the spear. On your next hit with the spear in that round, the target takes an extra lightning damage.

Banishment to the Far Realm

When you strike a creature with The Stormspike, you can invoke the spear's eldritch power to tear open a rift to the Far Realm. The target must make a Charisma saving throw (DC 17). On a failed save, the creature is banished to the Far Realm, where it is tormented by the eldritch horrors and takes psychic damage at the start of each of its turns. The creature can attempt a Charisma saving throw at the end of each of its turns to return. On a successful save, it reappears in the space it left or the nearest unoccupied space. After three failed saves, the creature returns but gains a random short-term madness.
Once you use this feature, you can't use it again until you finish a long rest.

Eldritch Storm

Once per day, when you hit a creature with the Stormspike, you can summon an Eldritch Lightning Storm centered on the target. The storm has a radius of 20 feet and lasts for 1 minute. Each creature must make a Dexterity saving throw the first time it enters the storm on a turn or starts its turn there. On a failed save, a creature takes lightning damage and psychic damage, as they are bombarded by both the physical storm and the haunting whispers of the Far Realm. On a successful save, the creature takes half damage. The storm’s area is considered difficult terrain.

Whispers from the Void

As you grip the spear, you hear faint whispers in a language you cannot understand. These whispers drive you mad if you wield the spear for too long. At the end of each long rest you make while attuned to the spear, roll and consult the table below. After gaining a form of madness 3 times you are immune to this effect.
RollEffect
1-2You gain a form of indefinite madness.
3-5You gain a form of long-term madness.
6-10You gain a form of short-term madness.
11-100Nothing happens.
See page 260 of the DMG or https://dnd-5e.fandom.com/wiki/Madness for details about madness.

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