I'm trying to come up with stats for a new eldritch cannon, The Improbability Field Generator.
To give some background...
I'm playing a Warforged Artificer Artillerist in a Spelljammer campaign. My character with the help of an NPC has begun to figure how to manipulate time and space in localized areas at will. My character's interest in learning how to do this was initiated after I gave a Sonic Cannon (more on this in a bit) I had developed to deal with hoards of constructs to the NPC for modification. What I got back has been dubbed "The Rainblower" (yes this is a TF2 reference), named for the opalescent beam it emits when firing. My character is still trying to figure out how the technology behind the weapon works and has been given multiple books and homework by the NPC to do so. What I do know about the cannon is:
It has a 1 round charge time before it can fire.
The beam extends out 30 feet.
In addition to taking damage, targets hit by the beam have a chance to be turned into something inert and improbably harmless. (Example: a crab-like construct was converted into a snowman)
It's armor class and hit point stats are the same as my other eldritch cannons.
Still trying to figure out how damage works, but that improbability effect and the general ability to manipulate spacetime got me thinking, what can I do with my other eldritch weapons?
One idea that hit me was to turn the Protector Cannon into an Improbability Field Generator. The stats I've got for it so far are:
The field effects all friendly creatures in a 10ft radius.
Size, Armor Class, Hit Points, and Movement Speed are the same as the other cannons.
When a successful attack enters the field (or passes through it, in the case of ranged attacks) every creature effected by the attack rolls a D20.
1: Critical failure. The cannon shudders and glitches for second and the damage is doubled
2-4: No change to the incoming attack.
5-15: Damage is halved. Time and space are beginning to warp, reducing the effectiveness of the attack.
16-19: Damage is nullified. The attack is converted to something improbably harmless at the DM's discretion (Example: A sword suddenly becomes a whiffle bat). Whether this conversion is temporary or permanent is also at the DM's discretion.
20: Critical Success: Damage is nullified same as above and the target gains a buff of the DM's choosing for the next 8 hours (this buff doesn't have to be helpful to the character in any way).
Circling back to the Sonic Cannon. That was born out of coming up with a way to better deal with the armies of constructs our party was facing at the time. My character realized that maybe they could modify the Force Ballista to vibrate and produce sound instead of just pushing things away. The resulting cannon fired a modified Shatter Spell that sent out a 30ft beam of sound. All creatures caught in the beam have to make a DC 14 Constitution Saving Throw or take 3d8 Thunder Damage. Careful positioning of the cannon is needed to avoid friendly fire.
Thoughts?
...and yes jokes about powering a Spelljammer off of some sort of "Improbability Drive" have been made.
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I'm trying to come up with stats for a new eldritch cannon, The Improbability Field Generator.
To give some background...
I'm playing a Warforged Artificer Artillerist in a Spelljammer campaign. My character with the help of an NPC has begun to figure how to manipulate time and space in localized areas at will. My character's interest in learning how to do this was initiated after I gave a Sonic Cannon (more on this in a bit) I had developed to deal with hoards of constructs to the NPC for modification. What I got back has been dubbed "The Rainblower" (yes this is a TF2 reference), named for the opalescent beam it emits when firing. My character is still trying to figure out how the technology behind the weapon works and has been given multiple books and homework by the NPC to do so. What I do know about the cannon is:
Still trying to figure out how damage works, but that improbability effect and the general ability to manipulate spacetime got me thinking, what can I do with my other eldritch weapons?
One idea that hit me was to turn the Protector Cannon into an Improbability Field Generator. The stats I've got for it so far are:
Circling back to the Sonic Cannon. That was born out of coming up with a way to better deal with the armies of constructs our party was facing at the time. My character realized that maybe they could modify the Force Ballista to vibrate and produce sound instead of just pushing things away. The resulting cannon fired a modified Shatter Spell that sent out a 30ft beam of sound. All creatures caught in the beam have to make a DC 14 Constitution Saving Throw or take 3d8 Thunder Damage. Careful positioning of the cannon is needed to avoid friendly fire.
Thoughts?
...and yes jokes about powering a Spelljammer off of some sort of "Improbability Drive" have been made.