hello, would like to get feedback on this mortar to be used in my next adventure....its just a wand of magic missiles in the form of a tube (but that casts catapult vs magic missile)....intended affect is to be able to indirectly toss something at a 10x10 space..with a 25% chance of hitting a medium sized creature within that space (100% chance for larger or larger creature). the targeted creature then can make a dex save to avoid.
thanks
Thayan Mortar
Wondrous item, uncommon
Appearance: This short tube with one open end, about 2 feet long and 9 inches in diameter, appears to be made of some type of mithral alloy. The tube has a small sighting mechanism on the side and is emblazoned with a small emblem - a disk with a white star at the center and a red spiral moving counterclockwise from the center, with eight red spheres of increasing size on the spiral.
Use: When set vertically on a stable surface with the open end up and placing a 1 to 5 pound object in the tube, you can use an action to expend 1 of its charges to cast the catapult spell from it. You cast the 1st-level version of the spell. This launches the object in an arc, landing up to 60 feet in the direction you aim the tube.
Targeting: You can target an area that is 10 feet by 10 feet. You must either be able to see the area through the mortar's sighting mechanism, use a spotter to call distance and direction, or have it pre-aimed on a specific area. Within the target area, the catapulted object has a 25 percent chance of falling into any particular 5 foot space.
Damage: If the object would strike an area occupied by a creature, that creature must make a DC 15 Dexterity saving throw. If the area is in dim light or darkness (or the creature can't otherwise see) the creature automatically fails the saving throw. On a failed save, the object strikes the target and stops moving. If the object is hard, such as a rock, and the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. If the object is not hard, such as an Alchemist's Fire (flask), then the object and what it strikes each take 1d8 bludgeoning damage, plus the effect of the catapulted object (if any).
Charges: The tube has 7 charges. The tube regains 1d6 + 1 expended charges daily at dawn. If you expend the tube's last charge, roll a d20. On a 1, the tube crumbles into ashes and is destroyed.
hello, would like to get feedback on this mortar to be used in my next adventure....its just a wand of magic missiles in the form of a tube (but that casts catapult vs magic missile)....intended affect is to be able to indirectly toss something at a 10x10 space..with a 25% chance of hitting a medium sized creature within that space (100% chance for larger or larger creature). the targeted creature then can make a dex save to avoid.
thanks
Thayan Mortar
Wondrous item, uncommon
Appearance: This short tube with one open end, about 2 feet long and 9 inches in diameter, appears to be made of some type of mithral alloy. The tube has a small sighting mechanism on the side and is emblazoned with a small emblem - a disk with a white star at the center and a red spiral moving counterclockwise from the center, with eight red spheres of increasing size on the spiral.
Use: When set vertically on a stable surface with the open end up and placing a 1 to 5 pound object in the tube, you can use an action to expend 1 of its charges to cast the catapult spell from it. You cast the 1st-level version of the spell. This launches the object in an arc, landing up to 60 feet in the direction you aim the tube.
Targeting: You can target an area that is 10 feet by 10 feet. You must either be able to see the area through the mortar's sighting mechanism, use a spotter to call distance and direction, or have it pre-aimed on a specific area. Within the target area, the catapulted object has a 25 percent chance of falling into any particular 5 foot space.
Damage: If the object would strike an area occupied by a creature, that creature must make a DC 15 Dexterity saving throw. If the area is in dim light or darkness (or the creature can't otherwise see) the creature automatically fails the saving throw. On a failed save, the object strikes the target and stops moving. If the object is hard, such as a rock, and the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. If the object is not hard, such as an Alchemist's Fire (flask), then the object and what it strikes each take 1d8 bludgeoning damage, plus the effect of the catapulted object (if any).
Charges: The tube has 7 charges. The tube regains 1d6 + 1 expended charges daily at dawn. If you expend the tube's last charge, roll a d20. On a 1, the tube crumbles into ashes and is destroyed.
Guide to the Five Factions (PWYW)
Deck of Decks