Staff, legendary (requires attunement by a spellcaster)

Fully realized, the cannon is a masterpiece of spellcraft and destruction. Endless scrollwork and dragonfire tempering give it unmatched power.

  • Charges: 12 (regains 1d6 + 4 at dawn)

  • Recharge via Spell Slots: 1st = 2 charges, 2nd = 3 charges, 3rd = 5 charges, 4th+ = 7 charges

  • Fire Modes:

    • Arcane Burst (1+ charges): Fire one Scorching Ray per charge (each ray requires its own attack roll, 2d6 fire damage).

    • Magic Missile Barrage (2+ charges): Cast Magic Missile at 1st level, +1 charge for each additional spell level.

    • Suppressive Cone (5 charges): Fire a 15-foot cone of arcane energy. Each creature makes a Dexterity saving throw (DC = your Spell Save DC). On a fail, they take 6d6 force damage, half on a success.

  • Overload: If the last charge is spent, roll d20. On a 1, the cannon explodes in unstable backlash, dealing 6d6 force damage to the user and locking until repaired during a long rest.

Notes: spellcaster

goddin_blade

Comments

Posts Quoted:
Reply
Clear All Quotes