Wondrous Item, rare

A 50. caliber musket ball made from adamantium. Can be loaded into a flintlock musket or even used as a sling bullet. Can be enchanted with magic such as fireball, lightning, frostbite, and or inflict wounds by a magic user etching their specific runes into the ball. The target also receives damage from the musket ball impact as well.

Fireball: A bright streak flashes from your musket to a point you aim within range and then blossoms with a low roar into an explosion of flame on impact. Each creature in a 10-foot-radius sphere centered on impact must make a Dexterity saving throw, DC 14. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one, in addition to damage from the musket ball.

Inflict wounds: Make a ranged attack against a creature within range. On a hit, the target takes 3d10 necrotic damage, in addition to damage from the musket ball.

Lightning bolt: A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, DC 14. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The intended target also takes the musket ball damage as well.

Ray of Frost: A frigid beam of blue-white light streaks from your musket toward a creature within range. On a hit, it takes an addition 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The target also takes damage from the musket ball.

Thunderwave: A wave of thunderous force sweeps out from point of impact. Each creature in a 15-foot cube originating from impact must make a Constitution saving throw, DC 14. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from the point of impact. On a successful save, the creature takes half as much damage and isn't pushed. Intended target also takes damage from the musket ball. 

Fragmentation ball: Non magical. Each creature within 10 feet of an exploding fragmentation ball must make a DC 14 Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much damage on a successful one. Intended target also gets damage from the musket ball.

Normal Adamantine ball does 2d10+10 to damage. 

Player and DM to determine which type and how many balls allowed.

 

 

Notes: Damage, Combat

Previous Versions

Name Date Modified Views Adds Version Actions
5/22/2020 7:58:28 PM
2
1
1.0
Coming Soon
5/22/2020 8:58:52 PM
0
2
1.5
Coming Soon

Item Tags: Damage Combat

Arbane6873

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