"Oh, I get it... who brought the marshmallows? 'Cause I'm bringin' the fire."
The Red Queen was made by Sam Fontaine after blueprints of her mother, Monica Fontaine. It was designed to be a one-sided greatsword that was an experimental upgraded version of the typical Naarus greatswords. Its most unique feature is that it has been specially customised with a motorcycle-like grip which, when twisted, sprays a flammable fuel across the blade, greatly increasing the power of its blows.This system, known as "Exceed", can be revved up to three times, and can be released either in one incredibly powerful strike, or three separate stinging blows. This system is also strong enough for the wielder to be able to use it for short aerial bursts.
When attacking with the red Queen, you add +3 to your attack rolls.
Exceed
Using the trigger near the grip, lets you rev up the blade, firing up the blade's "engine" up to three times, powering up your next attack, dealing extra damage. The following Attacks can either consume one charge of Exceed or, if you choose, all at once.
Using a bonus action, you roll 1d4-1 to determine how often you are able to rev up the blade.
Revving the Red Queen causes an audible noise, giving you disadvantage on stealth checks.
1 charge: The "engine" starts to glow and faintly. Hitting a creature with the blade charged up like this deals 2d6 + modifier slashing damage + 1d6 fire damage
2 charges: The second exhaust on the blade starts to burn as well, steam intensifying, the blade starting to glow faintly. Hitting a creature with the blade charged like this deals 2d6 + modifier slashing damage + 2d6 fire damage.
3 charges: All three exhausts start emanating fire and steam, the blade glows more brightly. Hitting a creature with the blade fully charged deals 2d6 + modifier slashing damage + 4d6 fire damage.
Taking time before a combat encounter to charge the blade lets you start combat with the blade fully charged.
Streak
Streak is a rushing attack that lets you rush 5ft, striking all creatures in front of you in a 5ft radius with a horizontal slash dealing 2d6 + modifier slashing damage
EX Streak
While the Red Queen is revved up, you can use the stored charge to amplify Streak. It now lets you rush 15ft, leaving a trail of fire, dealing damage equal to the charge damage to all creatures that pass through this area until the next turn, and empowering the actual slash now dealing 2d6 + modifier slashing damage + fire damage equal to the Exceed charges used to all creatures you hit in a 5ft radius.
EX High Roller
While on the ground, you can use this move to use the charges of the Exceed to try to use a small explosion to propel a creature you hit and yourself 10ft into the air dealing 2d6 + modifier + fire damage equal to the Exceed charges consumed. Creatures hit by EX High Roller must succeed a DC15 DEXTERITY SAVING THROW to not be knocked up and take half damage.
While in mid-air, you may use any extra attacks you have, or the following moves:
EX Calibur
Only usable when mid-air!
Using an extra attack (if you have one) and a charge of Exceed allows you to propel yourself in a 10ft line, striking creatures in your path for 3d8 + modifier slashing damage + 4d6 fire damage, consuming one charge of Exceed.
Split
Only usable when in mid-air! (10ft)
While suspended in mid-air, you can use a bonus action to strike down in a violent descending slash that slams an enemy into the ground with you on top of them, knocking them prone and dealing 2d8 + modifier slashing damage + 2d6 fall damage (amplified by your strike, that's why it is not the regular 1d6).
You do not take fall damage when doing this move, when falling from 10ft heights, but everything above that will make you receive regular fall damage.
Double Down
Only usable when in mid-air! (10ft)
While suspended in mid air and having a charge of Exceed, you can use a bonus action to strike down in a violent descending slash that slams an enemy into the ground with you on top of them, knocking them prone and dealing 2d8 + modifier slashing damage + 4d6 fire damage + 2d6 fall damage (amplified by your strike, that's why it is not the regular 1d6).
You do not take fall damage when doing this move, when falling from 10ft heights, but everything above that will make you receive regular fall damage.
Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Notes: Bonus: Melee Attacks, Heavy, Two-Handed, Graze
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