Weapon (crossbow, heavy), unknown rarity (requires attunement by a Must be proficient with Alchemist tools and tinkers tools and craft its first round of ammo.)

     When first attuning to the Air cannon you must craft its first round of ammo over an 8 hour period and load it into the weapon and must weigh no more than 5 lbs. Depending on how its made will effect any projectile fired for the Air Cannon as if the projectile was under the effect of Tiny Servant but only lasts for 2 rounds or until it hits a target using your modifiers. If you craft a standard bolt it will do 1d10 damage and be unaffected otherwise. If you craft a projectile with legs, wings, fins, or a drill it will gain the appropriate movement type. If you craft it with a potion or alchemical mixture the damage will change in accordance with the potion or alchemical mixture type and add to the base die. If crafted with a potion or alchemical mixture the potency of the mixture will degrade by one step a week. For example if you used a pot of Superior healing it will then degrade to a pot of Greater Healing after the first week. It will continue to degrade until its 3rd week where it turns into a regular bolt. Once the special bolt has has fully degraded a new round of ammo can be crafted with out losing attunement. If you willing release your attunement to the weapon you lose any potion or alchemical mixture made up the ammo.

Proficiency with a Heavy Crossbow 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.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Must be proficient with Alchemist tools and tinkers tools and craft its first round of ammo., Ammunition, Heavy, Loading, Range, Two-Handed, Push

Briz2020

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