Wondrous Item, rare

Appearing as a miniature model ship in a bottle with a cork attached to the bottle with string, the Ship in a Bottle can be summoned when the bottle is uncorked in the presence of a body of water, or when the bottle is thrown into a large enough body of water. It takes the form of a pristine but older looking full sized pirate ship, with enough provisions to last for months at sea. The Ship can be returned to the bottle when there is no one on board and the cork is put back in place, or if the ship has been destroyed. If the ship has taken damage, the damage is fixed once the ship is summoned again after a long rest.

Stats:

AC 15, HP 400, Damage Threshold 30

This Large Arcane Cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. There are five types of damage types the cannon can use: fire, ice, lightning, acid and poison. The same damage type cannot be fired in a twice in a row.

The creature firing the cannon chooses the effect from the following options:

Acid Jet.

The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.

 
Fire Jet.

The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

 
Frost Shot.

The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.

 
Lightning Shot.

The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.

 
Poison Spray.

The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
8/10/2020 5:52:39 PM
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8/10/2020 8:08:50 PM
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8/11/2020 12:51:11 AM
3
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9/13/2020 9:42:48 PM
3
1
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12/12/2020 6:12:53 PM
6
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5/15/2022 12:11:14 PM
6
5
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5/15/2022 2:57:32 PM
6
1
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Coming Soon
raaandy

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