Wondrous Item, artifact (requires attunement by a Requires Attunement by Zulir, his children, or someone he grants access.)
One of Zelon’s most powerful and valued Cantrip Cannons (sniper-styled) consisting of Zulir’s most treasured ability, his Eldritch Blast, and all the power he put behind it as a powerful Warlock. It is a beautifully and uniquely crafted, pure black antimatter rifle encrusted with 20 obsidian soul gems lining the barrel with gold plated accents.
This unique antimatter rifle has the following properties:
- Contains 20 charges, each charge being able to cast 4 beams of Zulir’s Eldritch Blast as a single, powerful beam.
- You can take an action to expend one charge and make a ranged attack with the weapon, firing an Eldritch Blast which hits the target as a ranged spell attack.
- Scoped rifle with a range of 600 ft
- +12 Bonus to Attack roll
- On a successful hit:
- 4d10 force + 20 damage
- Reduces the enemies speed by 10 feet and pushes them back 40 feet
- Causes an “Eldritch Explosion”
- The rifle cannot be used for 1 turn afterwards as it overheats and requires time to reset the powerful magic.
- It can also be “Overcharged” to accomplish devastating destructive results.
- Regains 2d4 charges daily.
Eldritch Explosion:
- On hit the blast explodes around the enemy, dealing damage to anyone within the area of the explosion.
- Anyone within 5 feet from the blast must succeed on a DC 23 Dexterity saving throw or also take the damage, half on a success. Those affected by this shockwave of force do not suffer a reduction in movement speed if they fail the saving throw but are pushed 10 ft away from wherever the blast struck.
Overcharge:
- Once per day the user can overcharge the gauntlet to draw out the maximum power available.
- As bonus action, the user expends 10 charges to overcharge the rifle and unleash the true eldritch power of Zulir.
- After using this bonus action, the user can use their following action to launch a barrage of 3 Eldritch blasts down upon the enemies at 3 different points in a 240 ft range.
- Each blast hits with a +15 to the attack roll in a radius of 10 ft dealing 4d10 force + 4d10 bludgeoning + 40 damage.
- Afterwards the gauntlet remains cannot be used for 1 full minute and must be removed from the person as it glows with radiant energy, dealing 4d10 fire damage to whoever is touching it after it overheats.
Notes: Proficiency: Longbow, Proficiency: Shortbow, Damage: Shortbow, Damage: Longbow, Requires Attunement by Zulir, his children, or someone he grants access., Damage, Buff, Combat, Wristwear
Previous Versions
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