Armor (shield), very rare (requires attunement)

Tinkerer's Right Arm always fits like a glove and does not count as armour. While wearing the glove that arm is concidered occupied.

This complex device contains a few of Ms. Glitterbottom's personal weapons. The device has 4 charges and it regains 1d4 expended charges daily at dawn.

As an action, you may spend one charge to make a DC 15 Intelligence check. On a success, you may choose an effect from the table below and add your proficiency bonus to your spell attack or spell save DC. On a failure, roll a d6 to determine the effect from the table below. Use your Intelligence modifier for spell attacks or spell save DCs used for this item.

1

Static Discharge

The device consumes a second charge and deals 4d6 lightning damage to all creatures within 10 ft. (including you)

2-3

Steam Blast

Each creature in a 15 ft. cone must succeed on a Dexterity saving throw or take (4d6) fire damage and be knocked back 15 ft. On a success, they take half as much damage.

4-5

Welding Beam

Make a ranged spell attack against a target within 120 ft. of you. On a hit, the target takes 3d6 fire damage plus 3d6 lightning damage.

6

Electrocute 

Make a ranged spell attack against a target within 120 ft. of you. On a hit, the target takes 6d6 lightning damage.

Roll a d6 to determine how many times the electricity will jump towards the closest creature. Determined by the DM


Spring loaded shield, as a reaction, you can use one charge to realise a spring loaded shield, boostning your AC by 5 until your next turn. On your next turn, roll a d6 on the table above.

Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Notes: Damage, Control, Combat, Handwear

Previous Versions

Name Date Modified Views Adds Version Actions
2/27/2023 11:18:17 PM
44
1
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Coming Soon

Item Tags: Damage Control Combat Handwear

Kimoton

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