Weapon (laser rifle), legendary (requires attunement by a roll 2d12+6 to attune to the Thunderfish. you must roll over 10 to successfully attune.)

it appears as a large fish, the type of fish will vary depending on the wielder. when the holder squeezes the fishes belly, the fish shall spew large amounts of electricity out of it's mouth. you will get and extra +5 to any charisma throws while wielding the Thunderfish.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Bonus: Magic, Proficiency: Choose an Intelligence, Wisdom, or Charisma Skill, Charmed, roll 2d12+6 to attune to the Thunderfish. you must roll over 10 to successfully attune., Damage, Control, Debuff, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow

Item Tags: Damage Control Debuff Combat

Chonkler_the_cheesemaker

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