Wondrous Item, very rare (requires attunement by a Attument requires a short rest.)

This compact personal cannon was commonly outfitted to Zaphurn Guardians before the Upheaval. Due to the magics that created them becoming wildly unstable and weaker after the shattering of Rha Ah'Kel, their use was abandoned.
A Zaph Cannon can be carried by a creature with a strength of 10 or more and an intelligence of 5 or more. It requires no ammunition and doesn’t need to be loaded. By expending an action to aim and fire it the wielder causes the cannon to produce an effect from the list below. After the cannon has been fired, it must recharge for 3 minutes before it can be fired again. Each time that the wielder fires the cannon they must roll a D20, on a 1 the cannon is damaged and can only be repaired with a DC15 Arcana check during a rest. Alternatively, the attuned creature may forgo all benefits of their next long rest to repair the cannon.

The creature firing the cannon must roll 1D6 and trigger the corresponding effect:

1 Acid Jet. The cannon discharges acid in a line 60 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking (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 (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, or through any spell affect like prestidigitation.

2 Fire Jet. The cannon discharges fire in a line 60 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking (4d10) 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.

3 Frost Shot. The cannon shoots a ball of frost to a point you can see within 60 feet of the cannon. The ball then expands to form a 15-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 (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.

4 Lightning Shot. The cannon shoots a ball of lightning to a point you can see within 100 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 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.

5 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 (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.

 6 Force Missile. The cannon fires a massive magical force missile at any target the wielder can see, up to 300 feet away. This missile creates a massive blast in a 15-foot-radius, the target takes (4d10) force damage and all creatures within the 15-foot-radius must make a DC 15 dexterity saving throw or be thrown 20 feet away from the point of impact and be knocked prone. On a successful save, a creature is moved only 10 feet and is not knocked prone. A creature that cannot be thrown or moved due to an object, wall, or means that does not allow it to move takes half the damage of the blast.

Notes: Attument requires a short rest.

LabraDorkieth

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