Weapon (blowgun), legendary

An ancient and timeless set of bagpipes. Each of the four pipes casts a different elemental spell (earth, water, wind, fire) when the pipes are played.

If the player is hit directly and takes any damage greater than 8, they must make a CON saving throw to maintain possession of the Pipes. Another player may use their turn to come into possession of the pipes. Charges are carried over from last user. 

Enemies can make a 12+ Arcana throw to damage one of the pipes (fully depletes an action). If the player succeeds, they roll 1d4 to determine which action is zeroed.

Actions:

Once an action is depleted of it's charges, the player can use a bonus action to replenish additional charges.

1. Fireball: Uses one (1) action to shoot a fireball at a target, dealing 1d6 of fire damage. (6 charges)

2. Waterjet: Uses one (1) action to shoot a fast and sharp jet of water at a target, dealing 3d4 of water damage (3 charges)

3. Windwhip: Uses one (1) action to whip air at a target, dealing 4d4 of aerial damage. (2 charges)

4. Rocksling: Uses one (1) action to hurl a rock at a target, dealing 2d4 of ground damage. (4 charges)

 

Bonus Actions:

Replace Reed:  One move to remove old reed, one move to prep new reed, one move to set new reed. Takes three (3) turns. Player chooses One (1) action to fully recharge, all other actions that are zeroed have one (1) additional charge. 

Fix Pipe: If a pipe is damaged via an Arcana throw, repair the pipe to replenish zeroed charges. Takes one (1) turn. (ex. Waterjet has 2 charges. Arcana throw damages waterjet pipes. Waterjet now has 0 charges. Fix Pipe is used. One turn goes by. Waterjet now has 2 charges again.)

Polish Chanter: Fully replenishes all actions. Takes five (5) turns.

Proficiency with a Blowgun allows you to add your proficiency bonus to the attack roll for any attack you make with it.


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

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Ammunition, Loading, Range, Vex

Macaroninchase

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