Wand, rare (requires attunement)

This contraption is a strange mix between a crossbow, a staff. Etched along the tangled roots that make up its casing, you see the what looks like to be instructions:

"Pull the trigger and hope for the best. What happens to some may not happen to the rest!"

This weapon has 8 charges. While holding it in both hands, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.

If all charges are expended, roll a D20. A roll of 1, Wyldfyre Rifle disappears into another plane of existence. Otherwise, roll a 1d6+2 everyday at dawn in order to regain charges. 

"One time I blew up a wagon while I was the size of a cat...highly recommended."

                                                                                                                                     - Mordenkainen

 

d100 Effect
01-05 You cast slow.
06-10 You cast faerie fire.
11-15 Target creature is stunned until the start of their next turn, believing something super awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 A large mouth appears beside your target and you cast vicious mockery. If your target wasn't a creature, you target yourself instead. 
34-36 An animal materializes in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–33, a rhinoceros appears; on a 34–66, an elephant appears; and on a 67–100, a giant scorpion appears.
37-46 You cast lightning bolt.
47-49 You cast magic missile at level 7. All missiles are focused on chosen target.
50-53 You enlarge the target as if you had cast enlarge/reduce
54-58 You cast darkness.
59-62 You create a gravity well, reversing gravity for all loose objects and creatures within a 30ft radius. Creatures caught this way soar 60ft into the air and are restrained until the start of your next turn. When the spell ends, creatures and objects plummet to the ground.
63-65 Target creature or object is teleported 60ft in a random direction. Ask DM when it comes to direction of teleport and object ruling.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 You enlarge yourself as if you had cast enlarge/reduce on yourself.
88-90 A shotgun blast of 1d6 × 10 gems shoots in a line 60 feet long and 5 feet wide. Each creature must make a DC 15 Dexterity saving throw or receive 1 bludgeoning damage from each gem, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from your target in a 30‐foot radius. Each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 You swap places with target creature. If an object or space was the target, you teleport to that object or space. 
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.

Notes: Petrified, Damage, Control, Utility, Combat, Deception

Item Tags: Damage Control Utility Combat Deception

Oraikio

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