Wondrous Item, very rare (requires attunement)

Prosthesis Properties. This prosthesis can enhance or replace an arm, and has a built-in war fan that can be used to propel yourself with blasts of magical wind. It has the Blast (2d6 bludgeoning, 30 ft.) and Integrated (Tessen) properties.

Stick the Landing. When you fall, you can use your reaction to unleash a blast of wind moments before you hit the ground, cushioning you and reducing the falling damage you take to 0. Additionally, you may use your reaction to catch a falling creature within 15ft. of you.

Wind Tunnel. When you use the prosthesis’ Blast property to propel yourself, you can choose to create an even larger blast of wind. If you do, you can move up to 60 feet instead of 30 feet, and you don’t provoke opportunity attacks while doing so. In addition, when you move within 5 feet of a creature during this movement, it must succeed on a DC 16 Strength saving throw or be knocked prone and take 2d6 Bludgeoning damage. A creature can only be forced to make this saving throw once on each turn. Once this property of the prosthesis has been used, it can’t be used again until the next dawn.


Blast (XdX, X ft.). This prosthesis is capable of dis-charging powerful explosive blasts. The prosthesis is a martial ranged weapon with the Loading property. If you’re proficient with a martial ranged weapon, you’re considered proficient with this weapon. The information in parentheses notes the weapon’s damage dice, damage type, and range, respectively. This weapon doesn’t have a long range.

Alternatively, you can use an action to fire the cannon and propel yourself a distance up to the range of the blast in a straight line in any direction, dealing no damage. As normal, this movement can provoke opportunity attacks.

Integrated (X): The object in parentheses is integrated into the prosthesis, and can’t be separated from it, ex-changed for another integrated object, or used to make ranged attacks by throwing it. As a bonus action, you can extend or retract the integrated object, allowing it to be used or concealed, respectively. While an object is extended from an arm or hand prosthesis, you can manipulate it as if you were holding it, and your hand is not considered free. A prosthesis can only have one object integrated into it, which can be:

  • A weapon without the Heavy property
  • A shield
  • A set of tools or handheld item that can conceivably fit within the prosthesis (GM’s discretion)
  • An orb, rod, or wand
  • A stash: a concealed storage space within the prosthesis, up to 35 inches cubed in volume, that can be used to store Tiny objects, such as rings, phials of liquid (e.g. potions), smoke bombs, pieces of ammunition, or a bag of caltrops or ball bearings. The user of the prosthesis can stow or retrieve an item from the stash as a bonus action. A creature can find this secret compartment with a successful DC 11 Intelligence (Investigation) check.

Notes: Credit to DnD Shorts, this item can be found in Ryoko's Guide to the Yokai Realms, Movement, Combat, Handwear

Item Tags: Movement Combat Handwear

Ascarine

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