Home Artists Posts Import Register

Content

Weapon (crossbow, heavy), rare (requires attunement)


This magic crossbow has 3 charges and regains 1d3 expended charges daily at dawn. As an action, you can expend 1 of the crossbow's charges to speak its command word and fire a bolt at a point on the ground you can see within the weapon's normal range. The bolt creates a magical vacuum in a 20-foot-radius circle centered on that point, causing strange, spectral tides to pull creatures toward it. Each creature in the area must make a DC 15 Strength saving throw. A creature is pulled up to 15 feet toward the point on a failed save, or only 5 feet on a successful one. Until the start of your next turn, the area becomes difficult terrain.

At the start of your next turn, the point erupts, sending out a powerful wave of water in a 20-foot radius that extinguishes all nonmagical flames within the area. The water then vanishes. Any creature in the area when the point erupts must make a DC 15 Strength saving throw. On a failure, a creature takes 3d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.


The only thing Breezeport sailors worry over as much as they do the threat of piracy is that of open flames upon their ship. Many a vessel has caught aflame due to carelessness, and in the dry, salt-stinging air, a spark can ravage a ship left unprepared. Fortunately, there are few people as equally resourceful and prepared to handle the threats of seafaring as the craftsmen of the Breezeport marketplace.

Files

Comments

No comments found for this post.