Home Artists Posts Import Register

Content

Frosticuffs

Weapon (spiked cestus), uncommon

Component: Beast (glaciershark) gill frond

“Put ‘em up. Shoot ‘em out. Grow ‘em back.”

-Instructions on the use of frosticuffs, by Heliana.

Three-Shooter. This weapon has three spikes made of ice. When you make an attack using this weapon, you can choose for it to be a ranged weapon attack, which you make by shooting one of the spikes. The attack roll uses your Dexterity or Strength modifier (your choice), and has a normal range of 20 feet and a long range of 60 feet. Once all three spikes have been shot, the weapon deals bludgeoning damage instead of piercing damage. As a bonus action while wielding the cestus, you can draw in heat from your surroundings, causing all missing spikes to reform.

Heatsink Strike. When you hit a creature with an attack using this weapon, you can cause the creature to unwillingly drain heat from its surroundings. If you do, the attack deals an additional 3d6 fire damage, and all of this weapon’s missing spikes reform. Once this property of the cestus has been used, it can’t be used again until the next dawn.

---------------------------------------

Rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. Increase the fire damage to 4d6.

Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. Increase the fire damage to 6d6.

---------------------------------------

New Weapon: Spiked Cestus

A spiked cestus is a simple melee weapon worn around the knuckles of one hand that deals 1d6 bludgeoning damage on a hit and has the Adaptable (piercing), Attached, and Pugilist properties.

Adaptable. This weapon can be used with differing techniques, allowing it to deal different types of damage. A damage type in parentheses appears with the property—when a creature makes a weapon attack with this weapon, it can choose either the weapon’s normal damage type or this damage type.

Attached. You can’t be disarmed of this weapon, but donning or doffing the weapon takes an action. You can use a hand equipped with this weapon to hold items, but can’t attack with the weapon while doing so. Additionally, you have disadvantage on attack rolls using other weapons held in a hand equipped with this weapon and on Sleight of Hand checks using the hand that is equipped with this weapon.

Pugilist. For creatures that roll a die when they make unarmed strikes (such as the monk or tavern brawler fighter (see L'arsene's Ledger of Treasures and Trinkets)), the size of their damage die is increased by one (maximum 1d12) when they make unarmed strikes with a hand equipped with a weapon that has this property.

Files

Comments

No comments found for this post.