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Armour (shield), rare (requires attunement)

Using the latest in arcanomagnetic technology, the bombard bulwark is capable of launching solid steel spheres at astonishing velocities. Initial prototypes had the unfortunate tendency to de-limb their wielder thanks to the enormous recoil generated. Thankfully, advances in Anton Spark’s trademarked Kinetic Impulse Dispersion tech means that this almost never happens any more.

Cannonball. As an action while holding this shield, you can make a ranged weapon attack using a loaded cannon against a target within 150 feet of you, dealing 4d12 bludgeoning damage on a hit. In addition, if the attack misses, or if it hits a Medium or smaller creature, the cannonball continues in a straight line beyond the target until it hits a Large or larger creature or a solid surface (GM’s discretion). Make an attack roll with disadvantage against each additional creature or object in a 1-foot-wide line projecting beyond your original target until it hits something that makes it stop or it reaches 150 feet.

A creature with a Strength score of 15 or lower must make a DC 11 Strength saving throw whenever it activates the Cannonball property. On a failure, the creature takes 1d12 bludgeoning damage and is knocked prone. After the Cannonball property is activated, you must spend 1 minute reloading it before it can be fired again.

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Uncommon variant: Decrease the bludgeoning damage to 3d12.

Very rare variant: While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Increase the bludgeoning damage to 5d12.

Legendary variant: While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Increase the bludgeoning damage to 6d12.

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