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Thunderous Taiko

Wondrous item, rare (requires attunement)

Component: Elemental (raiju) volatile mote of air

Steaming tea ripples in its rattling cup. Deep, reverberating booms echo in the distance. The ground quakes at a slow, steady rhythm. These signs herald the arrival of either a monstrous kaiju in the midst of a rampage, or the wielder of a thunderous taiko. And either way… they spell doom.

Rolling Thunder. While holding this item, you can use an action to begin a drumroll that builds up over time, becoming progressively louder until it culminates in a thunderous blast. When you begin the performance, you produce the effects of the First Roll. On your next turn, you can use an action to continue the performance, producing the effects of the Second Roll. You can repeat this process on the turn after to produce the effects of the Third Roll. If you fail to use your action to continue the performance, the performance ends, and your next performance must start again from the First Roll. You can also choose to end the performance and start from the First Roll again even if you could play a different roll. After the Third Roll has been played, this property can’t be used again until the next dawn.

  • First Roll: Each creature of your choice within 10 feet of you must make a DC 15 Constitution saving throw, taking 3d6 thunder damage on a failed save, or half as much damage on a successful one.
  • Second Roll: Each creature of your choice within 15 feet of you must make a DC 15 Constitution saving throw, taking 4d6 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also pushed 10 feet away from you.
  • Third Roll: Each creature of your choice within 20 feet of you must make a DC 15 Constitution saving throw, taking 5d6 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also pushed 10 feet away from you and knocked prone.

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Uncommon variant: Reduce the DCs to 13 and the damage of the First, Second, and Third Rolls to 2d6, 3d6, and 4d6, respectively. Once a performance made with the Rolling Thunder property ends, this property can’t be used again until the next dawn.

Very rare variant: Increase the DCs to 16. While this drum is on your person, you have resistance to thunder damage.

Legendary variant: Increase the DCs to 17, the damage of the Third Roll to 10d6, and the distance a creature is pushed by the Third Roll to 20 feet. While this drum is on your person, you have resistance to thunder damage.

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