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Ryujin Hurricane Cannon

Ranged Weapon (Martial, Cannon), Legendary (Vestige of Divergence), Requires Attunement

Damage: 2d8
Damage Type: Bludgeoning
Properties: Range, Two-Handed, Sap
Range: 40/120

“Forged in the heat of undersea volcanoes, this elaborate firearm is said to have been a gift to the mighty Dragon king of the Eastern Seas. Incredibly pleased by this gift, he blessed the artifact with a portion of his divine power over the waters of the world, and gave it to his trusted champion to wield in his name.

The Ryujin Hurricane Cannon is said to be able to sink a thousand ships, and crush cities beneath the waves, enraging the very seas themselves with its power.” 

DORMANT

You gain a +1 to Attacks and Damage with this magical weapon. In addition, when making a successful attack, you may replace 1d8 of the weapon’s Bludgeoning damage with 1d8 Lightning or Thunder damage instead. 

Riptide Rocket - As a Bonus Action, you can infuse your next attack with powerful tidal magic. On a hit, the target must succeed on a DC16 Strength saving throw or be knocked prone and pushed 30 ft. in a straight line away from you or pulled 30 ft. in a straight line toward you, chosen when the attack hits. 

AWAKENED

Extra Attachments - As an Action, you can activate one of the weapon’s special nozzles to use one of the following effects. You may use each of these effects once and regain all uses on a Long Rest.

Jet - You narrow the barrel of the weapon and infuse it with the power of lightning. Each creature in a 120ft. line in front of you must make a DC16 Dexterity saving throw. On a failure, a creature takes 4d6 Piercing damage and 4d6 Lightning damage and is Paralyzed until the end of their next turn. On a success, they take half as much damage and are not Paralyzed. 

Spray - The barrel of the weapon flattens and widens, unleashing a 30 ft. Cone of hyper-salinated water. Each creature in the Cone must make a DC16 Constitution saving throw. On a failure, a creature take 6d4 Acid damage or half as much on a successful saving throw. If a creature is missing any of it’s hit points, the damage against that creature is doubled. 

Mist - Healing energies suffuse the barrel, allowing you to release a soothing mist on yourself and all creatures within 10ft. of you, healing each creature for 8d4 Hit Points. 

Full - The barrel grows massive and unleashes a thundering mortar blast of water in a 15ft. radius at a point within 120 ft. Creatures in the area must make a DC16 Constitution saving throw. On a failure they take 4d6 Bludgeoning and 4d6 Thunder damage and are knocked prone and deafened until the end of their next turn. On a success, they take half damage and are not knocked prone. 

EXALTED

Your bonuses to Attack and Damage rolls with this magical weapon are increased to +2. Additionally, the Save DC for all of the weapon’s abilities is increased to 18. 

Tsunami Bomb - As an Action, you may cast the Tsunami spell. When cast in this way, the spell originates from you as an Emanation, spreading outward as a ring. Any creature within 10ft. of you when casting the spell in this manner, may be designated as protected from the initial casting of the spell (If the creature moves into the wall of water on subsequent turns, it is affected as any other creature would be). After using this ability, the weapon must be submerged in seawater for 8 hours before it can be used again

Ryujin Hurricane Cannon Ryujin Hurricane Cannon Ryujin Hurricane Cannon Ryujin Hurricane Cannon

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