Boomstick (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Rod, legendary (requires attunement)

This rod functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it and deals an additional 1d6 fire damage and 1d6 thunder damage on a hit. Once per turn, when you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is stunned until the end of your next turn.

Boom Blast. While holding the rod, you can use an action to make a ranged weapon attack against a creature within 300 feet of you. On a hit, the creature takes 2d12 fire damage and 2d12 thunder damage. Hit or miss, each creature within 5 feet of the target takes 2d6 fire damage and 2d6 thunder damage. When you use this attack, the tip of the rod flashes and it makes a sound like a shotgun blast.

KER-BOOM! The rod has 5 charges. While holding it, you can use an action to expend 1 charge to create a tremendous explosion centered on a point you choose within 300 feet of you. Each creature in a 60-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. A target takes 8d6 fire damage and 8d6 thunder damage on a failed save, or half as much damage on a successful one. The explosion spreads around corners, and it ignites flammable objects in the area that aren't being worn or carried.

The rod regains 1d4 + 1 charges daily at dawn.

Back to Main Page5e HomebrewEquipmentRods

Home of user-generated,
homebrew pages!
system ref. documents

admin area
Terms and Conditions for Non-Human Visitors