Crazy Slot (5e Equipment)

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Recycle.png This page was marked as abandoned on 22:40, 27 August 2023 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

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Scales.png This page is of questionable balance. Reason: Mace makes a player fully immortal with no downsides.


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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Description doesn't describe what this weapon is while not transformed, confusingly written or otherwise poorly thought out wording throughout (does Greatsword's feature deal automatic damage, Scythe can make up to 20 attacks on a single turn which slows gameplay to a crawl, etc.).


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Wondrous item, Rare (requires attunement)

When you have attuned to this item, all weapons made from this will have a +2 bonus to attack and damage, have the finesse property, and you are proficient with them. As a bonus action you can utter the words "Crazy Slot" and conjure one of 6 weapons, roll 1d6 and conjure from the list below:

  • Number 1: Greatsword, 2d6 slashing - heavy, two-handed. As an action you can swing the greatsword in a 5 ft. cone to deal 2d6 damage to every creature.
  • Number 2: Scythe, 2d6 slashing - two-handed. As a action, you can swing your scythe in a circular motion and attack all creatures in a 10 ft. radius circle centered on you. Make an attack rolls for every creature hit.
  • Number 3: Mace, 1d6 bludgeoning. When you would drop to 0 hit points, you drop to 1 instead as long as you have this weapon equipped. You have to have this weapon in you main hand and no other items.
  • Number 4: Carbine, 2d10 piercing - Range (80/240 ft.), reload (5 shots), two-handed. When you make an attack with this weapon, you make no noise. The first attack made on a turn with this weapon has advantage if the target is at least 80 feet from you. When reloading, you use you bonus action to infuse the Carbine with energy.
  • Number 5: Trident, 1d6 piercing - thrown (20/60 ft.), versatile (1d8). As an action you can throw it at an enemy and deal 3d6 lightning damage, or as an action you can dash in a line and deal damage to any creature you pass with your weapon (attack all creatures you pass), you can't use your movement after using this ability.
  • Number 6: Quarterstaff, 1d6 bludgeoning - versatile (1d8). As an action you can plant this weapon in the ground and give any ally within 30 feet of you temporary hit point equal 1d10 + your Dexterity modifier, and a +2 bonus to AC, but once planted cant be picked up until after combat is over.

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