Firemace (5e Equipment)

From D&D Wiki
Jump to navigation Jump to search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Heretic franchise, and/or include content directly affiliated with and/or owned by iD Software. D&D Wiki neither claims nor implies any rights to Heretic copyrights, trademarks, or logos, nor any owned by iD Software. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Weapon (mace), (major (XGtE p. 135))

This spiked mace is magical, and can deal either bludgeoning or piercing damage on a melee attack.

Sphere Shooting. As an action, you can fire a volley of four spheres through its tip. Make a ranged attack for each, and on a hit, you deal 2d8 bludgeoning damage. This attack doesn't add your ability modifier to the damage roll.

Giant Sphere. Ranged attacks with the firemace score a critical hit on a roll of 19 or 20. On a critical hit, it deals 6d8 (rather than 3d8) and the sphere spawns two other spheres, targeting each a different target within 20 feet of the main one (DC 15 Dexterity saving throw to avoid). On a hit, these spheres deal 4d8 damage.

Mace Ammunition. The mace can fire 150 shots before you need to recharge it with Mace Spheres. A pack with 150 shots of mace spheres is considered a common magical item (minor tier), for purposes of buying, encountering or crafting.

0.00
(0 votes)

Back to Main Page5e HomebrewEquipmentMagic Weapons