Coral Crusher
Weapon (generic variant), uncommon
Through biomantic infusions, the coral that comprises this impact weapon can grow rapidly, quickly replenishing itself under the right conditions. Coralborn have mixed feelings towards such magic weapons. Some believe that it is sacrilege to damage a reef, whilst others argue that the foes these weapons shred are prevented from doing any harm to anything, including reefs. The jury is still out.
Such weapons tend to be ‘impact weapons’; clubs, warhammers, morningstars, etc. After some trial and error you can learn to use their weight to send splinters of coral flying, hurting all creatures within a close proximity. Safety glasses are recommended.
Shred. After making a melee attack using this weapon, you can cause coral shrapnel to burst out. Each creature within 5 feet of the target (including yourself and the target) must make a DC 13 Dexterity saving throw. On a failure, a creature takes piercing damage equal to the weapon’s damage die. On a success it takes half as much damage. You have advantage on this saving throw.
Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.
Rare variant: Increase the DC to 15. You have a +1 bonus to attack and damage rolls made with this magic weapon.
Very rare variant: Increase the DC to 16. You have a +2 bonus to attack and damage rolls made with this magic weapon.
Through biomantic infusions, the coral that comprises this impact weapon can grow rapidly, quickly replenishing itself under the right conditions. Coralborn have mixed feelings towards such magic weapons. Some believe that it is sacrilege to damage a reef, whilst others argue that the foes these weapons shred are prevented from doing any harm to anything, including reefs. The jury is still out.
Such weapons tend to be ‘impact weapons’; clubs, warhammers, morningstars, etc. After some trial and error you can learn to use their weight to send splinters of coral flying, hurting all creatures within a close proximity. Safety glasses are recommended.
Shred. After making a melee attack using this weapon, you can cause coral shrapnel to burst out. Each creature within 5 feet of the target (including yourself and the target) must make a DC 13 Dexterity saving throw. On a failure, a creature takes piercing damage equal to the weapon’s damage die. On a success it takes half as much damage. You have advantage on this saving throw.
Hydrodynamic. Attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.
Rare variant: Increase the DC to 15. You have a +1 bonus to attack and damage rolls made with this magic weapon.
Very rare variant: Increase the DC to 16. You have a +2 bonus to attack and damage rolls made with this magic weapon.
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