Sawbones’ Bonesaw
Weapon (scimitar), uncommon
Speckled with rust and blood, this magical saw has a wickedly keen, serrated edge. It is said to be the instrument of choice of back alley doctors and black market suppliers. Amputation operations can be conducted almost instantaneously; plenty of time before the town guard started sticking their nose in.
Amputation. When you hit a creature with a weapon attack you can speak the bonesaw’s activation word causing the magic weapon to momentarily become incredibly sharp, able to cut through limbs with even a glancing blow. An unwilling target must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom (Medicine) skill check modifier. On a failure, the target takes an additional 2d6 slashing damage and loses a randomly determined limb. On a success it takes half as much damage and does not lose a limb. One you use this feature, you can’t use it again until you finish a long rest.
GM Tip: Avoiding Amputation
If you do not want to include amputation in your game, make the damage psychic and temporarily disable the targeted limb (1 to 10 minutes) on a successful hit.
How the creature is mechanically affected depends on the creatures’ anatomy and is up to the GM’s discretion. If the GM decides, for whatever reason, the creature can’t be ‘amputated’, this property deals 4d6 slashing damage instead of 2d6. Below are examples for a humanoid and a dragon.
Humanoid
d20 - Limb - Effect
1 - 9 - Leg - The target’s walking speed is reduced by half and it makes Dexterity saving throws with disadvantage.
10 - 14 - Off Arm - The target drops its off-hand item (if any) and loses 1 attack from its multiattack (if any).
15 - 19 - Dominant Arm - The target drops its wielded weapon (if any) and makes attack rolls involving its arms with disadvantage.
20 - Head - You cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head.
Rare variant: The property can be used twice between long rests and deals 2d8 damage instead of 2d6.
Very rare variant: The property can be used three times between long rests and deals 2d10 damage instead of 2d6.
Legendary variant: The property can be used five times between long rests and deals 2d12 damage instead of 2d6.
Speckled with rust and blood, this magical saw has a wickedly keen, serrated edge. It is said to be the instrument of choice of back alley doctors and black market suppliers. Amputation operations can be conducted almost instantaneously; plenty of time before the town guard started sticking their nose in.
Amputation. When you hit a creature with a weapon attack you can speak the bonesaw’s activation word causing the magic weapon to momentarily become incredibly sharp, able to cut through limbs with even a glancing blow. An unwilling target must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom (Medicine) skill check modifier. On a failure, the target takes an additional 2d6 slashing damage and loses a randomly determined limb. On a success it takes half as much damage and does not lose a limb. One you use this feature, you can’t use it again until you finish a long rest.
GM Tip: Avoiding Amputation
If you do not want to include amputation in your game, make the damage psychic and temporarily disable the targeted limb (1 to 10 minutes) on a successful hit.
How the creature is mechanically affected depends on the creatures’ anatomy and is up to the GM’s discretion. If the GM decides, for whatever reason, the creature can’t be ‘amputated’, this property deals 4d6 slashing damage instead of 2d6. Below are examples for a humanoid and a dragon.
Humanoid
d20 - Limb - Effect
1 - 9 - Leg - The target’s walking speed is reduced by half and it makes Dexterity saving throws with disadvantage.
10 - 14 - Off Arm - The target drops its off-hand item (if any) and loses 1 attack from its multiattack (if any).
15 - 19 - Dominant Arm - The target drops its wielded weapon (if any) and makes attack rolls involving its arms with disadvantage.
20 - Head - You cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head.
Rare variant: The property can be used twice between long rests and deals 2d8 damage instead of 2d6.
Very rare variant: The property can be used three times between long rests and deals 2d10 damage instead of 2d6.
Legendary variant: The property can be used five times between long rests and deals 2d12 damage instead of 2d6.
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