Taz’s Zealous Retribution
Wand, uncommon (optional attunement)
A common field tool, the TZR, as it is referred to by FBI agents, is the creation of the Bureau’s very own inventor: Tazon Regalton. Designed primarily for incapacitating fleeing evil-doers, the TZR can also pack a punch when necessary.
Stun Baton. A creature wielding this wand can use it as a simple melee weapon with the finesse property, dealing 1 piercing damage on a hit. Once per turn, you can cause this wand to discharge when you hit a target with it, triggering either the Stun or Zap effects. You choose whether the wand is in the Stun or Zap mode immediately prior to making an attack, no action required.
Stun. On a hit, a creature must make a DC 13 Constitution saving throw. On a failure, it is stunned until the end of its next turn. On a success, it can’t take reactions until the start of its next turn.
Zap. On a hit, a creature takes 2d8 lightning damage and can’t take reactions until the start of its next turn.
Optional Attunement. A creature with a spellcasting ability can attune to this wand, which gains the Stunspell property while a creature is attuned. A creature attuned to this weapon can cast the shocking grasp cantrip at will and always has following spells prepared:
• Lightning Wave (1st-level)
• Hold Person (2nd-level)
Stunspell. You can cast any of the spells granted you by this item without expending a spell slot. After you do so, roll a d4. If the result is equal to or lower than the spell’s level, the wand’s voltage becomes critically low and you can’t activate the Stunspell feature again until the following dawn.
Rare variant: Increase Stun’s save DC to 15 and Zap’s damage to 3d8. Add the stunbolt spell to the list of Optional Attunement spells. Increase the Stunspell die from a d4 to a d6.
Very rare variant: Increase Stun’s save DC to 16 and Zap’s damage to 4d8. Add the stunbolt (see Appendix) and hold monster to the list of Optional Attunement spells. Increase the Stunspell die from a d4 to a d8.
A common field tool, the TZR, as it is referred to by FBI agents, is the creation of the Bureau’s very own inventor: Tazon Regalton. Designed primarily for incapacitating fleeing evil-doers, the TZR can also pack a punch when necessary.
Stun Baton. A creature wielding this wand can use it as a simple melee weapon with the finesse property, dealing 1 piercing damage on a hit. Once per turn, you can cause this wand to discharge when you hit a target with it, triggering either the Stun or Zap effects. You choose whether the wand is in the Stun or Zap mode immediately prior to making an attack, no action required.
Stun. On a hit, a creature must make a DC 13 Constitution saving throw. On a failure, it is stunned until the end of its next turn. On a success, it can’t take reactions until the start of its next turn.
Zap. On a hit, a creature takes 2d8 lightning damage and can’t take reactions until the start of its next turn.
Optional Attunement. A creature with a spellcasting ability can attune to this wand, which gains the Stunspell property while a creature is attuned. A creature attuned to this weapon can cast the shocking grasp cantrip at will and always has following spells prepared:
• Lightning Wave (1st-level)
• Hold Person (2nd-level)
Stunspell. You can cast any of the spells granted you by this item without expending a spell slot. After you do so, roll a d4. If the result is equal to or lower than the spell’s level, the wand’s voltage becomes critically low and you can’t activate the Stunspell feature again until the following dawn.
Rare variant: Increase Stun’s save DC to 15 and Zap’s damage to 3d8. Add the stunbolt spell to the list of Optional Attunement spells. Increase the Stunspell die from a d4 to a d6.
Very rare variant: Increase Stun’s save DC to 16 and Zap’s damage to 4d8. Add the stunbolt (see Appendix) and hold monster to the list of Optional Attunement spells. Increase the Stunspell die from a d4 to a d8.
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