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View Full Version : D&D 5e/Next CyberMagic Punk Weapons



ChubbyRain
2015-06-14, 12:17 PM
You create your own weapons that you must repair and maintain. Depending on your class you gain two to three of the following weapons. You make these quickly with spare parts (no gold or time invested).

Gravity Gun
Range: 30'
Target: One large or smaller creature or object
Effect: This one handed gun quickly fires off a gravity ray at a target in range. Make a ranged attack versus a target. On a hit you deal 1d6 bludgeoning damage as the target is pulled toward you violently by 10'. By using an "use item action" you may switch the gun so that it pushes the target instead of pulling them. You must use an "use item action" each time you want to switch between the two settings.

The damage caused by this pull increases by 1d6 at levels 5, 11, and 17

Elemental Glove
Range: Touch
Target: One melee weapon, unarmed strike, or object held
Effect: You may choose to conduct or coat your weapon with an elemental property of your choice. Choose one of the following damage types from Acid, Cold, Fire, or Lightning (which may be changed on a long rest). Your weapon now deals 1d8 damage of that elemental type. When struck by the weapon the target can't use their reaction until the start of your next turn. You must use an "use item action" each time you want to switch between the two settings (normal damage and elemental damage).

The damage caused by this glove increases by 1d8 at levels 5, 11, and 17

Field Generator
Range: Self
Effect: As an action you press a button on your pulse generator (small contraption you have made) and for 1 round you have resistance to Bludgeoning, Piercing, and Slashing damage. As an "use item action" you may make the resistance work against Acid, Cold, Fire, and Lightning damage. You must use an "use item action" each time you want to switch between the two settings.

Charm Dust
Range: 5'
Target: 1 creature
Effect: As an action you blow Charm Dust into the face (or whatever) of a creature. For the next minute or if the target is attacked by you or your allies, you have advantage on all Charisma checks against the creature. After the minute is up the target remembers you used the dust on it and will act accordingly.

This item may take other forms such as lipstick but the application to a target may be a bit more personal.

STIM Needle
Range: 5'
Target: One creature at 0 HP
Effect: The creature stabalyzes if it was not already. If the creature was stabalyzed then they gain 1 HP. You must have a healing kit and expend one use of the healing kit. As an "use item action" you may target two adjacent creatures at one time. STIM Needles can't restore HP to a person that is already at 1 or more HP.

At level 5, 11, 17 the amount of HP restored to a stabilized creature increases by 4

Fat One
Range: 120'
Target: One object or creature
Effect: You use this two handed rifle to make a proficient ranged attack versus the target's AC. On a hit you deal 1d10 Fire or Force damage. You may use an "Use an item action" to switch the damage type from Fire to Force and back again.

At level 5, 11, 17 the amount of HP restored to a stabilized creature increases by 4