Ball of Balloons (5e Equipment)

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Jester.jpg
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.

Weapon, Common

This ball has 10 charges and recharge at the start of every week. The ball is red as one that a clown would wear up above its nose but would seem that something took a rather large chunk from the ball but perhaps, intentional?

Balloon! As an action, expend one charge to blow air in the chunk of the ball that was missing. Making a balloon with a 5ft long string, located at the bottom of the balloon. The balloon has one minute of air inside the ball and can oddly pick up to 50 pounds of weight if tied to an object but can pick up 50 additional pounds per balloon attached. The DM must determine the wind direction that the balloon will be following if outdoors but if indoors, the object and the balloon rise to the roof of the building if possible. The balloon has one hit point with an AC of 3, venerability to all damage types but immunity to the poisoned condition, poison, and psychic damage. Moving at a maximum of 10 ft and can only use it to fly up. When attached to an unwilling creature, that creature must make a DC 5 Dexterity or Strength saving throw (its choice) or become tied up in the string and start to fly up, provided the creature is within weight range. The creature can reroll the save on each of its turns. Additionally, you can cast Vicious Mockery, no charge require but only in corny balloon jokes.

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