Harpoon Cannon (5e Equipment)

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Harpoon Cannon

Martial Ranged Weapons
Weapon Cost Damage Weight Properties
Harpoon Cannon 80 gp 2d6 piercing 40 lb. Ammunition, range (30/120), heavy, special

A powerful ranged weapon designed for versatility and impact. This advance hybrid fires harpoons with great force that can be equipped with various attachments to handle different combat situations, from grappling foes to dealing explosive damage.

Special

You have mastered the art of creating specialized attachments for your harpoon cannon, allowing it to deliver a range of unique effects. You can spend 1 minute to change the type of special attachment you are using.

Grappling Line:

  • When a harpoon with a grappling line attachment hits a target, the line connects the target to the player.
  • The target cannot move more than 30 feet away from you unless it succeeds on a contested Strength (Athletics) check against your Strength (Athletics) check. You can choose to automatically fail this check.
  • If the target succeeds on the contested check, you are pulled along with it.
  • If the target attempts to move beyond the harpoon cannon's maximum range of 120 feet, the line breaks, and the target regains its movement speed.
  • While tethered, the target’s movement speed is halved.

Explosive Tip:

  • Upon impact, the harpoon detonates, dealing an extra 2d6 fire damage to the target.
  • All creatures within 10 feet of the impact point must make a Dexterity saving throw (DC = 10 + your Dexterity modifier + your proficiency bonus). On a failed save, they take 1d6 fire damage. On a successful save, they take half damage.

Corrosive Tip: The harpoon is coated with a potent corrosive substance.

  • Upon impact, the target takes an additional 1d6 acid damage and suffers from ongoing corrosion. At the start of each of its turns, the target takes an extra 1d6 acid damage until it uses an action to clean off the corrosive substance.

Net Attachment: When the harpoon hits, a net deploys, entangling the target.

  • The target must make a Dexterity saving throw (DC = 10 + your Dexterity modifier + your proficiency bonus). On a failed save, its speed is reduced to 0 and it is restrained until it uses an action to free itself with a successful Strength check (DC = 10 + your Strength modifier).

Taser Harpoon: The harpoon is equipped with an electrified tip.

  • On a hit, the target must make a Constitution saving throw (DC = 10 + your Dexterity modifier + your proficiency bonus). On a failed save, the target takes an additional 2d6 lightning damage and is stunned until the end of its next turn. On a successful save, it takes half damage and is not stunned.

Disk Harpoon: Upon firing, the harpoon splits into three smaller disks harpoons that spread out in a 15-foot cone.

  • All creatures within the cone must make a Dexterity saving throw (DC = 10 + your Dexterity modifier + your proficiency bonus). On a failed save, they are hit and take 2d6 bludgeoning damage, and are also knocked prone. On a successful save, they are hit by one harpoon and take half damage but are not knocked prone.
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