Hocotatian Whistle (5e Equipment)

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Wondrous item, common

The Hocotatian whistle is a tool used by a Hocotatian on their spacesuit. the whistle can command pikmin when blowen. it takes no action to blow, and its there to blow on the helmet, but doing/interacting with pikmin requires an action. the whistle has a radius of 30 ft when blown.

Pikmin Call. this whistle response requires no action to you. this response tells all pikmin in a 30ft radius to return to the creature that blows the whistle, any way possible.

Pikmin Charge. this whistle response requires no action to you, but you must have at least 5 pikmin following you. the pikmin gets a multiattack for this response, they do a dash action, then they do a Jump attack. (rock pikmin do a slam attack instead, they do not grab on.) after the pikmin kills the creature, they need a pikmin call response in order to return. if they are knocked off, they return to you naturally, after using and action to stand up (they go prone when thrown of the creature). when you make Glow Pikmin do this response, you can chose them to do "GlowMob" instead(You need at least 10 pikmin). The GlowMob attack is a 10 by 10 ft attack area on the contact, and deals 6 (3d4) Radiant damage on a hit, and all creatures in the area must make a constitution saving throw, or they are blinded and cannot take any actions on their next turn. The Glow Pikmin use a Jump attack, Like usual.

Pikmin Cary. this whistle response requires an action to you, but you must have at least 1 pikmin following you. the pikmin do a dash action, then they pick up an object you direct them to. the pikmin carry capability is below. when another joins in, their weight capability increases to all the pikmins carry capability added up, and the carry speed increases by 5 ft for every 5 pikmin in the group. once they start, you direct them to a location, or they naturally send it to the onion (dead body or pellet) or just stand there. they need a pikmin call response in order to return to you.

Pikmin dismissal. this whistle response requires no action to you. the pikmin following you or doing a task stops and stays in their location, unless there is a hostile creature near them for they move to get away. any pikmin attacking a creature that hears this response stops and then returns to you, no pikmin call response needed.

Red Pikmin

Strength= 20 pounds

throw distance= 5/30 (fire)
Throw height=10 ft

Carry Speed:20 ft

White Pikmin

Strength= 20 pounds

throw distance= 5/30 (Poison)
Throw height=10 ft

Carry Speed:15 ft

Winged Pikmin

Strength= 20 pounds (flying object)

throw distance= 5/40 (piercing) Can fly back, no pikmin call response needed if on miss
Throw height=15 ft

Carry Speed:30 ft

Yellow Pikmin

Strength= 20 pounds

throw distance= 10/60 (lightning)
Throw height=20 ft

Carry Speed:20 ft

Purple Pikmin

Strength= 100 pounds

throw distance= 5/15 (bludgeoning)
Throw height=5 ft

Carry Speed:20 ft

Ice Pikmin

Strength= 20 pounds

throw distance= 5/30 (cold)
Throw height=10 ft

Carry Speed:20 ft

Blue Pikmin

Strength=20 pounds

throw distance= 5/30 land, 5/20 water (Slashing)
Throw height=10 ft

Carry Speed:20 ft

Rock Pikmin

Strength=25 pounds

throw distance=5/30 (Bludgeoning)
Throw height=10 ft

Carry Speed:20 ft

Glow Pikmin

Strength=10 pounds

throw distance=5/35 (Radiant)
Throw height=15 ft

Carry Speed:15 ft

Pikmin throw[edit]

info to the pikmin throw

  • Red Pikmin

Ranged Weapon Attack: +5 to hit, reach 5/30 ft., one target. Hit: 6 (1d8 + 2) fire damage. this can be a bonus action to the pikmin, and an action for the creature.

  • Yellow Pikmin

Ranged Weapon Attack: +5 to hit, reach 10/60 ft., one target. Hit: 6 (1d8 + 2) Lightning damage. this can be a bonus action to the pikmin, and an action for the creature.

  • Blue Pikmin

Ranged Weapon Attack: +5 to hit, reach 5/30 land, 5/20 water , one target. Hit: 6 (1d8 + 2) Slashing damage. this can be a bonus action to the pikmin, and an action for the creature.

  • White Pikmin

Ranged Weapon Attack: +5 to hit, reach 5/30 ft., one target. Hit: 6 (1d8 + 2) Poison damage. this can be a bonus action to the pikmin, and an action for the creature.

  • Purple Pikmin

Ranged Weapon Attack: +7 to hit, reach 5/15 ft., one target. Hit: 15 (2d8 + 7) Bludgeoning damage. this can be a bonus action to the pikmin, and an action for the creature.

  • Rock Pikmin

Ranged Weapon Attack: +5 to hit, reach 5/30 ft., one target. Hit: 10 (2d8 + 2) Slashing damage. this can be a bonus action to the pikmin, and an action for the creature.

  • Winged Pikmin

Ranged Weapon Attack: +10 to hit, reach 5/40 ft., one target. Hit: 6 (1d8 + 2) Piercing damage. this can be a bonus action to the creature and the pikmin.

  • Ice Pikmin

Ranged Weapon Attack: +5 to hit, reach 5/30 ft., one target. Hit: 6 (1d8 + 2) Cold damage. the creature must roll a constitution saving throw, or have its speed reduced to 0 and cannot take any actions their next turn. this can be a bonus action to the pikmin, and an action for the creature.

  • Glow Pikmin

Ranged Weapon Attack: +5 to hit, reach 5/35 ft., one target. Hit: 4 (1d8) Radiant damage. The creature must roll a constitution saving throw, or be blinded for 1 minute. this can be a bonus action to the pikmin, and an action for the creature.

5.00
(one vote)

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