Prosthetic Tools (5e Other)
From D&D Wiki
Loaded Shuriken[edit]
- Spirit Emblem Cost: 1 Spirit Emblem
When you take the attack action on your turn, you may make an attack with this tool as a bonus action, which has a range of 60/120. On a hit a target takes 1d4 slashing damage, plus your dexterity modifier. The mechanism is incredibly quiet, and on a missed attack with this tool, your target does not automatically discern your location (though may still find you through a successful perception check)
- Loaded Shuriken Upgrades
- 1) Spinning Shuriken: When you make a Shuriken attack, you can as a part of that bonus action to build rotational energy in the Shuriken, dealing an extra 2d4 damage on a hit. A flying creature your size or smaller hit with a Shuriken in this way must succeed on a Strength saving throw or else fall prone. Once you make a Shuriken attack in this way, you cannot do so again until the end of your next short or long rest . In addition, Shuriken attacks made from your Shinobi Prosthetic count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
- 2) Gouging Top: The extra damage from building rotational energy increases to 3d4, and Shuriken attacks made from your Shinobi Prosthetic gain a +1 bonus to attack and damage rolls.
- 3) Lazulite Shuriken (level 8 required): The damage dice of the Shuriken and the extra damage from building rotational energy change to a d6, and Shuriken attacks made from your Shinobi Prosthetic gain a +2 bonus to attack and damage rolls. This further increases by 2 additional dice against fiends and undead.
- 4) Phantom Kunai: Creatures you attack with a Shuriken must succeed on a Wisdom saving throw or else take 1d4 psychic damage . If a creature cannot hear, it is immune to this effect.
- 5) Sen Throw: You can make an attack roll that deals damage based on how much gold you have. For every 10gp spent, you deal 1d6 bludgeoning damage up to max of 10d6.
Loaded Axe[edit]
- Spirit Emblem Cost: 2 Spirit Emblems
As an action, you can make a Swing Axe attack, a melee weapon attack against a creature within 5 feet of you. You gain 1d6 temporary hit points which last until the start of your next turn, and the next attack made against you has advantage. On a hit, a creature takes 2d12 + Intelligence modifier as Slashing damage, and the next time it takes damage before the end of your next turn it takes an additional 1d6 damage. If the target creature is wielding a shield, it also loses the shield's AC bonus until the end of your next turn. If the shield is wooden, the shield is destroyed instead.
- Axe Upgrades
- 1) Spring-Load Axe: The amount of temporary hit points you gain when you Swing Axe increases to 2d6. Also, when you use your Swing Axe, you can as a bonus action charge up its spring mechanism to spin your axe around you, targeting each creature within 5 feet of you with a Swing Axe attack, with a separate attack roll for each target. When you do so, you roll once for your temporary hit points regardless of the number of Swing Axe attacks you make. Once you Swing Axe in this way, you cannot do so again until the end of your next short or long rest. In addition, the Loaded Axe counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
- 2) Sparking Axe (Level 5 required): The amount of temporary hit points you gain when you use your Swing Axe increases to 3d6. In addition, your Swing Axe attacks deal an extra 2d8 fire damage, and the additional damage a creature takes if it takes damage before the end of your next turn increases by 1d6 fire damage.
- 3) Lazulite Axe (Level 10 required): You imbue the metal of your axe with divine energy. The amount of temporary hit points you gain when you Swing Axe increases to 4d6. The extra and additional damages from your Swing Axe attacks change from fire to radiant damage and increase by 1d8 and 1d6 respectively. In addition, when you make a Swing Axe attack, all illusions within 20 feet of you end. Also, When attacking fiends or undead, the weapon does not suffer from disadvantage.
Shinobi Firecracker[edit]
- Spirit Emblem Cost: 2 Spirit Emblems
You load a high powered, weaponized firecracker into your prosthetic. As an action, you can Throw Firecrackers, releasing a band of firecrackers that explode in 3 adjacent 5-foot-cube within 5 feet of you. Each creature in the area must succeed on a Wisdom saving throw or else become stunned until the end of its next turn. Beasts have disadvantage on their saving throw. The first time each round you attack any enemy blinded this way, you gain your Counter Attack damage bonus. Success or not, you are considered to be lightly obscured from any targets of this ability until the end of your current turn. The explosions are harmless, but extremely loud and can terrify beasts and less intelligent creatures. If a creature with an intelligence score of 8 or less can see and hear the firecrackers (Audible out to 120ft) they must succeed a intelligence saving throw or become frightened for 1 minute.
- Firecracker Upgrades
- 1) Spring Loaded: When you Throw Firecrackers, you can as a bonus action charge up its spring mechanism. When you do so, the firecrackers' area of effect expands to a 10-foot-radius circle centered on you.
- 2) Long Spark: You create a special concoction to lengthen the blast of the firecracker. When you apply this upgrade, the explosion persists for several seconds after the initial firing. At the start of your next turn, any creature standing in the area of effect must attempt the saving throw again, suffering normal effects on a failure. Additionally, any creature in the area has disadvantage on perception checks until the end of your next turn.
- 3) Purple Fume Spark (level 8 required): When you Throw Firecrackers, you can choose to delay its explosion. When you do So, the firecrackers do not explode until the start of your next turn, and each creature that fails its saving throw against it takes an additional 3d8 damage the first time it takes damage from any source before the end of its next turn. In addition, it leaves a smoke of purple toxic gas that remains for 1 minute. A creature who enters the gas for the first time on a turn or ends its turn there must succeed a constitution saving throw or take 3d8 poison damage, half as much on a success.
Grappling Hook[edit]
- Spirit Emblem Cost: None
The Grappling Hook comes automatically installed into the Shinobi Prosthetic and does not counter the number of Prosthetic Tools that can be prepared.
As an action, you can launch your grappling hook at an object up to 30 feet away from you. If your grappling hook can wrap around the object and the object is heavy enough to support your weight, you are then pulled towards the object and land on your feet. Otherwise, you are not pulled and your grappling hook returns to you. If there is no place for you to land on or adjacent to the object, you are pulled a further 15 feet past the object and then fall.
(Examples of objects you should be able to grapple onto and land near include thick tree branches, a small-to-medium-sized statue atop a roof, or a sturdy wooden post anchored on the edge of a cliff.)
Loaded Spear[edit]
- Spirit Emblem Cost: 1 Spirit Emblems
As an action, you can make a Launch Spear attack, a melee weapon attack against a creature your size or smaller within 10 feet of you. On a hit, a creature takes 1d8 piercing damage and you can choose to force it to make a Strength saving throw. On a failed save, a creature is pulled directly towards you into an unoccupied space adjacent to you.
- Loaded Spear Upgrades
- 1) Quick-reset mechanism: When you make a Launch Spear attack, you can as a bonus action charge up its spring mechanism to deal an extra 2d8 damage on a hit. You can move up to 10 feet straight towards your target before you make the attack. In addition, Your loaded spear can be reloaded with a bonus action, instead of an action. Also, the Loaded Spear counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
- 2) Loaded Spear Cleave Type: A Loaded Spear further reinforced with an enhanced spring mechanism. Store energy in the spring mechanism for a powerful cleaving attack. When you make a Launch Spear attack, you can as a bonus action charge up its spring mechanism to target a 10-foot-radius circle around you, making a separate attack roll against each creature in the area. In addition, the Loaded Spear counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
- 3) Spiral Spear: The damage of your Launch Spear attack increases to 2d8. Furthermore, when you charge up its spring mechanism, the extra damage you deal increases to 4d8, and you can target a 10 feet long 5 feet wide line of creatures up to 10 feet from you, making a separate attack roll for each creature. Lastly, you gain a +1 bonus to attack and damage rolls with Launch Spear attacks.
- 4) Leaping Flame: The damage of your Launch Spear attack increases to 3d8 and you deal an extra 2d8 fire damage on a hit. A creature hit by a Launch Spear attack must succeed on a Constitution saving throw or else become burned. In addition, your bonus to attack and damage rolls with Launch Spear attacks increases to +2.
Flame Vent[edit]
- Spirit Emblem Cost: 3 Spirit Emblems
You load oil and gunpowder into a metal tube connected to your prosthetic, allowing you to light the flammable substance ablaze and create a devastating blast of fire. As an action, you can force creatures in a 10ft cone in front of you to make a dexterity saving throw. On a failure, a creature takes 2d8 fire damage, plus your intelligence modifier. A creature takes half as much damage on a success. The blast ignites flammable objects in the area that arent being worn or carried.
- Flame Vent Upgrades
- 1) Spring-Load: A Flame Barrel fitted with a gunpowder-loaded mechanism. Deals damage to enemies with gouts of fire. The spring mechanism can also be charged to release a massive blast of flames and hot air, sending opponents flying. When you make a Flame Vent attack, you can as a bonus action charge up its spring mechanism. When you do so, it becomes a Spring-load Flame Vent attack, targeting a 15-foot-cone. Creatures in the area take 5d6 fire damage, are pushed back 10 feet, and gain the burned condition on a failed Dexterity save, or half damage on a success. You are then pushed 10 feet directly away from the direction of the blast. Once you use this upgrade, you can't do so again until you spend an action to reset the spring.
- 2) Okinaga's Flame Vent (level 5 required): When you use your Flame Vent attack, you can choose to Belch Flames. While Belching Flames, your speed is reduced to 10 feet, and whenever a creature enters for the first time or ends its turn in a space within 10 feet of you, it must make a Dexterity saving throw. It takes 3d6 fire damage on a failed save or half as much on a success. You can continue Belching Flames on subsequent turns by using an action at the start of each of your turns. You can choose to burn objects within 10 feet of you in this way. You cannot use reactions while Belching Flames. Also, the damage dice of your Flame Vent and Spring-load Flame Vent attacks increase from 2d8 and 5d6 to 3d8 and 7d6 respectively.
- 3) Lazulite Sacred Flame (level 10 required): The damage dice of your Flame Vent and Spring-load Flame Vent attacks increase from 3d8 and 7d6 to 4d8 and 9d6 respectively. However, your Spring-load Flame Vent attack can no longer apply the burned condition. Undead creatures take two additional dice of fire damage, and Lazulite Sacred Flame ignores resistance and immunity to fire damage against undead creatures.
Loaded Umbrella[edit]
- Spirit Emblem Cost: 1 Spirit Emblems
As an action, you can Unfold Umbrella, spreading the iron-ribbed fan blades above your head When you do so, your speed is reduced to 15 feet, you must maintain concentration , and you have three-quarters cover against all weapon attacks that do not sweep low to the ground. While your Umbrella is Unfolded, you cannot take any other action. This lasts until you lose concentration, which you can choose to do at a time during one of your turns (no action required by you). You can also Unfold Umbrella as a reaction to being the target of an attack or effect. While the umbrella is extended you cannot use deflect or the attack action. You can retract an extended umbrella on your turn as a bonus action.
- Umbrella Upgrades
- 1) Magnet Umbrella: While your Umbrella is Unfolded, when you get hit by an attack, you can as a reaction spin your Umbrella to force the attacking creature to reroll their attack and take the second result. Also, the DC to maintain concentration on Unfold Umbrella is reduced by 5.
- 2) Phoenix's Lilac Umbrella: While your Umbrella is Unfolded, any fire damage you would take from a source other than yourself is reduced to 0 and any cold damage you take is reduced by half. In addition, you automatically succeed on saving throws against the Burn condition. Finally, When an enemy hits you with an attack while you have the umbrella extended, they take 1d8 fire damage.
- 3) Divine Umbrella: You infuse your iron umbrella with divine energy. While your Umbrella is Unfolded, any necrotic damage you would take from a source other than yourself is reduced to 0 and you automatically succeed on saving throws against the charm and frightening conditions. In addition, you count as full cover against effects originating from fiends and undead.
Sabimaru[edit]
- Spirit Emblem Cost: 1 Spirit Emblems
A weapon coated in a potent poison, ideal for rapid strikes with the intent to poison the enemy. You can draw the short sword from your Shinobi Prosthetic as part of the attack you make with it. You cannot be disarmed of the short sword. On a hit, a target must succeed a constitution saving throw against your tool DC or become poisoned for 1 minute. A target can use an action to make another constitution saving throw against the poison, ending the effect on a success.
The Sabimaru has the same stats as a magical short sword. Your Sabimaru attacks deal an extra 1d4 poison damage on a hit.
Sabimaru uses a special, valueless poison that the Shinobi can always create. If a Shinobi comes across other poisons, he can use those poisons with Sabimaru. Any applied poisons persist on Sabimaru until an attack from Sabimaru successfully poisons a target.
- Sabimaru Upgrades
- 1) Improved Sabimaru: When you engage in Two-weapon Fighting with the Sabimaru, the weapon in your other hand also deals an extra die of poison damage on a hit. In addition. your Sabimaru attacks gain a +1 bonus to attack and damage rolls.
- 2) Piercing Sabimaru: Once per turn, when you make two or more Sabimaru attacks against the same creature, it must succeed on a Constitution saving throw or else take 2d4 poison damage. In addition, the Sabimaru's poison ignores resistance to poison damage and your sabimaru attacks have advantage against targets wearing heavy armor, benefitting from natural armor, and using shields.
- 3) Lazulite Sabimaru: The extra poison damage you deal with Sabimaru attacks, as well as with the weapon in your other hand while Two-weapon Fighting, increases to 2d4. Also, the bonus to your Sabimaru attack and damage rolls increases to +2. Fiends and Undead can be affected by its poison, even if they are immune to poison.
Mist Raven[edit]
- Spirit Emblem Cost: 1 Spirit Emblems
This collection of magically infused feathers grants you the grace and evasion of the infamous bird for which the tool gains its name, The Mist Raven. When you become the target of an attack or effect you can see, you can as a reaction Release Feathers. When you do so, the attack or effect automatically misses, and you teleport to an unoccupied space 15 feet from or vertically above your original position.
- Mist Raven Upgrades
- 1) Aged Feather: In addition to when you become the target of an attack, you can as a reaction Release Feathers when you take non-psychic damage and when you are forced to become prone. If you Release Feathers in response to taking damage, the damage is reduced by half.
- 2) Great Feather (level 10 required): When you Release Feathers, the line through your original position and the position you teleport to becomes engulfed in flames. Creatures within 5 feet of the line must make a Dexterity saving throw, taking 5d8 fire damage and becoming burned on a failed save, or half as much on a success. If you teleported vertically above your original position, then the fire instead targets creatures in a 10-foot-radius circle around you when you land back on the ground.
Divine Abduction[edit]
- Spirit Emblem Cost: 3 Spirit Emblems
A pair of red fans designed to look like autumn leaves, these fans can be used to momentarily spirit enemies away, leaving them vulnerable to attack when they return.
As a bonus action on your turn, you can wave the fans to whip up a vortex of wind around you. This vortex persists until the end of your next turn, during which time ranged weapon attacks against you are made with disadvantage.
As an action, you can Gather and Release Wind When you do so, each creature of your choice within 10 feet of you must succeed on a Charisma saving throw or else lose its reaction and grant advantage to the next attack made against it before the end of your next turn. While a creature is effected by this until the end of your next turn, your next attack against him benefits from your Counter Attack feature.
- Divine Abduction Upgrades
- 1) Double Divine Abduction: When you Gather and Release Wind, you can Gather and Release Wind one more time as a bonus action before the end of your turn.
- 2) Golden Vortex (level 7 required): The Divine Abduction momentarily banishes the enemy to a place of gratitude and satisfaction, encouraging generosity. When an enemy is hit by the second half of the attack, an item of the GM’s choice is removed from their possession, appearing in your pocket or falling on the ground next to you if it is too large to fit in your pocket. This often causes an enemy to lose their weapon, shield or spellcasting focus.
Finger Whistle[edit]
- Spirit Emblem Cost: None
As an action, you can Finger Whistle. When you do so, a loud whistling sound emits from your position, and creatures within 120 feet of you that can hear become alert and will move towards that position on their turns. Alternatively, when you Finger Whistle, you can choose 1 creature you can see within 60 feet of you. Only that creature will hear your Finger Whistle and be drawn to the area where you used it. If you are hidden from a creature when you Finger Whistle, it does not automatically cause you to stop being hidden. If a beast with an Intelligence score of 8 or less hears the whistle, it instead becomes hostile to all other creatures it can see for 1 minute. Once you Finger Whistle 3 times, you cannot do so again until the end of your next short or long rest.
- Finger Whistle Upgrades
- 1) Mountain Echo: When you Finger Whistle, you can choose to delay the effect until the end of your turn. When you do so, the whistling sound emits from the position where you used Finger Whistle, not from your position at the end of your turn.
- 2) Malcontent: Each undead and fiend creatures that hears your Finger Whistle from within 60 feet of the whistle sound's position becomes stunned until the end of your next turn.
Hand Cannon WIP[edit]
- Spirit Emblem Cost: 3 Spirit Emblems
This Hand Cannon can be used either for close quarters or range. Each has its strengths to deal with situations at hand.
- Cannon Mode: As an action, you can fire against a single target with normal range of 15 feet and a maximum range of 30 feet. On hit, the target takes 4d10 bludgeoning damage and must succeed on a DC strength saving throw or be pushed back 15 feet and knocked prone. Once fired, it takes an action to reload and the cannon's thunderous report can be heard up to 100 feet away.
- Fist Mode: As an action, you can target a creature within 5 feet and make a powerful strike. Make a melee Prosthetic tool attack roll against the target. On a successful hit, roll a number of d10s equal to half your proficiency bonus (rounded down) plus your unarmed damage, causing bludgeoning damage equal to that amount.
- Hand Cannon Upgrades
- 1) Powerful Recoil: The spring mechanism can also be charged to release a massive blast, sending opponents flying. When you make a Hand Cannon attack with either modes, you can as a bonus action charge up its spring mechanism. When you do so, it becomes a Spring-load Hand Cannon attack, each with its own benefits:
Cannon Mode: Each creature between you and your main target must roll a DC Dexterity saving throw, or take the damage that the main target would receive. You are then pushed 10 feet directly away from the direction of the blast. In addition, creatures taking cover no longer benefit from it with the exemption of a Full Cover.
Fist Mode: You change your Fist Mode from being a single target to a 10 foot cone. Each creature must roll a DC Strength saving throw, or be pushed back 20 feet and knocked prone. On a successful save, they only take half damage and no additional effects. If a creature is pushed into an object before reaching the full range of being pushed back, they also becomes Incapacitated until the end of their next turn. In addition, you are then pushed 20 feet directly away from the direction of the blast.
- 2) Double Barrel: Your Cannon mode can fire an additional time before needing to reload.
- 3) Bone Breaker:
- 4) Divin Railgun:
Back to Main Page → 5e Homebrew → Classes → Sekiro (5e Class)
Back to Main Page → 5e Homebrew → 5e Other