Soccer Ball (5e Equipment)

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Finally, a Soccer Ball, who doesn't know what a Soccer Ball is? The core of the well known sport named Football or Soccer.

Now we finally have a soccer ball in 5e, but how do you play with it?

Mechanics assuming the user in question is proficient:

  • The First creature within 5 feet of the ball is its Possessor, when a creature possesses the ball they may move with it using their movement speed, if they attempt to dash However, they must make a Dexterity save equal to their Hissatsu Save DC or DC 18 if they're not a Hissatsu Soccer Player or the ball moves a number of feet equal to half their movement speed out of their reach.
  • If the Possessor passes by a hostile creature, the creature may take an opportunity attack against the ball using the possessor's AC (hereon Opportunity Shot).
  • To shoot the ball, the Possessor or a creature that attacks it must make an attack roll against the ball, the ball has 6 AC to its possessor or if it isn't possessed otherwise it uses the AC of the possessor or the last shooter, after hitting the ball with bludgeoning damage, it moves in a straight line up to the damage of the attack rounded to the nearest 5 (minimum of 5 feet) the damage may not exceed the total of the attack roll if no Hissatsu is used, and their strength is used as a damage modifier.
  • When the ball moves through another creature's space or within 5 feet of it, they may take an opportunity shot against the ball or roll a Dexterity save equal to the Save DC of the creature that moved it to possess it. Otherwise it keeps moving unhindered.
  • The ball falls at a rate of 60 feet per round if it's in the air.

Goalkeeping

  • When the ball is shot at the goal, the goal keeper may attempt to Block or Catch it as a reaction.
  • In an attempt to Block, the Keeper must contest their attack roll with the shooter's, blocking it on a hit and sending it a number of feet in a horizontal direction determined by the DM equal to the Keeper's unarmed strike damage rounded to the nearest 5 (minimum 5).

On the case that the shot was a Hissatsu Technique the keeper must also contest their damage with the shot's damage, subtracting their damage from the shot's damage, if the shot's damage is reduced to 0 it is blocked and moves a number of feet in a horizontal direction of their choice equal to the remainder of the keeper's damage rounded to the nearest 5 (minimum 5).

  • In an attempt to Catch The Keeper must make a Dexterity save, catching it on a success.

On the case that the shot was a Hissatsu Technique the keeper must also contest their unarmed strike's damage with the shot's damage, if the difference in damage is equal to the Keeper's Strength mod or less they catch it.

Cost: 5 gp
Weight: 1 lbs



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