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Feb 19th, 2020
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  1. FISHERMAN'S QUARTERSTAFF
  2. Quarterstaff, very rare (requires attunement)
  3.  
  4. You gain a +2 bonus to attack and damage rolls made with this magic weapon. As a bonus action, you can transform this weapon into a fishing rod or back into a quarterstaff. While in its fishing rod mode, this weapon loses its +2 bonus to attack and damage rolls, but gains access to a few additional properties. When one of these properties is used, it can’t be used again until the next dawn.
  5.  
  6. Net.
  7. You can use an action to conjure a large net over a 10 foot square area within 30 feet. Each creatures within this area must succeed on a DC 17 Dexterity saving throw or be trapped under the net. A trapped creature is considered restrained. This net has no effect on creatures that are Huge or larger. A creature can use its action to make a DC 17 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 10) also frees a creature and destroys the net.
  8.  
  9. Fish.
  10. Whenever you hit a creature with the fishing rod, you can use your bonus action to attempt to curse its weapon. That creature must succeed on a DC 17 Charisma saving throw or have its weapon transformed into a fish of appropriate size until the end of its next turn. While the creature’s weapon is a fish, it deals 1d4 + Strength modifier bludgeoning damage and is not considered magical for the purpose of overcoming resistances.
  11.  
  12. Hook.
  13. You can use your action to launch a large hook attached to a powerful fishing line at a creature within 30 feet. Make an attack roll against the creature with a +10 bonus to hit. On a hit, the creature takes 1d8 piercing damage and becomes impaled by the hook. It remains hooked until a creature uses its action to remove the hook or cut the line, or until you transform your weapon back into a quarterstaff. While you have a creature hooked, it cannot move more than 30 feet away from you and you can use your bonus action to try to pull it 10 feet closer to you. The creature must make a Strength saving throw versus against 8 + your Strength modifier + your proficiency bonus, being pulled on a failed save.
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