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Ultramodern5 Redux

Thor Cannon

Weapon

Very Rare

Heavy, nuclear, reload (special)

D&D Firearm Rules

Check Weapon Properties & Groups for Heavy & Nuclear properties

Weapon Properties

Weapon Groups

Both the Thor Cannon and the Vapor Rifle are presented as alternate takes on established technology. Where the vapor rifle branches off plasma technology, the thor cannon is spun off from a particle beam. Although damage output is unchanged, the thor benefits from being able to charge up to deliver powerful blasts. It also runs off its own miniature thorium-based nuclear fusion reactor (thus the origin of its name as a result, it never runs out of ammo.

Charge (1st level):
If wielding a thor cannon, you can spend a bonus action to charge the weapon, increasing its damage by one step (1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). This can only be done once per turn and only while holding the weapon. This is cumulative with each successive round until the weapon is fired, in which case the damage reverts back to baseline. If you drop the cannon or holster it, the charge is lost.

Deflection (3rd level):
The particle beam of a thor cannon can deflect off objects if at the right angle. You can ignore cover on a target if there is a wall within ten feet of the same target.

Vector (6th level):
If a Large or smaller target is struck by a max-level blast, it is pushed 20 feet.

Blast Jump (8th level):
If you charge the thor cannon and fire it directly at the ground, you can benefit from an assisted jump. For each step above baseline, you jump 10 feet either vertically or horizontally (for example, if you do a running jump before activating, so at a full charge of 2d10, you can leap 50 feet without making a check).

Type Damage Damage Range
Simple Ranged 1d8 Radiant 300/1200ft

Cost: N¥ 30.000
Weight: 30lb.


Created by

FBF13.

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Item

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