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Particle Arrestor Beam in Dungeons & Dragons 5e

Dustriders

Particle Arrestor Beam

Weapon

Very Rare

Mastery Archetype: Exotic Ranged   Mods
  • Accessories
  • Sight
  • Stock
  •   Charges: 30 (each firing mode uses a different amount)   Fire Modes: Pulsed Arrestor Beam, Sustained Arrestor Beam, Shockwave Emitter   Cartridge: Power Cell   Maneuvers
  • Pulsed Arrestor Beam - As an Attack action, make an Attack roll against a single target of your choosing. On a successful attack, the weapon deals 12d4 Sundering IV Cold damage. The target must then make a Constitution saving throw against the weapon's save DC or be Frozen. If they succeed, their movement speed is reduced by half until the start of your next turn. Each following attack against that same target raises the weapon's save DC by a cumulative amount of 2.
  • Shockwave Blast - Fire a short-range concussive pulse that deals 4d12 Thunder damage in a 30ft. cone, expending 6 charges. Each target inside the area must make a Dexterity saving throw against the weapon's save DC. On a failed save, a target takes the rolled damage and is pushed back up to 30 feet in a straight line away from the user and is knocked prone. On a successful save, a target only takes half damage. Any unsecured objects inside the area are automatically pushed to the outer edge of the cone.
  •   Special Maneuvers
  • Freeze Substance - Apply the arrestor beam to an object or location as an Attack action, spending 1 charge for each 5ft. cube of objects or unoccupied spaces. You may apply this to up to 6 contiguous 5ft. cubic spaces of normal terrain or up to 12 5ft. cubes of water. The affected areas become frozen difficult terrain for a duration of 1 minute, and any targets that try to walk on it must succeed on an Acrobatics check against a DC of 10 or fall prone. This application also turns liquids into their ice forms for 1 minute or until fire damage is applied.
  • Sustained Beam - As an Action, you open up the beam's aperture fully and overcharge the cells, unleashing a 135 by 5 foot beam, for a duration of up to 3 of your turns. The beam deals 12d6 Cold damage and consumes 10 charges per turn. If there are less than 10 charges left in the weapon's power cell at the start of your next turn, the Action ends early. The beam moves with you, emanating from where you stand, and you can redirect it as an Action while it is your turn, or as a Reaction while it is not your turn. You can stop firing the beam at any point. If a target starts its turn inside the beam or enters it on their turn, they must make a Constitution saving throw against the weapon's save DC. On a failed save, the target takes the rolled damage and is Frozen. On a successful save, a target only takes half damage. Once the Sustained Beam ends, the weapon goes into a safety shutdown mode until the end of your next turn. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
  •   Properties
  • Sundering IV
  • Heavy
  • Particle Arrestor Beam - This weapon has a Save DC which targets must make a Constitution saving throw against with each Cold-based attack. The DC is equal to 8 + your Proficiency Bonus + your Intelligence modifier. Each subsequent attack against the same target on your turn with this weapon raises the Save DC by 2. On a failed save, a target is Frozen for 1 minute or until damaged by Bludgeoning, Fire, or Thunder damage. Targets consisting of fluids or gelatinous substances, and soft-bodied invertebrates have disadvantage on their saving throws against this effect. This weapon can also be used to cool down hot or molten objects, spaces, or targets to normal temperatures or freeze them. Lastly, it makes vehicle paneling brittle, and therefore vulnerable to Thunder damage.
  • Rechargeable - Expended ammunition will recharge fully after finishing a Long Rest.
  •   Special Properties
  • Beam Weapon - Instantaneous attacks grant higher precision and accuracy, granting twice the Proficiency Bonus on attack rolls inside the weapon's effective range. Beyond the weapon's effective range, the damage dice in an attack are reduced by 2 for this weapon.
  • CQC - This weapon has a bonus of +3 to hit against targets at distances between 30-10 feet. It also does not suffer disadvantage in melee.
  • Carapace Fracture - This weapon reduces the Armor Grade and Elemental Resistance Grade of a Frozen target by 2 for the rest of combat when they fail their saves against the Shockwave Blast maneuver. Their Armor Grade or Elemental Resistance Grade cannot be reduced further by the same maneuver.
  • Lockbreaker - This weapon can be used to break a locking mechanism or destroy it at the cost of 6 charges.
  •   Loading: Uses an Action to reload.   Jamming: This weapon does not jam.   Handling: 2-Handed

    Referred to sometimes as the 'Freeze Ray' the particle arrestor beam uses a closely-guarded design which allows the device to place matter in stasis through near-instantaneous cooling to temperatures well below freezing. This is both a weapon and a tool, as some materials' safe handling is dependent on them being supercooled. It is capable of freezing targets in their tracks from a relatively safe distance. It also utilizes a shockwave pulse emitter that can crack ice or break other brittle objects. Fluid substances like water freeze much more quickly when the Particle Arrestor Beam is applied to them as it has surface penetration when a material is translucent or semi-translucent.

    Type Damage Damage Range
    Martial Ranged 12d4 / 4d12 Cold 135/270 (3/6 hexes)


    Weight: 21lbs


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