Spelljammer 5e: Kobold Flame Cannon


Spelljammer: Ship Weapon Upgrades (5e)
Spelljammer: Ship Weapon Upgrades (5e)

We are JBE have decided to try our hand at the DMs Guild. Specifically, I’m writing for Spelljammer because I’m enjoying the game I’m in right now. Sure, I’ve thought of giving the DMs Guild a try before, but I could never find the right product idea. For Spelljammer, we had a great idea.

Our first title will be a short test product: Spelljammer: Ship Weapon Upgrades. This book has a number of ship weapons you can replace your standard ballista and mangonel with. While it is nowhere stated that kobolds are in Spelljammer, I have a hard time believing those wonderful, honorable, scaly engineers haven’t made it there. So this is the weapon they’d create for their ships. Either that or they’d just sell them.

We hope you enjoy this first preview. Check out all our 5e products at DriveThruRPG.

Kobold Flame Cannon (Crew: 4)

When kobolds went to the wildspace, they wanted to take dragon fire with them. So they created flame cannons. Unfortunately, those cannons tend to explode.

Armor Class: 13
Hit Points: 20
Cost: 30 gp (kobold flame cannon), 1 gp (tarball)
It takes 2 actions to load a kobold flame cannon, 1 action to aim it, and 1 action to fire it.
Flaming tarball. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 16 (3d10) bludgeoning damage and 7 (2d6) fire damage. On a critical hit, the fire damage is persistent. On a critical failure, the cannon explodes, dealing 7 (2d6) fire damage to the weapon’s operating crew that fail a DC 13 Dexterity saving throw.

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