Text | This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:
• You can breathe water.
• You gain a swimming speed equal to your walking speed.
Ruidium Strike:
A creature you hit with this weapon takes an extra 2d6 psychic damage.
Ruidium Corruption:
When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.
If Ruidium Is Destroyed:
If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, longbow
Source: Critical Role: Call of the Netherdeep p. 216 |