-Name: Stun Rod / Requirements: Shocking Grasp and Intelligence Score of 15 or higher in order to construct the device/ Construction Method: Smith / Components: Iron for main body, Carbon (coal) for resistor to reduce amps, Wire (made of iron or other material).
Attack: Damage from Shocking Grasp is reduced from 1d8 to 1d4. A target that is hit by this attack has to make a constitution save (13) or be stunned for One Turn. A target that is equal to or greater than a size of large and/or resistant to electrical damage cannot be stunned by this attack.
When Shocking Grasps damage levels up, instead of increasing damage, the save check increases by 2 (lv 5 = 15, lv 11 = 17, lv 17 = 19).
-Name: Flash Bang? (Minus the Bang...) / Requirements: Shocking Grasp and Intelligence Score of 15 or higher to construct the device / Construction Method: Smith and glass blower/ Components: Iron base with thin wire. Filament is Single-use; Glass bulb can be recovered.
Use Item Action + Shocking Grasp: Using Shocking Grasp, this object illuminates in a blinding light as the filament within burns. For 1 turn, any creature that fails to make a wisdom saving throw is blinded for 1 turn. Essentially, the idea for this would be to have a glass shaped object (doesn't necessarily have to be in the shape of a light bulb; could be a glass block) with a metal base that the person would hold in their hand. When used, It'd give off the same flash you'd get from a camera. The filament would be vaporized, but the light output would be pretty disorienting in the heat of battle. Good for a few things including throwing off a enemies attack, surprise round, or to flee/hide while they are blinded for 1 turn.
-Name: Steam Grenade / Requirements: Heat Metal Spell / Construction Method: Smith / Components: A sealed metal container w/ at least 1/4inch thick walls and shrapnel (optional: wooden handle wrapped in leather to hold for throwing (use at your own risk))
Throw / Action + Concentration: Filling a sealed container with water and then heating it to create steam puts the container under immense pressure. For every turn that the Heat Metal spell is maintained on this object, the damage increases by 1d6 and its range increases by 5ft. At the end of your turn and as long as the object is concentrated on with the Heat Metal Spell, roll a 1d4. On a 4, the object detonates dealing fire and bludgeoning damage; this damage is blocked by cover. At 5 turns of concentration, the object explodes automatically at the end of your turn. (1d6 at 5ft, 2d6 at 10ft, 3d6 at 15ft, 4d6 at 20ft, 5d6 at 25ft)
Stage 1: 1d6 bludgeonining / Stage 2: 1d6 bludgeonining + 1d6 fire / Stage 3: 2d6 bludgeonining + 1d6 fire / Stage 4: 2d6 bludgeonining + 2d6 fire / Stage 5: 3d6 bludgeonining + 2d6 fire
(Potential Upgrade: Pressure gauge: Design a way to gauge the internal pressure. Instead of worrying about the thing blowing up in your hands randomly, you have a far better idea of when it's going to blow. When rolling the d4 at the end of your turn, upon rolling a "4" you can use your reaction to throw the device if it is currently being held by you.)
(Potential Upgrade: Primer: Does not matter what stage the grenade is at, once thrown and upon hitting a solid object/structure, it detonates)
The reason for the d4 rolls is that you are essentially creating a makeshift grenade form less than optimal materials/conditions. If you can manage to procure better materials (adamantite), you can essentially guarantee that it will go off only after 5 turns and at maximum damage. <also helps with scaling where you don't want a lv 3 character to essentially walk around with a "quirky" fireball spell.
PS: if you are wondering where i got this idea, look up mythbusters when they were testing whether or not a hotwater heater could blow a hole through a roof.
Will add more concepts as they come to mind, but just wondering if these currently would be permissible/balanced enough as is.
-Name: Stun Rod / Requirements: Shocking Grasp and Intelligence Score of 15 or higher in order to construct the device/ Construction Method: Smith / Components: Iron for main body, Carbon (coal) for resistor to reduce amps, Wire (made of iron or other material).
Attack:
Damage from Shocking Grasp is reduced from 1d8 to 1d4. A target that is hit by this attack has to make a constitution save (13) or be stunned for One Turn. A target that is equal to or greater than a size of large and/or resistant to electrical damage cannot be stunned by this attack.
When Shocking Grasps damage levels up, instead of increasing damage, the save check increases by 2 (lv 5 = 15, lv 11 = 17, lv 17 = 19).
-Name: Flash Bang? (Minus the Bang...) / Requirements: Shocking Grasp and Intelligence Score of 15 or higher to construct the device / Construction Method: Smith and glass blower/ Components: Iron base with thin wire. Filament is Single-use; Glass bulb can be recovered.
Use Item Action + Shocking Grasp:
Using Shocking Grasp, this object illuminates in a blinding light as the filament within burns. For 1 turn, any creature that fails to make a wisdom saving throw is blinded for 1 turn.
Essentially, the idea for this would be to have a glass shaped object (doesn't necessarily have to be in the shape of a light bulb; could be a glass block) with a metal base that the person would hold in their hand. When used, It'd give off the same flash you'd get from a camera. The filament would be vaporized, but the light output would be pretty disorienting in the heat of battle. Good for a few things including throwing off a enemies attack, surprise round, or to flee/hide while they are blinded for 1 turn.
-Name: Steam Grenade / Requirements: Heat Metal Spell / Construction Method: Smith / Components: A sealed metal container w/ at least 1/4inch thick walls and shrapnel (optional: wooden handle wrapped in leather to hold for throwing (use at your own risk))
Throw / Action + Concentration:
Filling a sealed container with water and then heating it to create steam puts the container under immense pressure. For every turn that the Heat Metal spell is maintained on this object, the damage increases by 1d6 and its range increases by 5ft. At the end of your turn and as long as the object is concentrated on with the Heat Metal Spell, roll a 1d4. On a 4, the object detonates dealing fire and bludgeoning damage; this damage is blocked by cover. At 5 turns of concentration, the object explodes automatically at the end of your turn. (1d6 at 5ft, 2d6 at 10ft, 3d6 at 15ft, 4d6 at 20ft, 5d6 at 25ft)
Stage 1: 1d6 bludgeonining / Stage 2: 1d6 bludgeonining + 1d6 fire / Stage 3: 2d6 bludgeonining + 1d6 fire / Stage 4: 2d6 bludgeonining + 2d6 fire / Stage 5: 3d6 bludgeonining + 2d6 fire
(Potential Upgrade: Pressure gauge: Design a way to gauge the internal pressure. Instead of worrying about the thing blowing up in your hands randomly, you have a far better idea of when it's going to blow. When rolling the d4 at the end of your turn, upon rolling a "4" you can use your reaction to throw the device if it is currently being held by you.)
(Potential Upgrade: Primer: Does not matter what stage the grenade is at, once thrown and upon hitting a solid object/structure, it detonates)
The reason for the d4 rolls is that you are essentially creating a makeshift grenade form less than optimal materials/conditions. If you can manage to procure better materials (adamantite), you can essentially guarantee that it will go off only after 5 turns and at maximum damage. <also helps with scaling where you don't want a lv 3 character to essentially walk around with a "quirky" fireball spell.
PS: if you are wondering where i got this idea, look up mythbusters when they were testing whether or not a hotwater heater could blow a hole through a roof.
Will add more concepts as they come to mind, but just wondering if these currently would be permissible/balanced enough as is.