Wondrous Item, varies

This small dark blue metallic object has red lines that web out across the whole body that connect to a singular red gem where they begin to glow upon the activation of the Antimatter Grenade. This magical item can only be crafted by a 10th level or higher Artificer and the materials to make the Antimatter Grenade can not be duplicated by the Artificer class feats. Parts to create this magical item are up to the DM's discretion though it is powered by an energy cell (the red gem). Though small, this grenade can range in explosive power depending on how charged the creator can make the cell.

As a bonus action, a creature and push the gem inwards at which the lines and gem will begin to glow a deep red. Once armed, the grenade will explode within seconds. As an action, the wielder can hurl the grenade up to 60 feet or 120 feet if they use a Grenade Launcher. At the end of their turn, the grenade explodes. Depending on the size strength of the Antimatter Grenade, all creatures within range must make a DC Dexterity saving throw taking the corresponding damage on a failed save or half as much on a successful one.

A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

SIZE DC RADIUS DAMAGE RARITY
Antimatter Grenade - Tiny Charge (5%) 5 10 feet 3d6 necrotic + 5d6 piercing  Rare
Antimatter Grenade - Small Charge (10%) 10 20 feet 3d8 necrotic + 5d6 piercing  Rare
Antimatter Grenade - Medium Charge (25%) 15 40 feet 6d8 necrotic + 5d6 piercing  Very Rare
Antimatter Grenade - Large Charge (50%) 20 50 feet 6d8 necrotic + 5d6 piercing  Very Rare
Antimatter Grenade - Huge Charge (75%) 25 80 feet 8d8 necrotic + 5d6 piercing  Legendary
Antimatter Grenade - Gargantuan Charge (100%) 30 100 feet 10d8 necrotic + 5d6 piercing  Legendary

 

Notes: Damage: Necrotic, Damage: Piercing, Art by Tamera McGillivray, Damage, Artificer

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Item Tags: Damage Artificer

RaamtheDM

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