Wondrous Item, rare (requires attunement)

One of Gnomeo's inventions. As with any Grand Gnomeo Invention (GGI), it requires further field testing and may be improved by the user if they are a skilled artificer or a spellcaster. The item might as well lose some of its power during the travels due to it being a prototype of a crazy gnome!

The bag has 10 charges for the following properties. It regains d6+2 expended charges daily at dawn. You can spend charges to pull out of the bag certain explosives. The explosives you've created disappear after 24 hours. The items and their cost are described below. When thrown or rolled, make a Dexterity (Sleight of Hand) check, Strength (Athletics) check  or ranged attack depending on the situation (at the DM discretion).

As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.The DM determines where the grenade detonates.  Due to the delay, all creatures who see the grenade being thrown may make a saving throw to dive behind cover or go prone to fully or partially avoid the effects of the explosion, depending on the grenade.

The DC = 8 + Proficiency bonus + Dexterity modifier.

  • Smoke bomb (2 charges). One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
  • Flashbang Grenade (2 charges). All creatures in a 15 feet radius that can see the explosion must make a Constitution saving throw or become blinded and deafened till the end of their next turn.
  • Blast Grenade (4 charges). All creatures in a 15 feet radius that can hear the explosion must make a Constitution saving throw or become deafened and confused till the end of their next turn.
  • Framentation Grenade (5 charges). This grenade is specifically designed to be damaging more though the fragmentation of the grenade body than blast effect, and is manufactured to fragment in specific patterns, allowing it to deal more damage than a typical metal casing. All creatures in a 20 feet radius must make a Dexterity saving throw, take 6d6 piercing damage on a failed save, or half that damage on a successful one. If the individual was behind cover, they take no damage from frag.
  • Willie Pete (10 charges). When WP explodes, the mixture begins burning and flowing out of the grenade naturally. Anything flammable that it touches as well as the area 10 feet off the explosion is ignited and catches fire. All creatures in a 10 feet radius must make a Dexterity saving throw or take 4d8 fire damage on a failed save, or half that damage on a successful one. Every creature who moves into the ignited area, starts its turn in it has to roll Constitution saving throw or become blinded until the start of their next turn on a fail and take additional 2d8 fire damage  It catches other explosives on fire, and can detonate explosive charges (at the DM discretion). The mixture burns for 1 minute even when water is poured over it, unless in large amount. Extreme cold can put off fire instantly, such as the spell Cone of Cold.
  • Big Berta (10 charges). Glass bowl filled with green volatile mixture. When it explodes it creates a 10 feet radius acid pool, which melts metals where it flows. All creatures in a 10 feet radius must make a Dexterity saving throw or take 6d4 acid damage on a failed save, or half that damage on a successful one. Every creature who moves into the acidic pool or starts their turn in it has to roll Constitution saving throw or lose 2 AC until the start of their next turn on a fail and take additional 4d4 acid damage  It catches other explosives on fire, and can detonate explosive charges (at the DM discretion). The mixture burns for 1 minute.
  • EMP Grenade (10 charges). Glass bowl with a blue orb inside of it that arc lightning at the glass. When it explodes it creates a 20 feet radius EMP blast that temporarily disables all the magical effects that were affecting the objects and creatures inside of it until the end of your next turn. All creatures in a 20 feet radius must make an Constitution saving throw or lose concentration on the spells they were concentrating on. The explosion does not permanently dispell spells affecting the creatures or objects inside it, just suppresses them for the duration.

As a bonus action a person can recharge the bag by spending a spellslot. The number of charges regained is equal to twice the level of the spellslot spent.

Tinker's Blessing. Attuned user gains proficiency in tinker tools.
Masterwork. You can pull out a random (DM's choice) magical item of rare or lower rarity from the bag. Using the bag in this way destroys the bag and it turns into a normal bag.

Notes: Proficiency: Tinker's Tools, Control, Utility, Combat, Artificer

Previous Versions

Name Date Modified Views Adds Version Actions
6/1/2019 1:11:09 AM
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1.0
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6/1/2019 1:12:02 AM
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6/1/2019 1:56:13 AM
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6/1/2019 2:17:07 AM
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6/1/2019 2:31:28 AM
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1.3
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6/1/2019 9:17:12 PM
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6/1/2019 9:21:39 PM
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1.5
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Item Tags: Control Utility Combat Artificer

xGrayWolf

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