Light blossomed in the middle of the Testing field as heat and pressure washed over the Apprentice Artificer. Staring in awe and excitement she realized even from afar... that fireball was hotter and more intense than it would be from a normal wizard spell... maybe it was a good idea to stand back a little farther this time and not end up with her eyebrows burned off like the Master of Mages did during the last test they performed.
High Explosive Charges are an Ancient Artificer design based on the Wizard's Fireball spell.
Magic Weapon:
Danger Zone: Upon impact, the Charge creates a 20 foot radius sphere of explosive fire and force damage, penetrating up to 37mm of any non magically protected surface with explosive force alone.
Big Bada Boom: Anything the Charge impacts takes 6d12+2 fire/force damage, everything else within the explosive sphere must make a DC15 Dex save in an open area or DC18 Dex save in an enclosed area to save for half damage. If a creature fails the saving throw it must make a DC20 Con save or bleed internally for 3d6 rounds taking 2d6+2 bludgeoning damage per round till healed. If the Con save is failed and the creature is less than 20 HP, the creature will become unconscious and bleed internally for 6d6 rounds taking 2d6+2 bludgeoning damage per round or until healed.
Timing is Everything: This Charge can be timed to explode before or upon impacting an object or creature with a DC 10 Tinker's Tool crafting check. If the object fails to impact the object or creature, the explosion will still detonate at the end of the timer. All creatures within the area of effect that are size category Large or smaller are pushed 10 feet away from the point of impact.
No Fly Zone: If a flying creature is struck with a High Explosive Charge it must make a DC15 Dex save or be knocked prone as long as it is size category huge or smaller.
To craft a High Explosive Charge, you need the blueprint or to purchase it from an Artificer who has the blueprints or is proficient in crafting them. Players can craft all Charges or take any Charges found during adventuring to an Artificer for a blueprint of the Charge to be made.
Proficiency with a Longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Replace Damage Type: Force, Damage, Combat, Bane, Ammunition, Heavy, Range, Two-Handed, Slow
Previous Versions
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12/10/2023 8:29:33 PM
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Coming Soon
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