As the Artificer Apprentice looked at the mounds of kindling and heavily perforated metal on the test field, she could only wonder what it would be like if it were the new delayed fireball pellets had been loaded into the experimental Shrapnel Charge instead of the scrap adamantine shavings they had. A random passerby of the bureaucratic tour group commented how "...they don't understand why one would fire experimental weapons at a short pile of rubble like that...". The Apprentice Artificer hearing this, loudly and nonchalantly commented "Wow Sir, this new charge works great against Armored Mannequins". The Bureaucrat was left pale faced and horrified.
Shrapnel Charges are a specialized munition utilizing a thin shell and a chamber of metal filings or ball bearings with a small explosive pack which can be fired at a target to penetrate and then expel its contents, or it can be magically timed to detonate and expel the contents prior to impact.
Magic Weaapon: All attacks made with this Charge have a +1 to hit and +1 to damage.
Penetration: Due to the thin outer shell, Shrapnel Charges only perform well against armor no greater than 1 inch thick. If the material being impacted is less dense than steel, it has a higher penetration depth, if more dense than steel, it has a lower penetration depth.
Castles and Knights: This Charge releases a swarm of 50 steel pellets upon detonation. During crafting of the charge, the pellets may be replaced (at your DM's discretion) with Alchemical reagents or if a successful Arcana and Tinker Tool check is made, spells may be stored in the Charge.
• Castles: If timed properly, this Charge will detonate after penetration. If the Charge penetrates, it deals 2d8 piercing damage then detonates, dealing 50d2 piercing damage to anything within a 50ft long by 20ft wide cone on the other side of the point of penetration/impact. If in an open area, a DC15 Dex saving throw may be made to only take half damage. If in an enclosed area there is no saving throw to avoid damage. If this charge fails to penetrate the intended target, it still detonates, dealing 50d2 piercing damage in a 50ft diameter area, all creatures must make a DC15 Dex saving throw for half damage upon success. If Dex save is failed, take full damage.
• Knights: If timed properly, this charge will detonate prior to impact, dealing 50d2 piercing damage to anything within a 50ft long by 20ft wide cone. If in an open area, a DC15 Dex saving throw may be made to only take half damage. If in an enclosed area there is no saving throw to avoid damage.
Timing is Everything: This Charge can be timed to detonate 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.
To craft a Shrapnel 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: Damage: Piercing, Damage, Combat, Bane, Ammunition, Heavy, Range, Two-Handed, Slow
Previous Versions
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12/10/2023 10:30:40 PM
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32
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6
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Coming Soon
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