"Alright Miss, with everything you've learned from the ancient canon what can you conclude about this Charge?" Inspecting the smaller charge, his Apprentice spoke while going over it in detail. "Well Sir, it's a smaller hunk of steel. I'm sure due to it's reduced mass and size it won't compare to the larger variant however I'm sure it will be considerably volatile none the less. I'm looking forward to seeing it fired." The Master Artificer beamed at her. "Yes indeed, now if you could slide it into the last link we'll go ahead and fire it with the Ring of Silence off for the first test firing. This is the newest discovery and I'm curious as to why this has a linkage system attached to it. The manual we found mentioned it being 'fully automatic'."
Armor Piercing Charges are magically treated to cause the highest piercing damage and destructive penetration Ancient Artificers could muster.
Magic Weapon: Attacks made with this Charge have +1 to hit and +1 to damage.
Penetration: This Charge can penetrate targets up to 87mm thick at a range of 32 feet and 85mm thick at 600 feet.
PING: Upon impact, this Charge deals 4d8 piercing damage.
No Fly Zone: If a flying creature size category huge is struck with an Armor Piercing Charge, it must make a DC15 Dex save or be knocked prone, if they are size category Large or smaller, it must make a DC20 Dex save or be knocked prone.
To craft an Armor Piercing 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.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Replace Damage Type: Piercing, Damage, Combat, Bane, Range, Two-Handed, Ammunition (Firearms), Reload, Sap
Previous Versions
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