Weapon (arrow), very rare

With the last round firing from the autocannon, smoke trailed from the end of the barrel, the smell of gunpowder in the air. "Well i'm not sure what I was expecting originally but after that... the Ancients sure knew how to make things burn." Shaking in awe and terror the Auditor dropped his clipboard. "What in the nine hells was that..." Smiling at the display the Apprentice Artificer responded to the Auditor. "That Sir, was the fully automatic test fire of the High Explosive Incendiary charge... which might be why everything's burning. Uh CAN WE GET SOME WATER OVER HERE?" Looking on the Master Artificer marveled at the destruction and decimation of anything resembling a target. This could very well rival a dragon if loaded with the proper charges.

High Explosive Incendiary Charges are an Ancient Artificer design based on both of the Wizard spells Fireball and Fire Bolt.

Magic Weapon: Attacks made with this Charge have a +1 to hit and +1 to damage.

Penetration: Upon impact, the Charge creates a 10 foot radius sphere of explosive fire and force damage, penetrating up to 3mm of any surface.

Burn it All Down: Upon impact, the Charge takes 3d8 fire and 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. On a failed save they take 2d4 fire damage for 1d6 rounds. If the creature is less than 20 HP and fails their saving throw, the creature will become unconscious and burn for 2d6 rounds taking 2d4 fire 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 Charge fails to impact the targeted object or creature, the charge will still detonate at the end of the timer or upon impacting another surface.

No Fly Zone: If a flying creature size category Large or smaller is struck with a High Explosive Incendiary Charge it must make a DC15 Dex save or be knocked prone.

To craft a High Explosive Incendiary 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: Fire, Damage, Combat, Bane, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
12/11/2023 12:53:14 AM
14
2
--
Coming Soon

Item Tags: Damage Combat Bane

GoblinDadVT

Comments

Posts Quoted:
Reply
Clear All Quotes