Weapon (arrow), very rare

"So after your final exam and the level of ingenuity you've shown I though, why not do the same?" The Master Artificer asked as he appraised his now nervous Apprentice. "In light of that, I present you with this." Holding out an oversized solid metal dart with solid metal fletchings. "Is this intended to be fired as is? There's no explosive charge, no fuse... How will it fire?" Smiling the Master Artificer motioned over to the autocannon where it was loaded inside a strange shell with a flat face and the tip of the dart poking out the end. The targets on the field varying in all types even some this dart should never be able to pierce or effect. After the test firing, the apprentice was in shock, looking to her teacher in awe as she asked. "What. In the name. Of your god. Was that?" Gesturing to the the red hot holes in steel, the perforated stone walls, and the obliterated mannequins littering the field, "That my Apprentice, is my Mastery Charge." Smiling he held up the now perforated Dragon Hide he used as a secret target.

Master Artificer's Piercing Charges are a newly designed Charge created by the Master Artificer as a cumulative display for their benefactors. It has been created to combine the destructive technology learned from the Ancient 130 mm cannon and intuitive technology also found at this ancient facility.

Magic Weapon: Attacks made with this Charge have

Penetration: This Charge penetrates up to 121mm at a range of 32ft and 118mm at 600ft.

Rip and Tear: Upon impact, this Charge deals 6d10 piercing damage and 3d8 force damage, these charges are designed to pierce through their target and tear apart the insides as it passes through. Creatures struck by this, must make a DC20 Con save or bleed internally for 3d6 rounds taking 3d4 bludgeoning damage per round or until 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 3d4 bludgeoning damage per round or until healed. If the target fails to be penetrated, it will still take 3d8 force damage. Creatures size category Large or smaller are pushed 10 feet away from the point of impact.

No Fly Zone: If a flying creature size category Huge is struck with this Charge, it must make a DC20 Dex save or be knocked prone. If a creature size category Large or smaller is struck, it must make a DC25 Dex save or be knocked prone.

To craft a Master Artificer's 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: Damage: Piercing, Damage: Force, Damage, Combat, Bane, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
12/11/2023 3:38:12 AM
15
1
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Coming Soon

Item Tags: Damage Combat Bane

GoblinDadVT

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