Weapon (arrow), very rare

"I assume you've been preparing for your final exam?" The Master Artificer asked as he appraised his nervous Apprentice. "Yes Sir, if you would look to the field please?" Ah yes, the Master Artificer thought as he looked over the field. There's the steel plate, then the stone wall, and... an ooze trap? Why are the armored mannequins behind it? The Apprentice pulled the apparatus, firing the ancient cannon. With a rapid "PING-CRAK-BOOOOM!" the steel plate was pierced, the stone wall was collapsing, the ooze trap was... missing? and the mannequins were both in tatters and burning heavily. "...what in the name of your god was that?" the Master Artificer quietly whispered to his Apprentice. "I believe, Sir, that was a passing grade on my final exam, and might I add, with VERY high marks. Hehehe!" As she looked to her Master, all she saw was dumbfounded glee and the curiosity of a Master Artificer in his eyes.

Ancient Artificer's Mastery Charges are a newly designed Charge created by the Apprentice Alchemist as a final graduation test. They have been created to combine the destructive penetration and high explosive forces mastered by the Ancient Artificers.

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

Penetration: When fired, this Charge can penetrate targets up to 313mm thick at a range of 32 feet and 300 mm thick at 600 feet.

Ping and Boom: Upon impact, these Charges deal 8d12+2 piercing damage and 6d12+2 fire/force damage. Upon detonation, a 20 foot radius sphere of explosive fire and force damage is created, penetrating up to 37mm of any surface through explosive force alone. Everything within the explosive sphere, other than the impacted object or creature, 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 after penetrating an object or creature with a DC 10 Tinker's Tool crafting check. If the object fails to be penetrated, 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 size category Huge is struck with this 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 Ancient Artificer's Mastery 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: Force, Damage, Combat, Ammunition, Heavy, Range, Two-Handed, Slow

Previous Versions

Name Date Modified Views Adds Version Actions
12/10/2023 7:51:34 PM
49
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12/10/2023 7:53:50 PM
51
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12/10/2023 8:04:43 PM
53
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Coming Soon

Item Tags: Damage Combat

GoblinDadVT

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