Weapon (arrow), very rare

As the Artificer Apprentice looked at the rubble and scrap metal, she marveled at how much more devastating this small Shrapnel Burst Charge could be. Something about the newly discovered "experimental Range Finder" lens attached to the cannon seemed to magically time the Charge to perfectly rupture just before it reached the target it was aimed at no matter how close or far away the target was. These smaller Charges were able to do just as much damage as some of the cannon charges however it seemed no matter how useful they were against infantry, they were far more effective against flying targets. Did the Ancients have to contend with some sort of flying threat so great that they needed a specialized Charge just for it?

Shrapnel Burst Charges are a specialized munition utilizing an aerial burst that releases a cloud of sub-projectiles just ahead of a target. When fired at a target, the charge must be magically timed or it will only deal minimal piercing damage.

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

Penetration: Due to the explosive force and number of shrapnel cylinders inside, the Shrapnel Burst Charges perform well against armored and unarmored creatures and objects. The Charge can penetrate targets up to 47mm thick at a range of 32ft and 42mm thick at a range of 600ft.

Like a Sieve: Upon successful detonation, this Charge deals 50d2 piercing and force damage to anything within a 10ft 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 impacting an object or creature with a DC10 Tinker's Tool crafting check. If the Charge fails to detonate prior to impacting an object or creature, the charge deals 1d8 piercing damage. If the Charge misses the target, it will still detonate at the desired range, potentially catching the target in the AoE.

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 the target is size category Large or smaller, it must make a DC20 Dex save or be knocked prone.

To craft a Shrapnel Burst 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. During crafting of this charge, the shrapnel cylinders inside 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.

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, Combat, Bane, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
12/11/2023 2:02:49 AM
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Item Tags: Damage Combat Bane

GoblinDadVT

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