Level
1st
Casting Time
1 Action Ritual
Range/Area
30 ft. (30 ft. *)
Components
V, S, M *
Duration
Special 1 Minute
School
Evocation
Attack/Save
DEX Save
Damage/Effect
All

Pulling a pinch of black powder and a small clock out, the artificer crafts a replica of the clock that will detonate when activated. The replica clock contains an elemental charge within it, either a Thermite Charge (Fire), Flash Charge (Radiant/Blinding), Concussive Charge (Force), Electrical Charge (Lightning), or Shrapnel Charge (Slashing). Each charge creates a different attack, but for all charges a dexterity save is required, taking full damage on a failed save along with the special effect, or half damage on a success, causing them to have advantage on their save against the effect. All charges deal 1d8 + your spellcasting modifier of the element of the caster's choice in a 30 foot sphere. The caster can choose immediate detonation or can wait until it is triggered, the bomb deactivating 1 day after creation if not activated. It can also be cast as a ritual, consuming 15 minutes to craft one without a spell slot. In order to make the following charges, it is 5 gold for a set of 5(one of each charge). DM discretion if the materials would be easy or hard to find.

Thermite Powder(Fire) ignites on contact with an enemy, dealing 1d4 fire damage at the start of the creature's turn for 2 rounds after detonation. {Damage Over Time}

Flash Powder(Radiant/Blinding) requires all creatures with line of sight to make a DC 12 Constitution Saving throw or be blinded for 2 rounds. {Blinding}

Concussive Powder(Force) requires all creatures in the radius of the blast to make a strength save or be thrown out of the blast radius. All creatures knocked away are prone, and must use half of their movement to get up. {Area Control}

Electrical Charge(Lightning) deals an extra 1d4 Lightning damage and they must make a DC 12 Constitution saving throw or be stunned for their next turn. {Stun}

Shrapnel (Slashing) causes a bleed effect for every 10 feet the enemy moves,  dealing 1d4 slashing damage. Also, the ground in a 30 foot radius is covered in shards of metal, making it difficult terrain & causing anyone who enters to take 1d6 slashing damage. This shrapnel remains for 1 hour or until dispelled. {Area Denial}

At Higher Levels: Add an additional dice to the initial damage and raise the DC by two for each additional spell slot for the effects

  • Level 2 Spell Slot: 2d8 as base damage, DC 14 for all effect saves, 2d4 for effect damage, shrapnel radius damage: 2d6.
  • Level 3 Spell Slot: 3d8 as base damage, DC 16 for all effect saves, 3d4 for effect damage, shrapnel radius damage: 3d6.
  • Level 4 Spell Slot: 4d8 as base damage, DC 18 for all effect saves, 4d4 for effect damage, shrapnel radius damage: 4d6.
  • Level 5 Spell Slot: 5d8 as base damage, DC 20 for all effect saves, 5d4 for effect damage, shrapnel radius damage: 5d6.
* - (A charge, a pinch of black powder, and a small clock.)

Available For:

Skull1103