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### Upgrades **Rocketry** *Prequisite: Explosive Reaction, Delivery Mechanism, 9th level Artificer* Combining the knowledge of explosive with advances in delivery and stablization, you produce the logical extreme - powering the payload *and* delivery with your devastating knowledge. You can select any instant reaction you know as the payload of your rocket. Rockets must be prepared ahead of time, and you can prepare a number of equal to your Intelligence modifier at the end of a short or long rest; any rockets not used must be remade during a rest due to volatile components. A rocket targets a point within 500 feet, but the DC of anything saving throw is reduced by 1 for each 100 feet it travels; the rocket then has the effect of the instant reaction selected as a payload at the target point. You can load alternative payloads of up to one pound into your rocket, replacing the effect of instant reaction. ___ **Carrier Familiar** *Prerequisites: Homunculus Familiar, 9th level Artificer* You utilize your Familiar to deliver your instant reactions. As an action, you can hand off a semi-stablized instant reaction to your familiar. Until the end of your familiar's next turn, it can use your Instant Reaction as it's action, targeting a point within 10 feet of it or dropping it up to 20 feet before it takes effect. You take this chance to improve your familiar's delivery capabilities, granting it the Flyby feature of an Owl if does not have the feature, and 5 feet of increased movement speed to its fastest movement speed if it already does. > **Flyby:** The creature doesn't provoke Opportunity Attacks when it flies out of an enemy's reach. ___ **Stablizing Agent** You introduce a new compound to your instant reactions that temporary stablizes them. When you use an Instant reaction, you can give it a timer of 0 to 3 rounds. The instant reaction is treated a small clump of components until that point; if undisturbed (it can be moved or thrown, but any creature that touches it can intentionally deactivate it if they know what it is), it will trigger the effect of the instant reaction where it is when the number of specified rounds have passed. If set to 0 rounds, it will trigger the effect at the end of your turn. ### Items ___ **Tube of Dropping** *Wondrous Item, Rare* This strange 1 foot long tube is 4 inches wide. While holding this tube vertically, anything you drop through it appears 20 to 50 feet above a point of your choosing within 100 feet. You need to have a line of sight to the target point or some point in vertical space above the target where the item would appear. You can drop items or magical effects through the tube as long as they don't have require a line of sight to an effected creature (you cannot see the target location through the tube). Any living creature passing through the tube suffers from the effect of *confusion* for 1d6 turns. Only things that are completely within the tube when they would exit out of the bottom of it are transported through it. ___ **Tiny Catapult** *Wondrous Item, Uncommon* This is a tiny vividly detailed figurine of a catapult. It has 4 charges. While holding this catapult, you can expend a charge to cast the *catapult* spell. It regains 1d4 charges at dawn. When you cast *catapult* in this way, it does not require verbal or somatic components, but you must be holding the catapult. ___ **Grenade Vials** *Consumable, Common* An improved vial that can be forged by a cooperation of a glassblower and blacksmith, these are a devastating armament option for a Potionsmith. When loaded with an Infused Potion, the throwing range increases by 10 feet, and upon shattering, any creature within 20 feet must make a Dexterity saving throw or take 1d4 piercing damage as the fragmentary pieces of cannister a detonated outward. If the Infused Potion is an evocation spell, the piercing damage dealt by the shattering is increased by 1d4 for each level of the infused spell. *Suggested Cost: ~10 gold pieces per unit. Note, cost will vary based on supply and economic factors.* ### Feats **Throwing Mastery** You perfect the fine art of things leaving your hand exactly as you intend for them, gaining the following benefit. * When you make an attack roll to throw an object, if you would not otherwise add your proficiency to the roll, you can add your proficiency to the roll. * The distance you can throw weapons and items is doubled (both the effective and maximum range), and creatures do not benefit from half-cover benefits to their AC or dexterity saving throws against weapons and items you throw. * By a combination of spin, precision, and richoting, you can throw an object targeting a spot or creature that is up to 10 feet out of your line of sight, as long as there as a path between you and the spot targeted. If the target is a creature, they gain the benefit of three-quarters cover to the AC. * You can perform an additional object interaction with a throwable object either immediately before or after spending your action or attack throwing an item.