Anarchy

Exotic Equipment

A clever and cruel combination of a human weapon type with the impromptu engineering of New Riis smiths.

Exquisite Rare weapon (drum grenade launcher), requires attunement

Damage: 1d4 kinetic
Scope: 10/30/60 (medium)
Memory, Weight: 18 lb. (4/1)
Other Properties: Cumbersome, Finesse, Mortar, shot capacity (4), two-Handed

A drum-loading grenade launcher constructed from Fallen weapon parts. Its frame is covered by the bulbous panels of brownish metal characteristic of Fallen technology, and its squarish muzzle bristles with spines and flanges.

Slot 1: Sticky Grenades

Perpetual: Each shot with this weapon fires a Tiny device that sticks to hard surfaces and creatures. The device lasts for 1 minute or until it takes any amount of damage (AC = 10 + your proficiency bonus, immune to poison and psychic damage), whichever happens first. For the duration, at the end of each of your turns, each device causes all targets (including other sticky grenades) within a 5-foot radius sphere of it to take an amount of arc damage equal to your proficiency bonus. Like normal, overlapping areas of effect don’t stack.

Slot 2: Arc Traps

Situational: If, at the start of your turn, two or more of this weapon’s sticky grenades are within 10 feet of each other, all creatures in the area of the grenade’s damage must also make a Constitution saving throw, taking 3d8 arc damage on a failed save, or half as much on a success. The amount of damage this saving throw causes increases by 1d8 for each 1 your proficiency bonus is above +2.

Slot 3: High-Voltage Nodes

Perpetual: This weapon’s save DC increases by 2.