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[Cosmos] Weapon - Splinterhead K02-A

This weapon best embodies the Empyrean Enterprises motto of "Envision, Experiment, Expand." Essentially a modified scatter rail, this weapon's signature tactic siphons excess energy to pulverize ammunition into concussive shrapnel.

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Splinterhead K02-A
Weapon (light railbow), technomancy, uncommon (optional attunement)

Scattershot. The weapon's normal and long ranges are halved.

Kinetic Rounds. When you use this weapon to hit a Large or smaller creature within 5 feet of you with a ranged attack, you can choose to push it 5 feet away from you or knock it prone.

Splinter Blast. This weapon has 2 charges and regains all expended charges daily at dawn. While you wield this weapon, you can use an action to expend 1 charge and spray ammunition from it in a 15-foot cone. Each creature in the cone must make a DC 13 Dexterity saving throw. On a failure, a creature takes 2d10 piercing damage and is pushed up to 10 feet away from you. On a success, a creature takes half as much damage and isn't pushed. Objects in the cone automatically take this double this damage and are similarly pushed.

Optional Attunement. If you choose to attune to this weapon, you can magically recharge the arcane battery that powers it. Whenever you reload this weapon, you can expend a spell slot of any level to reload it instead of physically replacing the battery. The weapon also regains a number of charges equal to the level of the spell slot expended, up to its maximum.

Splinterhead K02-B (Rare Variant). The rare version of this weapon also grants a +1 bonus to attack and damage rolls made with it, and its DC is 15 instead of 13.

Splinterhead K02-X (Very Rare Variant). The very rare version of this weapon also grants a +2 bonus to attack and damage rolls made with it, and its DC is 17 instead of 13. It has 3 charges instead of 2.

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DESIGN COMMENTARY

The Splinterhead is party of the "shotgun" variant of a light railbow (crossbow), which halves its range in exchange for Kinetic Rounds (the compendium will have a common version that is just the Scatterrail).

Scattershot and Kinetic Rounds basically cancel each other out as a benefit vs drawback (also Kinetic Rounds is a close-ranged ranged shot, so it's disadvantage unless you got some feature that helps you with it).

Splinter Blast basically works like a single thunderwave spell with a slightly worse damage type (2d8 vs 2d10), but good damage to objects. I explained how a non-attunement uncommon weapon sorta equates to two casts of a 1st-level spell in the Kiloton weapon.

Overall, the balance works. BUT, as always, GMs just make sure to not throw a bunch of these at your players, as their limited x/day uses can technically add up (though it's sorta ok since each use is only a weakish 1st-level spell).

[Cosmos] Weapon - Splinterhead K02-A [Cosmos] Weapon - Splinterhead K02-A [Cosmos] Weapon - Splinterhead K02-A [Cosmos] Weapon - Splinterhead K02-A [Cosmos] Weapon - Splinterhead K02-A [Cosmos] Weapon - Splinterhead K02-A [Cosmos] Weapon - Splinterhead K02-A [Cosmos] Weapon - Splinterhead K02-A [Cosmos] Weapon - Splinterhead K02-A [Cosmos] Weapon - Splinterhead K02-A

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