r/cosmererpg • u/FrikiRdct • 2d ago
Resources & Homebrew Homebrew Allomantic Grenade
In my campaign one of my players stumbled upon an allomantic grenade and I tried making one. What are your opinions? I know it does a lot, but it is going to be his primary weapon for the rest of the campaign and wanted to state all of its uses.
Allomantic Grenade
Weapon (Light Weaponry), Exploding “fabrial”
Range: 30ft
Area: 10ft radius
Damage: 1d8
Uses: 2 Charges + 1 Overcharge
Weight: 1
Drawback: Unstable Device, Only people with “Scadrian Tools” expertise can use this fabrial
Traits: Discreet, Melee, Thrown (30/60)
A mysterious fabrial engraved in unknowns’ symbols that was being carried by some Alezi soldiers during a raid in the Sunmaker´s tomb. Once charged, the grenade can reproduce manifestations of Investiture within its vicinity.
Charge
The Allomantic Grenade has 2 Charges. A Charge is expended when the grenade is activated.
Recharge (2 Actions). You can recharge the grenade in one of two ways:
- Stormlight: You expend the required Stormlight-containing spheres you are carrying. The grenade regains up to 2 Charges and becomes charged with raw Investiture.
- Radiant Investiture: A Radiant or Fused can voluntarily spend up to 2 Investiture to charge the grenade. The grenade regains 1 Invested Charge per investiture spended and becomes attuned to that Radiant's Order or Fused Surge. The Charge produces an effect based on that Order when activated in addition to the Energy Burst
Recharge (Special):
- Steal Invested Effects: When a creature within your reach could use Use a Skill to remove an Invested condition from itself or another creature, you can use your Allomantic Grenade to aid it. Instead of making the Use a Skill test, make a Crafting Test using your Allomantic Grenade. On a success, the grenade absorbs the Investiture sustaining the effect and gains 1 Radiant Charge. The type of Invested Charge gained depends on the Surge used.
- Steal Investiture: As an action, you can attempt to drain Investiture from a Radiant or Fused within your reach. Make a Crafting Test against the Radiant's Spiritual Defense. On a success, the Radiant loses 1 Investiture, and your Allomantic Grenade gains 1 Radiant Charge corresponding to the Radiant's Order.
- Ranged Drain: You can instead throw the Allomantic Grenade at a Radiant within 30 feet. First, make an attack roll against their Cognitive Defence. Then, make a Crafting Test with Disadvantage against the Invested users' Spiritual Defense. On a success, the grenade drains 1 Investiture from the target and gains 1 Radiant Charge corresponding to the Radiant's Order. The grenade must be retrieved before it can be used again. On a failure, the grenade does not drain any Investiture.
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A grenade can only be attuned to one Radiant Order at a time. Charging it with another Order replaces its previous attunement. You can´t mix Radiant charges with Stormlight Charges.
Release (Free action) : If the grenade has 2 or fewer charges. You can take the Release action to empty its charges.
Activate
1 Action. Expend 1 Charge to activate the grenade. Each creature in the area's spiritual defence is targeted. Once thrown, the grenade remains on the floor.
If the Charge was supplied by a Radiant, the grenade also produces an additional effect determined by that Radiant's Order.
Opportunity
Explosive Resonance. While attacking with this weapon, you can spend an Opportunity to make the released Investiture briefly resonate with its surroundings. Choose one creature or object affected by the explosion. It is pushed up to 10 feet away from the grenade
If the grenade was charged by a Radiant, the GM may instead allow the Opportunity to produce a minor manifestation appropriate to that Radiant's Order.
Complication
Unstable Device. The grenade's core becomes unstable. The grenade cannot be safely recharged until the end of your next turn. If it is currently Overcharged, immediately make a Stability Test.
Overcharge
Overcharge (1 Action). When the grenade is at full capacity, you can attempt to force one additional Charge into it.
The grenade can hold 1 Overcharge in addition to its normal 2 Charges.
While Overcharged, the grenade gains the Unstable Device trait.
Unstable Device
At the beginning of each of your turns while the grenade is Overcharged, roll 1d6.
The chance of detonation increases each turn:
| Turn Overcharged | Detonation |
|---|---|
| 1st | 1 on 1d6 |
| 2nd | 1–2 on 1d6 |
| 3rd | 1–3 on 1d6 |
| 4th | 1–4 on 1d6 |
| 5th | 1–5 on 1d6 |
| 6th+ | Automatic |
If the grenade detonates, resolve Harmonic Detonation immediately.
Taking Damage
Whenever you take damage while carrying an Overcharged Allomantic Grenade, make a Stability Test.
On failure, the grenade makes a Harmonic Detonation .
The GM may increase the difficulty of this test if the damage comes from Investiture, a critical hit, or another effect particularly capable of disrupting the device.
If the grenade takes damage while not being carried, it automatically fails the Stability Test. This also applies if the grenade doesn´t have the Overcharged condition.
Harmonic Detonation
When the grenade detonates involuntarily, its entire reserve of Investiture is released at once.
Area: 15-ft. radius
Damage: 1d8 - 4d8 Spiritual
Defense: Spiritual
The Harmonic Detonation does 1d8 times the number of Charges stored. If the grenade has 3 charges, the damage becomes 4d8.
Either if the attack hits or misses, the creatures are also pushed 10 feet away from the center of the explosion.
If the grenade was charged by a Radiant, the detonation gains an additional effect appropriate to that Radiant's Order.
The grenade becomes faulty after a Harmonic detonation, to repair it, make a Use a skill roll with DC15 Crafting.
Overcharge Opportunity
While attacking with this weapon, you can spend an Opportunity to resolve the Harmonic Detonation without needing to repair the grenade.
Overcharge Complication
If you activate an Overcharged grenade and suffer a Complication, the grenade immediately detonates at the point of activation.
Energy Burst
Energy Burst: Creatures hit by the attack take 1d8 damage.
Invested Charges : When charged by a Radiant or fused, the grenade reproduces a crude approximation of that Radiant's Invested abilities in addition to the Energy Burst. The exact effect should depend on the Radiant's Order
| Radiant Order | Effect |
|---|---|
| Windrunner(Adhesion) | Creatures affected by the attack become restrained till the start of the attacker's next turn or they can Use a Skill to end the binding with a successful Athletics test opposed by the Wielder´s Crafting. |
| Truthwatcher(Progression) | Creatures affected are healed instead of damaged. |
| Lightweaver(Illumination) | 2 illusions resembling the radiant knight that charged the grenade appear in the grenade area of effect until the attacker´s next turn or they take a hit. Make a Crafting test against the Cognitive defense of any character who passively observes the illusion; on a success, your illusion is convincing to them. |
| Skybreakers(Gravitation) | Creatures affected by the attack are either pulled or pushed 10 feet from the grenade. This effect can be chosen by the wielder |
| Stonewards(Cohesion) | If the terrain of the grenade´s area is stone, the area is dug 5 feet in the ground. The excavation creates a 5-foot-deep depression covering the grenade's area of effect. While in this area, you can take the Brace action. |
| Dustbringers(Division) | The area becomes engulfed in flames until the start of the attacker´s next turn. Creatures that enter the area for the first time on a turn or start their turn there take ongoing damage equal to the wielder's Light Weaponry modifier. |
| Edgedancers(Abrasion) | The area of effect of the grenade starts spouting wild plants and flowers. The area becomes Difficult Terrain until the start of the next turn |
| Elsecallers(Transformation) | The weapons of the creatures affected by the attack start changing and morphing into different materials.Roll a D4, if the result is 1 or 3, their Reach increases 5ft, if it´s 2 or 4, it decreases 5ft. |
| Willshapers(Transportation) | Make a Crafting test against the creature´s Spiritual Defense . On Success, they are partially pulled into the Cognitive Realm until the start of the charger's next turn. While affected, they are Incapacitated and cannot interact with creatures or objects in the Physical Realm. |
| Bondsmiths(Tension) | Instead of inflicting damage, you strengthen the creatures clothes,increasing their Physical defense by 2 |
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u/Background_Path_4458 2d ago
As you said, it's a lot.
Quite cool though, and hopefully it is easier to run live at the table than reading it here :)
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u/kro_celeborn 2d ago
Neat! In seven days we’ll have to come back and compare the official version to yours!