Bombs
- Can only have as many bombs prepared as your PB
- Can prepare 1 bomb per rest period (short / long). Only 1 crafting check allowed.
- Cannot sell crafted bombs
- Throw range for all bombs is 30 ft unless otherwise stated in Notes
- Need 'Tinker's Tools' and some reasonable training to craft bombs
- Artificers and characters with Artificer Initiate Feat can make specific bombs (the ones that need arcana)
- Material component costs (listed crafting cost) are lost on failure
- Getting a 1 (or 10 less than required) on the crafting roll, explodes the effect and you take (character level d4 damage). This damage can not be reduced and can only be restored after the rest is complete
- Bombs are used as an action
- Bombs can be given to other characters to use, but this still counts against the crafters active count.
Name | Damage / Effect | Save DC | Range | Duration | Crafting Skill | Crafting DC | Crafting Cost | Notes |
---|---|---|---|---|---|---|---|---|
Smoke Bomb | Heavily Obscures Area | - | 10 ft Radius | 1 minute | Survival | 10 | 1 SP | Can be moved by strong wind, like the gust cantrip |
Sticky Bomb | Restrains Target | 12 STR | Single Target | 1 Minute or until Save Passed | Survival | 13 | 1 GP | |
Water Pot | Douse area in water | - | 5 ft Radius | until dry | Sleight of Hand | 10 | 1 CP | |
Rapid-Gro | 4d4 Piercing Damage and Restrains the target | 14 STR | Single Target | 1 Minute or until Save Passed | Nature | 16 | 60 GP | No damage on Save Pass |
Rapid-Gro Deluxe | 4d4 Piercing Damage and Restrains targets in area | 14 STR | 10 ft radius | 1 Minute or until Save Passed | Nature | 20 | 60 GP | No Damage on Save Pass |
Alchemist Fire I | 1d4 Fire Damage | 10 DEX | Single Target | 1 Minute or until Extinguished | Medicine | 13 | 25 GP | |
Alchemist Fire II | 2d4 Fire Damage | 12 DEX | Single Target | 1 Minute or until Extinguished | Medicine | 15 | 25 GP | |
Alchemist Fire III | 3d4 Fire Damage | 14 DEX | Single Target | 1 Minute or until Extinguished | Medicine | 17 | 25 GP | |
Alchemist Fire IV | 4d4 Fire Damage | 16 DEX | Single Target | 1 Minute or until Extinguished | Medicine | 19 | 25 GP | |
Alchemist Fire V | 5d4 Fire Damage | 18 DEX | Single Target | 1 Minute or until Extinguished | Medicine | 21 | 25 GP | |
Bomb I | 3d6 Fire Damage | 12 DEX | 5 ft Radius | - | Medicine | 18 | 75 GP | Can be thrown 60 ft |
Bomb II | 4d6 Fire Damage | 13 DEX | 5 ft Radius | - | Medicine | 20 | 75 GP | Can be thrown 60 ft |
Bomb III | 5d6 Fire Damage | 14 DEX | 5 ft Radius | - | Medicine | 22 | 75 GP | Can be thrown 60 ft |
Bomb IV | 6d6 Fire Damage | 15 DEX | 5 ft Radius | - | Medicine | 24 | 75 GP | Can be thrown 60 ft |
Flare | Waterproof torch | - | 20 ft Radius of Dim light
20 ft Radius of Bright light |
1 hour | Medicine | 10 | 1 SP | |
Flash Bang | Bright light blinds target | 12 CON | Single Target | Until start of your next turn | Medicine | 13 | 5 GP | |
Sparkler | Creates light, can cause a distration, can be used to start fires | - | 10 ft radius of Bright Light | 1 minute | Medicine | 10 | 1 SP | |
Crackler | Loud string of small explosions deal 1d6 thunder damage | 12 DEX | 10 ft radius | - | Arcana | 12 | 10 GP | |
Magic Infused Bomb I | 3d6 Damage (Half on Fail) | 12 DEX | 5 ft radius | - | Arcana | 18 | 75 GP | Can be thrown 60 ft, can change damage type to: fire, cold, lightning, thunder, or bludgeoning (magic) when bomb is thrown. |
Magic Infused Bomb II | 4d6 Damage (Half on Fail) | 13 DEX | 5 ft radius | - | Arcana | 20 | 75 GP | Can be thrown 60 ft, can change damage type to: fire, cold, lightning, thunder, or bludgeoning (magic) when bomb is thrown. |
Magic Infused Bomb III | 5d6 Damage (Half on Fail) | 14 DEX | 5 ft radius | - | Arcana | 22 | 75 GP | Can be thrown 60 ft, can change damage type to: fire, cold, lightning, thunder, or bludgeoning (magic) when bomb is thrown. |
Magic Infused Bomb IV | 6d6 Damage (Half on Fail) | 15 DEX | 5 ft radius | - | Arcana | 24 | 75 GP | Can be thrown 60 ft, can change damage type to: fire, cold, lightning, thunder, or bludgeoning (magic) when bomb is thrown. |
Big Bertha | 8d8 Damage (Half on Fail) | 16 DEX | 10 ft radius | - | Arcana | 27 | 150 GP | Can change damage type to: fire, cold, lightning, thunder, or bludgeoning (magic) when bomb is thrown. |
Screamer Missile | Small, loud and annoying. Deafens target | 14 CON | Single Target | 1 minute | Arcana | 14 | 5 GP | |
The Bark | Loud noises and bright lights frighten targets in area | 13 WIS | 10 ft radius | 1 Minute or until Save Passed | Arcana | 14 | 15 GP | |
The Bite | 2d4 Thunder Damage. Deals an additional 2d12 Psychic Damage to Frightened targets | 13 DEX | 10 ft radius | - | Arcana | 16 | 15 GP | |
The Relocator 1000 | Push a target | 12 STR | 10 ft in any direction | - | Arcana | 13 | 1 GP | |
The Relocator 2000 | Push all targets away from the point of impact | 12 STR | 10 ft away from the point of impact | - | Arcana | 13 | 1 GP | |
The Relocator 9000R | Teleport a target to a point in range | 14 STR | 30 ft in any direction | - | Arcana | 18 | 10 GP | |
Wild Magic | Roll on the Wild Magic Effects Table | ??? | ??? | ??? | Arcana | 20 | 50 GP |
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