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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.
   
NameDamage / EffectSave DCRangeDurationCrafting SkillCrafting DCCrafting CostNotes
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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