Explosives Item in The City of Rath | World Anvil
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Explosives

Explosives

  Grenades and explosive weaponry are effective methods of combat within Rath. These easily concealable weapons are capable of shredding through people and monsters alike and have become a common weapon amongst gang members within the Lower City.   Grenades   As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. Each creature caught within a grenade's radius must make a DC 15 Dexterity saving throw, taking full damage on a failed save, or half as much damage on a successful one.    Bombs   As an action, a character can light a bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC12 Dexterity saving throw or take 3d6 fire damage.   Gunpowder   Setting fire to a container full of gunpowder can cause it to explode, dealing bludgeoning damage to creatures within 10 feet of it. Each creature caught within the radius of the blast must make a DC 12 Dexterity saving throw, taking half damage on a success.   Smoke Grenades   One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.  

Dynamite and Delayed Explosives

  As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each feature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet). Dynamite and Bombs can be rigged with a longer fuse to explode after a set amount of time. Roll initiative for the explosive. After a set number of rounds, the explosive explodes on that initiative.     
Explosives
Item Cost Damage Weight Properties
Bomb 150 gp 3d6 fire 1 lb. Explosive
Fragmentation Grenade 200 gp 5d6 piercing 1 lb. Explosive, Thrown
Smoke Grenade 150 gp - 1 lb. Explosive, Thrown
Gunpowder, keg 250 gp 7d6 bludgeoning 20 lb. Explosive
Gunpowder, powder horn 35 gp 2d6 bludgeoning 2 lb. Explosive
 

Magical Explosives

  Explosives are not always mundane. Whether it be illegal experimental weaponry devised by underground artificers, or items available on the black market, there are many magical explosives that proliferate the streets of Rath.   The different kinds of magical explosives are listed below.      Incendiary Grenade- As an action, you may hurl the grenade up to 60 feet in any direction. Each creature within a 20-foot line of where the grenade lands must make a DC 15 Dexterity saving throw, taking 5d6 damage on a failed save and half as much on a success. The flames from the grenade last for 1d4 rounds and sheds bright light for 30 feet and dim light for an additional 30 feet. Each creature that enters the area of effect for the first time or ends its turn within it takes an additional 2d6 fire damage.   Cryonic Grenade- As an action, you may hurl the grenade up to 60 feet in any direction. Each creature within a 10-foot radius must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save and half as much on a success. Each creature that fails the dexterity saving throw has their movement speed reduced by 15 feet until the end of their next turn.   Electrode Grenade- As an action, you may hurl the grenade up to 60 feet in any direction. Each creature within 5 feet of where the grenade lands must make a DC 15 Dexterity saving throw or take 4d10 lighting damage, or half as much on a success. Each creature that fails this save loses their reaction until the start of their next turn.   Corrosive Grenade- As an action, you may hurl the grenade up to 60 feet in any direction. Each creature within a 15-foot radius must make a DC 15 Dexterity saving throw, taking 6d4 acid damage of a fail, and half as much on a success.      

 

Item type
Weapon, Explosive

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