Durisian Candle
A Durisian Candle can be set as an explosive to deal siege damage or used as an improvised weapon with the thrown property. When Durisian Candles are thrown, attacks are made at disadvantage to maximum range of 50-ft. Upon detonation, deals 4d6 points of fire and bludgeoning damage within a 40-ft radius. Anyone beyond 10-ft from the blast takes half the damage. Anyone caught in the blast radius may make a DC 12 Dexterity save to reduce the damage by half.
Triggers:
- Lighting a timed fuse.
- Any spell or item that deals more than 3 fire damage has a 75% chance to trigger an exposed Durisian Candle.
- Dropping a candle more than 30-ft has a 90% chance to trigger
Modifications
Bundled Candles: Each candle past the first adds 2d6 damage. Bundles exceeding 3 candles are considered unwieldy and reduce the maximum range by 10-ft for each additional candle beyond the third.
Fuses: 6-second fuse, 12-second fuse, 30-second fuse, 1-minute fuse.
Exposure to Water.
If the candles have been recently exposed to water (less than ten minutes), the trigger chances are reduced by 80% and there is a 50% chance the fuse will not ignite. However, if a fuse is already lit, it can be safely thrown into water. Detonation in water reduces it damage by 1/4 and converts the damage dealt into force damage within a 20-ft radius.
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