Through a profound knowledge of black powder and alchemical components, you gain the ability to craft experimental bombs to devastate and control the battlefield.
- Gain proficiency with tinker's tools.
- Craft bombs at half of the gold value. Additionally, crafting these explosives takes you half of the time.
- The damage of bombs is increased by an extra damage dice equal to the number of your proficiency bonus.
- Save DC for bombs is equal to 8 + dexterity modifier.
Crafting
Bomb crafting requires a tinker's tools skill check. This is performed by rolling a d20, adding both proficiency and intelligence modifiers to the roll and the special +3 to crafting.*
*(+3 to crafting if you have attempted to make a bomb the previous day. This +3 degrades by -1 per day to a minimum of 0 until the bonus is reset by attempting to make a bomb.)
If the crafting DC (reference table) is not met when attempting to craft a bomb, the bomb is not created and the crafting materials are retained. On a critical failure, rolling a natural 1 when crafting the bomb, the bomb detonates causing its effects centered on you and losing the crafting materials required to craft the bomb.
Review table below for bomb recipes. Cost and crafting times have already been adjusted in accordance with this feat.
BOMB CHART
Tier 1 : Fire Bomb
Craft DC : 12
Components : Flammable liquid, a container, and a fuse
Crafting Time : 2 hours
Damage/Effect : You can throw this bomb. DC12 Dexterity Saving throw or take 1d10 fire damage and begin burning for 1d4 rounds. On a successful save, a creature takes half damage and doesn't begins burning. After the Molotov cocktail is thrown, its flames spread to cover a 10-foot radius of the target for 1d4 rounds, lighting any flammable objects within this area aflame. Creatures that begin their turns within this area must make a DC 12 Constitution saving throw or take 1d8 fire damage.
Radius : 10 feet
Range : 60ft
Tier 2 : Smoke Bomb
Craft DC : 12
Components : Black powder, incense, a container, and a fuse
Crafting Time : 2 hours
Damage/Effect : You can throw the smoke bomb to obscure an area OR when you are hit by an attack, you can expend your reaction to detonate a smoke bomb and then move a distance equal to half your movement speed without provoking opportunity attacks. Upon detonation a cloud of smoke with a radius of 10 feet is created. The area is heavily obscured. A moderate wind (11 to 20 miles per hour) can disperse the smoke after 1 minute. A strong wind (21 or more miles per hour) can do so after 1 round.
Radius : 10 feet
Range : 60ft or reaction
Tier 3 : Acid Bomb
Craft DC : 14
Components : Black powder, acid, a container, and a fuse
Crafting Time : 4 hours
Damage/Effect : You can throw this bomb or set it for remote detonation. 4D10 Acid damage. Effected creatures must make a DC 12 DEX saving throw. On a successful save, a creature takes half damage. Creatures that begin their turns within this area must make a DC 12 Constitution saving throw or take 1d4 acid damage. While this bomb can be used against creatures its intended use is to damage/destroy structures, siege weapons, defense works, items.
Radius : 15 feet
Range : 60ft or remote detonation
Tier 4 : Flash Bomb
Craft DC : 14
Components : Black powder, powdered gemstone, a container, and a fuse
Crafting Time : 4 hours
Damage/Effect : You can throw this bomb or use it as a reaction against a creature that has hit you with an attack. Effected creatures must make a DC 12 CON saving throw. On a failed save, effected creatures are blinded for 1 minute. Creatures can attempt to save again at the start of subsequent turns.
Radius : 10 feet
Range : 60ft or reaction
Tier 5 : Heavy Bomb
Craft DC : 16
Crafting Time : 6 hours
Components : Black powder, a container, and a fuse
Damage/Effect : You can throw this bomb. Effected creatures must make a DC 12 DEX saving throw. 3d8 Fire damage. On a successful save, the damage is halved.
Radius : 20 feet
Range : 60ft
Previous Versions
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9/23/2022 2:06:26 AM
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1
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2
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0.1 Draft
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Coming Soon
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