Explosives Expert Image

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

 

 

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