Prerequisite: Intelligence 13 or higher
You have mastered the haphazard skills of pyrotechnics, and gleefully wield them with wanton disregard. You gain the following benefits:
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- You gain proficiency with alchemist’s supplies and tinker's tool.
- Whenever you take a long rest, you can choose to craft 1d4 explosive devices, using 10gp worth of scrap materials, which are consumed, and your alchemist's supplies or tinker's tools. Your explosive crafting is erratic and unpredictable, roll a d6 on the Explosive Table to determine what type of bomb you create. You are proficient in the use of any explosive you create, and can add you proficiency bonus to attack rolls made to throw or otherwise detonate the explosives. You can throw an explosive at a point up to 60 feet away, unless otherwise assisted by other means of propelling the object.
| d6 | Explosive Type |
|---|---|
| 1 | Smoke Grenade: Upon detonation, 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. |
| 2 | Fragmentation Grenade: Upon detonation, each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one. |
| 3 | Tangler Grenade: Upon detonation, each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them. |
| 4 | Incendiary Grenade: Upon detonation, each creature within 20 feet of an exploding incendiary grenade must make a DC 15 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The incendiary grenade ignites flammable objects in its area. |
| 5 | Fireworks: Upon detonation, each creature within 30 feet of an exploding firework must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn. Each creature within 5 feet of an exploding firework must make a DC 20 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. The firework ignites flammable objects 5 feet of its area. |
| 6 | Big Bomba: You can only craft half the quantity of the big bomba as any other explosive (minimum of 1). Upon detonation, each creature within 30 feet of an exploding big bomba must succeed on a DC 15 Dexterity saving throw, taking 4d6 force damage and 4d6 fire damage on a failed save, or half as much damage on a successful one. Each creature within 5 feet of an exploding big bomba must make a DC 20 Dexterity saving throw, or be knocked back 10 feet and knocked prone in addition to damage taken, on a successful save half damage is taken, but the creature is not knocked back. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/19/2020 6:56:09 PM
|
14
|
0
|
1
|
Coming Soon
|
Comments