You can prepare and deliver deadly Explosives, granting you the following benefits:
- When you make a damage roll that deals Fire damage, it ignores resistance to Fire damage when using explosives.
- You can light and toss an explosive up to 30ft away as an action.
- You gain proficiency with Alchemist's supplies if you don’t already have it. With one hour of work using Alchemist's supplies and expending 50 gp worth of materials, you can create a number of explosives equal to your proficiency bonus.
- Explosive. A small round metal container with a small fuse sticking out of the top. As a bonus action you can light the fuse, setting it to explode at the end of your turn. As an action, you can throw this explosive up to 30 feet, where it will sit on the floor or ground. At the end of your turn, the Explosive will detonate. All creatures within 5ft must make a (DC 14) Dexterity saving throw. On a failed saving throw, the creature takes 2d6 fire damage. On a successful save, the creature takes half damage.
Previous Versions
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10/11/2021 4:09:05 AM
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6
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1
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0.1
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5/15/2022 10:47:46 PM
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12
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3
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5/19/2024 5:58:46 PM
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14
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6
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Coming Soon
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