Ask your DM. The DMG has some rules for guns and explosives but they're optional and the DM may not want them in their setting. The Player's Handbook has rules for crafting during downtime.
If it's a free pdf, why must I go through the checkout process and enter my card details? Isn't there an easier way?
Easier than downloading a free PDF?
The complaint's understandable. Since it's not just downloading a free text, it's entering credit card info to download the free text. When I acquire a free pdf via Drive Thru I don't need to enter any payment info. DMsGuild as far as I can tell uses DriveThru as their back end for their marketplace. So the two usual goto online marketplaces for pdf and digital copies of 3rd party or indy TTRPG rpg materials don't require a credit card to access free content. Lulu does. I'm sure there are a plenty of reasons why someone with free content would not want the increased market exposure and audience feedback provided by DTRPG, but it's is reasonable and normal instinct to take pause when asked to enter credit card info online for something "free." It may be unwarranted, but it's understandable.
I bought a comic book through Lulu over a decade ago, hazy enough that I _think_ these are the same companies. I believe they were an early print on demand company who did some .pdf sales as well. The artist whose work I was buying was legit and in correspondence just told me they were easier than some of the more sophisticated storefronts. I can't remember exactly what, but I remember the transition and delivery had some hiccups.
EDIT: author may have strong reasons to no longer advert on DMsGuild, but it's available on DMsGuild with no CC info required:
It's definitely written for a modern setting, largely referencing explosives in military and modern tactical applications; but could be inspirational. Might be a big ask for a DM though to add a level of technical crunch to your game. But if they're creative and crunchy oriented, like I said, there's inspiration that could be applied.
I'm looking to get my Goblin Rogue in making explosives and using them in combat.
Are there any written rules about making explosives in D&D and what's required to do so? feats? tool kits? ingredients?
Check the DMG for firearms and explosives.
Check out the Izzet League stuff in Guildmaster's Guide to Ravnica.
Check out DMs Guild where for .99 to $15.00, you'll find loads of independent content that will cover "using explosives in your game"
.00 to $15.00. The Lulu book mentioned is in there.
To the OP, FYI the DMG gives optional rules for what are basically a Molotov cocktail, a gunpowder based charge (equiv of pipe bomb) and dynamite. After that real world analogous progression you start getting into more sophisticated explosive chemistry which aren't really addressed in the DMG. You also get fragmentation grenades and smoke grenades (good template for smoke bombs which I've seen used elsewhere). So the rules are there in the core as _options_. And there's lots of outlets in the 5e 3rd party world if you want to push it. Magic based explosives are something to think over too. Why not infuse radiant energy into something that explodes a la Holy Hand Grenade. I could see a "Sapper" subclass to the Artificer who engages in magical demolitions for tactical or industrial reasons.
But the big lever needing to pull is the DMs world. Is there technological precedent in your game world for explosives? If so, it comes into question whether your character gets access. If not, that's harder to argue that your one adventurer somehow figures out explosives on their free time.
As others have said all further discussion is moot without DM approval. Assuming you have that there are some possible historical considerations - black powder is the only explosive present in the mideveal world. Invented around 1000CE in China and making it to the west by about 1250 CE. Black powder is considered a “low” explosive - that is they burn at subsonic speeds- the blast is generated by the buildup of gas’s pressure from the burn suddenly exceeding the containing strength of the container producing a shockwave. True “high” explosives were not invented/discovered until the early/ middle 1800s so generally outside the purview of a normal D&D game ( welcome to steampunk). For magical explosives one good origin might be “ potions of Thunderwave” - SCAtterable thrown containers of the Thunderwave spell cast at different spell levels. Now instead of starting “ in front of you” the blast is a 15’ radius sphere centered on the point of impact. Cost to make similar to that of a scroll or potion of the spell.
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Wisea$$ DM and Player since 1979.
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I'm looking to get my Goblin Rogue in making explosives and using them in combat.
Are there any written rules about making explosives in D&D and what's required to do so? feats? tool kits? ingredients?
Ask your DM. The DMG has some rules for guns and explosives but they're optional and the DM may not want them in their setting. The Player's Handbook has rules for crafting during downtime.
The Forum Infestation (TM)
http://www.lulu.com/shop/christopher-wesel/explosives-and-explosive-effects-roleplaying-supplement/ebook/product-23731118.html
I am a legit explosives expert. I made this thing, it's free. you asked, I answered
it could be worse, you could be on fire.
If it's a free pdf, why must I go through the checkout process and enter my card details? Isn't there an easier way?
Easier than downloading a free PDF?
The complaint's understandable. Since it's not just downloading a free text, it's entering credit card info to download the free text. When I acquire a free pdf via Drive Thru I don't need to enter any payment info. DMsGuild as far as I can tell uses DriveThru as their back end for their marketplace. So the two usual goto online marketplaces for pdf and digital copies of 3rd party or indy TTRPG rpg materials don't require a credit card to access free content. Lulu does. I'm sure there are a plenty of reasons why someone with free content would not want the increased market exposure and audience feedback provided by DTRPG, but it's is reasonable and normal instinct to take pause when asked to enter credit card info online for something "free." It may be unwarranted, but it's understandable.
I bought a comic book through Lulu over a decade ago, hazy enough that I _think_ these are the same companies. I believe they were an early print on demand company who did some .pdf sales as well. The artist whose work I was buying was legit and in correspondence just told me they were easier than some of the more sophisticated storefronts. I can't remember exactly what, but I remember the transition and delivery had some hiccups.
EDIT: author may have strong reasons to no longer advert on DMsGuild, but it's available on DMsGuild with no CC info required:
https://www.dmsguild.com/product/248242/Explosives-and-Explosive-Effects-Supplement
It's definitely written for a modern setting, largely referencing explosives in military and modern tactical applications; but could be inspirational. Might be a big ask for a DM though to add a level of technical crunch to your game. But if they're creative and crunchy oriented, like I said, there's inspiration that could be applied.
Jander Sunstar is the thinking person's Drizzt, fight me.
Check the DMG for firearms and explosives.
Check out the Izzet League stuff in Guildmaster's Guide to Ravnica.
Check out DMs Guild where for .99 to $15.00, you'll find loads of independent content that will cover "using explosives in your game"
All things Lich - DM tips, tricks, and other creative shenanigans
.00 to $15.00. The Lulu book mentioned is in there.
To the OP, FYI the DMG gives optional rules for what are basically a Molotov cocktail, a gunpowder based charge (equiv of pipe bomb) and dynamite. After that real world analogous progression you start getting into more sophisticated explosive chemistry which aren't really addressed in the DMG. You also get fragmentation grenades and smoke grenades (good template for smoke bombs which I've seen used elsewhere). So the rules are there in the core as _options_. And there's lots of outlets in the 5e 3rd party world if you want to push it. Magic based explosives are something to think over too. Why not infuse radiant energy into something that explodes a la Holy Hand Grenade. I could see a "Sapper" subclass to the Artificer who engages in magical demolitions for tactical or industrial reasons.
But the big lever needing to pull is the DMs world. Is there technological precedent in your game world for explosives? If so, it comes into question whether your character gets access. If not, that's harder to argue that your one adventurer somehow figures out explosives on their free time.
Jander Sunstar is the thinking person's Drizzt, fight me.
it's up to the Dm most of the time, but gunpowder and alchemists fire are useful tools.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
So... is there a downloadable pdf without a checkout? A text option here would be fine but if not that's ok.
As others have said all further discussion is moot without DM approval. Assuming you have that there are some possible historical considerations - black powder is the only explosive present in the mideveal world. Invented around 1000CE in China and making it to the west by about 1250 CE. Black powder is considered a “low” explosive - that is they burn at subsonic speeds- the blast is generated by the buildup of gas’s pressure from the burn suddenly exceeding the containing strength of the container producing a shockwave. True “high” explosives were not invented/discovered until the early/ middle 1800s so generally outside the purview of a normal D&D game ( welcome to steampunk). For magical explosives one good origin might be “ potions of Thunderwave” - SCAtterable thrown containers of the Thunderwave spell cast at different spell levels. Now instead of starting “ in front of you” the blast is a 15’ radius sphere centered on the point of impact. Cost to make similar to that of a scroll or potion of the spell.
Wisea$$ DM and Player since 1979.