The Explosives section of the 2024 DMG has prices for the Bomb, Gunpowder (keg) and Gunpowder (powder horn) - meaning they can be purchased or crafted without having to be ridiculously expensive (100gp, 250gp and 35gp respectively).
The Keg and Horn can only be used by being set on fire which presents an obstacle. One that can be overcome by using Tavern Brawler and throwing them (1d4+str 20/60ft. range) alongside a Bomb or Torch to ignite them.
All have a dc12 dex save BUT half damage on a success.
Throwing a Bomb takes an Action which means it can be achieved the ‘cheapest’ by using Thief Bonus Action or Haste. But this is a very expensive way to ignite the gunpowder.
The cheapest way I can think to build a character like “Victor, the black powder merchant” is to:
1. Human with Tavern Brawler and Crafter origin feats.
2. Battlemaster with Thrown Weapon Fighting Style using backwards compatibility to pickup Quick Toss.
3. Craft Gunpowder (powder horns) for 14gp a pop (using 20% crafter discount) and mix in a Toch (1cp) each turn.
4. Action Surge for 4d4+24 +1d8 (38.5 average bludgeoning damage) and 12d6 aoe (21 guaranteed damage in 10ft radius sphere) for 56.01gp.
I submit that lighting a keg or horn with a torch would be at DM discretion, probably best to discuss before building a dedicated character. I would rule that a torch on a thrown (and thus broken) keg would create some amount of fire, but not a 7d6 explosion.
The Keg and Horn can only be used by being set on fire which presents an obstacle. One that can be overcome by using Tavern Brawler and throwing them (1d4+str 20/60ft. range) alongside a Bomb or Torch to ignite them.
Bomb says that it takes an Action to throw but doesn't specify the Utilize so Fast Hands doesn't help.
I take it you are using Tavern Brawler to throw them as improvised weapons?
Bombs and torches don't necessarily set anything on fire. Taking fire damage doesn't actually start a fire. Compare Fire Bolt, Scorching Ray, and Produce Flame. Fire Bolt definitely can start a fire and Produce Flam definitely can't. Scorching Ray ... maybe?
Good points, I wanted this all to be explicitly rules as written - thus not suggesting fuses or pre-lighting the containers. I made a compromise too far when trying to make it cheap.
So returning to the explicit text: “Setting fire to a container full of Gunpowder causes it to explode.”
Alchemist’s Fire is a RAW route to setting the Horns or Kegs on fire after they are thrown… it is just more expensive.
Or dousing a Horn or Keg with Oil within a minute of throwing it… Then throwing a Torch would work RAW. FYI, this is also how all the containers would need to be ‘treated’ if, for some reason, the explosion of one container is not sufficient to ‘set fire’ to the other containers.
Or dousing a Horn or Keg with Oil within a minute of throwing it… Then throwing a Torch would work RAW. FYI, this is also how all the containers would need to be ‘treated’ if, for some reason, the explosion of one container is not sufficient to ‘set fire’ to the other containers.
I wanted to say this would work, but I couldn't find anything saying the torch or oil set anything on fire. Logically it should work.
“Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.” You are right it does not explicitly say that the burning oil actually ignites the object…
Alternatively, a Bonus Action Create Bonfire from Metamagic or Thief Rogue sets up a target for throwing Kegs or Horns.
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
Human with Crafter and Tavern Brawler origin feats
Fighter 2: Defensive Fighting Style Monk 8: Sun Soul, Mage Slayer and +2 Str
20str 14dex 14con 8int 13wis 9cha
This Monk will use Plate, Shield and as much Gunpowder as money can buy. As there is only one feature we want from Monk: Sun Soul’s lv6 Bonus Action Burning Hands. Which in a (two short-rest four combat) adventuring day can be used twelve times and at Monk 8 it can be used all four rounds for four combats a day.
Fighter 2 is not strictly necessary (could use Tortle and then Warlock for extra Origin Feat) but it does offer burst damage to quickly kill dangerous threats.
Expensive burst AOE: 4d4+20 bludgeoning damage to one target and 31d6 fire damage in aoe. 800gp cost.
Cheap burst AOE: 4d4+20 bludgeoning damage to one target and 15d6 fire damage in aoe. 112gp cost.
An example of the equipment a lv10 character may want: Adamantine Plate 65lb. Dragonhide Belt, +1 Goggles of Night Shield 8gp 6lb. 4 Alchemist's Fire 160gp 4lb. Bullseye Lantern 8gp 2lb. 19 Gunpowder (keg) 3800gp 380lb. 18 Gunpowder (powder horn) 504gp 36lb. 8 Light Hammer 12gp 16lb. Rope 0.8gp 5lb. Mule 6.4gp
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
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The Explosives section of the 2024 DMG has prices for the Bomb, Gunpowder (keg) and Gunpowder (powder horn) - meaning they can be purchased or crafted without having to be ridiculously expensive (100gp, 250gp and 35gp respectively).
The Keg and Horn can only be used by being set on fire which presents an obstacle. One that can be overcome by using Tavern Brawler and throwing them (1d4+str 20/60ft. range) alongside a Bomb or Torch to ignite them.
Bomb: 3d6 fire, 5ft. radius sphere
Keg: 7d6 fire, 10ft. radius sphere
Horn: 3d6 fire, 10ft. radius sphere
All have a dc12 dex save BUT half damage on a success.
Throwing a Bomb takes an Action which means it can be achieved the ‘cheapest’ by using Thief Bonus Action or Haste. But this is a very expensive way to ignite the gunpowder.
The cheapest way I can think to build a character like “Victor, the black powder merchant” is to:
1. Human with Tavern Brawler and Crafter origin feats.
2. Battlemaster with Thrown Weapon Fighting Style using backwards compatibility to pickup Quick Toss.
3. Craft Gunpowder (powder horns) for 14gp a pop (using 20% crafter discount) and mix in a Toch (1cp) each turn.
4. Action Surge for 4d4+24 +1d8 (38.5 average bludgeoning damage) and 12d6 aoe (21 guaranteed damage in 10ft radius sphere) for 56.01gp.
I submit that lighting a keg or horn with a torch would be at DM discretion, probably best to discuss before building a dedicated character. I would rule that a torch on a thrown (and thus broken) keg would create some amount of fire, but not a 7d6 explosion.
Bomb says that it takes an Action to throw but doesn't specify the Utilize so Fast Hands doesn't help.
I take it you are using Tavern Brawler to throw them as improvised weapons?
Bombs and torches don't necessarily set anything on fire. Taking fire damage doesn't actually start a fire. Compare Fire Bolt, Scorching Ray, and Produce Flame. Fire Bolt definitely can start a fire and Produce Flam definitely can't. Scorching Ray ... maybe?
How to add Tooltips.
My houserulings.
Good points, I wanted this all to be explicitly rules as written - thus not suggesting fuses or pre-lighting the containers. I made a compromise too far when trying to make it cheap.
So returning to the explicit text: “Setting fire to a container full of Gunpowder causes it to explode.”
Alchemist’s Fire is a RAW route to setting the Horns or Kegs on fire after they are thrown… it is just more expensive.
Or dousing a Horn or Keg with Oil within a minute of throwing it… Then throwing a Torch would work RAW. FYI, this is also how all the containers would need to be ‘treated’ if, for some reason, the explosion of one container is not sufficient to ‘set fire’ to the other containers.
I wanted to say this would work, but I couldn't find anything saying the torch or oil set anything on fire. Logically it should work.
How to add Tooltips.
My houserulings.
“Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.” You are right it does not explicitly say that the burning oil actually ignites the object…
Alternatively, a Bonus Action Create Bonfire from Metamagic or Thief Rogue sets up a target for throwing Kegs or Horns.
D&D is a bit lacking in the arson department.
How to add Tooltips.
My houserulings.
I’ve got it!
Tortle Sun Soul strength-based Monk of all things, using BA to cast Burning Hands to blow all the Horns or Kegs up!
It’s elegant and completely unexpected… Bowser in d&d
Just make sure you are out of the explosion AoE and you are golden.
How to add Tooltips.
My houserulings.
Its because they expect you to use spells instead.
Spells instead of Burning Hands?
How to add Tooltips.
My houserulings.
Human with Crafter and Tavern Brawler origin feats
Fighter 2: Defensive Fighting Style
Monk 8: Sun Soul, Mage Slayer and +2 Str
20str 14dex 14con 8int 13wis 9cha
This Monk will use Plate, Shield and as much Gunpowder as money can buy. As there is only one feature we want from Monk: Sun Soul’s lv6 Bonus Action Burning Hands. Which in a (two short-rest four combat) adventuring day can be used twelve times and at Monk 8 it can be used all four rounds for four combats a day.
Fighter 2 is not strictly necessary (could use Tortle and then Warlock for extra Origin Feat) but it does offer burst damage to quickly kill dangerous threats.
Expensive burst AOE: 4d4+20 bludgeoning damage to one target and 31d6 fire damage in aoe. 800gp cost.
Cheap burst AOE: 4d4+20 bludgeoning damage to one target and 15d6 fire damage in aoe. 112gp cost.
An example of the equipment a lv10 character may want:
Adamantine Plate 65lb.
Dragonhide Belt, +1
Goggles of Night
Shield 8gp 6lb.
4 Alchemist's Fire 160gp 4lb.
Bullseye Lantern 8gp 2lb.
19 Gunpowder (keg) 3800gp 380lb.
18 Gunpowder (powder horn) 504gp 36lb.
8 Light Hammer 12gp 16lb.
Rope 0.8gp 5lb.
Mule 6.4gp