Weapon (handaxe), uncommon

Name: Basic Explosive

Rarity: Uncommon

Weight: 3 lb

Cost: 50 gp (materials ~25 gp)

Properties: Thrown (range 20/60), requires an action to arm and throw (or set a timed fuse). An explosion affects an area (see type). Usable once; destroyed on explosion.

How it works (two common play options)

  1. Thrown (attack-based): You make a ranged weapon attack vs the AC of a single target. If it hits, the explosive detonates centered on that target.
  2. Thrown (save based / easier for groups): You throw and it lands where aimed; creatures in the area make the listed Dexterity save to avoid (DM can require an attack roll vs an unattended target like a door/crate).

Use whichever method your table prefers; stat blocks below give save DCs.

Types (pick one when the explosive is made or bought)

1) Fragmentation Charge (shrapnel)

  • Area: 10 ft radius (sphere) centered on blast point
  • Save: Dex save DC 13
  • Damage: on fail, 3d6 piercing; on success, half.
  • Secondary: creatures within the outer 10 20 ft (i.e., between 10 and 20 ft from the center) take 1d6 piercing (no save).
  • Special: unattended flammable materials take no extra effect (not incendiary).

2) Incendiary Charge (fire)

  • Area: 10 ft radius
  • Save: Dex save DC 13
  • Damage: on fail, 3d6 fire; on success, half.
  • Secondary: flammable unattended objects in the area (paper, cloth, dry wood) catch fire. A creature hit that fails the save is also lit aflame 1d4 fire at the start of its turn until it uses an action to douse (or succeeds on a DC 10 Strength/Athletics check to smother).
  • Special: Magical or nonflammable materials are unaffected by ignition.

3) Concussive Charge (blast/knockback)

  • Area: 10 ft radius; creatures within 10 ft must make a Dex save, DC 13.
  • Damage: on fail, 2d6 bludgeoning; on success, half.
  • Effect: on a failed save, creature is also pushed 5 ft and has disadvantage on attack rolls and ability checks until the end of its next turn (represents disorientation).
  • Special: useful vs constructs or for shoving foes off ledges.

4) Smoke Charge (nonlethal, tactical)

  • Area: 10 ft radius cloud of thick smoke ( heavily obscured ) lasting 1 minute or until the wind disperses it.
  • Save: Dex save DC 13 to avoid being caught by initial coughing; on a failed save, the creature is coughing (disadvantage on perception checks relying on sight) for 1 round.
  • Special: excellent for retreats, stealth, or denying vision. Fire or wind can clear earlier.

Fuse & Timer Rules

  • Immediate throw: Light and throw as one action; detonates on impact. No fuse check required.
  • Timed fuse: You can set a timed fuse (1d4 rounds delay). To set a timed fuse safely requires Tinker’s Tools or Alchemist’s Supplies and a Dexterity (Tinker’s) or Intelligence (Alchemist) check, DC 12.
    • Failure (by 5 or more): explodes immediately in your space, treat as a normal explosion centered on you (you take damage normally).
    • Failure (<5): fuse is set but unstable, roll a d20 each round; on a 1, it detonates early in the handler's space (DM call).

Disarm / Snuffing

  • To pick up or snuff a lit fuse: Tinker’s Tools or Alchemist’s Supplies + Dexterity check DC 15 (quick snuff).
  • If you attempt to grab without tools: make a Dex saving throw, DC 12, or the explosive detonates, centered on you (you take full blast). A successful save lets you drop it safely 5 ft away (no detonation).

Crafting

  • Proficiency required: Tinker’s Tools or Alchemist’s Supplies.
  • Time: 8 hours.
  • Material cost: half the listed cost (≈25 gp).
  • Crafting check: Intelligence (Alchemist) or Dexterity (Tinker) check, DC 13.
    • Success: item works as above.
    • Failure (<5): item is a dud or unstable (DM may let it misfire later).
  • Upgrade: make rare explosive by increasing damage dice by ~1 step (e.g., 3d6 → 4d6) and raising DCs by +2; requires better components and a DC15 craft check.

Misuse & Risk (fun chaos)

  • Mishandling: If you fumble while arming (attack roll nat 1 or fail Tinker check badly), roll Dex save DC 12: fail = explosion centered on you (full damage), success = you drop it 5 ft and it explodes there (half damage to you).
  • Environmental risk: rain reduces incendiary secondary effects; wind may push the smoke cloud; enclosed spaces increase damage by +1d6 (DM call).

Rarity / Balance notes for DMs

  • Uncommon fits for 3d6 area damage with a meaningful risk (matches power level between alchemist’s fire and fireball components).
  • If you plan to make these common at low level, reduce damage to 2d6 and/or reduce blast radius to 5 ft.
  • Avoid giving too many explosives to players at once. Resource and misfire rules help balance.

Quick reference (cheat-sheet)

  • Fragmentation: Dex save DC13, 3d6 piercing (10 ft radius).
  • Incendiary: Dex DC13, 3d6 fire, ignites flammable items.
  • Concussive: Dex DC13, 2d6 bludgeoning, push 5 ft + disadvantage.
  • Smoke: 10 ft heavy obscure cloud, last 1 min (Dex DC13 for coughing 1 round).
  • Range: Thrown 20/60 ft.
  • Craft DC: 13 (materials half price).
  • Fuse set DC: 12 (to set); snuff DC: 15.

Proficiency with a Handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Light, Thrown, Vex

MIKEVTRECHEN

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