Price: 300 gp
Weight: 2 lbs
Duration: 1d4+3 rounds
Tier: Advanced
-A creature hit with this bomb must succeed on a Charisma saving throw or be banished to another plane of existence. If the target is native to the plane you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there for the duration, at the end of which the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a loud bang, returning to its home plane, and doesn't return.
-Throwing Bombs. You can choose to toss or throw bombs at your opponents, in which case you treat the bomb as an improvised weapon with a range of 20/60 feet. If you miss, the bomb lands in a random spot within 5 feet of the target. It then goes off, unless stated otherwise in the bomb’s description.
-Timed Bombs. With a sufficiently long fuse, a bomb can be placed in a strategic location to blow up at a later time. During that time, a creature can use an action to cut the end of the fuse, rendering the bomb harmless.
One inch of a fuse burns for one minute. A fuse can be up to 30 inches long, meaning it can burn for a maximum of 30 minutes.
-Grenadier DC. Some bombs require the use of a saving throw, in which case you use your grenadier DC. Your grenadier DC equals 8 + your proficiency bonus + your Intelligence or Wisdom modifier.
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