Each bomb can be thrown up to 30 / 60 ft away targeting a creature or a point within range. Make a Dexterity/Strength check of DC 15, add proficiency bonus if proficient in firearms. Failure might result in a mishap at DMs discretion. Each bomb does 1D10 fire damage to each creature within 5ft radius sphere from a chosen point and additional effects as below based on the type of the bomb. Any un-secured or non-worn or not carried flammable items will catch on fire as per their property.
Acid bomb - Acid spreads in that area and the fumes of acid will raise and make it harder to breathe and see. Each creature engulfed in the area has to pass a DC 15 constitution saving throw or take 2 D10 acid damage and is blinded by acidic fumes for 1 minute. A creature will take half damage on a successful save and is not blinded. A creature can use its action to douse off the acid to end the blinded condition.
Oil bomb - Oil spreads the fire further and increases the radius of explosion by an additional 5 ft. to a total of 10 ft. Each creature or an unsecured object will catch fire and will take 2 D10 fire damage at the start of each of its subsequent turns for 1 minute. A creature can use its action to douse off the fire by preventing any damage further.
Poison bomb - Poison spreads in the area and each creature engulfed in that area has to pass a DC 15 constitution saving throw or take 2 D10 poison damage or it is poisoned for 1 minute. If success then it takes half damage and is not poisoned. A poisoned creature can make a saving throw at the end of each of its turns to end the poisoned condition.
Notes: Blinded, Poisoned
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4/21/2023 8:31:00 PM
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