Explosives
| Name | Rarity | Price |
|---|---|---|
| Bomb | Uncommon | 5 sp |
| Gas Bomb | Rare | 1 gp |
| Grenade | Rare | 5 sp |
| Smoke Bomb | Rare | 1 gp |
| Wild Fire Bomb | Exotic | 5 gp |
Bomb: This iron sphere, about the size of a human head, is filled with explosive powder and fitted with a fuse. It takes 10 rounds to burn a full length of fuse, though you can shorten the fuse length to burn faster. You use an action to light the fuse and throw the bomb or set it on the ground within your reach.
The bomb detonates when the fuse burns down to deal 4d6 damage to everything within 5 yards of it. A creature in the area makes an Agility roll and takes half the damage on a success.
The explosion releases smoke that fills the air within 20 yards of the exploded bomb and lingers for 1 minute, creating heavy obscurement in the area. The sound of an exploding bomb travels up to 200 yards.
Gas Bomb: A fluid sloshes in this metal canister. You use an action to crack the canister and either throw it or set it down within your reach. For 1 minute, the canister releases poison gas that fills the air within 10 yards of the exploded bomb, creating moderate obscurement in the area. The gas remains for 1d6 minutes unless dispersed by wind.
The gas causes burns and blisters in exposed flesh. At the end of each round, any creature in the gas makes a Strength roll. On a failure, the creature takes 1d6 damage and becomes poisoned (luck ends). A gas bomb has no effect if detonated while submerged in a liquid.
Grenade: This is a smaller, stabler bomb made for throwing. At the end of the round, the grenade explodes to deal 2d6 damage to everything within 5 yards of it. A creature in the area makes an Agility roll and takes half the damage on a success.
The explosion releases smoke that fills the air within 5 yards of the exploded grenade, creating light obscurement in the area that remains for 1 minute. The sound of an exploding grenade carries up to 200 yards.
Smoke Bomb: This cylindrical canister contains a fluid that combusts when exposed to air. You use an action to crack the canister and either throw it or set it down within reach.
Thick, black smoke spews from the canister for 1 minute, creating heavy obscurement within 10 yards of it. At the end of each round, each creature in the area makes a Strength roll. On a failure, the creature takes 1d6 damage from inhaling the smoke.
A smoke bomb has no effect if detonated while submerged in a liquid.
Wild Fire Bomb: This canister holds a thick, gelatinous substance that ignites on contact with air. Once it burns, wild fire is almost impossible to extinguish, even if submerged in water.
You use an action to throw a wild fire bomb. The canister cracks open on impact with a solid creature, object, or surface, causing the substance to explode and deal 6d6 damage to each creature and object within 5 yards of it. Flammable objects take double damage and catch fire. A creature that would take this damage makes a luck roll and takes half the damage on a success, or catches fire on a failure. Fire started by the wild fire bomb ignores efforts to douse it for 1 minute.
Burning wild fire gives off smoke that fills the air within 10 yards of the exploded bomb, creating heavy obscurement for as long as the fire burns and for 1 hour after. At the end of each round, each creature in the area makes a Strength roll. On a failure, the creature takes 1d6 damage from inhaling the smoke. On a critical failure, the creature also becomes poisoned (luck ends).
If you are carrying one or more explosives when you take 5 damage or more from fire or lightning, make a luck roll for each explosive you carry. On a failure, that explosive detonates. Grenades ignore this rule.