Bomb Dmg 5e

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  1. Bomb Damage Mhw
  2. Dmg 5e Pdf

Dec 26, 2014  I just started running a new campaign set in Vodari, a homebrew world where an entire continent sunk nearly 1000 years ago. Today, my players find themselves in a world where civilization has risen again on the scattered islands that remain. Adventurers in Vodari need to travel by sea and sometimes they run into other ships or monsters. Dungeons and Dragons (D&D) Fifth Edition (5e) Equipment, Gear, & Items. A comprehensive list of all official equipment for Fifth Edition. This site works best with JavaScript enabled. Jun 30, 2015  A Devastation Orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a Devastation Orb of Air.The ritual takes 1 hour to complete and requires 2,000 gp worth of special componets, which are consumed.

As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a succe ssful one. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at. Mar 20, 2016  I want to introduce some grenade-like items in my campaign to hopefully make combat more interesting and engaging, as well as to potentially give some of the melee-focused characters some sort of ranged utility. For the life of me, though, I can't find any rules for grenade weapons in 5e at all. Are there any? If not, what would a reasonable houserule for targeting them and so forth be? $begingroup$ Price the bomb on a similar scale as a spell scroll / wondrous item (yeah, i know magic items in 5e don't have a price) with the same destructive power, add a premium because any class can use it, and then we come to the crafting DC, tools, proficiency and tests.

Bomb

Exotic Light Thrown

Cost: 10 gp
Damage (Small): 1d6
Damage (Medium)1: 1d8
Critical: N/A
Range Increment: 20'
Weight2: 2 lbs
Type3: Fire
HP4: 4
Hardness: 8

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies 'and', either type (player's choice at time of attack) if the entry specifies 'or', or each end of the double weapon is a different type if the entry specifies '/'.
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


A bomb detonates when the fuse ends after being lit.

When making an attack roll with a bomb, the thrower targets a square (AC 10). If this hits, the bomb explodes, destroying itself and generating a 10ft radius burst, centred on the square that was hit. Anything in the area is dealt the bomb's damage, with a Reflex save (DC 10 + 1/2 the thrower's BAB + the thrower's Dexterity modifier) for half. If the thrower uses a different ability score for thrown weapon attack rolls, they can use that ability score modifier instead of Dexterity to determine this DC if they want. If the bomb has an enhancement bonus to attack and damage rolls, apply this to the DC.

If you roll a 1 on a damage die with a bomb, re-roll it until it's not a 1.

For the purpose of enhancement and masterworking, bombs are considered ammunition. Uses for dmso.

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Dmg

Bomb Damage Mhw

AuthorMisterSinister
ClassThrown
Cost10 gp
CriticalN/A
Damage1d8
Damage TypeFire
Hardness8
Hit Points4
Identifier3.5e Equipment
ProficiencyExotic
Range20
Rated ByHarrowedMind
RatingRating Pending
SizeLight
TitleBomb
Weight2

Dmg 5e Pdf

I'm now going to be DMing 5th edition, and I need some help on encounter design.
Specifically, all the standard goblin-type threats look pretty dangerous in 5e. Kobolds have up to 10 hp and get +4 to hit. Pack tactics look nasty.
Goblins have up to 12 hp and +4 to hit, and get an extra action every turn to Hide.
In general, 5e seems to have seriously amped up monster hit dice and special abilities. I don't want to start the game at 3rd level, but that seems to be what the ruleset expects. Also, converting any old modules would seem to automatically make them 2 levels higher, so that a 1st level B/X module should be a 3rd level module in 5e. Keep on the Borderlands seems like it would be a bloodbath for 1st level 5e characters.
Any suggestions on this, besides starting at 3rd level?