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Bomb Dmg 5e Download
Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. Jan 07, 2019 You can take the encounter from the adventure and calculate how dangerous an encounter will be using the 5e monster (DMG or the basic rules has the fomula). A real quick way to eyeball things: 5e encounter design generally assumes non-deadly encounters will have less monsters than PCs (at least until PCs are higher level). Mac app drop shelf. 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.
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?
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?
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.
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. Google earth pro installer error 1618 windows. Download wii remote on mac. 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.
Back to Main Page → 3.5e Homebrew → Equipment → Weapons
Bomb Dmg 5e System
Dnd 5e Bomb Damage
MisterSinisterv |
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Retrieved from 'https://dnd-wiki.org/w/index.php?title=Bomb_(3.5e_Equipment)&oldid=250664'
Bomb Damage
Author | MisterSinister |
Class | Thrown |
Cost | 10 gp |
Critical | N/A |
Damage | 1d8 |
Damage Type | Fire |
Hardness | 8 |
Hit Points | 4 |
Identifier | 3.5e Equipment |
Proficiency | Exotic |
Range | 20 |
Rated By | HarrowedMind |
Rating | Rating Pending |
Size | Light |
Title | Bomb |
Weight | 2 |