Guide to Explosive Formulae

== Explosives Galore ==
High Explosive Formula:
By dry distilling sheep dung, and mixing that with aqua fortis (nitric acid), you get ammonium nitrate. This is of itself explosive when detonated, but when mixed with lamp oil, it creates a short fuse explosive of dangerous proportions.
Range: 20/60
(The formula takes about 15 days to make, 375gp price.)
Note: Do not be within at least 10ft of the explosive when it goes off.
High Explosive Formula: Deals 5d4 thunder damage and 2d4 fire damage. Anyone caught in the 10ft blast radius must make a DC 14 dexterity saving throw. On a successful save, take half damage.
Quick Burst Explosive Formula:
Dried flour, when dispersed as a dust, can quickly explode into a fireworks-esque fireball, singing and burning anyone inside of it. This explosive dust simply requires the tiniest of flames to explode. Deals damage in a single square.       
Must be within 5ft.       
(Formula takes 5gp worth of resources)      
Note: Keep fire as far away as possible when the dust is present.            
Quick Burst Explosive Formula: Deals 2d6 fire damage.      
Hand Held Incendiary Bomb:
By taking a small, hollow glass ball; you can fill it with lamp oil and with a light mix of tar. A small opening should be present in the 'top' of the ball, with a simple 1 inch by 10 inch rope threaded into the glass ball. A clasp is to be fitted onto the rope and hole, locking the rope into place allowing the glass ball to be turned upsidedown without spilling it's contents. When this rope is lit and thrown at an enemy, it will splash the flammable contents over the enemy, sticking to them and burning them alive.
Range: 20/60
(Formula takes 5 days to make, costing 125gp in resources)
Note: Once the rope is lit, it must be thrown immediately, or it will explode within the user's own hands.
Hand Held Incendiary Bomb: Deals 3d4 fire damage and covers the enemy in flaming tar. Every turn, at the start of the burning enemy's turn, they take 1d4 fire damage. The enemy may make a DC 12 dexterity saving throw as their action to put out the flames.
Category:Formula
Category:Equipment