Equipment

=== Critical Hit Abilities ===
When a weapon critically hits or rolls maximum damage on the damage die, roll a d100 for a chance to activate your weapon's Critical Ability:
*Disabling: When you score a critical hit against a creature, you have a X% (d100) chance of giving the creature disadvantage on its next attack roll, ability check or saving throw.
*Flourishing: When you score a critical hit against a creature, you have a X% (d100) chance of giving yourself a +2 bonus to hit on your next attack with this weapon.
*Wrecking: When you score a critical hit against a creature no larger than one size than you, you have a X% (d100) chance of knocking the target prone or shoved 10ft from you, your choice.
*Rending: When you score a critical hit against a creature, you have an X% (d100) chance of dealing additional damage equal to your Strength or Dexterity ability modifier (whichever is higher).
*Sundering: When you score a critical hit against a creature with natural armor or is wearing medium/heavy armor, you have a X%(d100) chance of permanently reducing their AC by 1. Natural armor recovers this reduction on a long rest. Armor recovers from this reduction when repaired for a quarter of the armor's cost with the appropriate tools.
== Melee Weapons ==
Name 	Value 	Damage 	Weight 	Properties
Simple Melee Weapons 	Simple Melee Weapons 	Simple Melee Weapons 	Simple Melee Weapons 	Simple Melee Weapons
Brass knuckles 	5sp 	1 bludgeoning 	0.5 lb. 	Light, Rending (65%), Wrecking (75%)
Club 	1sp 	1d4 bludgeoning 	2 lb. 	Light
Dagger 	2gp 	1d4 piercing 	1 lb. 	Finesse, Light, Thrown (20/60), Skirmish, Flourishing (80%)
Great club 	2sp 	1d8 bludgeoning 	10 lb. 	Two-handed, Wrecking (65%)
Handaxe 	5gp 	1d6 slashing 	2 lb. 	Light, Thrown (20/60), Skirmish, Rending (60%)
Javelin 	5sp 	1d6 piercing 	2 lb. 	Thrown (30/120) Sundering (60%)
Light hammer 	2gp 	1d4 bludgeoning 	2 lb. 	Light, Thrown (20/60)
Mace 	5gp 	1d6 bludgeoning 	4 lb. 	Sundering (65%)
Quarterstaff 	2sp 	1d6 bludegoning 	4 lb. 	Versatile (1D8)
Sickle 	1gp 	1d4 slashing 	2 lb. 	Light, Rending (50%)
Stiletto knife 	5gp 	1d4 piercing 	1 lb. 	Finesse, Light, Skirmish, Disabling (65%)
Spear 	1gp 	1d6 piercing 	3 lb. 	Thrown (20/60), Versatile (1D8), Disabling (60%)
Martial Melee Weapons	Martial Melee Weapons	Martial Melee Weapons 	Martial Melee Weapons	Martial Melee Weapons
Battleaxe 	10gp 	1d8 slashing 	4 lb. 	Versatile (1D10), Sundering (50%)
Flail 	10gp 	1d8 bludgeoning 	2 lb. 	Shield Pass, Wrecking (50%)
Glaive 	20gp 	1d10 slashing 	6 lb. 	Heavy, Reach, Two-Handed, Rending (55%)
Greataxe 	30gp 	1d12 slashing 	7 lb. 	Heavy, Two-Handed, Sundering (75%)
Greatsword 	50gp 	2d6 slashing 	6 lb. 	Heavy, Two-Handed, Rending (60%)
Halberd 	20gp 	1d10 slashing 	6 lb. 	Heavy, Reach, Two-Handed, Disabling (50%)
Katana 	25gp 	1d8 slashing 	2 lb. 	Versatile (1d10), Flourishing (65%), Elegant
Lance 	10gp 	1d12 piercing 	6 lb. 	Reach, Special
Longsword 	15gp 	1d8 slashing 	3 lb. 	Versatile (1D10), Rending (40%)
Maul 	10gp 	2d6 bludgeoning 	10 lb. 	Heavy, Two-Handed, Wrecking (75%)
Morning-star 	15gp 	1d8 piercing 	4 lb. 	Wrecking (50%), Disabling (50%)
Naginata 	25gp 	1d10 slashing 	6 lb. 	Heavy, Reach, Two-Handed, Flourishing (65%), Elegant
Nodachi 	65gp 	2d6 slashing 	6 lb. 	Heavy, Two-Handed, Flourishing (50%), Elegant
Pike 	5gp 	1d10 piercing 	18 lb. 	Heavy, Reach, Two-Handed, Sundering (60%)
Rapier 	25gp 	1d8 piercing 	2 lb. 	Finesse, Flourishing (75%)
Scimitar 	25gp 	1d6 slashing 	3 lb. 	Finesse, Light, (Rending 50%)
Shortsword 	10gp 	1d6 piercing 	2 lb. 	Finesse, Light, Skirmish, Flourishing (40%)
Trident 	5gp 	1d6 piercing 	4 lb. 	Thrown (20/60), Versatile (1D8)
Warpick 	5gp 	1d8 piercing 	2 lb. 	
Warhammer 	15gp 	1d8 bludgeoning/piercing	2 lb. 	Versatile (1D10), Sundering (40%), Wrecking (40%)
Whip 	2gp 	1d4 slashing 	3 lb. 	Finesse, Reach, Flourishing (100%)
* Elegant: A weapon with this property allows the wielder to use their Dexterity modifier for attack and damage rolls, but requires a strength of score of 12 to adequately use. Weapons with this property do not gain sneak attack.
*Skirmish: You have a +2 bonus to attack rolls against a creature you are grappling, as well as against creatures that are grappling you. Additionally, if this property is on a ranged weapon, being within 5ft of the target does not impose disadvantage.
*Shield Pass: When attacking a creature that is wielding a shield, you ignore the base bonus to AC the shield provides.
Black Etherium: A weapon can only be crafted from black etherium by a master (tool kit ability check 30). Whenever a creature that has spell slots takes damage from a black etherium weapon, there is a 30% chance that any magical effects the creature is under are dispelled as per the dispel magic spell. A weapon or 10 pieces of ammunition crafted with this material cost an additional 700gp from its base cost. 
== Ranged Weapons ==
Name 	Value 	Damage 	Weight 	Properties
Simple Ranged Weapons 	Simple Ranged Weapons 	Simple Ranged Weapons 	Simple Ranged Weapons 	Simple Ranged Weapons
Light crossbow 	25gp 	1d8 piercing 	5 lb. 	Ammunition, Range (80/320), Loading, Two-Handed, Rending (50%)
Dart 	5cp 	1 piercing 	¼ lb. 	Finesse, Thrown (20/60), Disabling (50%)
Shortbow 	25gp 	1d6 piercing 	2 lb. 	Ammunition, Range (80/320), Two-Handed, Flourishing (50%)
Sling 	1sp 	1d4 piercing 	 	
Ammunition, Range (30/120) 	 	 	 	
Martial Ranged Weapons 	Martial Ranged Weapons	Martial Ranged Weapons	Martial Ranged Weapons	Martial Ranged Weapons
Blowgun 	10gp 	1 piercing 	1 lb. 	Ammunition, Range (25/100), Loading, Disabling (85%)
Hand crossbow 	75gp 	1d6 piercing 	3 lb. 	Ammunition, Range (30/120), Light, Loading, Flourishing (65%)
Heavy crossbow 	50gp 	1d10 piercing 	18 lb. 	Ammunition, Range (100/400), Heavy, Loading, Two-Handed, Rending (40%)
Great crossbow 	100gp 	1d12 piercing 	21 lb. 	Ammunition, Range (80/350), Heavy, Loading, Two-Handed, Rending (50%)
Repeating crossbow 	175gp 	1d8 piercing 	8 lb. 	Ammunition, Range (80/200), Reload (6), Two-handed, Flourishing (60%)
Shielded crossbow 	100gp 	1d8 piercing 	14 lb. 	Ammunition, Range (80/200), Loading, Two-handed, Wrecking (60%), Sundering (50%), Special
Recurve bow 	75gp 	1d6 piercing 	2 lb. 	Ammunition, Range (70/250), Two-Handed, Flourishing (55%), Special
Compound bow 	100gp 	2d4 piercing 	3 lb. 	Ammunition, Range (100/400), Two-Handed, Rending (45%)
Longbow 	50gp 	1d8 piercing 	2 lb. 	Ammunition, Range (150/600), Heavy, Two-Handed, Sundering (75%)
Warbow 	75gp 	1d8 piercing 	3 lb. 	Ammunition, Range (120/480), Heavy, Two-Handed, Sundering (65%), Special
Net 	1gp 	 	 	
3 lb. 	Special, Thrown (5/15)	 	 	
Ammunition 	Ammunition 	Ammunition 	Ammunition 	Ammunition
Arrow/bolt 	1gp (20) 
5cp (1) 	 	 	
Ammunition for bows and crossbows 	 	 	 	
Broadhead 	3gp (1)
30gp (10) 	 	 	
Deals an additional 2 piercing damage on a critical hit. 	 	 	 	
Hammerhead 	1gp (20) 
5cp (1) 	 	 	
Deal bludgeoning instead of piercing damage. Nonlethal. 	 	 	 	
Rope arrow/bolt 	5gp (1) 	 	 	
Fires an arrow that has a rope attached up to 80ft long. 	 	 	 	
Silver arrow/bolt 	10gp (1)
100gp (10) 	 	 	
Silvered. 	 	 	 	
Gold arrow/bolt 	10gp (1)
100gp (10) 	 	 	
Gilded. 	 	 	 	
Chromatic arrow/bolt 	75gp (1) 	 	 	
Deal an additional 1d6 of either acid, cold, fire, lightning, or thunder damage. 	 	 	 	
Dragon’s Breath arrow/bolt 	50gp (1) 	 	 	
This arrow/bolt gains the firearms scatter property, which deals 2d8 fire damage.	 	 	 	
Jade arrow/bolt 	40gp (1) 	 	 	
You score a critical hit on a roll of 19-20 with this arrow/bolt type. 	 	 	 	
* Skirmish: You have a +2 bonus to attack rolls against a creature you are grappling, as well as against creatures that are grappling you. Additionally, if this property is on a ranged weapon, being within 5ft of the target does not impose disadvantage.
Shielded crossbow: A shielded crossbow has a small metal or wooden shield mounted to the front of it to allow the user some form of protection and cover when firing it. You gain a +1 bonus to AC while wielding this weapon.
Recurve bow: A recurve bow is easier to draw and aim due to its curved design and light materials. When you score a critical hit with this weapon, you can make one additional attack as a free action.
Warbow: A heavier bow designed to be used by tribal warriors on the front line of fights. The user can choose to either use their Strength or Dexterity for attack and damage rolls with this weapon. 
== Firearm Rules and Properties ==
Misfire: Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearms, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. If you roll a natural 1 with any firearm which does not have a misfire score, the gun still misfires.
Quick Reload (‘’gunslinger’’): The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or bonus action to reload its ammunition.
Reload: The weapon can be fired a number of times equal to its Reload score before you must spend an action to reload its ammunition.
Scatter: Weapons with the Scatter property have two types of damage, a regular damage roll and a scatter damage roll. When you attack roll against a creature, compare the roll to the AC of all creatures within 5ft of the target. If your attack would hit them, deal the weapon’s scatter damage roll to the creatures. You do not add your ability modifier to the damage of this attack.
Ammo (Blackpowder): All firearms require ammunition to make an attack. Ammunition, or simply ammo, is usually in the form of an iron ball and blackpowder packed together tightly in paper. More advanced ammo is smaller and instead of paper has a metallic casing. While less damaging due to its smaller size, it allows for more than one shot to be loaded into a firearm. For calculating the costs of ammunition, blackpowder is used as its source for simplicity. However much gunpowder you have on you can assume how much ammunition you are able to make and carry with you. When you fire a weapon that uses blackpowder, it is audible for up to 300ft away. 
Note: Containers that hold blackpowder are water-resistant, but if the powder does get wet, it only has a 40% chance of igniting when exposed to flame. If powder loaded into a simple and martial firearm gets wet, such as dropped in a shallow river or fighting in heavy rain, it increases the firearm's misfire score by 1.
Mounted/Mountable: When a firearm has this property, it allows it to be mounted with a melee weapon, or attachement at the front, top or beneath its barrel. To mount and unmount a mountable weapon or attachment is a bonus action.
Volley: As an action you can fire a fully loaded firearm, spending all the loaded ammunition, centred in a 20ft square centred on a point within your weapon’s maximum range. Each creature within the square must make a Dexterity saving throw, taking the weapon’s damage on a failed save, or half as much damage on a success. You don’t add your ability modifier to the damage of this. You can affect a number of creatures in this area equal to half the ammunition spent
* Volley Save DC = 8 + your proficiency bonus + your Dexterity modifier
Bulky: Firearms with the Bulky property have to be made stable in order to be fired effectively due to their weight and the damage they can put out with a single shot. You must spend an action preparing the weapon before you fire it. Your speed becomes 0 while the weapon is set up. When you reload the weapon, you must spend another action to set it up again.
Advanced Firearms: Due to the smaller round size and higher precision of advanced firearms, when they score a critical hit, they deal an additonal 1d8 of the weapon's damage. 
Name 	Value 	Damage 	Weight 	Properties
Simple Firearms 	Simple Firearms 	Simple Firearms 	Simple Firearms 	Simple Firearms
Palm pistol 	50gp 	1d6 piercing 	2 lb. 	Ammo, Range (20/50), Loading, Light, Misfire 3, Skirmish
Pistol 	75gp 	1d8 piercing 	2 lb. 	Ammo, Range (30/90), Loading, Light, Misfire 2, Flourishing (65%)
Musketoon 	150gp 	1d10 piercing 	6 lb. 	Ammo, Range (50/120), Two-handed, Loading, Misfire 2, Mountable, Disabling (65%)
Dragoon pistol 	125gp 	1d10 piercing 	3 lb. 	Ammo, Range (10/25), Loading, Light, Scatter (1d8) Misfire 2, Sundering (65%)
Blunderbuss 	200gp 	1d12 piercing 	10 lb. 	Ammo, Range (15/20), Two-handed, Loading, Scatter (1d8), Misfire 3, Mountable, Wrecking (50%), Sundering (50%)
Musket 	200gp 	1d12 piercing 	10 lb. 	Ammo, Range (70/200), Two-handed, Loading, Misfire 2, Mountable, Rending (55%)
Martial Firearms 	Martial Firearms 	Martial Firearms 	Martial Firearms 	Martial Firearms
Wrist gun 	200gp 	1d6 piercing 	0.5 lb. 	Ammo, Range (5/15) Loading, Light, Misfire 3, Skirmish, Concealable, Disabling (100%)
Hilt gun 	250gp 	1d6 piercing 	0.5 lb. 	Ammo, Range (10/20), Loading, Light, Misfire 3, Skirmish, Disabling (70%), Special
Officer pistol 	275gp 	2d4 piercing 	2 lb. 	Ammo, Range (30/90), Loading, Light, Misfire 1, Flourishing (75%)
Carbine 	350gp 	2d6 piercing 	6 lb. 	Ammo, Range (60/180), Two-handed, Loading, Misfire 2, Mountable, Disabling (75%)
Coach gun 	425gp 	2d10 piercing 	10 lb. 	Ammo, Range (20/25), Two-handed, Loading, Scatter (2d6), Misfire 3, Mountable, Wrecking (60%), Sundering (60%)
Long Musket 	425gp 	2d6 piercing 	10 lb. 	Ammo, Range (90/300), Two-handed, Loading, Misfire 2, Mountable, Rending (60%)
Huo yan pistol 	250gp 	1d8 fire 	3 lb. 	Ammo, Range (30/60), Loading, Scatter (1d6), Misfire 2, Disabling (65%)
Huo yan rifle 	375gp 	1d10 fire 	6 lb. 	Ammo, Range (50/80), Two-handed, Loading, Scatter (1d8), Misfire 2, Disabling (70%)
Advanced Firearms 	Advanced Firearms 	Advanced Firearms 	Advanced Firearms 	Advanced Firearms
Pepperbox pistol 	500gp 	1d8 piercing 	3 lb. 	Ammo, Range (50/130), Reload (4), Misfire 1, Rending (50%)
Bolt rifle 	850gp 	1d10 piercing 	10 lb. 	Ammo, Range (120/450), Two-handed, Reload (4), Misfire 2, Mountable Disabling (75%)
Scattergun 	850gp 	2d10 piercing 	10 lb. 	Ammo, Range (20/25), Two-handed, Reload (3), Scatter (2d8), Misfire 2, Mountable, Wrecking (65%), Sundering (65%)
Volley rifle 	1,350gp 	2d6 piercing 	12 lb. 	Ammo, Range (60/180), Two-handed, Reload (8), Misfire 3, Volley, Rending (60%)
Iron thrower 	2,350gp 	2d12 piercing 	30 lb. 	Ammo, Range (180/500), Two-handed, Heavy, Bulky, Scatter (2d12), Rending (100%)
Sharpshooter’s rifle 	3,000gp 	3d10 piercing 	18 lb. 	Ammo, Range (200/1000), Two-handed, Reload (3), Heavy, Bulky, Misfire 2, Rending (70%)
Firearm Mounted Attachments 	Firearm Mounted Attachments	Firearm Mounted Attachments	Firearm Mounted Attachments	Firearm Mounted Attachments
Knife bayonet 	10gp 	1d4 piercing 	1 lb. 	Light, Finesse, Mounted (1d6)
Axe bayonet 	20gp 	1d6 piercing 	1 lb. 	Light, Mounted (1d8)
Basic optic 	250gp 	 	 	
You ignore half-cover within your firearm’s first range increment. 	 	 	 	
Advanced optic 	500gp 	 	 	
You ignore half-cover within your firearm’s first and second range increment. 	 	 	 	
Tube launcher 	180gp 	 	 	
Increase the range of thrown bombs by 30ft, Mounted 	 	 	 	
Anchor 	150gp 	 	 	
You gain a +1 to attack rolls when prone or behind half-cover. 	 	 	 	
Choke 	250gp 	 	 	
You add your ability modifier to the damage of scatter. 	 	 	 	
Frontlight 	60gp 	 	 	
Provides a 60ft cone of bright light in front of the weapon. 	 	 	 	
Firearm Ammunition 	Firearm Ammunition 	Firearm Ammunition 	Firearm Ammunition 	Firearm Ammunition
Powder charge 	10gp (10) 1gp (1) 	 	 	
Ammunition for simple and martial firearms. 	 	 	 	
Powder cartridge 	10gp (5) 
2gp (1) 	 	 	
Ammunition for advanced firearms. 	 	 	 	
Powder horn 	50gp (50) 	 	 	
Ammunition for simple and martial firearms. 	 	 	 	
Powder keg (S) 	250gp (250) 	 	 	
Ammunition for simple and martial firearms. 	 	 	 	
Powder keg (M) 	500gp (500) 	 	 	
Ammunition for simple and martial firearms. 	 	 	 	
Powder keg (L) 	1,000gp (1,000) 	 	 	
Ammunition for simple and martial firearms. 	 	 	 	
Cartridge bandolier 	200gp (100) 	 	 	
Ammunition for advanced firearms. 	 	 	 	
Cartridge case 	1000gp (500) 	 	 	
Ammunition for advanced firearms. 	 	 	 	
Huo yan rocket 	5gp (1) 	 	 	
Ammunition for the huo yan pistol. 	 	 	 	
Rifled round 	10gp (1) 	 	 	
Increase firearm short and long range increments by 30ft 	 	 	 	
Heavy round 	15gp (1) 	 	 	
Gain a +1 bonus to damage rolls, but reduces firearm short and long range increments by 10ft, and increase misfire score by 1.	 	 	 	
Piercing round 	15gp (1) 	 	 	
Gain a +1 bonus to attack rolls, but increases misfire score by 1. 	 	 	 	
Chromatic round 	75gp (1) 	 	 	
Deal an additional 1d6 of either acid, cold, fire, lightning, or thunder damage, but increase misfire score by 1. 	 	 	 	
Skirmish: You have a +2 bonus to attack rolls against a creature you are grappling, as well as against creatures that are grappling you. Additionally, if this property is on a ranged weapon, being within 5ft of the target does not impose disadvantage.
== Armor and Shields ==
Name 	Armor Class (AC) 	Strength 	Stealth 	Weight 	Cost
Rune Robes 	Rune Robes 	Rune Robes 	Rune Robes 	Rune Robes 	Rune Robes
Ritual robes 	10 + spellcasting ability modifier	 	 	 	
5 lb. 	500gp 	 	 	 	
Battle robes 	11 + spellcasting ability modifier	 	 	 	
6 lb. 	1,500gp 	 	 	 	
Master robes 	12 + spellcasting ability modifier	 	 	 	
Disadvantage 	8 lb. 	3,000gp 	 	 	
Light Armor 	Light Armor 	Light Armor 	Light Armor 	Light Armor 	Light Armor
Padded 	11 + Dex modifier 	 	 	 	
Disadvantage 	8 lb. 	5gp 	 	 	
Leather 	11 + Dex modifier 	 	 	 	
10 lb. 	10gp 	 	 	 	
Gambeson 	12 + Dex modifier 	 	 	 	
13 lb. 	45gp 	 	 	 	
Medium Armor 	Medium Armor 	Medium Armor	Medium Armor	Medium Armor	Medium Armor
Hide 	12 + Dex modifier (max 2) 	 	 	 	
12 lb. 	10gp 	 	 	 	
Chain shirt 	13 + Dex modifier (max 2) 	 	 	 	
20 lb. 	50gp 	 	 	 	
Scale mail 	14 + Dex modifier (max 2) 	 	 	 	
Disadvantage 	45 lb. 	50gp 	 	 	
Brigandine 	14 + Dex modifier (max 2) 	 	 	 	
Disadvantage 	35 lb. 	75gp 	 	 	
Darkwood cuirass	14 + Dex modifier (max 2) 	 	 	 	
Disadvantage 	30 lb. 	200gp 	 	 	
Breastplate 	14 + Dex modifier (max 2) 	 	 	 	
20 lb. 	400gp 	 	 	 	
Halfplate 	15 + Dex modifier (max 2) 	 	 	 	
Disadvantage 	40 lb. 	750gp 	 	 	
Heavy Armor 	Heavy Armor 	Heavy Armor 	Heavy Armor 	Heavy Armor 	Heavy Armor
Ring mail 	14 	 	Disadvantage	40 lb 	30gp
Chain mail 	16 	Str 13 	Disadvantage	55 lb. 	75gp
Splint 	17 	Str 15 	Disadvantage	60 lb. 	200gp
Ironwood plate 	18 	Str 15 	Disadvantage	60 lb. 	1,500gp
Plate 	18 	Str 15 	Disadvantage	65 lb. 	1,500gp
Shields 	Shields 	Shields 	Shields 	Shields 	Shields
Buckler 	 	 	 	 	
3 lb. 	10 gp 	 	 	 	
Pavis 	 	 	 	 	
7 lb. 	65gp 	 	 	 	
Kite 	 	 	 	 	
6 lb. 	15gp 	 	 	 	
Tower 	Str 15 	Disadvantage	12 lb. 	250gp 	
Pavis Shield: As an action, a pavis shield can be secured on the ground to create an area of half cover for a creature that hides behind it, or full cover for a prone creature. You can pick the shield back up as a bonus action.
Tower Shield: A tower shield is a heavy rectangular shield, and due to its size and cumbersome design, a creatures movement while wielding a tower shield is reduced by 10. You can use your reaction to gain three-quarters cover against harmful area-of-effects such as breath weapons or spells when targeted by such effects, unless the effect travels around corners. If you are directly between another creature of your size or smaller and the effect's origin, that creature gains half cover against the effect.
== Explosives ==
Bomb: Bombs are fist-sized clay balls packed with explosive blackpowder and a short fuse. As an action, a creature can light this bomb and throw it at a point up to 60ft away. Each creature within 5ft of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage. 
Grenade: Grenades are slightly smaller than bombs but housed in a thin iron ball, packed with higher quality and more potent blackpowder. As an action, a creature can light the grenade and throw it at a point up to 60ft away. Each creature within 10ft of an exploding grenade must a DC 14 Dexterity saving throw, taking 2d6 piercing damage, and 3d6 fire damage on a failed save, or half as much damage on a successful one. 
Smoke Bomb: A smoke bomb is housed in a cylindrical hard wood case with a short fuse that ignites the material within to create thick smoke when burned. One round after a smoke bomb lands, it emits a cloud of smoke that creates a heavily obscured area in a 15ft radius for 5 rounds. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds, a strong wind (20 or more miles per hour) disperses it in 1 round.
Korinthian Fire Bomb: Korinthian Fire Bombs are special in using a combination of oil and acid that burns green flames. As an action, a creature can light and throw this bomb at a point up to 60ft away. Each creature within 5ft of the impacting area must make a DC 14 Dexterity saving throw, taking 2d6 acid damage and 2d6 fire damage and an additional 1d6 fire damage at the start of each of their turns by being caught on fire. A creature caught on fire in this way must use its action to put itself out. A creature that succeeds on its saving throw takes half damage and is not caught on fire.
Flashbang: A flashbang is a tube long bomb with a short fuse that contains a compound that is designed not only to produce a ear deafening sound, but also a bright flash that could blind those that look at it. As an action you can throw the bomb at a point up to 60ft away. Each creature in a 5ft radius of the impacting area must succeed on a DC 15 Constitution saving throw or be blinded and deafened until the end of their next turn. 
Blasting Powder: Blasting Powder is blackpowder mixed together with a chemical compound of nitroamine, allowing it to be shaped, stick to surfaces and penetrate structures more easier than regular blackpowder. One use of blasting powder is enough to cover an area of 5ft. When ignited by fire or lightning damage, it explodes in a controlled area. Any creature in teh space of where the charge was places must succeed on a DC 15 Dexterity saving throw or take 4d6 fire damage and 4d6 thunder damage. Creatures in a 5ft radius of where the charge was placed take 2d6 fire damage and 1d6 thunder damage. On a successful save, creatures take half damage. The damage of this explosive has the Siege property. 
Chromatic Bombs: These bombs have their blackpowder infused with elemental quintessence, giving them devastating magical impact. As an action, a creature can throw this bomb at a point up to 60ft away and it explodes on impact. Each creature within a 10ft radius of the impacting area must make a DC 16 saving throw dependant on the quintessence of the bomb. On a failed save a creature takes 8d6 damage of the quintessence type, or half as much on a success. This damage is considered magical. 
* Piercing, slashing, fire, lightning must succeed on a Dexterity saving throw. 
* Bludgeoning, thunder must succeed on a Strength saving throw. 
* Acid, cold, poison, force, necrotic, radiant must succeed on a Constitution saving throw. 
* Psychic, must succeed on an Intelligence saving throw. 
Black Etherium Bomb: Black etherium is an alloy of orichalcum, silver, gold, meteorite steel, gem dust. These materials combined create a magic nullifying substance. Powdered down and made into dust, black etherium bombs are effective against magical creatures, but very costly to produce. As an action, a creature can throw this bomb at a point up to 60ft away. Each creature within a 10ft radius must succeed on a DC 15 Constitution saving throw, taking 5d6 poison damage which goes through magical resistances to poison, or half as much on a success. A creature thats takes this damage becomes nullified for 1 minute. When nullified, a creature can't maintain concentration on a spell or any other magical effect that requires concentration. The nullified creature can repeat the saving throw at the end of each of its turns. Ending the effect on a success. 
Blackpowder: Blackpowder is primarily used to propel bullets out of the barrel of firearms or used in the construction of other explosives. Its sold in small wooden kegs and in water-resistant horns. Setting fire to a container full of blackpowder can cause it to explode, dealing fire damage to creatures within its range. Note: Containers that hold blackpowder are water resistant, but if powder does get wet, it only has a 40% chance of igniting when exposed to flame. If powder loaded into a simple firearm get wet, such as dropped in a shallow river or fighting in heavy rain, it increases the firearm's misfire score by 2. 
*Powder Horn: Dexterity save DC 12, 5ft range, 1d6 fire damage.
*Powder Keg (small): Dexterity save DC 13, 10ft range, 2d6 fire damage.
*Powder Keg (medium): Dexerity save DC 14, 15ft range, 4d6 fire damage.
*Powder Keg (large): Dexterity save DC 15, 20ft range, 5d6 fire damage.
Name 	Value	Ammo Value	Weight
Bomb 	20gp 	 	
1 lb. 	 	 	
Grenade 	50gp 	 	
1 lb. 	 	 	
Smoke Bomb 	50gp 	 	
1 lb. 	 	 	
Korinthian Fire Bomb	200gp	 	
1 lb. 	 	 	
Flashbang 	200gp	 	
1 lb. 	 	 	
Blasting Powder 	300gp	 	
1 lb. 	 	 	
Chromatic Bomb 	300gp	 	
1 lb. 	 	 	
Black Etherium Bomb 	500gp	 	
0.5 lb. 	 	 	
Powder Horn 	5gp 	50 	1 lb.
Powder Keg (S) 	50gp 	500 	10 lb.
Powder keg (M) 	250gp	2,500 	50 lb.
Powder Keg (L) 	350gp	3,500 	70 lb.