Blast Charge (5e Equipment)

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A blast charge is a 12 pound bag of gun powder with a fuse timer used to detonate it. While a stick of dynamite would be easier to light and throw, a blast charge can generate a much bigger explosion. When its fuse is lit, it detonates after 1 minute, forcing every creature in a 10 ft. radius to make a DC 14 Dexterity saving throw. On a failure, they take 4d6 bludgeoning damage. On a success, they take half as much damage.

A character can bind blast charges together so they explode at the same time. Each additional charge increases the damage by 2d6 (to a maximum of 10d6) and the blast radius by 5 feet (to a maximum of 30 feet).

Using thieves tools, 5 gp worth of supplies, and 20 minutes, you can rig the device to explode instantly when set off by a trip wire. This wire must be connected to something else such as a door, stake, or a bookcase, and can be as long as 10 ft. A DC 13 Perception check gives away the location of the trip wire.

Cost: 75 gp
Weight: 15 lbs.



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