Explosives
Source: Dungeon Master’s Guide (2024) p. 72
The Explosives table has examples of explosives. If no cost is given for an explosive, it can’t typically be bought. If you make these explosives available for purchase, treat them as Rare magic items. Rules for explosives are given below.
Explosives
Explosives
Source: Dungeon Master’s Guide (2024) p. 72
Explosives
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Item Cost Weight Bomb 100 GP 1 lb. Dynamite Stick — 1 lb. Grenade, Fragmentation — 1 lb. Grenade Launcher — 7 lb. Grenade, Smoke 50 GP 2 lb. Gunpowder (keg) 250 GP 20 lb. Gunpowder (powder horn) 35 GP 2 lb. ^explosives
Bomb
As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Dynamite Stick
An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.
It takes 1 minute to bind two or more Dynamite Sticks together so they explode at the same time. Each stick after the first increases the damage by 1d6 (to a maximum of 10d6) and the effect’s radius by 5 feet (to a maximum of 20 feet).
It takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes.
Grenades and Grenade Launchers
As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point, creating a particular effect in a 20-foot-radius Sphere.
Fragmentation Grenade
Each creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a successful one.
Smoke Grenade
The area of the Sphere is Heavily Obscured by smoke for 1 minute. A strong wind (such as the Gust of Wind spell) disperses the smoke.
Gunpowder
Setting fire to a container full of Gunpowder causes it to explode. When a container explodes, each creature in a 10-foot-radius Sphere centered on the container makes a DC 12 Dexterity saving throw, taking 10 (3d6) Fire damage (for a powder horn) or 24 (7d6) Fire damage (for a keg) on a failed save or half as much damage on a successful one.