Sticky Bomb (3.5e Equipment)

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Author: Eiji-kun (talk)
Date Created: 7-18-16
Status: Complete
Editing: Clarity edits only please
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Sticky Bomb

Exotic Light Thrown

Cost: 20 gp
Damage (Small): 1 and 1d8
Damage (Medium)1: 1 and 2d6
Critical: 20/x2
Range Increment: 20'
Weight2: -- lbs
Type3: Piercing and Fire; see text
HP4: 1
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.


This weapon is a spiky metal ball filled with explosives, which can be thrown (with care) at a target. The ball deals minor damage itself (only 1 piercing damage plus strength modifier), but hooks onto the target as its fuse goes off. The bomb can hook onto any surface it deals at least 1 point of damage to. Creatures can remove a single sticky bomb as a move action, or all sticky bombs on them as a standard action. Removing in this way deals 1 piercing damage per sticky bomb removed, but they can be removed safely as a standard (for one) or full round action (for all) with no damage.

At the beginning of your 3rd round, they explode into a fireball dealing 2d6 points of fire damage (for medium weapons). They also explode if they take enough fire damage to destroy them (typically 17 points of damage before hardness). The explosion has splash damage out to 5 ft equal to the bomb's minimum damage. This counts as an alchemical throwing weapon like alchemist's fire for the purpose of interacting with spells and feats.

For each +1 enhancement bonus the weapon has, it gains another die to its explosion (or +2d6 fire damage for medium weapons). For example a +5 sticky bomb has a 12d6 explosion and 12 splash.

You can cook the fuse by activating it as an attack action and waiting to throw it. It will detonate at the beginning of your third round if you threw it or not.

Most store these volatile bombs in a secure fireproof bag in order not to accidentally detonate if they take too much fire damage.



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Eiji-kun's Homebrew (5655 Articles)
Eiji-kunv
AuthorEiji-kun +
ClassThrown +
Cost20 gp +
Critical20/x2 +
Damage1 and 2d6 +
Damage TypePiercing + and Fire; see text +
Hardness8 +
Hit Points1 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range20 +
RatingUndiscussed +
SizeLight +
TitleSticky Bomb +
Weight-- +