Explosives

RuleXDMGp. 722024
Rule type
C

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

ItemCostWeight
Bomb100 GP1 lb.
Dynamite Stickโ€”1 lb.
Grenade, Fragmentationโ€”1 lb.
Grenade Launcherโ€”7 lb.
Grenade, Smoke50 GP2 lb.
Gunpowder (keg)250 GP20 lb.
Gunpowder (powder horn)35 GP2 lb.

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

As 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.

Raw data
{
  "name": "Explosives",
  "page": 72,
  "type": "entries",
  "__prop": "variantrule",
  "source": "XDMG",
  "entries": [
    "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.",
    {
      "rows": [
        [
          "{@item Bomb|XDMG}",
          "100 GP",
          "1 lb."
        ],
        [
          "{@item Dynamite Stick|XDMG}",
          "โ€”",
          "1 lb."
        ],
        [
          "{@item Fragmentation Grenade|XDMG|Grenade, Fragmentation}",
          "โ€”",
          "1 lb."
        ],
        [
          "{@item Grenade Launcher|XDMG}",
          "โ€”",
          "7 lb."
        ],
        [
          "{@item Smoke Grenade|XDMG|Grenade, Smoke}",
          "50 GP",
          "2 lb."
        ],
        [
          "{@item Gunpowder (keg)|XDMG}",
          "250 GP",
          "20 lb."
        ],
        [
          "{@item Gunpowder (powder horn)|XDMG}",
          "35 GP",
          "2 lb."
        ]
      ],
      "type": "table",
      "caption": "Explosives",
      "colLabels": [
        "Item",
        "Cost",
        "Weight"
      ],
      "colStyles": [
        "col-8",
        "col-2 text-right",
        "col-2 text-center"
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    },
    {
      "name": "Bomb",
      "page": 72,
      "type": "entries",
      "entries": [
        "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 {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on that point makes a {@dc 12} Dexterity saving throw, taking {@dice 3d6} Fire damage on a failed save or half as much damage on a successful one."
      ]
    },
    {
      "name": "Dynamite Stick",
      "page": 72,
      "type": "entries",
      "entries": [
        "As 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 {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on that point makes a {@dc 12} Dexterity saving throw, taking {@dice 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 {@dice 1d6} (to a maximum of {@dice 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."
      ]
    },
    {
      "name": "Grenades and Grenade Launchers",
      "page": 73,
      "type": "entries",
      "entries": [
        "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 {@variantrule Sphere [Area of Effect]|XPHB|Sphere}."
      ]
    },
    {
      "name": "Fragmentation Grenade",
      "page": 73,
      "type": "entries",
      "entries": [
        "Each creature in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} makes a {@dc 15} Dexterity saving throw, taking 17 ({@dice 5d6}) Piercing damage on a failed save or half as much damage on a successful one."
      ]
    },
    {
      "name": "Smoke Grenade",
      "page": 73,
      "type": "entries",
      "entries": [
        "The area of the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} is {@variantrule Heavily Obscured|XPHB} by smoke for 1 minute. A strong wind (such as the {@spell Gust of Wind|XPHB} spell) disperses the smoke."
      ]
    },
    {
      "name": "Gunpowder",
      "page": 73,
      "type": "entries",
      "entries": [
        "Setting fire to a container full of Gunpowder causes it to explode. When a container explodes, each creature in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on the container makes a {@dc 12} Dexterity saving throw, taking 10 ({@dice 3d6}) Fire damage (for a powder horn) or 24 ({@dice 7d6}) Fire damage (for a keg) on a failed save or half as much damage on a successful one."
      ]
    }
  ],
  "ruleType": "C"
}