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## More Throwables Enjoy throwing things at your opponents, but disappointed by the lack of variety of thrown items in 5th edition? Never fear! The following list is a collection of throwable items, similar to Holy Water and Alchemist's Fire. All of them can be crafted by a character with access to and proficiency in Alchemist's Supplies.
##### TABLE NAME | Item | Cost | Weight | |:-:|:-:|:-:| | Black powder bomb | 100 GP | 2 lbs. | | Flash powder bomb | 200 GP | 2 lbs. | | Lightning in a bottle (flask) | 300 GP | 1 lb. | | Liquid smoke (vial) | 50 GP | 1 lb. |
***Black powder bomb.*** A ball of exploding powder wrapped up into a ball with a fuse sticking out. As an action, you can throw the bomb at a point you can see within 20 feet of you. All creatures and non-magical objects that aren't being worn or carried within 5 feet of that point must make a DC 13 Dexterity saving throw, taking 2d6 bludgeoning damage on a failure or half as much on a success. Non-magical objects that aren't being worn or carried have vulnerability to the damage. ***Flash powder bomb.*** A ball of brightly exploding powder wrapped up into a ball with a fuse sticking out. As an action, you can throw the bomb at a point you can see within 20 feet of you. All creatures and within 5 feet of that point must make a DC 15 Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn. ***Lightning in a bottle (flask).*** A flask with a small bolt of lightning zipping about inside. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the lightning in a bottle as an improvised weapon. On a hit, the target takes 1d8 lightning damage, and if they are a creature that is not immune to lightning damage they must make a DC 15 Constitution saving throw. On a failed save, the creature is stunned until the start of your next turn. \columnbreak
***Liquid smoke (vial).*** A vial filled with liquid that vaporizes into thick smoke when exposed to air. As an action, you can throw the bomb at a point you can see within 20 feet of you. A thick sphere of smoke with a 10-foot-radius appears centered on that point. The sphere spreads around corners, and its area is heavily obscured. It lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
> ##### Variant Rule: Expert Crafting > Characters with expertise in a tool can craft items using that tool at a pace of 100 GP per workweek, rather than 50 GP per workweek. ___ > ##### Credits > * More Throwables by [/u/Enraric](https://www.reddit.com/user/enraric) > * Grenadier art by Johann Valentin Andree