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Thread: A Faerie Affair - OOC

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    Default Re: A Faerie Affair - OOC

    As requested: a reminder of homebrewed alchemical compounds. Later tonight, I will add a section the the OOC OP for relevant homebrew.

    Blasting Charge. Alchemical compound, 200gp. This small tube is filled with a specially-formulated smokepowder, designed to break up stone. Its fuse can be set alight by any source of fire. After it has been lit, the fuse burns for 2 rounds before the charge explodes.
    The explosion deals 2d6 fire damage plus 2d6 thunder damage in a 10-foot-radius sphere centered on itself, and does double damage to objects and structures (creatures caught in the blast may make a DC 13 Dexterity save to take half damage). Rocks and masonry caught in this blast are likely to collapse - the exact nature and consequences of such a collapse should be determined by the DM.

    Firework (Flare). Alchemical compound, 25gp. This small tube is filled with a specially-formulated smokepowder, designed to produce bright flash of light. Its fuse can be set alight by any source of fire. After it has been lit, the fuse burns for 2 rounds before the flare begins to burn with bright white light. For the next two rounds, any creature that can see the flare must make a DC 13 Dexterity saving throw at the beginning of its turn or have disadvantage on all attack rolls and Wisdom (Perception) checks that rely on sight until the start of its next turn. Any creature that is blind or which does not rely on its eyes to see is immune to this effect, and any creature which has been warned not to look at the flare has advantage on its saving throw.
    While it is burning, the flare sheds bright light in a 30' radius and dim light for a further 30' beyond that.

    Firework (Fountain). Alchemical compound, 5gp. This small tube is filled with a specially-formulated smokepowder, designed to produce coloured light and smoke. Its fuse can be set alight by any source of fire. After it has been lit, the fuse burns for 2 rounds before the fountain begins to burn. It continues to do so for 5 rounds.
    The fountain produces dim light in a 10-foot-radius and creates a 20-foot-radius sphere of smoke centered on itself. The sphere spreads around corners, and its area is heavily obscured. It lasts for ten minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

    Firework (Rocket). Alchemical compound, 25gp. This small tube-on-a-stick is filled with a specially-formulated smokepowder, designed to produce a shower of colourful sparks. As an action, it can be planted in the ground. Once planted, its fuse can be set alight by any source of fire. After it has been lit, the fuse burns for 2 rounds before the rocket shoots up 300 feet into the air and explodes.
    The explosion produces a bang that can be heard for half a mile in all directions and a shower of sparks that can be seen up to 2 miles away.
    The rocket can be aimed at targets on ground level but the target must be selected when the rocket is planted. Any creatures caught within 10 feet of the blast must make a DC 13 Dexterity save or take 1d4 fire damage. Additionally, they must make a DC 10 Constitution save or be deafened for one round.

    Note for Astra: you have now memorised these recipes and can make them whenever you like (if you have time and money for ingredients). You also know the two from the PHB: basic acid and alchemist's fire. Any others you want, you must learn from external sources.
    Last edited by Ninja_Prawn; 2015-10-08 at 12:37 PM.
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    A Faerie Affair

    Homebrew: Sig