Dynamite
Consumables
Designed by
Designed by
At a glance
Rarity
Uncommon
Usage / timing
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Stack limit
5
Effect
Throw the dynamite within Close range. All creatures withing Very Close range must make a Reaction Roll (14). Targets that fail take 1d20+5 phys damage. Targets that succeed must mark a Stress. Inanimate objects or structures take double damage. You can choose to strap multiple sticks together, increase the damage by 1d20 per stick and the Reaction roll DC by 2 for every 3 sticks.
Usage notes
Using a consumable typically doesn’t require a roll unless stated. Under pressure, the GM may call for an action roll.
About this consumable
More BOOM is needed. – Crazy Pete
Equipment
Dynamite
Uncommon
More BOOM is needed.
Throw the dynamite within Close range. All creatures withing Very Close range must make a Reaction Roll (14). Targets that fail take 1d20+5 phys damage. Targets that succeed must mark a Stress. Inanimate objects or structures take double damage. You can choose to strap multiple sticks together, increase the damage by 1d20 per stick and the Reaction roll DC by 2 for every 3 sticks.
Daggerheart Compatible. Daggerheart.com
Dynamite
More BOOM is needed. – Crazy Pete
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Dynamite Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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