Difference between revisions of "W.H.Y.N.O.T."
(Created page with "W.H.Y.N.O.T. stands for Whimsical High Yield Namfodled Obliteration Thermite. It is a highly complex explosive weapon that can be thrown like a bomb. It was invented by Namf...") |
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damagetype= fire| | damagetype= fire| | ||
damage= 4d6| | damage= 4d6| | ||
− | special=When throwing the device specify a target anywhere within 40 ft | + | special='''Throw to Deploy''': When throwing the device specify a target anywhere within 40 ft where you want to deploy it (no attack roll is necessary). |
− | + | '''Bounce.''' Once deployed The W.H.Y.N.O.T. scatters d4 feet away from the chosen target and gently lands on the ground. At this point it counts as armed and ready to explode. | |
+ | |||
+ | '''Delayed Explosion.''' Once armed, the device makes a a ticking noise that can be heard within 15 feet until your next turn and then explodes. | ||
+ | |||
+ | The explosion is a 10 feet cube centered on the armed device. Any creature caught within take 4d6 Fire damage, or half of that if they pass a DC10 Dexterity saving throw. | ||
}} | }} | ||
[[Category:Item]] | [[Category:Item]] |
Latest revision as of 13:36, 25 April 2017
W.H.Y.N.O.T. stands for Whimsical High Yield Namfodled Obliteration Thermite. It is a highly complex explosive weapon that can be thrown like a bomb. It was invented by Namfoodle Fizzlebang.
W.H.Y.N.O.T.
clockwork explosive, ranged weapon
Magical Weapon: no
Requires Attunement: no
Range: 40
Weight: 1
Properties: thrown
Attack Modifier: -
Damage Type: fire
Damage: 4d6
Throw to Deploy: When throwing the device specify a target anywhere within 40 ft where you want to deploy it (no attack roll is necessary).
Bounce. Once deployed The W.H.Y.N.O.T. scatters d4 feet away from the chosen target and gently lands on the ground. At this point it counts as armed and ready to explode.
Delayed Explosion. Once armed, the device makes a a ticking noise that can be heard within 15 feet until your next turn and then explodes.
The explosion is a 10 feet cube centered on the armed device. Any creature caught within take 4d6 Fire damage, or half of that if they pass a DC10 Dexterity saving throw.
see Will of the Seven Campaign:Copyrights