Hyth: City of Whispers
This lists any atypical rules that are homebrew or optional from DM Guide.
|Pistol||250 gp||1d10 piercing||3 lb.||Ammunition (range 30/90), loading|
|Musket||500 gp||1d12 piercing||10 lb.||Ammunition (range 40/120) , loading, two-handed|
|Bullets (10)||3 gp||-||2 lb.||-|
|Bomb||150 gp||-||1 lb.||-|
|Gunpowder, keg||250 gp||-||20 lb.||-|
|Gunpowder, powder horn||35 gp||-||2 lb.||-|
As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water resistant powder horns. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
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