I'm now going to be DMing 5th edition, and I need some help on encounter design.
Specifically, all the standard goblin-type threats look pretty dangerous in 5e. Kobolds have up to 10 hp and get +4 to hit. Pack tactics look nasty.
Goblins have up to 12 hp and +4 to hit, and get an extra action every turn to Hide.
In general, 5e seems to have seriously amped up monster hit dice and special abilities. I don't want to start the game at 3rd level, but that seems to be what the ruleset expects. Also, converting any old modules would seem to automatically make them 2 levels higher, so that a 1st level B/X module should be a 3rd level module in 5e. Keep on the Borderlands seems like it would be a bloodbath for 1st level 5e characters.
Any suggestions on this, besides starting at 3rd level?
Specifically, all the standard goblin-type threats look pretty dangerous in 5e. Kobolds have up to 10 hp and get +4 to hit. Pack tactics look nasty.
Goblins have up to 12 hp and +4 to hit, and get an extra action every turn to Hide.
In general, 5e seems to have seriously amped up monster hit dice and special abilities. I don't want to start the game at 3rd level, but that seems to be what the ruleset expects. Also, converting any old modules would seem to automatically make them 2 levels higher, so that a 1st level B/X module should be a 3rd level module in 5e. Keep on the Borderlands seems like it would be a bloodbath for 1st level 5e characters.
Any suggestions on this, besides starting at 3rd level?
How to erase advanced mac cleaner. Bomb
Feb 09, 2018 I had to check to be sure, but the potion of healing is specifically called magical in the PHB. Another thing that seems legit to build with an alchemist's tools is the Renaissance bomb in the DMG (p.268). 3d6 damage in a 5-foot radius, for 150 gp, sounds entirely balanced to me. Plus it is very much in-line with the popular image of medieval alchemy.
- I like the versatility of this weapon, which packages up several cool abilities that already exist in 5e D&D but rarely get used in my experience. Morningstar, very rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has 5 charges and regains 1d4+1 expended charges daily at dawn.
- Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. Poisons come in the following four types: Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off.
- As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a succe ssful one.
Exotic Light Thrown https://qswimd.weebly.com/blog/dmg-entertainment-stock.
Cost: | 10 gp |
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Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | N/A |
Range Increment: | 20' |
Weight2: | 2 lbs |
Type3: | Fire |
HP4: | 4 |
Hardness: | 8 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies 'and', either type (player's choice at time of attack) if the entry specifies 'or', or each end of the double weapon is a different type if the entry specifies '/'.
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies 'and', either type (player's choice at time of attack) if the entry specifies 'or', or each end of the double weapon is a different type if the entry specifies '/'.
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
A bomb detonates when the fuse ends after being lit.
When making an attack roll with a bomb, the thrower targets a square (AC 10). If this hits, the bomb explodes, destroying itself and generating a 10ft radius burst, centred on the square that was hit. Anything in the area is dealt the bomb's damage, with a Reflex save (DC 10 + 1/2 the thrower's BAB + the thrower's Dexterity modifier) for half. If the thrower uses a different ability score for thrown weapon attack rolls, they can use that ability score modifier instead of Dexterity to determine this DC if they want. If the bomb has an enhancement bonus to attack and damage rolls, apply this to the DC.
If you roll a 1 on a damage die with a bomb, re-roll it until it's not a 1.
For the purpose of enhancement and masterworking, bombs are considered ammunition.
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Dnd 5e Dmg Pdf Download
MisterSinisterv |
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Bomb Damage
![Bomb Dmg 5e Bomb Dmg 5e](/uploads/1/3/4/3/134373529/114728780.png)
Retrieved from 'https://dnd-wiki.org/w/index.php?title=Bomb_(3.5e_Equipment)&oldid=250664'
Author | MisterSinister |
Class | Thrown |
Cost | 10 gp |
Critical | N/A |
Damage | 1d8 |
Damage Type | Fire |
Hardness | 8 |
Hit Points | 4 |
Identifier | 3.5e Equipment |
Proficiency | Exotic |
Range | 20 |
Rated By | HarrowedMind |
Rating | Rating Pending |
Size | Light |
Title | Bomb |
Weight | 2 |