Difference between revisions of "Bomb (magic item)"

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m (Guy moved page Bomb to Bomb (magic item))
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|m=minor
 
|m=minor
 
|type=Wondrous item
 
|type=Wondrous item
|As an action, you can light and throw this ''bomb'' out to a range of 20 feet which causes it to explode immediately. Alternatively, you can use your action to or roll this bomb out to a range of 20 feet, in which case it explodes at the start of your next turn.{{a}}Anything within 5 feet of the bomb when it explodes must succeed on a DC 12 {{dex}} [[saving throw]] or take 3d6 thunder damage.  If you are proficient with bombs, the DC can instead be 8 + your [[proficiency bonus]] + your {{str}} modifier.
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|image=https://i.imgur.com/DA5BDgx.png
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|imagelink=https://zelda.gamepedia.com/Bomb
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|As an action, you can light and throw this ''bomb'' out to a range of 20 feet which causes it to explode immediately. Alternatively, you can use your action to or roll this bomb out to a range of 20 feet, in which case it explodes at the start of your next turn.{{a}}Anything within 5 feet of the bomb when it explodes must succeed on a DC 12 {{dex}} [[saving throw]] or take 3d6 thunder damage.  A bomb deals double damage to [[object]]s and structures.{{a}}If you are proficient with bombs, the DC can instead be 8 + your [[proficiency bonus]] + your {{str}} modifier.
 
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<noinclude>{{Path|Equipment|[[Adventuring Gear]]|'''Bomb'''}}
 
<noinclude>{{Path|Equipment|[[Adventuring Gear]]|'''Bomb'''}}
{{SRD}}
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{{Source|The Legend of Zelda|A Link to the Past|Link's Awakening|Ocarina of Time|Majora's Mask|Four SwordsThe Wind Waker|Four Swords Adventures|The Minish Cap|Twilight Princess|Phantom Hourglass|Spirit Tracks|Skyward Sword|A Link Between Worlds|Tri-Force Heroes}}
 
[[Category:Adventuring Gear]]</noinclude>
 
[[Category:Adventuring Gear]]</noinclude>

Revision as of 22:20, 30 December 2020

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3cuTCbz.png

Wondrous item, common minor
200 rupees


As an action, you can light and throw this bomb out to a range of 20 feet which causes it to explode immediately. Alternatively, you can use your action to or roll this bomb out to a range of 20 feet, in which case it explodes at the start of your next turn.
     Anything within 5 feet of the bomb when it explodes must succeed on a DC 12 Dexterity saving throw or take 3d6 thunder damage. A bomb deals double damage to objects and structures.
     If you are proficient with bombs, the DC can instead be 8 + your proficiency bonus + your Strength modifier.


EquipmentAdventuring GearBomb
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