Difference between revisions of "Bomb (magic item)"
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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 at the end of your turn. You can alternatively 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.{{a}}A bomb won't explode | + | |As an action, you can light and throw this ''bomb'' out to a range of 20 feet which causes it to explode at the end of your turn. You can alternatively 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, and you can throw a bomb in place of a weapon attack.{{a}}A bomb won't explode while [[soaked]], though a {{MI|Water Bomb|water bomb}} will. |
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Latest revision as of 21:27, 21 January 2022
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Player's Guide |
System Reference |
Compendium |
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 at the end of your turn. You can alternatively 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, and you can throw a bomb in place of a weapon attack.
A bomb won't explode while soaked, though a water bomb will.
200 rupees
As an action, you can light and throw this bomb out to a range of 20 feet which causes it to explode at the end of your turn. You can alternatively 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, and you can throw a bomb in place of a weapon attack.
A bomb won't explode while soaked, though a water bomb will.
Equipment→ Adventuring Gear→ Bomb
The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.
Categories:
- Magic items
- Wondrous items
- Common
- Minor
- Content originating from The Legend of Zelda
- Content originating from A Link to the Past
- Content originating from Link's Awakening
- Content originating from Ocarina of Time
- Content originating from Majora's Mask
- Content originating from Four SwordsThe Wind Waker
- Content originating from Four Swords Adventures
- Content originating from The Minish Cap
- Content originating from Twilight Princess
- Content originating from Phantom Hourglass
- Content originating from Spirit Tracks
- Content originating from Skyward Sword
- Content originating from A Link Between Worlds
- Content originating from Tri-Force Heroes
- Content originating from five or more Zelda games
- Adventuring Gear