Difference between revisions of "Super Bomb (magic item)"

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|image=https://i.imgur.com/bB27nFu.png
 
|image=https://i.imgur.com/bB27nFu.png
 
|imagelink=https://zelda.gamepedia.com/Super_Bomb
 
|imagelink=https://zelda.gamepedia.com/Super_Bomb
|summary=This huge [[bomb]] can deal 6d12 damage to creatures within 20 feet of its explosion.
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|summary=This huge [[bomb]] can deal 8d10 damage to creatures within 10 feet of its explosion.
|This magic {{item|bomb}} is about two feet in diameter, and weighs 30 pounds. You can use your action to light the bomb, then roll or throw it up to 20 feet away. At the end of your turn, every creature within 10 feet of the ''super bomb'' must make a {{dex}} [[saving throw]]. The DC is 13, but if you are proficient in [[bomb]]s you can add your [[proficiency bonus]] to this DC. A creature takes 4d12 fire damage and 4d12 thunder damage on a failed save, and half as much on a success. Any [[Medium]] or smaller creature which fails this save is sent flying 10 feet away from the bomb and lands [[prone]]. Any unattended [[object]] or structure in this radius takes double the damage from a failed save.
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|This magic {{item|bomb}} is about a foot in diameter, and weighs 20 pounds. You can use your action to light the bomb, then roll or throw it up to 20 feet away. The bomb explodes at the end of the current turn if you throw it, or the start of your next turn if you roll it.  When the bomb explodes, everything within 15 feet of it must make a DC 16 {{dex}} [[saving throw]]. If you are proficient in [[bomb]]s, the DC can instead be 8 + your [[proficiency bonus]] + your {{str}} modifier.{{a}}A creature takes 4d10 fire damage plus 4d10 thunder damage on a failed save, or half as much on a success. Any [[Medium]] or smaller creature which fails this save is sent flying 10 feet away from the bomb and lands [[prone]]. Any [[object]] or structure takes double the damage.
 
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Latest revision as of 22:09, 30 December 2020

Wondrous item (bomb), rare minor

This magic bomb is about a foot in diameter, and weighs 20 pounds. You can use your action to light the bomb, then roll or throw it up to 20 feet away. The bomb explodes at the end of the current turn if you throw it, or the start of your next turn if you roll it. When the bomb explodes, everything within 15 feet of it must make a DC 16 Dexterity saving throw. If you are proficient in bombs, the DC can instead be 8 + your proficiency bonus + your Strength modifier.
     A creature takes 4d10 fire damage plus 4d10 thunder damage on a failed save, or half as much on a success. Any Medium or smaller creature which fails this save is sent flying 10 feet away from the bomb and lands prone. Any object or structure takes double the damage.


The material on this page is based primarily on content found in A Link to the Past, which is copyright Nintendo Co., Ltd.