GOBLINTECH

Here i will detail all about GOBLINTECH, to be used with a new background, soon to come.

But for now, we will have the BOMBS TABLE, to be used with the Goblin Race

Rules:
  • Bombs take an interaction to get (provided you have quick access to it) and an action to throw. The range is 60 feet. Targets must make their Dexteriry saving throw, taking half damage and no other effect if they succeed, unless a bomb have a special rule for this. Each Goblin bomb weights 2 lbs.

  • You spend your whole short rest making the bombs. You need to have the gold to afford it and some materials around. Usually, if you are in a normal situation, you are considered to have the necessary materials, but in some situations, it will be impossible to make bombs, let's say - you are trapped in a cell and managed to get the necessary gold to cover the cost - you still don't have the materials, so you won't be able to create the bombs.

  • You cannot benefit from guidance or other effects that do not last through the whole short rest.

  • You can only be aided by someone if they are a Goblin or know how to Goblintech!

  • This item cannot be created by Forge Clerics channel divinity, unless they are Goblins or know how to Goblintech!

  • By making a test with 3 increased DC, you can increase one stat of the bomb you are creating. You can do it several times, stacking the dc each time but you can't increase the same stats more times than your proficiency modifier. Damage increase = 1d6 / Area increase = 5 ft / save DC = 1 (Also affects the save DC for the effects on said bomb)

  • At the end of the Short rest you make your test, if you hit the DC, you make 1 bomb of the chosen type. By every two points you exceed the DC, you craft an extra bomb.
  • If you critical fail on the test or you fail your roll by a margin more than 6, you lose the material and all bombs you were creating explode on your face. you take 1d6+1 bombs of the type and damage you were trying to create, instead, to explode on your face, good that you are Resistant to it!

  • If you critical succeed on the test, you make all the bombs you would have made normally and you get to increase one of it's stats two times for free, you also somehow get your 50 gps back and your materials, good job!

  • You can keep the bombs indefinitely, but if you decide to walk around with Russia's nuclear arsenal, don't feel bad if the GM explodes all your bombs on you and your party when you fail that saving throw against a fireball.

Bombs
Bomb Damage Area Effects Save DC DC to make
Regular Bomb 2d6 crushing damage 10 ft radius Impact 12 12
Incendiary Bomb 1d6 fire damage 20 ft radius Burn and Flames 13 12
Frost Bomb 1d6 frost damage 20 ft radius Chill and Icy terrain 11 14
Poison Bomb 1d6 poison damage 10 ft radius Poison and Noxious cloud 10 14
Smoke Bomb -- 15 ft radius Smoke -- 10
Space Warp Bomb -- 10 ft radius *Wtf??? 16 25
Effects:

Impact

Pushes all creatures who failed the saving throw up to 15 feet away from the blast.

  • More Powder: If you make it with 2 increased DC, it will lso knock creatures who fail the saving throw prone.

Burn

Creatures who fail the saving throw caught fire. Until someone takes an action to douse the flames or the person in fire gets really wet, at the beginning of the creature's turn, deal damage again to it.

  • Mother in law's Saliva : If you make it with 2 increased DC, whenever a creature on fire because of your bomb end it's turn next to another creature, this creature needs to make a dexterity saving throw against the DC of the bomb and if it fails, it caught fire and can spread to more people.

Flames

The ground is on fire for 1 minute or until something disperses it. Creatures whose turn didn't start inside the fire thar cross it or end their turn inside the fire must make a dex saving throw to avoind caughting fire.

  • Fire Whisperer: If you make it with 1 increased DC, as a Bonus action you can move all the fire up to 20 feet in one direction - it can even climb walls.

Chill

Creatures who failed the save are now Chilled, getting -10 feet of movement and -2 to their attack rolls. They will remain chilled for 1 minute or until they take fire damage. If they are subjected to another frost bomb while Chilled and failed the save again, they will now be considered Freezing, having now -20 feet movement and -4 to their attack rolls.

  • Deep Freezing: If you make this bomb with 2 increased DC, creaturers that are freezing that failed the saving throw will now be frozen, becoming stunned until the end of their next turn, where they break free of the ice and are no longer chilled

Icy Terrain

This area is now difficult terrain for 1 minute or until it takes Fire damage, also creatures that move on this area must make a Dexterity saving throw or fall prone. Also, attacking from an Icy area makes you attack with disadvantage.

  • Your Own Ice cube Machine: If you make this bomb with 2 increaded DC, the area of the Icy terrain doubles.

Poison

Creatures that fail the initial Dex saving throw against this bomb, now must make a Constitution saving throw against the same DC. If they fail, they are poisoned until the end of their next turn.

  • Troll's Dung: If you make this bomb with 3 increased DC, creatures who fail the Dex saving throw are automatically poisoned and can try and save against it with Con saving throw at the end of their turns, being poisoned until they suceed.

Noxious Cloud

The fog lasts for 1 minute or until something disperses it. Creatures who end their turns inside this nasty cloud must make a Consitution saving throw to avoid becoming poisoned until the end of their next turn.

  • Dense Haze: Creatures ending their turns or crossing this cloud must now make the test to avoid becoming poisoned, and in addition, while poisoned in this way, they lose their reactions.

Smoke

Makes the area heavily obscured. It lasts for 1 minute or until something disperses it.

  • Poof - If you make it with 2 increased DC, it enables a creature to throw the smoke bomb on their feet and make a Stealth Check using their Bonus Action - with advantage. If they leave the smoke bomb and do not end their turn behind some cover or an obscured area, their stealth ends.

Wtf?

The creatures that fail their Dex saving throw against this grenade might be banished if they are native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. But if they are native to this plane and fail the saving throw, they will be teleported up to 10d10 feet. Rol ld5. On 1 is North, 2 is east, 3 is South, 4 is West and 5 they are teleported to the air abovem them and fall.