Zane’s Guide to Explosives now available

The latest Zane’s Guide is now available on DriveThruRPG and is certain to make a blasting impression! After dealing with pistols, rifles, shotguns and machine guns, Zane now focuses on grenades, rockets and other explosive weapons. Contains the most destructive armaments yet seen in Zane’s Guides! If you can’t take my word for it, check out the following sample:


The weather report for today is cloudy with a chance of meteor strikes. This fantastic device hovers over the target area and shoots fireballs at your command. And it is fully reusable. What more can you ask for?

Grenade, legendary

Requires attunement

Value: 21,000 gp

The Weatherman has 7 charges and regains 1d6+1 charges daily at dawn.

After being thrown, the Weatherman hovers at a height of 30 feet over the target point. Spend a charge and use a bonus action to make it shoot a fireball at a point up to 60 feet away from its current location. The fireball does 10d6 fire damage in a 20-foot radius; creatures in this area take half damage with a successful DC 17 Dexterity saving throw. The Weatherman drops to the ground if all charges have been used; you can also command it to drop as a bonus action.

While unattended, the Weatherman is susceptible to attacks and damage. It has AC 18 (natural armor), 80 hit points and makes ability checks and saving throws with a +8 modifier, except from Dexterity checks and saves which it automatically fails. It is immune to being charmed, exhaustion, frightened, paralysed, petrified and poisoned, and has resistance to fire, piercing and slashing damage. It is destroyed if reduced to 0 hit points.

Any damage suffered by the Weatherman while hovering will remain until repaired by a gunsmith at a cost of 20 gp per hit point restored.

Get Zane’s Guide to Explosives for a great deal more explosive weapons!

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