
Since then, he has threatened to pull out of Bosnia’s multiethnic armed forces, and form his own exclusively Serb army. In 5e, dwarves are not so restricted, so I may have to modify this.First, Dodik announced that he was creating his own medicines agency and withdrawing his fief, which covers roughly half of Bosnia’s territory, from the oversight of central government inspectors. They had repeating crossbows, slow match, even primitive cannons, and so on. In the original AD&D 1e, dwarves were not able to be mages, and didn't use magic much in general, so I had them as the tech leaders of non-magic. I have this in my world, although I have not fully decided yet who has it and who doesn't in 5e. I'm not choosing to include explosives and firearms in general, but slow match seems to me to be a perfectly fine and useful alchemical discovery. The DMG has optional rules regarding blasting powder, early firearms, cannons, and so forth (pp.267-268), so it's up to the DM how much of this technology he wants to incorporate. I would be inclined to say that if your world is sophisticated enough to have Alchemist's Fire, having slow match wouldn't be out of the question. Depending on your world's tech level, this could also be introduced into your D&D game, at least for some races and places. In addition to the tinderbox, there is historically a device called " slow match", which was in common use in Europe from the 1400s to the 1600s. I don't see much potential for abuse however, especially if you require that lighting something on fire take an action at least (as per the tinderbox rules). If the player is trying to use this to gain some sort of mechanical advantage (not just reflavoring a useful item) then you will have to judge to make sure it won't negatively affect your game. If you prefer to do this at your table, or if the characters are in a circumstance that does make it interesting, just use the tinderbox mechanics and you're done. So, under normal circumstances, it doesn't seem super interesting to focus on and track the minutia involved in starting campfires and the like. For the most part, it is just assumed that adventurers are capable if not very good at lighting fires. Lighting a fire is an essential adventuring activity and doing so would be second nature to most adventurers. Don't worry about fire-lighting mechanics unless it makes the story more interesting or fun!Īdventurers likely know many ways to start a fire: flint and steel, charred wool, etc.

The device produces a miniature flame, which you can use to light a candle, torch, or campfire. You could also model it after the Rock Gnome's tinker racial ability and just make it a mundane mechanical item:įire Starter.

For example, you could make it waterproof or you could allow it to be used one-handed. If you are interested in allowing a player to make a lighter in game and are looking for mechanics, I would recommend simply reskinning the tinderbox mechanics and call it a lighter.ĭepending on how the player goes about making it (and how generous you want to be) you could even give it some advantages over the tinderbox. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire.
#Tinderbox serb lights match how to
If you are looking for explicit references to how to light a fire you are not going to find anything more than this.

The tinderbox is the closest thing to a lighter in the rules
