Grenades
Grenades can be thrown at a specified point within their range as long as there is a path over obstacles, otherwise they can be thrown directly at a target for additional damage. Additionally, grenades do not require training, unlike Launchers. Throwing a grenade is considered an Attack action.
Grenades can have their damage increased by using higher grade payloads. The payloads are consumed upon use unless otherwise specified.
Chemfreeze Grenades
Rarity: Common
PropertiesWeight: 0.5 lbs
Thrown - Range of 25ft + 5x Strength Modifier in additional feet
DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher)
DC Saving Throw: Dexterity
EffectsRadius: 15 foot radial sphere originating from detonation point
On Failed Save: 3d8 cold damage, target is Frozen for 3 rounds or until the condition is otherwise ended.
On Successful Save: Half damage, target has its movement speed halved for 1 round.
On Direct Hit: 1d8 AP I Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle and detonates. Targets that have been directly hit have disadvantage on their saving throws against the grenade's effects.
Standard (Box of 5)1 Mundane Metal materials
3 Mundane Chemical materials
Corrosive Grenades
Rarity: Common
PropertiesWeight: 0.5 lbs
Thrown - Range of 25ft + 5x Strength Modifier in additional feet
DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher)
DC Saving Throw: Dexterity
EffectsRadius: 15 ft radial sphere originating from detonation point for 3 rounds, the gases are dispersed by wind.
On Failed Save: 2d8 acid damage, reduced armor grade by 1 for 1 minute, affected by the Corroding condition. Unarmored targets take 1d4 Acid damage at the start of each of their turns for the duration or until the condition is ended early.
On Successful Save: Half Damage, no other effects.
On Direct Hit: 1d8 AP I Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle and detonates. Targets that have been directly hit have disadvantage on their saving throws against the grenade's effects.
Standard (Box of 5)1 Mundane Metal materials
3 Mundane Chemical materials
Flashbang Grenade
Rarity: Common
PropertiesWeight: 0.5 lbs
Thrown - Range of 55ft + 5x Strength Modifier in additional feet (Minimum of 1)
DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher)
DC Saving Throw: Constitution
EffectsRadius: 30 ft radial sphere originating from detonation point. Only targets that can see or hear the flashbang need to make a save.
On Failed Save: The flashbang Blinds and Deafens a target for 1 minute. A target repeats the save at the end of each of its turns, ending the effect on itself on a success.
On Successful Save: No Effect.
On Direct Hit: 1d8 AP I Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle and detonates. Targets that have been directly hit have disadvantage on their saving throws against the grenade's effects.
Undead and targets with Superior Darkvision have disadvantage on saving throws against the Flashbang (Excluding Reanimated Skeletons). If an Undead target or a target with Superior Darkvision has been directly hit by this grenade, they automatically fail their saving throw.
This grenade can light flammable objects on fire that are in the same space as the grenade when it detonates. Roll a 1d4, if it lands on a 3 or a 4, any flammable objects inside the space are ignited.
Standard (Box of 6)1 Mundane Metal materials
2 Mundane Chemical materials
Frag Grenade
Rarity: Common
PropertiesWeight: 0.5 lbs
Thrown - Range of 25ft + 5x Strength Modifier in additional feet (Minimum of 1)
DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher)
DC Saving Throw: Dexterity
EffectsRadius: 10 ft radial sphere originating from detonation point.
On Failed Save: 2d8 thunder damage and 1d8 fire damage.
On Successful Save: Half Damage.
On Direct Hit: 1d8 AP I Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle and detonates. Targets that have been directly hit have disadvantage on their saving throws against the grenade's effects.
Standard (Box of 6)1 Mundane Metal materials
2 Mundane Chemical materials
Manos de Fuego
PropertiesWeight: 1 lbs
Thrown - Range of 25ft + 5x Strength Modifier in additional feet (Minimum of 1)
DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher)
DC Saving Throw: Dexterity
EffectsRadius: 15 ft radial sphere originating from detonation point. A chemical fire burns within the radius on the ground.
Persistent Burning - The Manos de Fuego leave a persistent patch of a substance like burning napalm jelly for 3 rounds. Because it is a chemical fire, it cannot be extinguished until its fuel is depleted. All targets that start their turn in the area of effect of the grenade must make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher) or take 2d4 Persistent Burning damage until they put the fire out. Any non-magical flammable objects, worn or in the area of effect also catch on fire. Targets with Fire-Resistant Insert mods in their armor are unaffected.
On Failed Save: 5d4 fire damage
On Successful Save: Half Damage, no other effects.
On Direct Hit: 3d4 AP II Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle and detonates. Targets that have been directly hit have disadvantage on their saving throws against the grenade's effects.
Standard (Box of 6)3 Mundane Chemical materials
2 Mundane Cloth materials
1 Mundane Metal materials
Flashbang Grenade
Rarity: Common
PropertiesWeight: 1 lbs
Thrown - Range of 45 ft
EffectsRadius: 10 ft radial sphere of smoke originating from detonation point. Its radius expands by another 10 feet each turn until it reaches 30 feet. It persists for 1 minute unless it is dispersed by wind greater than 10 miles an hour.
On Direct Hit: 1d8 AP I Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle and detonates. Targets that have been directly hit have disadvantage on their saving throws against the grenade's effects.
This grenade can light flammable objects on fire that are in the same space as the grenade when it detonates. Roll a 1d4, if it lands on a 4, any flammable objects inside the space are ignited.
Standard (Box of 6)1 Mundane Metal materials
1 Mundane Chemical materials
White Phosphorous Grenade
Rarity: Common
PropertiesWeight: 0.5 lbs
Thrown - Range of 25ft + 5x Strength Modifier in additional feet (Minimum of 1)
DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher)
DC Saving Throw: Dexterity
EffectsRadius: 15 ft radial sphere originating from detonation point for 3 rounds, the gases are dispersed by wind.
Persistent Incendiary Gas Cloud: Targets starting or ending their turns in the radius take 1d8 Fire damage once per round, regardless if they saved on the initial throw. Targets that move through the area of effect must make a Constitution saving throw against the grenade's DC or take 1d8 fire damage once. Flammable objects in the gas cloud are ignited.
Persistent Burning: Targets that failed their saving throws are afflicted with the Burning condition and take 1d8 Fire damage per round until they extinguish the fire. Targets with Fire-Resistant Insert mods in their armor are unaffected.
On Failed Save: 2d8 fire damage
On Successful Save: Half Damage, no other effects.
On Direct Hit: 1d8 AP I Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle and detonates. Targets that have been directly hit have disadvantage on their saving throws against the grenade's effects.
Standard (Box of 6)1 Mundane Metal materials
3 Mundane Chemical materials
Tolfdir Chemworks (TC) TK-IEG-900 Imploder-Exploder Grenade
Rarity: Exotic, Uncommon
ProperitesWeight: 2 lbs
Thrown - Range of 55ft + 5x Strength Modifier in additional feet (Minimum of 1)
DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher)
DC Saving Throws: Strength, then Dexterity
EffectsExplosion Radius: 20 ft radial sphere originating from detonation point
Implosion Radius: 20 ft radial sphere originating from detonation point
Implosion Stage - During the Implosion stage which occurs immediately after throwing the grenade, the grenade creates a micro-singularity in a 20 foot radial sphere which pulls targets and unsecured objects towards the center if they fail a Strength saving throw vs. the Save DC, dealing unmitigated fall damage if they collide with other targets in the radius. On a successful save, a target is not pulled. Flying targets have disadvantage on their Strength saving throws.
Explosion Stage - During the Explosion stage, which happens at the start of your next turn, it deals 4d8 Force damage in a 20 foot radial sphere. Any targets that failed their Strength saving throw automatically fail the Dexterity saving throw. All other targets in the radius must make a Dexterity saving throw against the Save DC. On a failed save, a target takes the rolled damage and is launched 60 feet in a straight line away from the center, taking Falling Damage upon colliding with the ground or another object and is knocked prone. Successful saves only take half damage. Any loose objects are also launched up to 60 feet in a straight line away from the center and both deal and receive 1d6 AP I Bludgeoning damage upon colliding with a target or surface for every 10 feet in distance traveled.
Standard (Box of 6)1 Common Metal material
3 Common Chemical materials
1 Exotic Gravitic Charge component
Shock Grenade
PropertiesWeight: 1 lbs
Thrown - Range of 25ft + 5x Strength Modifier in additional feet (Minimum of 1)
Rechargeable - This device can be retrieved then recharged after finishing a short or long rest.
DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher)
DC Saving Throw: Dexterity
EffectsRadius: 20 ft radial sphere originating from detonation point
Electric Shock - Targets that have failed their saves are Dazed and cannot take reactions until the start of your next turn. Constructs and Robotics are Stunned if they fail their save until the start of your next turn. Vehicle drivers or pilots must make a Constitution saving throw against the grenade's DC or lose control. Vehicles struck by this weapon lose control if the driver or pilot fails a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher).
On Failed Save: 2d8 Lightning damage
On Successful Save: Half Damage, no other effects.
On Direct Hit: 1d8 AP I Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle and detonates. Targets that have been directly hit have disadvantage on their saving throws against the grenade's effects.
TBD
TBD
Grenades can have their damage increased by using higher grade payloads. The payloads are consumed upon use unless otherwise specified.
Common Grenades
Chemfreeze Grenades
Rarity: Common
Properties
Effects
Standard (Box of 5)
Corrosive Grenades
Rarity: Common
Properties
Effects
Standard (Box of 5)
Flashbang Grenade
Rarity: Common
Properties
Effects
Standard (Box of 6)
Frag Grenade
Rarity: Common
Properties
Effects
Standard (Box of 6)
Manos de Fuego
Properties
Effects
Standard (Box of 6)
Flashbang Grenade
Rarity: Common
Properties
Effects
Standard (Box of 6)
White Phosphorous Grenade
Rarity: Common
Properties
Effects
Standard (Box of 6)
Uncommon Grenades
Tolfdir Chemworks (TC) TK-IEG-900 Imploder-Exploder Grenade
Rarity: Exotic, Uncommon
Properites
Effects
Standard (Box of 6)
Shock Grenade
Properties
Effects
Rare Grenades
(TBD)TBD
Very Rare Grenades
(TBD)TBD

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