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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.  

Common Grenades

  Frag Grenades   Rarity: Common   Properties
  • Weight: 0.5 lbs
  • Thrown - Range of 25ft + 5x Strength Modifier in additional feet
  • DC Saving Throw = DC13 + Proficiency Bonus Dexterity Save
  •   Effects
  • Radius: 10 foot radius
  • On Failed Save: 2d8 force damage and 1d8 fire damage
  • On Successful Save: Half Damage
  • On Direct Hit: 1d6 Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle
  •   Standard (Box of 5)
  • 1 Mundane Metal materials
  • 2 Mundane Chemical materials
  •     Flashbang Grenades   Rarity: Common   Properties
  • Weight: 0.5 lbs
  • Thrown - Range of 25ft + 5x Strength Modifier in additional feet
  • DC Saving Throw = DC13 + Proficiency Bonus Constitution Save
  •   Effects
  • Radius: 15 foot radius
  • On Failed Save: Blinds and Deafens target for 2 rounds
  • On Successful Save: No Effect
  • On Direct Hit: 1d6 Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle
  • Undead have disadvantage on saving throws against the Flashbang (Excluding Reanimated Skeletons)
  •   Standard (Box of 5)
  • 1 Mundane Metal materials
  • 2 Mundane Chemical materials
  •     White Phosphorous Grenades   Rarity: Common   Properties
  • Weight: 0.5 lbs
  • Thrown - Range of 25ft + 5x Strength Modifier in additional feet
  • DC Saving Throw = DC13 + Proficiency Bonus Dexterity Save
  •   Effects
  • Radius: 15 foot radius for 1d4 rounds, dispersed by wind
  • Persistent fire damage: Targets starting or ending their turns in the radius take 1d8 additional fire damage once per round. Targets that move through the area of effect take 1d8 fire damage.
  • On Failed Save: 2d8 fire damage
  • On Successful Save: Half Damage
  • On Direct Hit: 1d6 Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle
  •   Standard (Box of 5)
  • 1 Mundane Metal materials
  • 3 Mundane Chemical materials
  •     Corrosive Grenades   Rarity: Common   Properties
  • Weight: 0.5 lbs
  • Thrown - Range of 25ft + 5x Strength Modifier in additional feet
  • DC Saving Throw = DC13 + Proficiency Bonus Dexterity Save
  •   Effects
  • Radius: 15 foot radius for 1d4 rounds, dispersed by wind
  • On Failed Save: 2d8 acid damage, reduced armor grade by 1 for 2 rounds
  • On Successful Save: Half Damage, reduced armor grade by 1 for 1 round
  • On Direct Hit: 1d6 Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle
  •   Standard (Box of 5)
  • 1 Mundane Metal materials
  • 3 Mundane Chemical materials
  •     Chemfreeze Grenades   Rarity: Common   Properties
  • Weight: 0.5 lbs
  • Thrown
  • DC Saving Throw = DC13 + Proficiency Bonus Dexterity Save
  •   Effects
  • Radius: 15 foot radius
  • On Failed Save: 3d8 cold damage, halved movement for 2 rounds
  • On Successful Save: Half damage, halved movement for 1 round
  • On Direct Hit: 1d6 Bludgeoning Damage if attack is successful, otherwise travels maximum distance past the target until it hits an obstacle
  •   Standard (Box of 5)
  • 1 Mundane Metal materials
  • 3 Mundane Chemical materials
  •  

    Uncommon Grenades

      Tolfdir Chemworks (TC) TK-IEG-900 Imploder-Exploder Grenade   Rarity: Exotic, Uncommon   Properites
  • Weight: 0.5 lbs
  • Thrown
  • DC Saving Throw = DC13 + Proficiency Bonus Dexterity Save
  •   Effects
  • Explosion Radius: 20 ft
  • Implosion Radius: 20 ft
  • During the Implosion stage, the grenade creates a micro-singularity which pulls targets 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
  • During the Explosion stage, it deals 4d8 Force damage to targets that failed their Strength save and automatically fail the Dex save. All other targets in the radius must make a Dexterity saving throw against the Save DC. Successful saves take half damage.
  • Failed saves are launched 60 feet away from the center in a straight line, taking unmitigated falling damage upon colliding with an object, and any loose objects are also launched and deal 1d6 bludgeoning damage for every 10 feet in distance launched from the center.
  •   Standard (Box of 5)
  • 1 Common Metal material
  • 3 Common Chemical materials
  • 1 Exotic Gravitic Charge component

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