Grenades
Grenades are handheld explosive devices introduced to Antares by the Londoners. While the concept of delivering explosives in a throwable form isn't entirely new—often achieved through slinging SPells or using crude, rudimentary versions—the Londoners have perfected and standardised these weapons. Their grenades offer a precise and reliable way to unleash destructive power, making them a valuable, though expensive, tool on the battlefield.
Using a Grenade
A Grenade can either be Thrown or it can be converted into traps in a form of Proximity Mines.
Throwing Grenade
When you take the Attack action, you can replace one of your attacks to either throw a grenade at a point up to 60 feet away or use a Grenade Launcher(1) to propel the grenade to a point up to 120 feet away. The grenade explodes at that point, creating a particular effect depending on the grenade's effect.
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Grenade Launcher
Adventuring gear, Firearms, M.
When you take the Attack action on your turn, you can replace one of your attacks to either throw a Grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 120 feet away. The grenade explodes at that point, creating the grenade effect.
Planting Grenade
You can convert your grenades to proximity mines, provided you are proficient with Tinker's Tools or Gunsmith's Tools.
Making the Mines For 1 hour, which can coincides with a Short Rest, you can convert a number of Grenades up to your Proficiency Bonus into a proximity mine using the aforementioned tools.
Planting the Mines As a Utilise action, you can plant them in the ground in your space. On the next turn, whenever a creature (includes you) enters a space within 15 feet of the proximity mine for the first time on a turn or ends its turn there, it explodes at that point, creating a particular effect depending on the grenade's effect.
It's obvious to observers that you're doing something when you take this Action.
Grenade Descriptions
Below are the effects of each grenade.
- Conccussion
500 SP, S. -
This grenade explodes in a concussive blast that fills a 20-foot-radius Sphere. Each creature in that area must make a DEX Save (DC 14), taking 4d6 Force damage on a failed save or half as much damage on a successful one.
- Cryogenic
300 SP, S. -
This grenade detonates in a burst of frost that fills 20-foot-radius Sphere. Each creature in that area must make a CON Save (DC 14), taking 2d6 Cold damage from the grenade and have its Speed halved for 1 minute on a failed save. Affected creatures can repeat this save at the start of each of their turns, ending the slowing effect on a success. On a successful save, the creature takes only half damage and suffers no additional effects.
Creatures with Resistance to Cold damage have Advantage on the saving throw, while those with Immunity automatically succeed.
- Fragmentation
250 SP, S. -
This grenade explodes, unleashing a hail of metal fragments that fills a 20-foot-radius Sphere. Each creature in the area must make on a DEX Save (DC 14), taking 3d6 Piercing damage on a failed save or half as much damage on a successful one.
- Flashbang
300 SP, S. -
This grenade explodes in a blinding flash and a deafening bang that affect a 20-foot-radius Sphere. Each creature in the area must make a CON Save (DC 14), taking 2d6 Thunder damage and have the Blinded and Deafened condition for 1 minute on a failed save, or half as much on a successful save with no additional effects.
Affected creatures can repeat the save at the start of each of their turns, ending the effect on a success. On a successful save, the creature takes only half damage and suffers no additional effects.
- Incendiary
300 SP, S. -
This grenade bursts into flames that fills a 20-foot-radius Sphere. Each creature in the affected area must make a DEX Save (DC 14) taking 3d6 Fire damage on a failed save.
The ground within the Sphere is set ablaze for 1 minute and its is considered a Burning hazard.
- Sleep
800 SP, S. -
This grenade releases a cloud of sedative mist that fills a 20-foot-radius Sphere, then dissipates. Each creature in that area must succeed on a CON Save (DC 14) or have the Unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an Action to shake it awake.
- Smoke
500 SP, S. -
This grenade creates a create a 20-foot-radius Sphere of fog centered on the target. The area of the Sphere is Heavily Obscured by smoke for 1 minute. A strong wind (such as the Gust of Wind SPell) disperses the smoke.