Grenade, Stun
Grenade, Stun
Each creature within 10 feet of the grenade when it explodes makes a Constitution saving throw. On a failed save, the target takes 1d6 thunder damage and is rattled until the end of its next turn. A creature that fails the saving throw by 5 or more is stunned instead of rattled until the end of its next turn. On a success, the target takes half as much damage and isn’t rattled.
Mine, Smoke
Mine, Smoke
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Grenade, Smoke
Grenade, Smoke
A smoke grenade creates a 10-foot-radius sphere of smoke centered on the point where it detonates. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until dispersed by a moderate wind (at least 10 miles per hour).
Mine, Incendiary
Mine, Incendiary
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Grenade, Incendiary
Grenade, Incendiary
Each creature within 10 feet makes a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. The explosion spreads around corners and ignites unattended flammable objects in the area.
Mine, Goo
Mine, Goo
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Grenade, Goo
Grenade, Goo
When detonated, a goo grenade fills a 10-foot-radius sphere with a quick-hardening, adhesive foam. A creature in this area makes a Dexterity saving throw, becoming grappled on a failure (escape DC 10) For the next minute, the ground in the area is difficult terrain.
Mine, Gas
Mine, Gas
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Grenade, Gas
Grenade, Gas
When detonated, a gas grenade creates a 10-foot-radius sphere of poisonous gas. A creature that enters the cloud for the first time on a turn, or that starts its turn inside the cloud, makes a Constitution saving throw. Creatures that don’t need to breathe automatically succeed on the saving throw. On a failure, the creature is poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The gas spreads around corners, and its area is heavily obscured.
Grenade, Frag
Grenade, Frag
Each creature within 5 feet makes a Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much damage on a successful one.