Mine, Flash
Mine, Flash
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, Flash
Grenade, Flash
Each creature within 10 feet makes a Constitution saving throw, and is blinded for 1 minute on a failure. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mine, Foam
Mine, Foam
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, Foam
Grenade, Foam
When detonated, a foam grenade fills a 10-foot-radius sphere with slippery, fire-retardant foam. Open flames in the area when the grenade explodes are immediately extinguished. For the next minute, the ground in the area is difficult terrain. A creature in the affected area or one that enters the area for the first time on a turn or begins its turn in the area, makes a DC 10 Dexterity saving throw, falling prone on a failure.
Mine, EMP
Mine, EMP
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, EMP
Grenade, EMP
Each creature within 10 feet makes a Dexterity saving throw. On a failure, any electronic devices the creature is wearing or carrying cease to function until the end of the creature’s next turn. Unattended devices in that area automatically fail the save. Constructs in the area also take 1d6 lightning damage on a failed save.
Mine, Concussion
Mine, Concussion
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, Concussion
Grenade, Concussion
Each creature within 10 feet makes a Dexterity saving throw. On a failed save, the target takes 1d6 thunder damage and is knocked prone.
On a success, the target takes half as much damage and isn’t knocked prone.