Grenade, Electrifying (Major)
Prototype consumable
Enhanced itemExpanded Content
At a glance
- Rarity
- Prototype
- Item type
- Consumable
- Kind
- Explosive
- Attunement
- Not required
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 18 Dexterity saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much as on a successful one.
Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.
