Thermal Detonator (Devastating)

Artifact consumable

Enhanced itemExpanded Content

At a glance

Rarity
Artifact
Item type
Consumable
Kind
Explosive
Attunement
Not required

Thermal detonators are unique in that can only be turned off by whoever turned them on. They 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 20 feet must make a DC 24 Dexterity saving throw. A creature takes 12d6 fire and 12d10 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.