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Grenades

Weapon (grenade), rarity varies

A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires.

The grenade detonates at the beginning of the wielder’s next turn, hopefully in the area targeted. When a grenade detonates, it deals its listed damage to all targets within a 20-foot-radius spread, or half as much to characters that succeed on a DC 15 Dexterity saving throw.

The type of damage dealt by grenades varies widely and depends upon the nature of the specific grenade. The different types of grenades and the damage types they deal (along with any additional effects their damage deals) are listed below.

Advanced Grenades

Weapon (grenade), rarity varies

The following standard grenades can be thrown as weapons or can be loaded into a grenade launcher. If treated as standard weapons available for purchase, they can be bought for 500 gp each (or 1,000 gp for grenades listed as rare below).

Unless otherwise noted, advanced grenades are uncommon.

  • Antigravity Grenade (rare). Deals 5d6 points of thunder damage, and creatures damaged by an antigravity grenade fall upwards 1d6 x 10 feet and are suspended in midair for 1 round, after which they fall back to the ground (taking falling damage as appropriate). If creatures hurled upwards by an antigravity grenade impact a solid barrier before they reach the end of their forced movement, they take 1d6 points of damage for every 10 feet that they “fall” upwards before striking that barrier.
  • Arc Grenade. Deals 5d6 lightning damage.
  • Atom Grenade. Deals 5d6 necrotic damage.
  • Bio Grenade. Infects creatures who fail a DC 12 Constitution save with cackle fever.
  • Corrosion Grenade. Deals 4d6 points of acid damage. Creatures failing their saving throw take an additional 2d6 points of acid damage on the following round (DC 12 Dexterity save for half ). Creatures failing the second save take an additional 1d6 points of acid damage 1 round later.
  • Dwarf Star Grenade (rare). As a gravity grenade, but creatures adjacent to the grenade when it explodes take 1 additional point of damage per die and gain disadvantage on their saving throw. If they are knocked prone by the grenade, they cannot get up unless they succeed on a DC 15 Strength check made as part of the move to stand. Creatures adjacent to the grenade that fail their Dexterity save also have their speed reduced to 5 feet for 1 round.
  • Gravity Grenade (uncommon). Deals 5d6 points of thunder damage. Creatures failing their saves are knocked prone.
  • Hallucination Grenade. Deals no damage, but creatures within the are confused as confusion for 1 round (DC 12 Wisdom negates). Creatures failing their save must save again on the following round or the effect recurs, up to a maximum of 6 rounds.
  • Inferno Grenade. Deals 5d6 fire damage.
  • Plasma Grenade. Deals 4d6 points of fire damage and 4d6 points of electricity damage.
  • Radiant Grenade. As a flash grenade, but also deals 6d6 points of radiant damage to fungi, oozes, and undead. Undead can be blinded by a solar grenade, and undead with light sensitivity, light blindness, or that are harmed or made powerless by sunlight also are stunned for 1 round on a failed save.
  • Shock Grenade. Deals 5d6 lightning damage.
  • Sonic Grenade. Deals 5d6 thunder damage; creatures who fail a DC 12 Constitution save are also deafened for 1d4 rounds.
  • Vacuum Grenade. Deals 2d6 damage, and creatures that need to breathe gain 1 level of exhaustion unless they succeed on a DC 12 Constitution saving throw.
  • Zero Grenade. Deals 5d6 points of cold damage.

Standard Grenades

Weapon (grenade), uncommon

The following standard grenades can be thrown as weapons or can be loaded into a grenade launcher. If treated as standard weapons available for purchase, they can be bought for 250 gp each.

  • Bang Grenade. Deals no damage but stuns creatures for 1 round and deafens them for 1d4 rounds (DC 12 Constitution save negates).
  • Concussion Grenade. Deals 5d6 bludgeoning damage.
  • Flash Grenade. Blinds creatures for 1d4 rounds (DC 12 Constitution save negates).
  • Flechette Grenade. Deals 5d6 piercing damage.
  • Fragmentation Grenade. Deals 5d6 slashing damage.
  • Smoke Grenade. Deals no damage but fills a 20-foot radius spread with smoke (treat as obscuring mist) that lasts 1 minute.
  • Tear Gas Grenade. As a smoke grenade, but creatures who fail a DC 12 Constitution saving throw are poisoned. They repeat this save at the beginning of each of their turns. If they succeed, they are no longer poisoned.

Grenade Launcher

Cost 8,000 gp; Weight 8 lbs.; Ammunition (range 60/120), reload (5), loading

A grenade launcher is a bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate upon impact or at the start of the wielder’s next turn. A grenade launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted. A grenade launcher can hold up to 5 grenades at a time.

Loading a single grenade into a grenade launcher is an action or a bonus action if proficient.

Section 15: Copyright Notice

Legendary Loot Cards #4 © 2022, Legendary Games; Lead Designer: Jason Nelson. Authors Matt Kimmel, Michael “solomani” Mifsud, Scott D. Young, Mark Hart, Thurston Hillman, and Jeff Ibach.

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