Explosive
Common
Mods
Payload
Special Maneuvers
Direct Hit: Instead of designating a point within range, make an attack roll against a chosen target within range. If the target is hit successfully, the target will take 1d6 AP I Bludgeoning damage plus your Strength modifier. Otherwise, the grenade will continue until its maximum distance or an obstacle is reached and then detonate.
Special Properties
Fragmentation Explosive - Deals 2d8 force damage and 1d8 fire damage in its explosion radius. Deals unmitigated damage to vehicles and double the rolled damage to constructs and robotics.
Explosive - Radial effect: 10 foot radial sphere originating from detonation point, all targets in the radius must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher). Successful saves take half damage. Any target hit by a Direct Hit has disadvantage on their saving throw against the grenade.
Light - One can be held in each hand.
Thrown
Weight: 1
Handling: 1-Handed
A handheld explosive device, the frag grenade, otherwise referred to as the fragmentation grenade, is thrown in a shot-put manner to place it where the user desires. The frag grenade contains a hexolite charge, a lever-operated fuze, and is shaped similarly to a baseball. The lever is spring-loaded and once the pin is pulled, opens up once the user's hand releases the lever, lighting the 5 second fuze.
| Type |
Damage |
Damage |
Range |
| Simple Ranged |
2d8 Force damage / 1d8 Fire damage |
Force |
25ft + 5x Strength Modifier |
Weight: 1lbs