Dustriders
Flashbang Grenade
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
Flashbang - On a failed save, the flashbang Blinds and Deafens a target for 1 minute. Flashbangs only have an effect on targets that have a line of sight to the grenade or can hear the grenade. Undead and targets with Superior Darkvision have disadvantage on saving throws against the Flashbang (Excluding Reanimated Skeletons). If an Undead target or a target with Superior Darkvision has been directly hit by this grenade, they automatically fail their saving throw.
Explosive - Radial effect: 30 foot radial sphere originating from detonation point, all targets in the radius which can see or hear the flashbang must make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher). Successful saves are not affected. Any target struck by a Direct Hit has disadvantage on their saving throw against the grenade. A target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Light - One can be held in each hand.
Pyrotechnic - This grenade can light flammable objects on fire that are in the same space as the grenade when it detonates. Roll a 1d4, if it lands on a 3 or a 4, any flammable objects inside the space are ignited.
Thrown
Weight: 0.5
Handling: 1-Handed
The flashbang grenade does exactly what it says on the tin: it creates a blinding flash of light and a deafening bang.
Weight: 0.5lbs