You've gone through intense training on how to use all types of explosives. Smoke, flash, stun and experimental grenades are nothing to you, you know the ins and outs of what a grenade can truly do
Bonus Action
- Each grenade upon use requires 2 turns to be used again
- Each grenade would be considered an AOE attack
Smoke Grenade
- Creates a 20ft Dome of white smoke
- Creatures in this smoke have disadvantage on Attacks & Dexterity Saving Throws until they're out of the range of the smoke
- The smoke stays for 1 round
- Throw Range | 50ft
Stun Grenade
- Creates 5ft Dome of pure light and a constant ringing sound can be hear in any creatures ears
- Creatures caught within this Dome have to make a Constitution Saving Throw or be Stunned & Deafened until their next turn | Dc 14 + Dexterity Modifier
- Throw Range | 25ft
Elemental Grenade
- Creates a 25ft Dome of elemental damage
- 2d8+4 (Chosen element [Fire, radiant, necrotic, cold, etc] or piercing)
- Creatures caught within this Dome need to make a Constitution Saving Throw or take the full damage of the AOE attack | Dc 10 + Dexterity Modifier
- Throw Range | 45ft
Conditional Gas
- Creates a 10ft Dome of coloured gas (depends on the type of effect the user uses)
- Able to chose a condition for a target to be affected by
- Choices: Frightened/Paralyzed/Poisoned/Stunned/Petrified
- Creates caught in this smoke need to make a Constitution Saving Throw or be affect by the following conditions from inhaling the smoke | Dc 10 + Constitution Modifier
- Able to chose a condition for a target to be affected by
- Throw Range | 50ft
- Smoke Colour
- Frightened: Black
- Paralyzed: Yellow
- Poisoned: Green
- Stunned: Orange
- Petrified: Gray
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