Prerequisite: Requires at least 1 level in the Artificer class
You can now include construct grenade using your Magical Tinkering ability. Each grenade takes 1 action to make and counts towards your Magical Tinkering object limit. You can throw a grenade at a point up to 60 feet away, unless otherwise assisted by other means of propelling the object. These grenades can also be given to others to use. If the Magical Tinkering object limit is exceeded, either choose which grenade becomes disabled or the oldest grenade will become disabled.
The following types of grenades can be created:
- Smoke Grenade: Upon detonation, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
- Fragmentation Grenade: Upon detonation, each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
- Tangler Grenade: Upon detonation, each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.
- Incendiary Grenade: Upon detonation, each creature within 20 feet of an exploding incendiary grenade must make a DC 15 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The incendiary grenade ignites flammable objects in its area.
- Fireworks: Upon detonation, each creature within 30 feet of an exploding firework must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn. Each creature within 5 feet of an exploding firework must make a DC 20 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. The firework ignites flammable objects within 5 feet of it.
- Ice Grenade: Upon detonation, each creature within 20 feet of an exploding ice grenade must make a DC 15 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. The area of the explosion is also covered in slippery ice, resulting in difficult terrain for 1 minute.
Flick's™ Grenades: We make things that go boom.
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