This electricity-based grenade is a creation of the Banished, and is used for area denial and stunning vehicles and enemies. Upon being thrown, it releases a series of powerful electrical arcs, dealing damage and slowing down those caught in the blast.
Damage (Initial): 3d6 lightning damage.
Damage (Lingering Arcs): 1d6 lightning damage.
Properties: Explosive, Area Denial, Bouncing, Thrown (range 20/60 ft.).
Explosive: The grenade detonates on impact with a creature or a hard surface, creating a 10-foot-radius sphere of energy. Each creature within this initial blast radius must make a DC 14 Dexterity saving throw, taking the initial 3d6 lightning damage on a failed save, or half as much on a successful one.
Area Denial: The detonation creates a sustained electrical field for 1 minute or until the grenade is destroyed. Any creature that starts its turn in the field or enters it for the first time on a turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes the lingering 1d6 lightning damage and has its movement speed halved until the end of its next turn.
Chain Lightning: The electrical arcs can chain to nearby creatures or metallic objects. If a creature within the area of effect has a metallic object (like a weapon or armor), the arcs can chain to another creature within 5 feet of it. The second creature must make a DC 14 Constitution saving throw, taking 1d6 lightning damage on a failed save, or half as much on a successful one.
Bouncing: The grenade bounces off of hard surfaces. When it hits a surface, it travels an additional 5 feet in a new, random direction. This can be used to bypass obstacles or hit enemies behind cover.
Weakness to Lightning: The plasma grenade is vulnerable to electricity. If it takes lightning damage, it can detonate prematurely, but the explosion will be smaller (a 5-foot radius) and deal half damage.
Weakness to Ground: The grenade is ineffective against targets that are completely submerged in water. Attacks made with this weapon have disadvantage against creatures in water.
EMP Effect: The dynamo grenade has an EMP effect on mechanical objects and constructs. When a construct or mechanical object is hit by the grenade, it becomes stunned until the end of its next turn.
Proficiency with a Sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Ammunition, Range, Slow
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