A bag that holds wondrous grenades of all different flavors and damage. Depending on a D20 roll, a different grenade comes out. The grenades can be thrown up to 60ft and have a 5ft radios unless instructed differently.
Notes: Use one action to roll a D20, you pull out 1 -| The Short Fuse |- Take 1d10 damage to you and those 5ft from you. 2 -| The Dud |- It does nothing 3 -| The Classic | - A 1d8 piecing damage grenade 4 -| The Bouncing Betty |- A grenade that bounces over the room dealing 1d8 piercing damage each bounce. Bounces three times! 5 -| The Devil's Dunk |- A 1d8 Necrotic damage grenade 6 -| The Quick Cleaner |- A 1d8 Acid damage grenade 7 -| The Raging fire |- A 1d8 Fire damage grenade 8 -| The Cold Shoulder |- A 1d8 Cold damage grenade 9 -| The Zip Zap |- A 1d8 Lightning damage grenade 10 -| The FlashBang |- Stun a creature 5ft from were the grenade lands 11 -| The Sexy Susan | - Charm a creature with a DC Charisma saving throw 5ft from were the grenade lands 12 -| The Zip Zap Zop |- A 2d8 Lightning damage grenade 13 -| The Ice Queen |- A 2d8 Cold damage grenade. 14 -| The Hell Hound |- A 2d8 Fire damage grenade 15 -| The Melter |- A 2d8 Acid damage grenade 16 -| The Devil's Deal |- A 2d8 Necrotic damage grenade 17 -| The Death Mark |- Give disadvantage to creatures who fail a DC Dex saving throw 18 -| The Bombshell |- A 3d8 Piercing damage grenade 19 -| The FatBoy |- A 10ft radius 5d8 Bludgeoning damage grenade 20 -| The Holy Hand Grenade |- A 6d8 Radiant damage grenade that will heal teammates for half the damage if hit
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