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
Comments