A hand grenade in the shape of a 20-sided die. The weapon performs identically to a standard fragmentation grenade, however the effects are drastically different.
Using an action to throw it, the player can cause a multitude of effects depending on the rolled outcome of a D20. Here are the following effects depending on the roll:
- The grenade crumbles into dust, dealing no damage and having no other effect.
- A horse appears where the grenade was thrown.
- A brilliant flash of light appears from the grenade, blinding any creatures within a 10 foot radius for two turns.
- Any creatures within 120 feet that can see the grenade hallucinates its greatest fear, causing them to become frightened. The creature must pass a DC 13 wisdom saving throw to end the hallucination. This saving throw can be repeated at the start of the creature's subsequent turns to end the effect.
- A splash of colored liquid rushes out from the grenade, coating any creatures within 5 foot radius. A random potion effect is applied to all affected creatures.
- A shockwave erupts, sending medium creatures within a 15 foot radius of the grenade 15 feet away. If the creature comes into contact with an object or wall, they take 4 (1d6) bludgeoning damage. These effects are doubled for each creature size smaller than medium.
- A large firework rocket shoots 100 feet up into the air and explodes. Subsequently, a Chromatic Orb is cast from the grenade, automatically hitting the closest creature within 90 feet. The damage type is determined at random with a d6.
- 5 daggers shoot out from the grenade, dealing 13 (5d4) slashing damage to any creature within 15 feet. The daggers are non magical and can be used.
- The nearest creature is copied with 1/8 of its maximum HP and can only deal 1/4 damage. All creatures have advantage on saving throws caused by the copy. It automatically disappears within 1 hour.
- The grenade explodes as a standard grenade would. Each creature within 20 feet of the grenade must make a DC 15 Dexterity saving throw, taking 18 (5d6) piercing damage on a failed save, or half as much damage on a successful one.
- A Fog Cloud is cast from the grenade.
- The nearest creature must make a DC 15 Dexterity saving throw or become petrified via ice encapsulation. They will stay petrified for an hour unless attacked, dealing 13 (2d12) cold damage.
- Mass Cure Wounds is cast from the grenade.
- A group of 1d4 skeletons appear in the nearest unoccupied spaces.
- All medium and small creatures within 25 feet are pulled 10 feet towards the grenade and fall prone.
- A burst of acid spews from the grenade. Each creature within 20 feet must make a DC 15 Constitution saving throw, taking 18 (5d6) acid damage on a failed save, or half as much damage on a successful one.
- A random cantrip is casted from the grenade, affecting the closest creature within range if applicable.
- The nearest creature's fighting ability is decreased, giving it disadvantage on all attack rolls for its next two turns.
- Whatever the nearest creature is holding disappears for 3 turns.
- The nearest creature within 20 feet of the grenade instantly dies if at 75 hit points or fewer. If the creature has the legendary resistance feature, they instead take 50 necrotic damage.
Notes: Seemingly appearing out of the blue, these strange chaotic weapons flooded the markets of Helia in droves. Despite local restrictions and nationwide banning, the grenades continued to pop back into stores just as they were taken off shelves. Due to their dangerous nature, they're sold with a laundry list of warnings. "I'm not even ordering em'. The damned things just keep appearing!" - Dalwick Ebb, Local Magic Shop Owner , Healing, Summoning, Buff, Debuff, Utility, Combat, Consumable
Previous Versions
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1/14/2025 5:19:15 AM
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