Grenade, Electrifying
Consumable · Average–Devastating · premium–artifact
item-typeConsumableraritypremium
Thrown for a Dex save dealing lightning in a 10-ft burst and shocking failed targets for a minute; damage and DC scale.
Best fora thrower wanting AoE plus a control debuff
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 16 Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much as on a successful one.
Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.