Grenade, Panic
Consumable · Average–Devastating · premium–artifact
item-typeConsumableraritypremium
Thrown for a Wis save dealing psychic in a 10-ft burst and frightening failed targets for a minute; damage and DC scale.
Best fora thrower wanting AoE plus fear control
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 Wisdom saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much as on a successful one.
Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.