Thermal Detonator
Consumable · Average–Devastating · premium–artifact
item-typeConsumableraritypremium
Thrown in range, blasts everything within 20 feet for 4d6 fire + 4d10 kinetic (Dex save halves, scaling), knocking failed targets prone.
Best forclearing clustered enemies in one throw
Thermal detonators are unique in that can only be turned off by whoever turned them on. They 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 20 feet must make a DC 16 Dexterity saving throw. A creature takes 4d6 fire and 4d10 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.