Tolfdir Chemworks (TC) TK-IEG-900 Imploder-Exploder Grenade
Explosive
Uncommon
Mods
Payload
Special Maneuvers
Direct Hit: Instead of designating a point within range, make an attack roll against a chosen target within range. If the target is hit successfully, the target will take 1d6 AP I Bludgeoning damage plus your Strength modifier. Otherwise, the grenade will continue until its maximum distance or an obstacle is reached and then detonate.
Implosion Stage - During the Implosion stage which occurs immediately after throwing the grenade, the grenade creates a micro-singularity in a 20 foot radial sphere which pulls targets and unsecured objects towards the center if they fail a Strength saving throw vs. the Save DC, dealing unmitigated fall damage if they collide with other targets in the radius. On a successful save, a target is not pulled. Flying targets have disadvantage on their Strength saving throws.
Explosion Stage - During the Explosion stage, which happens at the start of your next turn, it deals 4d8 Force damage in a 20 foot radial sphere. Any targets that failed their Strength saving throw automatically fail the Dexterity saving throw. All other targets in the radius must make a Dexterity saving throw against the Save DC. On a failed save, a target takes the rolled damage and is launched 60 feet in a straight line away from the center, taking Falling Damage upon colliding with the ground or another object and is knocked prone. Successful saves only take half damage. Any loose objects are also launched up to 60 feet in a straight line away from the center and both deal and receive 1d6 AP I Bludgeoning damage upon colliding with a target or surface for every 10 feet in distance traveled.
Special Properties
Gravitic Grenade - Targets launched take falling damage when they collide with objects or other targets, and launched objects deal Bludgeoning damage for every 10 feet traveled when the grenade explodes.
Explosive - Radial effect: 20 foot radial sphere originating from detonation point, all targets in the radius must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher). Successful saves take half damage. Any target hit by a Direct Hit has disadvantage on their saving throw against the grenade.
Light - One can be held in each hand.
Thrown
Weight: 2
Handling: 1-Handed
A two-stage grenade that uses an exotic 'Gravitic Charge' component to generate a micro-singularity to pull targets towards its center and then detonates all of the accumulated mass in a large radius, repelling all targets inside its area of effect at high velocity.
| Type |
Damage |
Damage |
Range |
| Simple Ranged |
4d8 |
Force |
Range of 55ft + 5x Strength Modifier in additional feet (Minimum of 1) |
Weight: 2lbs