Explosives (Demolitions)

This is the list of explosives for the Demolitions Class. As a general rule, once you have consumed the Grenade Slot, the explosive retains usability until the Demo completes a Long Rest, after which the Grenade loses potency and cannot detonate anymore.

There are 3 'Types' of Grenade- Assault, Support and Control. Grenades that are mostly straight up damage are Assault Grenades, grenades that focus on debuffing the enemy with little to no damage are Support Grenades and grenades that deny an area and apply brutal conditions that make their area exceedingly unfavourable are Control Grenades. Of the three, Control Grenades are mostly favoured by those with lesser morals as their use usually constitutes a War Crime.

You may also 'Upscale' a Grenade by using a higher level Grenade Slot, for example a 3rd Level Slot on a 1st Level Grenade. Doing so grants extra benefits to the effect.

1st Level Explosives
These Explosives can be used with a 1st Level Grenade Slot.

HE Grenade
1st Level Assault Grenade

The HE (High Explosive) Grenade is the Demo's basic explosive device. Simply launch at enemy and it hurts. The HE Grenade must be aimed at a tile, and it affects the area within 5ft of that tile. It is only blocked by Full Cover, and can destroy weak cover. Any character caught in the blast radius must make a Dexterity Save against your Attack DC or take 2d6 Slashing and 2d6 Thunder Damage or half damage on a Success.

When you upscale this Grenade, you deal an extra 1d6 damage of your choice of either Slashing or Thunder per Slot level.

Flash Grenade
1st Level Support Grenade

The Flash Grenade is the Demo's basic control grenade. If an enemy is looking at it when it detonates, they are blinded by the overload of light. The Flash Grenade affects a 15ft Radius Sphere centred on a tile. It is only blocked by Full Cover. Any character within its Radius must make a Dexterity Save against your Attack DC to avoid looking at the Grenade, or they are Blinded for one minute and take 1d4 Radiant Damage. At the end of each of their turns for that minute, they may make a Constitution Save against the same DC to remove the effect.

When you upscale this Grenade, you deal an additional 1d4 Radiant and increase the initial Save DC by +1.

Smoke Grenade
1st Level Control Grenade

The Smoke Grenade is a regular powerhouse of urban tactical combat. When thrown or launched, it throws up a dense smokescreen that acts as a massive vision blocker. When you use this grenade, target a 20ft radius Sphere centred on a point. For the next minute, that sphere is enveloped in a dense smoke that leaves the area Heavily Obscured for the duration. If a character is trapped within the smoke, they must make a Wisdom Save with a DC equal to your Attack DC to figure out their bearings, otherwise they cannot choose the direction they move on their turn and it is decided via the roll of a d8.

When you upscale this Grenade, the radius is increased by 5ft for every level you upscale it by.

Incendiary Grenade
1st Level Control Grenade

The Incendiary Grenade is an evolution of the classic Molotov Cocktail. When thrown or launched, this firey grenade creates a pool of burning flames that prevent passage. When you use this grenade, target a point within range. An inferno then covers a 10ft Radius Sphere. Anyone caught in the initial detonation must make a Dexterity Saving Throw against your Attack DC taking 3d6 Fire Damage on a Failure and half as much on a success. A level of Burning is automatically applied if the target fails their Save, and all objects are set on fire in the radius. The fire remains burning for one minute, and anyone who starts their turn or enters the fire muct also make the Save.

When you upscale this Grenade, the damage increases by 1d6 Fire Damage per Slot level.

Decoy Grenade
1st Level Support Grenade

The Decoy Grenade is a strange device that explodes repeatedly with a sound similar to gunfire. When you use this grenade, target a tile within range you wish to deploy the grenade. For the next minute, you can distract an enemy within 30ft of the Decoy Grenade as a Reaction. They must make a Wisdom Save against your Attack DC an on a Failure all attacks against that enemy have Advantage until the end of your next turn as their focus wavers as they perceive more threats from behind them.

If an enemy succeeds their Save they can no longer be affected by the Decoy Grenade, and learn of its location. The Decoy Grenade has an AC of 10 and 1 Hit Point.

When you upscale this Grenade you may target an additional person with the distraction effect for each additional Slot level.

Impact Grenade
1st Level Assault Grenade

The Impact Grenade is a powerful weapon that excels at annihilating single targets. When you use this Grenade, make a Strike Roll against an enemy within your range. On a Hit, they take 3d6 Thunder Damage plus 3d6 Fire Damage and are blown back 10ft. On a Miss, there is no explosion and the grenade fizzles.

When you upscale this Grenade it deals an additional 1d6 Thunder Damage for each additional Slot used.

2nd Level Explosives
These Explosives can be used with a 2nd Level Grenade Slot.

Flare Bomb
2nd Level Support Grenade

The Flare Bomb is a useful tool for night fighting or desperate signalling. When you use this grenade, you can choose to either fire it up or across. If you fire it upwards, it will illuminate a 100ft radius area on the ground with Dim Light for one minute. If you fire it across, target a tile within your range. If there is an enemy in that tile, they must make a Dexterity Save against your Attack DC, taking 1d6 Fire Damage on a Failure or none on a Success. The Flare then emits Bright Light in a 20ft Radius and Dim Light for another 20ft for one minute.

If you upscale this Grenade, its Dim Light radius increases by 10ft per Slot level.

Shard Grenade
2nd Level Assault Grenade

The Shard Grenade is a powerful shrapnel bomb that slashes its victims to a bloody mess if they are caught in the open. When you use this grenade, target a 15ft Radius Sphere centred on a tile. All characters within the range must make a Dexterity Saving Throw. Anyone in half cover or higher has Advantage on the Save, and no-one in Full Cover is affected. If they fail the Saving Throw, they take 4d8 Slashing Damage or none on a Success.

When you upscale this Grenade it deals an additional 1d8 Slashing Damage per Slot level.

Tear Gas Grenade
2nd Level Control Grenade

The Tear Gas Grenade is a favourite of the Atlas Security Force. The gas used is a rapid-deploy type that has effects within 6 seconds. When you use this grenade, target a 15ft Radius Sphere centred on a tile. The gas covers that area, Heavily Obscuring everything. All characters that enter or start their turn within the area must make a Constitution Save against your Attack DC. On a Failure, their speed is halved and they are Blinded and Envenomed. While in this state, you must repeat the Save at the start of every turn, suffering the effects again until they succeed. On a Success after that, they still have Disadvantage on Perception Checks, halved hold breath capacity and they are Shaken for one minute. This does not affect characters that succeeded their Save first time around.

When you upscale this Grenade it deals an extra 1d8 Poison Damage per Slot level.

Airblast Grenade
2nd Level Support Grenade

The ultimate in counterplay, the Airblast Grenade is a powerful asset in stopping gas attacks. When you use this grenade, target a point within your range. The blast covers a 40ft Radius, subjecting the area to strong wind for a brief period. All characters within the radius must make a Strength Save against your Attack DC or be pushed back 5ft. This grenade can be fired as a Reaction.

Lightbomb
2nd Level Support Grenade

The Lightbomb packs a unique punch of boiling fluoro-luminescent liquid that burns the opponent in the initial blast but leaves them extremely visible afterwards. When you use this grenade, target a point within your range. The blast covers a 30ft Radius, and all characters within the radius must make a Dexterity Save against your Attack DC. On a Failure, they are covered in glowing liquid and take 2d6 Fire Damage. They are covered for the next minute, and they emit Bright Light for 30ft and Dim Light for another 30ft after that. Characters covered in the liquid cannot turn Invisible and automatically fail Stealth Checks to remain hidden.

3rd Level Explosives
These Explosives can be used with a 3rd Level Grenade Slot.

Inferno Grenade
3rd Level Assault Grenade

The Inferno Grenade is a serious weapon that can immediately vapourize an entire squad of soldiers. When you use this grenade, target a point within your range. The Inferno Grenade covers a 20ft radius sphere, and all targets within the radius must make a Dexterity Save against your Attack DC. They take 8d6 Fire Damage on a Failure or half as much on a Success.

When you upscale this Grenade it deals an additional 1d6 Fire for each additional Slot used.

Magpulse Grenade
3rd Level Support Grenade

The Magpulse Grenade emits a powerful magnetic blast that pushes everything in its radius. When you use this grenade, target a point within your range. The pulse covers a 40ft radius, and all characters within range must make a Strength Save against your Attack DC or be pushed to the edge of the blast radius. Objects automatically fail the Save, and all characters also take 4d6 + 20 Magnetic Damage. If a character collides with a wall, they take Fall Damage as if they had fallen from the height they had left to travel.

When you upscale this Grenade it deals an additional 1d6 Magnetic for each additional Slot used.

RZ Gas Grenade
3rd Level Control Grenade

The big brother of the Tear Gas Grenade, the RZ Gas Grenade contains a highly potent chemical that incapacitates targets brutally. When you use this grenade, target a point within your range. The RZ Gas cloud covers a 20ft Radius Sphere, Heavily Obscuring the area. All characters that enter or start their turn within the area must make a Constitution Save against your Attack DC. On a Failure, they take 3d6 Poison Damage and expend their entire turn vomiting and struggling for breath. Characters that don’t need to breathe or are Immune to Poison automatically succeed on this Save. The gas lasts for 1 minute, or can be dispersed by moderate wind or an Airblast Grenade.

When you upscale this Grenade it deals an extra 1d6 Poison Damage per Slot level.

Overcharge Grenade
3rd Level Assault Grenade

The Overcharge Grenade is essentially a large, unstable battery that fries single targets. When you use this Grenade, make a Strike Roll against an enemy within your range. On a Hit, they take 10d6 Lightning Damage. On a Miss, there is no explosion and the grenade fizzles.

When you upscale this Grenade it deals an extra 1d6 Lightning Damage per Slot level.

4th Level Explosives
These Explosives can be used with a 4th Level Grenade Slot.

Laser Grenade
4th Level Assault Grenade

The Laser Grenade is a curious device rigged together by cannibalising spent Energy Cells and used lenses for laser weapons. When you use this grenade, target a tile within your range. The grenade will fire out lasers in either a '+' shape or an 'x' shape. The blast is perfectly horizontal, and each prong extending from the center tile is 5ft x 20ft. Every enemy caught within the laser blast must make a Dexterity Save against your Attack DC, taking 4d6 + 30 Fire Damage on a Failure or nothing on a Success. If a character is reduced to 0 by this effect, they must roll a 1d10. On a 5 to 10, they are simply downed by the laser. On a 3 or 4 they lose their off-hand. On a 2, they lose their dominant arm. On a 1, their legs are sliced off. In all instances, the laser cauterizes the wound but permanently applies the effect.

When you upscale this Grenade it deals an additional 1d6 Fire for each additional Slot used.

Magpull Grenade
4th Level Control Grenade

The Magpull Grenade is essentially a powerful magnet that drags all metal towards it. When you use this grenade, target a point within your range. All characters that start their turn or enter within 30ft of the point must make a Strength Save On a Failure, the character is automatically be pulled to the centre of the grenade's sphere of influence and takes 3d6 Bludgeoning Damage and 4d6 + 20 Magnetic Damage. Their Speed is also reduced to 0 until they can Succeed on the Save, which they may repeat at the start of their turn. The grenade remains active for one minute.

When you upscale this Grenade it deals an additional 1d6 Bludgeoning for each additional Slot used.

5th Level Explosives
These Explosives can be used with a 5th Level Grenade Slot.

Plasma Grenade
5th Level Assault Grenade

The Plasma Grenade is a war crime in a handy, easy-to-deliver package. When you use this grenade, target a point within your range. The Plasma Grenade covers a 20ft radius sphere, and all targets within the radius must make a Dexterity Save against your Attack DC. They take 4d10 + 25 Plasma Damage on a Failure or half as much on a Success.

When you upscale this Grenade it deals an additional 1d10 Plasma for each additional Slot used.

Gamma Grenade
5th Level Assault Grenade

The Gamma Grenade is a powerful debilitating weapon that can harshly irradiate targets with a burst of Gamma Radiation. When you use this grenade, target a point within your range. The Plasma Grenade covers a 20ft radius sphere, and all targets within the radius must make a Constitution Save against your Attack DC. On a Failure, they take 6d12 Necrotic Damage, or half as much on a Success.

When you upscale this Grenade, it deals an additional 1d12 Necrotic Damage for each additional slot used.

6th Level Explosives
These Explosives can be used with a 6th Level Grenade Slot.

Actinium Grenade
6th Level Control Grenade

The Actinium Grenade is a genuine war crime, throwing glowing radioactive material over its entire radius. to be continued.