Dustriders			
	  Manos de Fuego
		 
	 
                        
    Explosive   
  
     Common            
     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. Otherwise, the grenade will continue until its maximum distance or an obstacle is reached and then detonate.
Cluster Napalm - Loosen the ropes that tie the canisters together so they disperse over a wider area before throwing by spending a Bonus Action. This reduces the initial damage of the next explosion by 1d4 but increases its radius to 25 feet.
 
Special Properties
Persistent Burning - The Manos de Fuego leave a persistent patch of a substance like burning napalm jelly for 3 rounds. Because it is a chemical fire, it cannot be extinguished until its fuel is depleted. All targets that start their turn in the area of effect of the grenade must make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher) or take 2d4 Persistent Burning damage until they put the fire out. Any non-magical flammable objects, worn or in the area of effect also catch on fire. Targets with Fire-Resistant Insert mods in their armor are unaffected.
Explosive - Radial effect: 15 foot 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). A target that succeeds on its saving throw takes only 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: 1
 
Handling: 1-Handed  
      
    Literally the Hands of Fire, a rope-linked cluster bomb of sorts that the Chiral Sky Pirates might use to terrorize Groundlings. On impact, the collection of various liquids in the 5 canisters react to one another and create a sort of napalm jelly that sticks to whatever surface it splashes on. If spun before being thrown, it almost resembles a hand because of the 5 canisters used.  
              
      
        
        
          | Type | 
          Damage | 
          Damage | 
          Range | 
        
        
        
        
          | Simple Ranged | 
          5d4  | 
          Fire | 
          25ft + 5x Strength Modifier | 
        
        
      
     
    
      
      Weight: 1lb