Dustriders			
	  Flashbang Grenade
		 
	 
                        
    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 plus your Strength modifier. Otherwise, the grenade will continue until its maximum distance or an obstacle is reached and then detonate.
 
Special Properties
Flashbang - On a failed save, the flashbang Blinds and Deafens a target for 3 rounds, critical failures on the saving throw Blinds and Deafens a target for 1 minute. Flashbangs only have an effect on targets that have a line of sight or hearing to the grenade. Undead have disadvantage on saving throws against the Flashbang (Excluding Reanimated Skeletons). If an Undead target has been directly hit by this grenade, they automatically fail their saving throw.
Explosive - Radial effect: 30 foot radial sphere originating from detonation point, all targets in the radius must make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher). Successful saves are not affected. Any target hit by a Direct Hit has disadvantage on their saving throw against the grenade.
Light - One can be held in each hand.
Pyrotechnic - This grenade can light flammable objects on fire that are in the same space as the grenade when it detonates. Roll a 1d4, if it lands on a 3 or a 4, any flammable objects inside the space are ignited.
Thrown
 
Weight: 0.5
 
Handling: 1-Handed  
      
    The flashbang grenade does exactly what it says on the tin: it creates a blinding flash of light and a deafening bang.  
            
      
      Weight: 0.5lbs