Mass Effect 5e - Player's Handbook
Grenades
- Arc Grenade3d6lightning10m4mkeyboard_arrow_down
Arc Grenade
3d6lightning10m4mAs an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.
- Cain Trip Mine2d12thunder20m2mkeyboard_arrow_down
Cain Trip Mine
2d12thunder20m2mAs an Action, launch a Cain Trip Mine to a point you can see within 20m. The mine affixes to a solid surface and projects a beam 6m tripwire. When a creature or object passes through the tripwire, the mine explodes. Any creature within a 2m sphere must make a DC 13 Dexterity saving throw. A creature takes 2d12 thunder damage on a failed save or half as much damage on a successful one.
Creatures need to pass a DC 10 Perception check to notice the mine.
To disarm the mine, a creature must pass a Hacking check (8 + Intelligence modifier). Failing the hacking check causes the mine to explode. The creature that made the hacking check has disadvantage on its saving throw.
A successful ranged attack on the mine (AC 10) will cause it to explode. Each creature within 2m of the mine, takes 2d12 thunder damage.
- Cluster Grenade2d6thunder10m6mkeyboard_arrow_down
Cluster Grenade
2d6thunder10m6mAs an Action, target an area within 10m. Each creature within 6m of the target must make a DC 16 Dexterity saving throw. A creature takes 2d6 thunder damage on a failed save, or half as much damage on a successful one.
- Flashbang Grenadeutility10m4mkeyboard_arrow_down
Flashbang Grenade
utility10m4mAs an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn.
- Frag Grenade3d12piercing10m4mkeyboard_arrow_down
Frag Grenade
3d12piercing10m4mAs an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d12 piercing damage or half as much damage on a successful one.
- Homing Grenade1d6thunder10m2mkeyboard_arrow_down
Homing Grenade
1d6thunder10m2mAs an Action, target a creature you can see within 10m. The target creature takes 1d6 thunder damage. Each other creature within 2m of the target must make a DC 10 Dexterity saving throw. On a failed save, a creature takes 1d6 thunder damage or half as much on a successful one.
- Inferno Grenade3d4fire10m4mkeyboard_arrow_down
Inferno Grenade
3d4fire10m4mAs an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d4 fire or half as much on a successful one. The 4m area continues to burn for 1 minute. A creature must also make the saving throw when it enters the burning space for the first time on a turn or ends its turn there.
- Lift Grenadeutility10m4mkeyboard_arrow_down
Lift Grenade
utility10m4mAs an Action, target an area within 10m. Each creature within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature is lifted until the end of your next turn.
- Multi-frag Grenade1d4piercing10m4mkeyboard_arrow_down
Multi-frag Grenade
1d4piercing10m4mAs an Action, target 3 areas within 10m. Each creature within 4m of each target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 1d4 piercing damage or half as much on a successful one.
- Proximity Mine1d8thunderTouch2mkeyboard_arrow_down
Proximity Mine
1d8thunderTouch2mAs an Action, place a proximity mine within 2m. The first creature, besides yourself, that comes within 2m of the mine takes 1d8 thunder damage.
Creatures need to pass a DC 10 Perception check to notice the mine.
To disarm the mine, a creature must pass a Hacking check (8 + Intelligence modifier). Failing the hacking check causes the mine to explode. The creature that made the hacking check has disadvantage on its saving throw.
A successful ranged attack on the mine (AC 10) will cause it to explode. Each creature within 2m of the mine, takes 1d8 thunder damage.
- Recon Mine2d4thunder10m2mkeyboard_arrow_down
Recon Mine
2d4thunder10m2mAs an Action, launch a recon mine to a location of your choice within 10m. It first sticks to the target location then scans enemies within a 10m cone, relaying tactical weak points about the enemy's armor and location. After your turn ends, any hostile that walks through the scanning cone loses 1 AC. Each creature can only be affected by this debuff once.
You may spend another action to detonate the mine. Each creature within 2m must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 2d4 thunder damage, or half as much damage on a successful one.
Creatures need to pass a DC 10 Perception check to notice the mine.
To disarm the mine, a creature must pass a Hacking check (8 + Intelligence modifier). Failing the hacking check causes the mine to explode. The creature that made the hacking check has disadvantage on its saving throw.
A successful ranged attack on the mine (AC 10) will cause it to explode. Each creature within 2m of the mine, takes 2d4 thunder damage.
- Smoke Grenade10m4mkeyboard_arrow_down
Smoke Grenade
10m4mAs an Action, target an area within 10m. A cloud of thick smoke erupts out in a 4m radius from the target location. The cloud's area is heavily obscured. The cloud persists for 30 seconds. A moderate wind (11 to 20 miles per hour) can disperse the smoke after 1 round, and a strong wind (21 or more miles per hour) can do so immediately.
- Sticky Grenade3d6thunder10m4mkeyboard_arrow_down
Sticky Grenade
3d6thunder10m4mAs an Action, target an area within 10m. At the beginning of your next turn, creatures within 4m of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 thunder damage or half as much damage on a successful one.
With a sticky grenade, you may choose to make a melee weapon attack on a target creature within 2m instead or a ranged weapon attack on a target creature within 10m instead. Add you Dexterity modifier to the attack. Do not add your proficiency bonus to the attack unless you have the Grenadier feat. On a hit, the grenade hits and sticks to the target, and when it explodes, the target automatically fails its saving throw. On a miss, the grenade lands in the creature's square.