Grenade powers are listed alphabetically by affinity. Your class will grant you a default selection of grenade Powers, and you will have the opportunity to learn your choice of additional grenade Powers as your proficiency bonus increases.
Arc Grenade Powers
Arc grenade Powers can be learned by arcstriders, strikers, and stormcallers.
Arcbolt
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 7+
Duration: Instantaneous
You throw a grenade of arc Light at a hard surface within range, causing three bolts of arc Light strike out from the impact site. Choose up to three unique creatures that are within a 10-foot line-of-contact with the impact site. Each creature must make a Constitution saving throw, taking 2d10 + your Power modifier in arc damage on a failed save, or half as much on a success. A creature that fails its saving throw also has its speed reduced to 0 until the end of their next turn.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d10 for each Power level you are above 1st.
Flashbang
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 8+
Duration: Instantaneous
You throw a grenade packed with arc Light at a hard surface within range, and the grenade detonates on impact. All targets within a 5-foot radius sphere, centered on the impact site, must make a Constitution saving throw. Creatures who fail this saving throw take 2d8 explosive arc damage and are Blinded for the next minute. They can’t benefit from any extraordinary sense while Blinded in this way.
A Blinded creature may repeat the saving throw at the end of each of its turns, ending the condition on itself early on a success. A creature who succeeds on its saving throw, or for whom the effect ends, is immune to being Blinded in this way for 24 hours.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d8 for each Power level you are above 1st.
Flux
Casting Time and Type: 1 action, grenade Power
Range: 20/60 feet
Recharge die and score: d8, 6+
Duration: Instantaneous
You channel your Light into a grenade, which you throw at a target within range. Make a ranged Power attack roll, and add your Power level to your Power attack modifier for this. The target takes 2d10 explosive arc damage on a hit. If you miss, the target must succeed on a Dexterity saving throw or take half this grenade’s damage.
At Higher Levels. The damage of this grenade increases by 1d10 for each Power level you are beyond 1st.
Lightning
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 7+
Duration: Up to 1 minute
You throw an arc-made grenade onto a hard surface within range. The grenade remains in place up to the duration, and it monitors an active area that consists of a 15-foot cone which must extend perpendicularly out from the surface the grenade is stuck to.
Immediately after sticking to its surface, any creatures in the monitored area must make a Dexterity saving throw, taking 3d6 arc damage on a failed save, or half as much on a success. For the duration, if a creature ends their turn within the monitored area, or enters the area for the first time on a turn, they must make the same saving throw against this grenade.
Power-Made Device. This grenade can be destroyed if it takes any amount of damage. For this purpose, the grenade has an AC equal to 10 + your Power level, fails all saving throws, and is immune to poison or psychic damage.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d6 for each Power level you are above 1st.
Pulse
Casting Time and Type: 1 action, grenade Power
Range: 30 feet
Recharge die and score: d8, 7+
Duration: Instantaneous
You throw a compacted ball of arc Light at a hard surface within range, and it rapidly explodes upon impact. All creatures within a 5-foot radius sphere must make a Strength saving throw. A creature that fails its saving throw takes 3d6 arc damage and is pushed back 10 feet, where it falls Prone. A creature that succeeds takes half as much damage and is not pushed back.
At Higher Levels. This grenade’s damage increases by 1d6 for each Power level you are above 1st.
Skip
Casting Time and Type: 1 action, grenade Power
Range: 40 feet (mortar)
Recharge die and score: d8, 8+
Duration: Up to 1 minute
You concentrate your Light into an arc grenade and throw it onto a hard surface within range. Upon impact the grenade breaks apart, releasing seeker fragments that occupy a 10-foot line on the ground, originating from the impact site and going in a direction of your choice. The fragments remain for the duration or until the damage of this grenade is spent.
This grenade’s damage comes from a pool of dice (four d6s). Each die in the pool represents a single seeker fragment. Once on your turn, you may choose a number of the seeker fragments to cause damage to a creature of your choice that’s within 10 feet of the grenade. The maximum number of seekers you can select is equal to your Power modifier. Roll an amount of d6s equal to the number of seekers being used, and the creature takes explosive arc damage equal to the amount rolled.
Once a seeker deals damage to a creature, the seeker is spent and removed from the dice pool.
At Higher Levels. Add two additional d6s (two additional seeker fragments) to the dice pool of this grenade for each Power level you are above 1st.
Storm
Casting Time and Type: 1 action, grenade Power
Range: 15 feet
Recharge die and score: d8, 8+
Duration: Instantaneous
You throw a heavy compacted ball of arc Light at a hard surface within range. Upon impact, the grenade unleashes a lightning storm. All targets within 10 feet of the impact site must make a Dexterity saving throw, taking 2d6 explosive arc damage on a failed save, or half as much on a success.
At Higher Levels. When you cast this grenade Power at a Power level of 2nd or higher, increase the amount of damage you roll by 1d6 for each Power level you are above 1st.
Solar Grenade Powers
Solar grenade Powers can be learned by gunslingers, sunbreakers, and sunsingers.
Blaze
Casting Time and Type: 1 action, grenade Power
Range: 30 feet
Recharge die and score: d8, 8+
Duration: Concentration, up to 1 minute
You toss a fist-sized ball of solar Light onto a hard surface within range. The ball expands into a 5-foot radius sphere centered on the impact site. For the duration, any creature that ends their turn in the sphere, or who enters the sphere for the first time on a turn, takes 1d6 + your Power modifier in solar damage.
At Higher Levels. This grenade’s damage increases by 1d6 for each Power level you are above 1st.
Firebolt
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 7+
Duration: Instantaneous
You create a palm-sized ball of solar Light and throw it at a hard surface within range. Three bolts of solar Light lash out from the impact site. Choose up to three unique creatures that are both within 15 feet and line-of-contact of the impact site. Each creature must make a Constitution saving throw, taking 1d10 + your Power modifier in solar damage on a failed save, or half as much on a success. A creature that fails its saving throw is also Blinded until the end of its next turn, during which time it also can’t benefit from any extraordinary sense.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its base damage increases by 1d10 for each Power level you are above 1st.
Fusion
Casting Time and Type: 1 action, grenade Power
Range: 20/60 feet
Recharge die and score: d8, 6+
Duration: Instantaneous
You create a palm-sized grenade brimming with solar Light, which you throw at a target within range. Make a ranged Power attack roll, and add your Power level to your attack modifier for this. If you hit, the target takes 2d10 explosive solar damage. If you miss, the target must succeed on a Dexterity saving throw or take half damage.
At Higher Levels. The damage of this grenade increases by 1d10 for each Power level you are beyond 1st.
Healing
Casting Time and Type: 1 action, grenade Power
Range: 30 feet
Recharge die and score: d8, 7+
Duration: Instantaneous
You throw a ball of soothing solar Light at a hard surface within range. When the grenade impacts the surface it releases its Light, and all Risen creatures within 5 feet may make a shield recharge roll. If a Risen creature would make this shield recharge roll at a Power level less than yours, they may make their shield recharge roll at your Power level instead.
Like normal, whenever a creature makes any shield recharge roll, they must wait until the start of their next turn before they may do so again.
Incendiary
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 8+
Duration: Instantaneous
You hurl a grenade packed with solar Light at a hard surface within range, and upon impact the grenade detonates. All targets within a 5-foot line-of-contact with the impact site must make a Dexterity saving throw. Targets that fail this saving throw take 3d6 explosive solar damage and are Scorched for the next minute. Targets that succeed take half as much damage and are not Scorched.
A creature Scorched in this way may repeat a Constitution saving throw at the end of each of its turns, ending the effect itself early on a success. Creatures that succeed on their saving throw, or for whom the effect ends, are immune to being Scorched in this way for 24 hours.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d6 for each Power level you are above 1st.
Swarm
Casting Time and Type: 1 action, grenade Power
Range: 40 feet (mortar)
Recharge die and score: d8, 8+
Duration: Up to 1 minute
You concentrate your Light into a solar grenade and throw it onto a hard surface within range. Once it impacts the surface the grenade breaks apart, releasing a swarm of seeker fragments that hover in a 5-foot cube, with at least one face of the cube touching the point of impact. The fragments remain for the duration or until the damage of this grenade is spent, whichever happens first.
This grenade’s damage comes from a dice pool (four d6s). Each die in the pool represents a single seeker fragment. Each time a creature moves within five feet of the cube, you may choose any number of seekers to strike at it. Roll an amount of d6s equal to the number of seekers being used, and the creature takes explosive solar damage equal to the amount rolled.
Once a seeker deals damage to a creature, the seeker is spent and removed from the dice pool.
At Higher Levels. Add two additional d6s (two additional seeker fragments) to the dice pool of this grenade for each Power level you are above 1st.
Thermite
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 7+
Duration: Instantaneous
You fling a grenade of Light onto a hard surface within range. On impact with the surface, the grenade unleashes a wave of solar Light. The wave travels in a 10-foot-wide line along the ground and goes up to 20 feet in a direction of your choice. The line stops short if it meets a dropoff or wall. The flames of the grenade reach up to 5 feet high.
All creatures in the area take 3d6 solar damage. A creature may use their reaction to take only half as much damage.
At Higher Levels. Casting this grenade at a Power level of 2nd or higher causes its base damage to increase by 1d6 for each Power level you are above 1st.
Tripmine
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 8+
Duration: Up to 1 minute
You throw or place a solar-crafted grenade onto a hard surface within range. The grenade remains in place up to the duration or until it detonates, whichever happens first. Until then, it monitors an active area that consists of a 15-foot cone which must extend perpendicularly out from the surface the grenade is stuck to.
If a creature other than yourself starts their turn within the active area, or if they enter the active area for the first time on a turn, the grenade detonates. All targets must make a Dexterity saving throw, taking 3d10 explosive solar damage on a failed save, or half as much on a success.
If you attempt to throw this grenade onto a creature, make a ranged Power attack roll (range 10/30). On a hit the grenade sticks to the creature and immediately detonates, causing the creature to automatically fail their saving throw. If you miss, the grenade falls to the creature’s feet and does not begin monitoring its active area until the start of your next turn.
Power-Made Device. This grenade can be destroyed if it takes any amount of damage. For this purpose, the grenade has an AC equal to 10 + your Power level, fails all saving throws, and is immune to poison or psychic damage.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d10 for each Power level you are above 1st.
Void Grenade Powers
Void grenade Powers can be learned by nightstalkers, defenders, and voidwalkers.
Axion
Casting Time and Type: 1 action, grenade Power
Range: self
Recharge die and score: d8, 6+
Duration: Instantaneous
You release a void-crafted axion seeker. This seeker will attempt to detect and then fly up to 40 feet toward the nearest creature hostile to you, even if you are not aware of the creature yourself. If the axion seeker can detect more than one creature hostile to you, you determine which one the seeker will chase.
The axion seeker is considered to have a truesight range of 40 feet (blind beyond this radius). It can fit through holes big enough for a Tiny construct.
If the axion seeker reaches the hostile creature, it explodes on the creature. The creature must make a Dexterity saving throw, taking 3d8 explosive void damage on a failed save, or half as much on a success.
If the axion seeker cannot find a creature hostile to you immediately after being created, it dissipates harmlessly.
At Higher Levels. Increase the amount of damage dice rolled for this Power by 1d8 for each Power level you are above 1st.
Magnetic
Casting Time and Type: 1 action, grenade Power
Range: 20/60 feet
Recharge die and score: d8, 6+
Duration: Instantaneous
You channel your Light into a grenade, which you throw at a target within range. Make a ranged Power attack roll, and add your Power level to the roll for this. The target takes 2d10 explosive void damage on a hit. If you miss, the target must succeed on a Dexterity saving throw or take half this grenade’s damage.
At Higher Levels. The damage of this grenade increases by 1d10 for each Power level you are beyond 1st.
Scatter
Casting Time and Type: 1 action, grenade Power
Range: 40 feet (mortar)
Recharge die and score: d8, 7+
Duration: Instantaneous
Void Light compacts into a grenade in your hand, and you throw it at a hard surface within range. The grenade detonates on impact, causing all targets within a 5-foot line-of-contact with the impact site to have to make a Strength saving throw. A target that fails this saving throw takes 3d6 explosive void damage and is knocked Prone. A target that succeeds takes half as much and is not knocked Prone.
At Higher Levels. Casting this grenade at a Power level of 2nd or higher causes its base damage to increase by 1d6 for each Power level you are above 1st.
Spike
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 7+
Duration: Up to 1 minute
You throw a void-made grenade onto a hard surface within range. The grenade remains in place up to the duration, and it monitors an active area that consists of a 15-foot cone which must extend perpendicularly out from the surface the grenade is stuck to.
For the duration, if a creature enters the monitored area for the first time on a turn, or if it ends its turn in the area, it must make a Constitution saving throw. A creature takes 2d8 void damage on a failed save, or half as much on a success.
Power-Made Device. This grenade can be destroyed if it takes any amount of damage. For this purpose, the grenade has an AC equal to 10 + your Power level, fails all saving throws, and is immune to poison or psychic damage.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d8 for each Power level you are above 1st.
Suppressor
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 8+
Duration: Instantaneous
You pitch a fist-sized grenade of void Light at a hard surface within range. Upon impact the grenade detonates. All creatures within a 5-foot line-of-contact with the impact site must make a Charisma saving throw. A creature that fails this saving throw takes 2d8 explosive void damage and is Weakened for the next minute. A creature that succeeds takes half as much damage and is not Weakened.
A Weakened creature may repeat a Charisma saving throw at the end of each of their turns, ending the effect on itself early on a success. A creature who succeeds on the saving throw, or for whom the effect ends, is immune to being Weakened in this way for 24 hours.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d8 for each Power level you are above 1st.
Voidwall
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 7+
Duration: Concentration, up to 1 minute
You toss a grenade of void Light onto a hard surface within range. On impact with the surface, the grenade instantly creates a wall of void Light that can be up to 25 feet long, 5 feet high, and 5 feet thick. The wall partially blocks line-of-sight, its area is considered paracausal difficult terrain, it lasts for the duration, and it must travel along the ground.
All creatures in the area must make a Constitution saving throw, taking 3d6 void damage on a failed save, or half as much on a success. For the duration, any creature that ends their turn within the area, or who enters the area of the wall for the first time on a turn, must also make the same saving throw.
At Higher Levels. Casting this grenade at a Power level of 2nd or higher causes its damage to increase by 1d6 for each Power level you are above 1st.
Vortex
Casting Time and Type: 1 action, grenade Power
Range: 30 feet
Recharge die and score: d8, 8+
Duration: Instantaneous
You throw a compacted ball of void Light at a hard surface within range. Once it impacts the surface, it erupts into an eddy of void Light. First, all targets within a 10-foot radius sphere of the impact site must make a Strength saving throw, being knocked Prone and pulled up to 10 feet toward the center on a failed save. After, all targets within 5 feet of the impact site take 3d4 void damage.
At Higher Levels. This grenade’s damage increases by 1d4 for each Power level you are above 1st.
