Incendiary Grenade (5e Equipment)
Incendiary grenades contain a payload of an incendiary agent, such as thermate or Willie Pete.
As an action, you can throw an incendiary grenade at a point up to 60 feet away. Each creature within 20 feet of an exploding incendiary grenade must make a DC 15 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. A creature which takes damage from an incendiary grenade takes 1d6 fire damage at the start of each of its turns, not stacking with itself. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames.
Cost: 30 gp
Weight: ½ lb.
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