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A favorite tool of ninja, used to create distractions, eggshell grenades are emptied eggshells carefully packed with various alchemical substances. Common grenade types include dust, flashpowder, pepper, and poison smoke.

As an action, a character can throw a grenade at a point up to 60 feet away, however, due to how light this weapon is the range increment is 5 feet meaning that any throw beyond five feet is with disadvantage.  Ninjas, who are specially trained to use these weapons, never suffer disadvantage due to range.

Dust: A dust grenade that hits its target directly blinds the target for 1d4 rounds. A creature within the “splash” radius of the dust cloud (5 feet) must make a Constitution save (DC 10) or be blinded for 1 round.

Flashpowder: A flashpowder grenade is effective only when thrown into a fire source, where it explodes in a brilliant flash of light.  Any creature within 10 feet must make a successful Constitution save (DC 10) or be blinded for 1 minute.  There is no effect if the grenade misses the fire (though the grenade is ruined).

Pepper. A pepper grenade that hits its target directly incapacitates the target for 1 round unless it makes a successful Constitution save (DC 10). There is no “splash” effect.

Poison Smoke. A poison smoke grenade is a modified smoke grenade that bursts into a cloud of vile, stinking smoke.  The poison smoke may tainted with any poison with the inhale key word (DMG pg. 257).

Smoke. Smoke grenade emits a cloud of smoke that creates a heavily obscured area in a 10-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Posted in Adventurer's Vault, Oriental Adventures


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