Grenade, Nerve Gas (5e Equipment)
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Nerve Gas Grenade
Martial Ranged Weapons
As an action, you can throw a nerve gas grenade at a point up to 60 feet away. Each creature within 20 feet of an exploding tear gas grenade must make a DC 15 Constitution saving throw or take 5d6 poison damage and be poisoned for 10 minutes. On a successful save, a creature takes half damage and isn't poisoned. A creature which has been poisoned by a nerve gas grenade must make another Constitution saving throw at the end of each minute. On a failure, it takes 2d6 additional poison damage. On a successful save, it takes no additional damage, but is still poisoned. A creature reduced to 0 hit points by nerve gas dies instantly from massive respiratory failure. Unlike most chemical weapons nerve gas is a contact agent, so there is no protection as long as you have an inch of bare skin exposed.
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