Tear Gas Grenade (5e Equipment)
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Tear gas grenades contain a payload of irritating chemicals such as CS gas or mace. They are commonly used as a non-lethal riot control weapon.
As an action, you can throw a tear gas grenade at a point up to 60 feet away. One round after a tear gas grenade lands, it emits a thick cloud of gas that creates a heavily obscured area in a 20-foot radius. When a creature enters the area of the gas or starts its turn in the area, that creature must make a DC 15 Constitution saving throw. On a failure, a creature is blinded and incapacitated for 1 minute, and its movement speed is halved from disorientation and severe pain. A creature has advantage on the Constitution saving throw if it holds its breath and closes its eyes, but it can still be affected as tear gas is both an inhaled chemical and a contact agent. A creature which fails its saving throw against tear gas can make a new Constitution save at the end of each of its turns, ending the effect on itself on a success. A creature that rolls a natural 1 on a saving throw against tear gas must make a second Constitution save. On a failure, in addition to the previous effects it suffers lasting respiratory damage. A creature which sustains respiratory damage from tear gas takes 3d6 poison damage, and it loses a number of maximum hit points equal to the poison damage that it takes. Furthermore, it also gains a level of exhaustion.
A moderate wind (at least 10 miles in hour) disperses tear gas in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Cost: 45 gp
Weight: ½ lb.