Adventuring Gear
Uncommon
This magical trap is infused with explosive magic. As an action, you can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated). When the mine detonates, each creature in a 10-foot radius sphere centered on the item must make a DC 14 Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any subsequent effects of the mines. A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the creature that set it disarms it with an action.