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Explosives

Explosives

Explosives


C4

This explosive material can be formed into almost any shape and stuck onto any surface. It also comes with a charge (which is inserted into the material) and a detonator, which is needed to ignite the explosive.


As an action, a creature can prepare the C4 to be detonated, and place it on a solid surface, or toss it 60 feet to a point. Once it is prepared, a creature with the detonator can then use an action to detonate the C4 provided they are within 300 feet of it.


Each creature within 10 feet of exploding C4 must make a DC 15 Dexterity saving throw, taking 5d6 thunder damage on a failed save, or half as much damage on a successful one. Objects and structures not being worn or carried are dealt double this amount.


Distraction Bomb

This strange device appears like a stuffed monkey with a wind-up crank on its back and brass symbols in its hands, along with tightly compacted explosives attached to its back. The bomb can be thrown to a point you choose within 60 feet of yourself.


All Undead CR 1/2 or lower within 60 feet of the bomb must use their reaction to move up to their movement speed to safely move within 5 feet of the bomb. These creatures are incapacitated with a movement speed of 0 until the start of your next turn. Undead higher than CR 1/2 must succeed a DC 13 Wisdom saving throw or suffer the same effects.


At the start of your next turn, all creatures within 15 feet of the bomb must make a DC 13 Dexterity saving throw at disadvantage, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.


Grenades

As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.


Caustic Grenade

One round after a caustic grenade lands, it emits a cloud of caustic gas that creates a heavily obscured area in a 10-foot radius for 1 minute. 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.


Creatures that start their turn in the area or enter it for the first time on a turn, must succeed a DC 15 Constitution saving throw or take 2d6 acid damage and 2d6 poison damage or half as much on a successful save.


Flash Grenade

Each creature within 10 feet of an exploding flash grenade must make a DC 15 Constitution saving throw or be blinded and deafened until the end of their next turn.


Fragmentation Grenade

Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.


Magnetic Pulse Grenade

Creatures wearing metal armor within 30 feet of an exploding magnetic pulse grenade must succeed a DC 15 Strength saving throw or be pulled to an unoccupied space within 5 feet of the grenade. If a creature is holding a metal object in its hands, it must make a Strength saving throw for each item it is holding or have the items ripped from its grasp and land in a space within 5 feet of the grenade.


Napalm Grenade

Creatures within 30 feet of an exploding napalm grenade must make a Dexterity saving throw or catch on fire. A creature on fire takes 1d10 fire damage on the start of each of their turns for 1 minute or until they or another creature uses an action to pad out the flames.


Reconstructive Swarm Grenade

This grenade is filled with thousands of tiny robots that can fly and swarm. When a swarm grenade explodes, it deals no damage to creatures, and a 20 foot radius sphere of tiny robots emerges from the grenade that lasts for 1 minute. Any damaged object, structure, or vehicle in the area begins to slowly be repaired, regaining 1d4 hit points at the start of each of its turns and being placed under the effects of the mending spell.


A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.


Smoke Grenade

One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius for 1 minute. 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. This smoke’s color can be customized when purchased.


Teleportation Grenade

When this grenade lands in an unoccupied space, it teleports the thrower and all equipment they are wearing and carrying to the location. If the space the grenade is thrown to is occupied, the wearer teleports to the nearest unoccupied space on a surface that can support it.


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