Explosives & Incendiaries

Special Equipment - 1990s Supernatural America

Welcome to the darkest corner of the hunter's arsenal. These tools represent the line between stopping supernatural threats and becoming monsters yourselves. Explosives, chemical weapons, and restraint devices—each item here carries severe legal consequences and moral weight.

Use them wisely, use them sparingly, and remember that the law won't care about your good intentions.

⚠️ Legal Warning ⚠️

The items in this section are highly illegal, extremely dangerous, and intended for fictional use only. Creating, possessing, or using explosives, incendiary devices, or many of these weapons without proper licensing will result in federal charges, prison time, and potential death or injury. This content is for roleplaying game purposes in a 1990s supernatural horror setting.

In-game, characters who use these items risk:


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Explosives & Incendiaries

Acquisition & Legality: Most explosives are tightly controlled by federal law. Construction/mining explosives require licenses. Military explosives are available only through black market or theft. Improvised explosives are illegal to manufacture without proper permits. Getting caught with any of these will bring serious federal charges.

Molotov Cocktail

Improvised Incendiary Device

Damage: 2d6 fire (initial)
Range: 20/60 ft (thrown)
Cost: $5-10 (materials)
Weight: 2 lbs
Area: 5-foot radius
Save: DC 12 Dexterity
Fire Splash

Make a ranged attack against a space or creature. On hit or when it lands, the bottle shatters and ignites. All creatures in a 5-foot radius must make a DC 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a success. Creatures that fail the save catch fire, taking 1d6 fire damage at the start of each of their turns until they use an action to extinguish the flames.

Burning Ground

The area becomes difficult terrain and remains burning for 1 minute. Creatures entering the area for the first time on a turn take 1d6 fire damage.

Description: A glass bottle filled with gasoline, alcohol, or other accelerant with a cloth wick stuffed in the opening. Light the wick and throw. The improvised firebomb of choice for rioters, revolutionaries, and desperate hunters since the 1930s. Highly effective against vampires and anything that burns.

Pipe Bomb

Improvised Explosive Device

Damage: 5d6 bludgeoning/piercing
Range: 20/60 ft (thrown)
Cost: $20-50 (materials)
Weight: 3 lbs
Area: 15-foot radius
Save: DC 15 Dexterity
Shrapnel Blast

Requires lighting a fuse (bonus action), then can be thrown. Detonates at the start of your next turn. All creatures within 15 feet must make a DC 15 Dexterity saving throw, taking 5d6 damage (half bludgeoning, half piercing) on a failed save, or half as much on a success.

Extremely Illegal: Manufacturing or possessing a pipe bomb is a federal felony. ATF investigates all pipe bomb incidents aggressively. Many amateur bomb-makers blow themselves up during construction.
Description: A metal pipe capped at both ends and packed with gunpowder or other explosive material, with a fuse inserted. Upon detonation, the pipe ruptures violently, sending metal shrapnel in all directions. The signature weapon of terrorists and the truly desperate.

Dynamite

Commercial/Mining Explosive

Damage: 3d6 bludgeoning (per stick)
Range: 30/90 ft (thrown)
Cost: $50-100 per stick
Weight: 0.5 lbs per stick
Area: 10-foot radius (per stick)
Save: DC 14 Dexterity
Controlled Explosion

All creatures within 10 feet must make a DC 14 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much on a success. Multiple sticks can be bundled - each additional stick adds 3d6 damage and increases the radius by 5 feet (max 4 sticks, 12d6 damage, 25-foot radius).

Structural Demolition

Deals double damage to objects and structures. Designed for mining and construction, it excels at destroying barriers.

Description: Red cylindrical sticks containing nitroglycerin stabilized in an absorbent material. The standard commercial explosive used in mining, quarrying, and demolition. Requires a blasting cap and fuse or electrical detonator. Tightly controlled but sometimes available through black market or theft from construction sites.

C4 Plastic Explosive

Military Plastic Explosive

Damage: 5d6 bludgeoning (per pound)
Cost: $200-500 per pound
Weight: 1 lb per block
Area: 15-foot radius (per pound)
Save: DC 16 Dexterity
Shaped Charge

All creatures within 15 feet must make a DC 16 Dexterity saving throw, taking 5d6 bludgeoning damage on a failed save, or half as much on a success. C4 is stable and can be molded into any shape. Multiple pounds can be combined - each additional pound adds 5d6 damage and increases radius by 5 feet.

Requires Detonator

C4 cannot be ignited by fire or impact - it requires an electrical blasting cap or detonator to explode.

Description: Beige or white putty-like explosive material that can be molded by hand. Military-grade explosive far more powerful and stable than dynamite. Used by special forces for demolition and breaching. Extremely difficult to acquire legally - typically stolen from military bases or acquired through black market.

Road Flares

Emergency Signal / Improvised Incendiary

Damage: 1d6 fire per round (contact)
Cost: $15-30 (pack of 6)
Weight: 0.5 lbs each
Burn Duration: 10 minutes
Improvised Weapon

A lit flare can be used as an improvised melee weapon, dealing 1d6 fire damage on hit. The target must succeed on a DC 12 Constitution saving throw or take 1d4 fire damage at the start of their next turn as burning material clings to them.

Ignition Source

Flares burn hot enough (2000°F) to ignite gasoline, set fires, or light other incendiary devices. The bright red light and thick smoke are visible for miles.

Description: Red cylindrical emergency flares found in roadside emergency kits. Strike against the cap to ignite, producing an intense red flame and smoke. Burns for 10 minutes. Completely legal and found in nearly every vehicle trunk in America.

Smoke Grenade

Military Surplus / Obscurement Device

Damage: None
Range: 30 ft (thrown)
Cost: $20-60
Weight: 1 lb
Area: 20-foot radius
Duration: 1 minute
Obscuring Cloud

Pull pin and throw. The grenade begins producing thick smoke at the start of your next turn, filling a 20-foot radius. The area is heavily obscured. A moderate wind disperses the smoke in 2 rounds; a strong wind disperses it in 1 round.

Description: Metal canister that releases thick white, colored, or black smoke. Used by military for signaling and concealment. Military surplus smoke grenades are available at army-navy stores. Produces no harmful effects - purely for obscurement and signaling.

Flashbang (Stun Grenade)

Military/Police Less-Lethal Device

Damage: Special
Range: 30 ft (thrown)
Cost: $50-150
Weight: 0.5 lbs
Area: 20-foot radius
Save: DC 15 Constitution
Sensory Overload

All creatures within 20 feet that can see or hear the device must make a DC 15 Constitution saving throw. On a failed save, the creature is blinded and deafened until the end of their next turn. Additionally, they have disadvantage on all ability checks and attack rolls until the end of their next turn.

Indoor Enhancement

In enclosed spaces, the save DC increases to 17 as the sound and light reflect off walls.

Description: A "distraction device" that produces an intensely loud bang (170-180 decibels) and a blinding flash (6-8 million candela). Used by SWAT teams for room clearing and hostage rescue. Extremely difficult to acquire outside law enforcement/military channels.

Thermite

Incendiary Chemical Compound

Damage: 4d6 fire per round
Cost: $30-80 per pound
Weight: 1 lb
Burn Duration: 1 minute
Temperature: 4000°F
Extreme Heat

Once ignited (requires magnesium strip or similar high-temp ignition), thermite burns at 4000°F for 1 minute. Any creature or object in contact with burning thermite takes 4d6 fire damage at the start of each turn. It burns through metal, concrete, and most materials. Cannot be extinguished with water - must be smothered with sand or allowed to burn out.

Anti-Material

Deals triple damage to objects and ignores fire resistance of inorganic materials.

Description: A pyrotechnic composition of metal powder (usually aluminum) and metal oxide (usually iron oxide/rust). When ignited, produces an intense exothermic reaction, generating extreme heat and molten iron. Used for welding railroad tracks and military applications. The bright white light and shower of molten metal is unmistakable.

Non-Lethal Weapons

Pepper Spray

Chemical Irritant

Damage: Special
Range: 10 ft (cone)
Cost: $10-20
Weight: 0.1 lbs
Uses: 10-15 sprays
Save: DC 13 Constitution
Incapacitating Spray

As an action, spray a 10-foot cone. All creatures in the area must make a DC 13 Constitution saving throw. On a failed save, the creature is blinded and cannot take reactions until the end of their next turn. Additionally, they have disadvantage on attack rolls and ability checks for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Description: Small aerosol canister containing oleoresin capsicum (OC), the chemical that makes peppers hot. Causes intense burning sensation in eyes, temporary blindness, and respiratory distress. Standard self-defense tool, legal in most jurisdictions and small enough for a keychain. The orange or red canister fits in a pocket or purse.

Bear Mace

High-Strength Animal Deterrent

Damage: Special
Range: 25 ft (cone)
Cost: $30-60
Weight: 1 lb
Uses: 6-8 sprays
Save: DC 14 Constitution
Concentrated Formula

As an action, spray a 25-foot cone. All creatures in the area must make a DC 14 Constitution saving throw. On a failed save, the creature is blinded and stunned until the end of their next turn. For 1 minute after, they have disadvantage on attack rolls and ability checks. The creature can repeat the saving throw at the end of each of their turns, ending the extended effect on a success.

Description: Large canister of extra-strength pepper spray designed to deter grizzly bears and other large predators. Much more powerful and longer-range than civilian pepper spray. Bright orange canister with belt clip. Common in camping and outdoor stores. Using it on humans is legally questionable but effective.

Taser (Civilian Stun Gun)

Contact Electric Shock Device

Damage: Special
Range: Touch
Cost: $50-150
Weight: 0.5 lbs
Save: DC 13 Constitution
Shocking Touch

Make a melee attack against a creature. On hit, the target must make a DC 13 Constitution saving throw. On a failed save, the creature is stunned until the end of your next turn. On a successful save, the creature takes 1d4 lightning damage but is not stunned.

Contact Required

Unlike police tasers, this model requires direct contact with the target. The loud electrical crackling sound can be intimidating.

Description: Handheld device that delivers an electric shock through direct contact. Black plastic housing about the size of a TV remote. Two metal prongs produce a visible electric arc when activated. Battery-powered with rechargeable cells. Legal in most states for civilian self-defense.

Stun Baton

Electric Baton / Security Equipment

Damage: 1d6 bludgeoning + stun
Cost: $60-150
Weight: 1 lb
Properties: Light
Save: DC 13 Constitution (for stun)
Impact and Shock

Make a melee attack. On hit, the target takes 1d6 bludgeoning damage and must make a DC 13 Constitution saving throw. On a failed save, the creature is stunned until the end of your next turn. You can choose to deal only the electrical shock without the bludgeoning damage.

Description: A collapsible metal baton with electrical contacts built into the striking end. Combines the impact of a baton with the incapacitating shock of a taser. Popular with security guards and private investigators. The black metal construction and electric crackle make it intimidating. Battery-powered with rechargeable cells.

Tranquilizer Gun

Air Rifle / Dart Delivery System

Damage: 1 piercing + sedative
Range: 40/120 ft
Cost: $300-800 (gun), $20-60 per dart
Weight: 6 lbs
Properties: Ammunition (darts), Two-Handed
Sedative Delivery

Make a ranged attack. On hit, the dart delivers sedative chemicals. At the start of the target's next turn, they must make a DC 14 Constitution saving throw. On a failed save, the target falls unconscious for 1 hour or until they take damage or someone uses an action to shake them awake. Large creatures have advantage on this save; Huge creatures automatically succeed.

Dosage Critical

Requires knowledge of target's approximate weight for proper dosing. Overdose can be fatal; underdose is ineffective. Using this on humans is extremely illegal.

Description: CO2 or compressed air rifle designed to fire tranquilizer darts at animals. Used by wildlife management, zoos, and veterinarians. The dart contains sedative chemicals (ketamine, xylazine, etc.) that render the target unconscious. Quiet pneumatic discharge. Requires careful dosage calculation and controlled substance access.

Restraints & Traps

Handcuffs

Restraint Device

Cost: $30-80
Weight: 1 lb
Break DC: 20 Strength
Escape DC: 18 Dexterity (Sleight of Hand)
Secure Restraint

As an action, you can attempt to restrain a willing, unconscious, or incapacitated creature within reach. The creature must make a DC 18 Dexterity (Sleight of Hand) check to escape or a DC 20 Strength check to break free. A creature restrained by handcuffs has disadvantage on attack rolls and Dexterity saving throws.

Description: Standard police handcuffs - hinged or chain-linked metal restraints. Most use a universal key (or can be picked with thieves' tools). Some require a specific key. Chrome steel construction. Available at police supply stores, though purchasing may raise questions.

Heavy Duty Zip Ties

Disposable Restraints

Cost: $15-30 (pack of 50)
Weight: 2 lbs (pack)
Break DC: 18 Strength
Escape DC: 20 Dexterity (Sleight of Hand)
Quick Restraint

As an action, you can attempt to bind a willing, unconscious, or incapacitated creature within reach. The creature must make a DC 20 Dexterity (Sleight of Hand) check to escape or a DC 18 Strength check to break free. Can be cut with any sharp edge. Single-use only.

Description: Industrial-strength plastic cable ties. White or black nylon construction with a ratcheting mechanism. Used in construction, but also popular with police as disposable restraints. Cheap, light, and effective. Available at any hardware store. Law enforcement models have double-lock to prevent tightening once secured.

Bear Trap

Spring-Loaded Leg Trap

Damage: 2d6 piercing + restrained
Cost: $60-200
Weight: 25 lbs
Detection DC: 15 Wisdom (Perception)
Escape DC: 16 Strength
Spring-Loaded Jaws

As an action, you can set this trap in a 5-foot square. When a creature enters that square, it must succeed on a DC 15 Wisdom (Perception) check or step on the trap. The trap snaps shut, dealing 2d6 piercing damage and restraining the creature. The creature can use an action to make a DC 16 Strength check to pry open the jaws and escape.

Extremely Dangerous

Using a bear trap on humans is illegal and constitutes assault with a deadly weapon. Can cause permanent injury or death. Illegal for hunting in most states.

Description: Heavy steel trap with spring-loaded jaws lined with teeth. Designed to capture bears and other large predators by clamping onto their leg. Extremely painful and dangerous. Rusted iron or new steel models available at specialty hunting stores. Requires significant strength to set the powerful springs.

Cargo Net

Heavy Rope Net / Restraint

Cost: $30-100
Weight: 10 lbs
Size: 10 ft x 10 ft
Break DC: 15 Strength
Escape DC: 14 Dexterity (Acrobatics)
Entanglement

As an action, you can drop or throw the net over a Large or smaller creature. The target must succeed on a DC 12 Dexterity saving throw or become restrained. A creature can use its action to make a DC 14 Dexterity (Acrobatics) check to escape or a DC 15 Strength check to break free.

Description: Heavy rope netting used for securing cargo in trucks or on ships. Thick nylon or hemp rope woven into a grid pattern. Can be dropped from above to entangle targets or thrown over creatures to restrain them. Available at hardware stores and marine supply shops.

Design Notes: These items are balanced against official D&D 5e spell effects and magic items. Explosives are powerful but expensive, illegal, and attract severe attention. Non-lethal weapons provide tactical options without crossing into lethal force. All items maintain 1990s availability and legal context.

Remember: Using these items in-game has consequences. The Exposure system tracks how visible your activities are to law enforcement and the Foundation. Every explosion, every casualty, every federal crime committed raises your Exposure and brings you closer to capture.