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Chapter 4 | Equipment
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# Chapter 4: Equipment Icons of Vernestus include the grandiose barges of the sundrians barreling over desert dunes and the mountains of powder kegs that power gnomish clockwork guns. This chapter includes new equipment available for the adventurers of Vernestus to purchase in addition to the equipment found in chapter 5 of the *Player's Handbook*, "Equipment." Markets across Vernestus are places where culture and livelihoods thrive. The domains of Vernestus depend on trade with each other to succeed, and as such Vernestucian governments place a large emphasis on supporting the development of trade routes and the protection of caravans. Copper, silver, gold, and platinum pieces are the most common forms of currency. Gems, artifacts, and magic goods are uncommon commodities, but will often fetch a hefty amount of coin with the right buyer. Many reputable locations may exchange labor or favors for goods. ## Starting Wealth Chapter 5 of the *Player's Handbook*, "Equipment," describes how much wealth you start with when you create a character if you choose to pass the equipment you gain from your class and background. If you are playing a crown tinkerer or guerrilla character, see the Starting Wealth by Class table to determine how much gold you have to spend. ##### Starting Wealth by Class |Class|Funds |:-|:-: |Crown tinkerer| 4d4 x 10 gp |Guerrilla| 2d4 x 10 gp ## Industrial Weapons Industrial weapons are a new weapon type for adventures set within Vernestus. Rock gnomes, blessed with knowledge given by the god of robots, created the first industrial weapons. With innovations in technology and magic, firearms and weapons of exquisite craft have entered the stage along with typical fantasy weapons. Although members of all races have adopted the use of industrial weapons, their design often incorporates gnomish motifs. The percolation of gnomish culture across the world is a point of pride for many gnomes, as well as the warforged, a race created by the gnomes. The Industrial Weapons table shows you the new weapons available to you in Vernestus, their price and weight, the damgae they deal when they hit, and any special properties they possess. See chapter 5 of the *Player's Handbook*, "Equipment," for more information about weapons. \pagebreak
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##### Industrial Weapons | **Name** | **Cost** | **Damage** | **Weight** | **Properties** | |:-|:-:|:-|:-:|:-| |*Industrial Melee Weapons*| | Cestus| 10 gp | 1d6 bludgeoning | 1 lb. | Hand, light | Knuckleduster| 10 gp | 1d4 bludgeoning | 1/2 lb. | Finesse, hand, light | Tekko| 15 gp | 1d4 slashing| 1/4 lb. | Finesse, hand, light | Tigerclaw| 35 gp | 1d8 slashing| 1½ lb. | Finesse, hand | Vajra| 15 gp | 1d6 piercing | 1 lb. | Hand, light |*Industrial Ranged Weapons*| | Blunderbuss| 100 gp | 1d8 piercing | 5 lb. | Ammunition (range 20/60), loud, spread, two-handed | Cogwork rifle| 250 gp | 2d6 piercing | 9 lb. | Ammunition (range 150/600), loading, loud, steady, two-handed | Crank shotgun| 150 gp | 1d12 piercing | 5 lb. | Ammunition (range 30/120), heavy, loud, spread, two-handed | Firebomb| 220 gp | 1d10 fire | 14 lb. | Ammunition (range 10/30), heavy, spread, two- handed | Flintlock| 100 gp | 1d6 piercing | 2 lb. | Ammunition (range 20/60), light, loading, steady | Hipshooter| 250 gp | 1d8 piercing | 4 lb. | Ammunition (range 80/320), loud, spread, steady | Musket| 120 gp | 1d10 piercing | 8 lb. | Ammunition (range 80/320), loading, loud, steady, two-handed | Pepperbox| 130 gp | 1d8 piercing| 3 lb. | Ammunition (range 80/320), loud, spread | Phoenix| 200 gp | 1d10 fire | 9 lb. | Ammunition (range 100/400), loading, loud, two- handed | Pockmarker| 50 gp | 1d4 piercing | 2 lb. | Ammunition (20/60), light, steady | Revolver| 200 gp | 1d8 piercing | 2 lb. | Ammunition (30/120), light, loud, steady |*Ammunition* | Powder slug (5) | 1 gp | — | 1/2 lb. | —
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Chapter 4 | Equipment
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### Weapon Properties Some industrial weapons have special properties not found among those in the *Player's Handbook*, as shown in the Industrial Weapons table. ***Hand.*** This weapon is made to fit over your hand. You can use your hand to provide somatic components or hold another weapon or object while wielding this weapon. ***Loud.*** When you make an attack with this weapon, it creates a loud noise audible up to 300 feet away, alerting any creatures within the area of your presence. ***Spread.*** Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with this weapon. ***Steady.*** You can use a bonus action on your turn to ignore the disadvantage granted from attacking beyond the weapons normal range. The steady lasts until the start of your next turn. ## Dune Vehicles Sundrians are known for their cunning wit and craftsmanship, but not necessarily for their creativity. Dune vehicles are technological marvels created by the sundrians from reverse-engineered gnomish technology. Resembling ships you would find at sea, dune vehicles are able to sail across the sand of deserts. Many fear exploring the Desneran desert for fear of meeting a dune barge staffed with sundrian pirates. However, dune vehicles are able to be purchased as equipment for adventurers. ***Vehicle Proficiency.*** If you have proficiency with vehicles (land), you can add your proficiency bonus to any check you make to control a dune vehicle in difficult circumstances. ##### Dune Vehicles | Item | Cost | Speed | |:-|-:|:-:| | Caravan boat | 4,500 gp | 1 mph | | Desert galley | 45,000 gp | 4 mph | | Dune sailboat | 12,000 gp | 3 mph | | Dune schooner | 28,000 gp | 3 mph | | Wind dinghy | 75 gp | 2 mph | \columnbreak ## Common Magic Items Powerful magic items are rare across Vernestus, only belonging to individuals of particularly great privilege or found sprinkled across the land, deep within the most dangerous dungeons and crypts. However, more mundane magic items are commonly seen throughout, often integrated with some form of technology. The following are some of these common items that you are likely to come across in Vernestus. See chapter 7 of the *Dungeon Master's Guide*, "Treasure," for more information about magic items. #### Arcane Holster *Wondrous item, common* ___ Any firearm weighing 15 pounds or less can fit entirely within the holster, regardless of its volume. Any items other than firearms are unable to fit within the holster. #### Antilockpick *Wondrous item, common* ___ This odd key shaped object has 3 charges. You can insert the antilockpick into a mundane lock and expend a charge to transmute the internal mechanisms of the lock to a state that renders all existing keys for that lock unusable. The antilockpick regains all expended charges daily at dawn. #### Autoreel *Wondrous item, common* ___ This reel is made to fit around your wrist and attach to a single weapon. The reel has a line that extends up to 60 feet. On your turn, you can cause the reel to draw a weapon on the end of the line back into your hand, no action required. \pagebreak
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#### Bag of Gaana Stones *Wondrous item, common* ___ This bag comes with 1d20+10 shiny black stones. Gaana stones are used by undergolems to create potent magic orbs. Any creature holding the bag of stones can cast the *magic stone* cantrip, as long as they use the gaana stones as part of the spell. If any undergolem uses a gaana stone as part of their Create Magic Orbs feature, the gaana stone emits a dark black smoke when thrown. The first time a creature starts its turn within the smoke, the undergolem chooses which effect happens to the creature, and can choose a different effect for each creature. After a gaana stone is used, it disappears in a silent burst as it planeshifts to the Plane of Earth. #### Boots of the Caravan *Wondrous item, common* ___ These boots don't leave footprints in sand. #### Candle of Bug Repelling *Wondrous item, common* ___ Used by the canoe traders of Vernestus' bayou, this candle is adept at repelling pesty bugs. Insects and arachnids are unable to move closer than 15 feet to the candle while it is alight. #### Celestial Toy Box *Wondrous item, common* ___ This wooden box is decorated with flourishing angelic symbols and contains 2 cubic feet of space. Additionally, it comes with a random fanciful childrens' toy. If the toy is left in the box for 8 hours without the box being opened, it magically transforms into a different toy. You can use the following table to determine the form the toy takes.
| d8 | Toy | |:---:|:-----------| | 1 | Doll | | 2 | Leather ball| | 3 | Popgun | | 4 | Spinning top | | d8 | Toy | |:---:|:-----------| | 5 | Toy animal | | 6 | Wooden blocks | | 7 | Wooden train | | 8 | Yo-yo |
\columnbreak #### Cog of the Timekeeper *Wondrous item, common (requires attunement)* ___ These cogs were originally used by the ancestral chrones enacting the functions of RG2, but have become commonplace as watches. While you are attuned to this item, you always know the time on your current plane of existence. If you are a chrone, the cog also gifts you certain mental benefits while you are attuned to it. You can perform mathematical operations with ease, and perfectly remember everything that happened within the past 7 days of being attuned to the cog. #### Flashpaper *Wondrous item, common* ___ This thick white paper has a glossy sheen to it. If you set fire to the paper while you hold it, it does not burn, but rather the scenery in your field of view appears as an image on the glossy side. Afterwards, the paper loses its magical properties. #### Glimmer Slug *Weapon (powder slug), common* ___ When shot, the point this powder slug hits begins to glow, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The light fades after 1 minute. #### Gnomish War Whistle *Wondrous item, common* ___ When you blow on this whistle, only warforged are able to perceive the sound. #### Hearing Screw *Wondrous item, common* ___ This ordinary looking screw is able to hear your voice. When you instruct the screw to insert itself into an object, it will fly up to 30 feet and do so. After inserting itself into an object, it will no longer listen unless a creature calls its serial number (inscribed on the screw). When called, the screw will fall out of an object and fly up to 30 feet towards the creature that called its serial number and drop at their feet. #### Machinist's Gloves *Wondrous item, common (requires attunement)* ___ As an action, you can cause the tips of the gloves to sprout a set of ethereal tinkers' tools. You can dismiss the ethereal tinkers' tools as an action. #### Monocle of Diagnosis *Wondrous item, common (requires attunement)* ___ This monocle has 3 charges. While you are wearing the monocle, you can use an action to expend 1 of its charges and target an object of size Huge or smaller. For 1 minute, you perceive the object's strong points to glow green and the object's weak points to glow red. The brightness of the glow depends on how strong or weak each point is. The monocle regains all expended charges daily at dawn. \pagebreak
Chapter 4 | Equipment
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#### Rainbow Slug *Weapon (powder slug), common* ___ This special powder slug does a random type of damage when fired from a firearm. When you hit with a rainbow slug, roll on the following table to determine the type of damage the slug deals.
| d8 | Damage Type | |:---:|:-----------| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | d8 | Damage Type | |:---:|:----------| | 5 | Lightning | 6 | Poison | | 7 | Psychic | | 8 | Thunder |
#### Ring of Sharpness *Ring, common (requires attunement)* ___ While wearing this ring, weapons in your possession never dull. Additionally, body parts such as teeth, claws, and spines never dull. #### Rod of Hand Extension *Rod, common* ___ This 10-foot long bronze rod has a metallic hand on one end and an ergonomic grip on the other. While holding the rod with one hand, you can manipulate the metallic hand as competently as you could your own hand. The hand is incapable of effectively using weapons, however. #### Jar of Shade *Wondrous item, common* ___ This glass jar contains 20 ounces of the essence of shade. As an action, you can spread 1 ounce of shade over an area of up to 1 square foot. The shade remains for 8 hours, or until a creature uses their action to sweep it away. Desert travelers cover their faces with this shade to keep the harsh sunlight out of their eyes. #### Phial of Goodpolish *Potion, common* ___ This glossy red phial contains 8 ounces of a sweet smelling liquid known as goodpolish. Dropping 1 ounce of goodpolish onto a metal surface instantly cleans 25 square feet of the metal. #### Sack of Loyal Sand *Wondrous item, common* ___ This sack is filled with 100 pounds of seemingly ordinary sand. As an action, you can hold up the sack and speak the sand's command word, causing all spilled loyal sand within 60 feet of you to flow back into the sack. \columnbreak #### Sponge Stone *Wondrous item, common* ___ This porous stone is small enough to fit in your hand. If placed in water, it will sponge up to 5 gallons. The stone never leaks, unless you use an action to squeeze the stone and release up to 1 gallon of water. #### Silencing Chip *Wondrous item, common* ___ This small black chip can be placed on any metal surface, such as a firearm or loud machinery. Once attached, any sounds originating from within a 1-foot radius of the chip are muffled, only allowing sounds from within to be heard up to 5 feet away. Also, due to the ability of the chip to silence the area, it grants resistance to thunder damage to any object or creature that fits entirely within a 1-foot radius area of the chip. Once the chip is removed from a metal surface, its effects stop. #### Tinkerer's Coin of Rescue *Wondrous item, common* ___ As an action, you can churn the coin between your fingers, ending your attunement to one of your magic items of your choice. Once used, the coin disappears. Cursed items are unaffected by this coin. #### Wings of Tectonica *Wondrous item, common (requires attunement)* ___ These wings are fashioned out of mystical roc feathers and are used by the mighty duskrinde warriors on the Plane of Earth. When you fall and aren't incapacitated, you can subtract up to 30 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.