--- Magic Items ---
Cost (kc) | Magic Item | Attunement | Rarity | Type |
---|---|---|---|---|
20 | Auxiliary Psi-Shield Emitter | X | Rare | Personal Shield Generator |
7 | Force Shield (Standard) | — | Rare | Personal Shield Generator |
35 | Force Shield (Superior) | — | Very Rare | Personal Shield Generator |
20 | Regenerator Ray | X | Rare | Healing Weapon |
5 | Weapon Crystal | Rarity Varies | Weapon Enchantment | |
- | Magical Weapons | — | — | Any Weapons |
30 | Cryo Cannon | Rare | Heavy Weapon | |
15 | Disintegrator Pistol | X | Very Rare | Sidearm |
20 | Disintegrator Ray | X | Very Rare | Longarm |
10 | Microwaver Ray | — | Rare | Longarm |
50 | Armageddon Grenade | — | Very Rare | Explosive |
0.5 | Ether Grenades | — | Uncommon | Explosive |
0.5 | Flash Grenade | — | Uncommon | Explosive |
1 | Force Grenade | — | Uncommon | Explosive |
10 | Holy Hand Grenade | — | Rare | Explosive |
5 | Polymorph Grenade | — | Rare | Explosive |
1 | Screamer Grenade | — | Uncommon | Explosive |
1 | Shutdown Grenade | — | Uncommon | Explosive |
3 | Silent Grenade | — | Uncommon | Explosive |
1 | Sleep Grenade | — | Uncommon | Explosive |
1 | Sticky Grenade | — | Uncommon | Explosive |
- | Magical Power-Armor Upgrades | — | — | Power-Armor Upgrade |
10,000 | Avatar Core | X | Legendary | Core Upgrade |
50 | Electrified Plating | — | Rare | Plate Enchantment |
500 | G-Neutralizer | — | Very Rare | Back Add-On |
10+ | Heads-Up Display | — | Rare | Head Upgrade |
20 | Infernal Padding | — | Rare | Seat Upgrade |
75 | Magnetron Attuned Limbs | — | Rare | Plate Enchantment |
50 | Meteoric Exhausts | — | Rare | Back Add-On |
20 | Mighty Frame | — | Frame Upgrade | |
5+ | Mounted Shoulder Weapons | X | Rare | Shoulder Add-On |
40 | Pneumatic-Enhanced Frame | — | Frame Upgrade | |
100 | P-Psi-Shield | X | Core Add-On | |
25 | Ray-Energy Shielding | — | Core Add-On | |
75 | Stealth Camouflage | — | Frame Upgrade | |
500 | Troll-Tech Rejuvenator | X | Core Upgrade |
BFG
BFG
Weapon (Heavy Weapon), Legendary
Weapon | Damage | Weight | Properties |
---|---|---|---|
BFG | 20d10 L | 50 lb. | Charge (2), EC Ammunition (range 100/300), Reload (2), Plasma Arc, Heavy, Two-Handed, Gore |
The BFG is a massive gun manufactured with advanced plasteel and plasma current systems. When fired, a large 5-foot diameter ball of plasma propels forward, electrocuting both the target of the shot and creatures unfortunate enough to be close.
Charge Property. Firearms with the charge property has a set amount of shots it can fire (noted in the property's parentheses) before the user takes a Long Rest to recharge the use of the firearm.
EC Ammunition. The BFG is considered a futuristic firearm. It requires Energy Cells (EC) as ammunition. Ammunition of a firearm is destroyed upon use. One Energy Cell counts for all shots made with a futuristic firearm, listed with the reload property.
Plasma Arc. The BFG's projectile is a 5-foot diameter ball of Plasma that arcs bolts of rasping electricity. As it moves on its path towards its target, the first time a creature is within 20 feet of the ball during its movement that creature must succeed on a DC 20 Constitution saving throw. On a failed save, a target takes 5d10 lightning damage and becomes paralyzed until the end of your next turn. On a success, a target takes half as much damage and isn't paralyzed.
Gore. A creature killed by the BFG explodes in a squall of gore.
Discordant Amplifier
Discordant Amplifier
Wondrous Item, Rare
The Discordant Amplifier is an magical electronic device that takes the form of music speakers, either in a bulky 4-foot wide by 5-foot high portable speaker tower; or in a pair or single large 1-foot wide box that can be worn or carried by its user.
The user of the Discordant Amplifier can play any music, sound, or speech and the noise can carry up to 100,000 feet away without losing clarity to any listeners. The Discordant Amplifier is capable of achieving 150dB and can produce sound up to 20k Hz.
Sonic Waves. You can use an action to play sounds at the highest dB, which emits constant waves of air-rippling sonic sound originating from the Discordant Amplifier out to a 60-foot radius. Creatures (including yourself) within the radius are deafened until they spend 1 minute outside of the radius.
Whenever a creature (including yourself) starts their turn in the radius, they must make a DC 15 Constitution saving throw or take 5d6 thunder damage, or half as much on a successful saving throw. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead.
It takes an action to turn off the sonic waves. If a creature isn't familiar with the electronic device, it takes a DC 20 Intelligence (Tech Use) to figure out how to disable it.
Barding Box (Requires Attunement by a Bard). You must be a Bard to attune to the Music Boom Amplifier. While you are attuned to this item, the range of your Bardic Inspiration increases to the 100,000 foot reach of the Amplifier, and you can use the Amplifier as a spellcasting focus or paired with your own spellcasting focus. Additionally, whenever a creature fails their saving throw against the effects of Sonic Waves, they are also stunned until the start of their next turn. You are also immune to the effects of Sonic Waves when you attune to the Discordant Amplifier.
Whenever you cast a spell through the Discordant Amplifier, if the spell deals thunder or psychic damage, you add your Charisma modifier to the damage roll.
Cryo Cannon
Cryo Cannon
Weapon (Heavy Weapon), Rare
A cryo cannon is an icethrower manufactured with coldsteel and elemental essences of ice.
The Cryo Cannon has 7 charges. When you make an Attack with the Cryo Cannon, you can spend 1 charge to project a 30-foot cone of ice. Each creature in that area must make a DC 15 Constitution saving throw, taking 5d6 cold damage and becoming Frozened on a failed save, or taking half as much damage on a successful save and not becoming Frozened.
The Cryo Cannon regains all expended charges when you finish a Long Rest. If you expend the last charge, roll a d20. On a 1, the Cryo Cannon's elemental essence is spent, and you must recharge it at an Elemental Node of Ice.
Disintegrator Ray
Disintegrator Firearms
Weapon (Firearm), Very Rare (Requires Attunement)
Weapon | Damage | Weight | Properties |
---|---|---|---|
Disintegrator Pistol | 2d8 F | 4 lb. | Ammoless (range 80/240), Disintegrate |
Disintegrator Ray | 2d10 F | 11 lb. | Ammoless (range 80/240), Disintegrate |
Ammoless Property. Firearms with the ammoless property require no ammunition to fire their weapon. These weapons fail to function and fire while within an antimagic field however.
Disintegrate. Creatures and objects reduced to 0 HP from damage with this weapon become reduced to dust. A creature reduced to dust can be restored to life only by a true resurrection or wish spell.
Additionally, you can cast the disintegrate spell (save DC 18) through the weapon. Once you cast this spell, you can't cast it again until you finish a Long Rest.
Force Shield Generator
Force Shield Generator (Standard)
Technological Item, Rare
While wearing the Force Shield Generator, you can spend an Action to activate it. While active, it is powered from Battery Cells, which require a Bonus Action to re-equip, one at a time. It can hold up to 5 Battery Cells, each of which counts as 5 Hit Points, up to a max of 25 HP. While active, it spends 1 Hit Point every 1 minute.
While active, the Force Shield Generator grants you resistance to Force Damage and Immunity to the Magic Missile spell. You can spend 5 Hit Points from the Force Shield to cast the shield spell, Somatic components required, along with the appropriate Reaction to cast it.
Whenever you take damage, the Force Shield takes the damage instead. If this damage reduces the Force Shield to 0 Temporary Hit Points, you take any remaining damage. Once the Force Shield drops to 0 hit points, it deactivates until it is re-equipped with fresh battery cells (min 1).
Force Shield Generator (Superior)
Technological Item, Very Rare
While wearing the Force Shield Generator, you can spend an Action to activate it. While active, it is powered from Battery Cells, which require a Bonus Action to re-equip, one at a time. It can hold up to 10 Battery Cells, each of which counts as 5 Hit Points, up to a max of 50 HP. While active, it spends 1 Hit Point every 1 minute.
While active, the Force Shield Generator grants you resistance to Force Damage and Immunity to the Magic Missile spell. You can spend 5 Hit Points from the Force Shield to cast the shield spell, Somatic components required, along with the appropriate Reaction to cast it.
Whenever you take damage, the Force Shield takes the damage instead. If this damage reduces the Force Shield to 0 Temporary Hit Points, you take any remaining damage. Once the Force Shield drops to 0 hit points, it deactivates until it is re-equipped with fresh battery cells (min 1).
Grenades
These grenades use the same rules as in the Weapons Re-Written Document.
Ether Grenade. This grenade has channeled ether magic condensed within it. All creatures must succeed on a DC 15 Dexterity saving throw or take 6d6 acid, cold, fire, or lightning damage (a damage type chosen by the grenade's wielder when thrown).
Flash Grenade. All creatures within a 15 foot radius must succeed on a DC 15 Constitution saving throw. On a failed save, a creature is blinded for 1 minute if it relied on eyesight, darkvision, or truesight. If the creature failed by 5 or more, it is stunned until the end of its next turn. While blinded for 1 minute, such a creature can make additional Constitution saving throws at the end of each of its turns, and on a success, it is no longer blinded. Whenever it makes subsequent saving throws, the result of if it fails by 5 or more does not activate on a failed save.
Force Grenade. All creatures within a 15 foot radius must succeed on a DC 15 Dexterity saving throw. On a failed save, a creature takes 5d6 force damage, or half as much on a successful save.
Holy Hand Grenade. All creatures within a 15 foot radius must succeed on a DC 15 Wisdom saving throw. On a failed save, a creature takes 10d6 radiant damage, or half as much on a successful save. If an undead creature failed this save by 5 or more and its current HP is below 50, it is destroyed.
Polymorph Grenade. All creatures within a 15 foot radius must succeed on a DC 15 Wisdom saving throw. On a failed save, a creature transforms into a creature with a new form, that of a CR 0 Beast. This grenade has no effect on a shapechanger.
The transformation lasts for 1 hour. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alingment and personality. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
When the hour is up, the transformation ends and the creature reverts back to its original form, including returning back to the hit points it was at when it was transformed, and regaining consciousness or losing any previous condition it had in beast form.
Screamer Grenade. All creatures within a 15 foot radius must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 8d6 Thunder damage and is deaened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened.
Shutdown Grenade. All creatures within a 15 foot radius must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 8d6 lightning damage. A pulse of electromagnetic energy also ripples in that radius, and any computer, telephone, television, or other device with a computer processor inside ceases to function immediately, and the contents of hard drives and other storage media are scrambled. Devices affected by this grenade can be fixed using an engineering kit, with a DC of 15.
Silent Grenade. All creatures within a 15 foot radius must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 6d6 thunder damage. For 1 minute, the sphere of the grenade allows no noise to enter it, causing creatures within to become immune to thunder damage after the grenade has dealt the damage to them, and all creatures within are deafened if they rely on hearing while inside it. Casting a spell that requires a verbal component is impossible.
Sleep Grenade. All creatures within a 15 foot radius must succeed on a DC 15 Wisdom saving throw or be magically placed under a deep slumber. On a failed save, a creature falls unconscious for 1 hour. The creature fails to wake up even if it takes damage or another creature uses an action to shake it awake. Constructs, undead, and creatures immune to being charmed aren't affected by this grenade.
Sticky Grenade. This grenade can be thrown at a creature, treating it as if it was an Industrial Thrown Weapon using Strength or Dexterity. If it misses, it lands somewhere else on a surface within 5 feet of the creature. On a hit, the grenade sticks to the creature and does no damage. When the grenade is thrown, it is timed to detonate on a timer, rather than on impact. The timer set will cause the grenade to explode at the end of your next turn.
When the sticky grenade explodes, all creatures within a 15 feet radius of the creature or the point it landed 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.
Custom Sticky Grenades
Sticky Grenades can be a property attached onto other Grenades, at the cost of 500c.
Microwaver Ray
Microwaver Ray
Weapon (Firearm), Rare (Requires Attunement)
This magic ranged weapon resembles a sonar dish with a grip and trigger.
The Microwaver Ray has 7 charges. When you make an Attack with the Microwaver Rifle, you can spend 1 charge to project a 60-foot cone of microwaving energy. Each organic creature in that area must make a DC 15 Constitution saving throw, taking 5d10 Nuclear damage and becoming Poisoned on a successful save, or taking half as much damage on a successful save and not becoming Poisoned. A creature made of organic material such as flesh, bone, or has vital organs such as brains or organs has disadvantage on this Saving Throw.
The Microwaver Ray regains all expended charges when you finish a Long Rest. If you expend the last charge, roll a d20. On a 1, the Microwaver Ray's radioactive core goes cold, and you must recharge it at a Nuclear Node of Energy.
Regenerator Ray
Regenerator Ray
Wondrous Item, Rare (Requires Attunement)
This magic ranged weapon resembles a hand-held cannon, that connects to a pack filled with living essence by a hose.
The weapon has a range of 100 feet, and it has the two-handed property. The ray has a pool of 20 Regen Dice, which are d6s.
As an action, you can immediately heal a creature of your choice you can see within range, using up to 5 Regen Dice. Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Alternatively as an action, you can link a creature to the Regenerator Ray, and at the start of each of their turns, spend 1 Regen Dice, rolling them and restoring HP to them equal to the result. When a creature restores HP from the Regenerator Ray, you can also end one of the following conditions afflicting it: Blinded, Deafened, Poisoned. You can only link one creature with the Regnerator Ray at a time, and must spend another action on a subsequent turn to target a different creature with the ray.
The Regenerator Ray regains 1d10 + 5 expended Regen Dice at the end of a Long Rest.
Weapon Crystal
Weapon Crystal
Wondrous item (gemstone), rarity varies
The weapon crystal uses harmonic powers of ether energies to imbue weapons with it. To imbue a weapon, you must attach the crystal to a weapon using an action, to which the crystal binds to the weapon. A non-magical weapon can't have more than one weapon crystal attached to it at a time, but magical weapons (such as +1-3) can have additionally attached crystals equal to its magical bonus. Unlike most enchantments or magic items, Weapon Crystals of the same type stack and add to the amount of additional damage they can provoke. Weapon Crystals can only be placed on the same weapon as long as they are of the same type of crystal.
Weapon Type | Crystal Slots |
---|---|
Nonmagical | 1 |
+1 | 2 |
+2 | 3 |
+3 | 4 |
+4 | 5 |
Unbinding a weapon crystal from a weapon takes a specific ritual with arcanist's kit which takes an hour to do. This process must be done with each crystal.
While attached to a weapon, that weapon deals an extra die of damage, the damage dice and type determined by the Crystal's type in the Weapon Crystals table.
Weapon Crystals
Crystal | Damage | Rarity |
---|---|---|
Asuran | 1d8 Radiant | Very Rare |
Ignition | 1d10 Fire | Uncommon |
Glaiciex | 1d8 Cold | Uncommon |
Kelek | 1d12 Static | Uncommon |
Mageddin | 1d12 Nuclear | Rare |
Merlan | 1d8 Force | Legendary |
Screamos | 1d10 Sonic | Rare |
Lesser Psi-Shield Emitter
Auxiliary Psi-Shield Emitter
Wondrous Item, Rare (Requires Attunement by a creature with an Intelligence score of 11 or higher)
While attuned to a Psi-Shield Emitter, you passively manifest protective shielding that covers your body. While the Shield is active, you gain a +5 Bonus to your AC, you have a Damage Threshold of 5, and the shield has 10 hit points. Whenever you take damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, you take any leftover remaining damage. The Shield deactivates if it drops to 0 hit points or you are unconscious.
The shield regains hit points equal to your Intelligence Modifier at the start of your turn.
Headband of Intellect Flaw. Trying to attune to a Headband of Intellect and a Psi-Shield Emitter always ends in catastrophic failure, as the intelligence granted by the Headband immediately becomes siphoned by the Psi-Shield Emitter, ripping through the wearer's grey matter with psychic feedback. Once you are already attuned to one and then finish attuning to the other, it instantly destroys both items and roll 3d6: If the total equals or exceeds the target's true Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
Psi-Shielding is commonly used on Illithid vessels, as protective powers for their spacecraft. In their language they call it the Exekl Guualgthak, or the Mind's Armor.
Over the course of the millennia, Espers and Psions of the mortal minds developed their own forms of the Mind's Armor, and have easily tapped into tech that can work for even untrained psionics, though it's not ever recommended since it's not as powerful.
Power Armor Upgrades
Avatarric Core
Channel the Power of your Deity. The Arcana core is changed for a rare Deific Shard, which allows you to channel and even harness your deity's power even greater than ever possible, though with their permission of course.
Powered Avatar. Crazy shit.
Electrified Plating
The Power Armor's plates are enchanted with electrical runes and channeled with energon pylons. To protect the wearer from such effects, the armor's underpadding is rubber-laced and metal exoskeleton switched for electrical resistant steel.
Such Armor causes you to be resistant to electrical energies, acting like a light faraday cage. On the other hand, those who dare try to bring you harm are immediately shocked by all those built up energies.
Faraday Shield. You gain resistance to Lightning damage. You also have Damage Reduction 20 against Lightning damage. Any source of Radio activity is also nullified for up to 50 feet of you.
Static Feedback. Whenever a creature hits you with a melee attack, at any distance, they immediately take 1d10 Lightning damage.
Levin Ring. As an action, you can conjure a ring of lightning to spin around you, out to a distance of a 10-foot radius around you. This ring quickly spins and pulses from you, and each creature within the area's space, or if you move and catch a creature in the space of the ring once this turn, must immediately make a DC 20 Dexterity saving throw or take 10d6 lightning damage. Once you use Levin Ring, you can't use it again until you finish a Long Rest.
G-Neutralizer
The rarely enchanted and equipped G-Neutralizer utilizes gravity-magic enchantments to propel, push, and pull the Power Armor its installed on without the constriction of weight and bulk.
Graviton Neutralizer. You gain a Flying (Hover) Speed equal to your walking speed. You also gain the following traits:
- Your movement is unaffected by all Difficult Terrain (magical and nonmagical).
- You are immune to negative effects from being in a Zero G environment.
- You cannot be knocked Prone against your will.
- If an Effect forces you to move against your will, you can use your reaction to reduce the distance you are moved by up to 50 feet.
- You become immune to Falling and Collision damage.
- You can choose to become Weightless (no action required) or increase your Weight tenfold, you can also choose to be affected by gravity or not.
Heads-Up Display (HUD)
Utilized by the sensors system built into Power Armor, this commonly purchased add-on introduces a series of illusion enchanted holo-sensors and projections that display vital information such as the wearer's health, current armor status, and other pertinent arcane information.
The variant of a Heads Up Display is a Neural Psi-Data Transmitter, which immediately transfers this information directly to the wearer's brain.
Heads-Up Display. You gain the following traits while the display is active, which can be switched on and off as a bonus action:
- You can view your current Statistics, such as HP, currently availability of features or spell slots, and information on equipment such as Ammunition for weapons or Charges for magic items. It also displays information on your surrounding environment, such as toxic or magical effects (within 1000 feet), and weather (within 10 miles).
- Active TPS (Topological Position System). Your sensors constantly update and track locations and the details of the environment up to 1000 feet around you. While linked to similar military software, you know the locations of ally creatures and potential enemy creatures in relation to you. Not every location in the multiverse is mapped or have a grounded constant location, so this system may lack or fail depending on the GM's say and concurrent environment (such as the Plane of Chaos with ever-changing ground, or the Far Realm that is utterly incomprehensible).
- Motion Tracker. You sense and know the direct place and direction of a moving creature, unless the creature successfully hides from you / makes an effort to move slowly.
- Zoom Function. You can see up to 10 miles with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you, and can make out fine details of even extremely distant creatures and objects as small as 1 foot across.
- Recognition Software (5000c Upgrade, Requires Information). You gain advantage on Intelligence (Arcana, History, & Investigation) and Wisdom (Medicine) checks to recognize creatures & their identities, find physical oddities or mutations, locate wound origins or causes, and identify spells. Information commonly comes in the form of general knowledge you can collect from the Ethernet, but you can link a direct source such as a Police Department to find known criminals, and so on and so forth which requires a Contact or Membership with such an organization that has such Information.
- Hyper-Darkvision (10000c Upgrade). You have unlimited darkvision. Additionally, Dim Light doesn't impose disadvantage on your Wisdom (Perception) checks.
- Aim Targeting Software (10000c Upgrade). You gain a +1 to Ranged Attacks against targets that you can see.
Infernal Padding
Fashioned from the ideas of infernally glee fiends and devils, Infernal Padding is comfy hellbeast leather that both provides a protection from the supernatural elements of both "the fires of hell" and the "hell frozen over". Infernal Padding also comes with warming systems and systems for air conditioning.
Infernal Padding. You gain Resistance to Cold and Fire damage. You also gain 10 Damage Reduction to Fire. The suit grants a comfortable environment for the wearer, and they suffer no penalties for sleeping in armor.
Magnetron Attuned Limbs
Magnetron or Magnet Magic (Graviton Magic that specifically harnesses between ferromagnetic metals). Magnetron enchantments are completely infused into specific parts of Power Armor with this enhancement, which allows stronger bonds between armor, and the wearer's ability to stick to metal surfaces, like spaceships or equipment they carry. The magnetron energies are easily activated by the wearer.
Magnetron Grasp. You cannot be forcefully disarmed with weapons or items you wield, granted if they are made from magnetic material. Any attempts to remove said item while you are incapacitated, can either be done through a DC 30 Strength (Athletics) check or a hacker could attempt to disable the system that activates this feature. A spell that negates magnetron magic, can possibly allow the wielded item to be disarmed.
Metallic Attraction & Repulsion. You can activate or change the trait of this feature as a Bonus Action.
- Attraction. You can gain the Magnetized condition, except that you aren't restrained within the Power Armor.
- Repulsion. Weapon Attacks against you have Disadvantage if they are made of metallic materials. You can collect ammunition directed at you from attacks that miss you. As a reaction against a Ranged Weapon Attack that misses you from this trait, you can force the creature to make a new attack roll against a target of your choice within 60 feet of you that you can see.
Meteoric Exhausts
Specific exhausts have been conditioned into the Power Armor that allows it to harness its energy and momentum when applicable. Dubbed Meteoric for its effects, its ability to propel itself and inflict collateral damage. When it is in motion charging from a great distance, or when it lands from a great height, on impact it releases stored energy and expels it.
Comet Charge. As an action, you can move up to your movement speed in a straight line and can move through the space of any creature of any size smaller than you. The first time you enter a creature's space during this turn, you make an Unarmed Attack against that creature. If the attack hits, the target must also succeed on a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus) or be pushed ahead of you for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone.
Meteor Slam. Whenever you take the Dash Action, exhausts propel your Power Armor, causing you to also increase your Jumping Distance fivefold, and you can reach the max of your jumping, with or without a running start.
At any point from moving at least 20 feet or more on your turn and end your movement within 5 feet of a creature, you can choose to be unable to move until the start of your next turn (but can still be pushed, shoved, or teleported obviously). When you do so, all creatures within 5 feet of you must succeed on a Strength sving throw (DC = 8 + your Strength modifier + your Proficiency Bonus) or take 1d6 bludgeoning damage per 10 feet you moved during your movement. Additionally, on a failed save, a creature is also knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Momentum Transfer. If you move at least 10 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 3d6 damage of the weapon's type, and you can either force it to make a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus) or force it to either:
- Be knocked prone.
- Be pushed up to 20 feet away.
you can end your movement in a space on the ground or on a surface, and you can no longer willingly move until the start of your next turn (but can still be pushed, shoved, or teleported obviously). When you end your movement in that space, all creatures within 10-feet of you on the same surface must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus) or take 1d6 bludgeoning damage per 10 feet you moved during your movement. Additionally on a failed save, a creature is also knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Mighty Frame
Power Armor natively has fuel cells attached to its Power Core, that transfer a filtered power-energy into a series of motors and components, as well as metalloid banding and supports that enhances the wearer's physical strength, existing as an exoskeleton that fits over the wearer.
A Power Armor affixed with a Mighty Frame upgrade has an exoskeleton forged with adamantine, and its exo-muscle cords maximize arcane power.
Mighty Frame. You are always under the effect of the spell: Enhance Ability, specifically the enhancement: Bull's Strength. Your carrying capacity also becomes your Strength score multiplied by 50, which is the weight (in pounds) that you can carry.
Bull's Strength. You have advantage on Strength checks, and your carrying capacity doubles.
Mounted Shoulder Weapons
Powered and used by the armor's systems, or given to a helpful A.I. or targeting system, these weapons act on their own, enchanted with animated magic, allowing you to have your hands free.
Add-On Weapon. On each of your turns during combat, you can make an attack with a weapon mounted on your shoulder. You can only make as many attacks as you have Add-On Weapons in this way, and they use your Modifiers for the Attack and Damage Rolls as normal. These attacks are made as part of your Attack action if you take it on your turn, otherwise they are made before the end of your turn.
The Add-On Weapons have HP equivalent to the calculation as read in Weapon Sundering, and AC equal to its wearer.
Pneumatic-Enhanced Frame
Power Armor typically enhances bodily articulation with powered servos or exo-muscles, though frames that fashion additional upgrades that rely on pneumatic power tends to further enhance and exceed the Power Armor's destructive capabilities.
Pneumatic Power. Power Armor with a Pneumatic-Enhanced Frame builds up gas-based power that is commonly stored in tanks for their appropriate appendages. The gas power can be released in instantaneous bursts, and are represented by Pneumatic Dice, which are d8s. You have 4 Pneumatic Dice, which you regain on a Short or Long Rest. Each Pneumatic Dice fuels various Pneumatic Powers you have, which are detailed below.
Whenever you spend Pneumatic Dice, you take damage equal to the result you rolled with the pneumatic dice (remember that Power Armor grants reduction, even to this feature). Representing the danger from over-exerting the gas-powered pneumatic motors.
Athlete Compress. When you make a Strength (Athletics) check, you can expend one to four pneumatic dice and add the result of the pneumatic dice to the check.
Burst Speed. When you move, you can expend up to one to four pneumatic dice to move an additional amount of speed equal to 5 x the result of the pneumatic dice.
Pressure Strike. When you hit a target with a melee weapon attack, you can expend up to one to four pneumatic dice to deal additional damage to the target, which is considered the weapon's damage or Thunder (your choice).
P-Psi-Shield
They say to be smart is to stay alive. Well that's true for psionics especially, and this rare add-on generates a Psionic Shield that can defend you from harm, based on how psionically powerful you are.
Psi-Protection Shield Emitter. You passively manifest protective shielding formed from quintessence that covers your armor. While the shield is active, you gain a +5 bonus to AC, you have a bonus to your Damage Threshold equal to 5, and you gain Temporary Hit Points equal to your Intelligence Score. Whenever you take damage, the shield takes damage instead. If this damage reduces the shield to 0 hit points, you take any leftover remaining damage. The shield deactivates if its THP drops to 0 hit points or you are unconscious.
The shield regains Temporary Hit Points equal to your Intelligence modifier at the start of your turns. If the shield is de-activated, it only re-activates when the shield regains all its THP at the start of your turn.
Ray-Energy Shielding
They say the best offense is an even greater defense. In a multiverse of harsh magic and sun-splitting lasers, this common Energon Shield defends you from such magic, though at great costs to the Power Armor's Arcana core.
Solar Ray Protective Shield Emitter. A protective field of energy manifests and covers your armor. While the shield is active, you have resistance to fire and radiant damage. You also gain a damage threshold against fire and radiant damage equal to 30. The shield has Hit Points equal to 50, and whenever you take damage, the shield takes it instead. If this damage reduces the shield to 0 hit points, you take any leftover remaining damage.
The shield regains 10 hit points at the start of your turns. If the shield is de-activated, it only re-activates when the shield regains all its hit points at the start of your turn.
Stealth Camouflage
Stealth Camouflage comes in the form of a full body enhancement that silences the armor's parts, uses its Arcana core to generate an illusory field, and overall even decreases Power Armor's weight, but not by much.
PA-Stealth System & Illufield. Your armor is so silently padded, no sound is made by it due to a film-like magical field of silence surrounding it, which can be de-activated as a bonus action. Due to this, the Power Armor's -10 penalty to Dexterity (Stealth) checks is negated, and you gain Advantage on all Dexterity (Stealth) checks.
You can innately cast a modified version of the Silent Image spell through the armor, which cast in this way can affect your armor and everything within 15 feet of you.
Troll-Tech Rejuvenator
Nerds and Tech-Wizards fashioned together the Potion-Siphon, a cheap, useless, and fundamentally disgusting implement that injects health potions directly into the bloodstream of one in Power Armor, allowing them to heal away what little damage is ever inflicted onto them.
When flaws, cancer risks, and health potion addiction started to crop into the many issues Power Armor wearers had, the stage was set for the Troll-Tech Corporation to steal the show.
The Troll-Tech Rejuvenator is a masterful device that coincides with a new life-support system that directly maintains troll regeneration hormones that infuse you with their impressive vitality and capability to regenerate and maintain immense adrenaline. So far the Rejuvenator's only flaw seems to be the wearer's increased immense appetite.
Regenerative Plating. Troll-Tech allows the armor, its internal parts, the pilot, and even systems to regenerate from fatal wounds and mortal destruction. You gain a passive Regeneration of 10, that heals you 10 Hit Points at the start of each of your turns. If you take acid damage, the regeneration doesn't function at the start of your next turn. If you are ever missing any limbs at the end of a long rest, you immediately regenerate all lost limbs.