Artisans Tools
Primary Artisan Equipment & Supplies
Each specific artisans craft Has a Primary Artisan tool called Equipment or Supplies related to each Artisan craft. These Primary Artisan tools have all the required tools, components and equipments needed to create items with them.
- Tech Equipment. Used Mainly for repairing or altering of tech devices like Data crafting Systems, Voice communicators as well as APAD's and APN's.
- Chemistry Supplies: Used in the crafting of many chemical, alchemical and Poisonous mixtures, this may be used as Alchemy Supplies or as Poisoners Supplies, with no restrictions. This may also be used in place of Enchanters supplies but the DC will be increased by 5.
- Enchanter's Supplies: This Provides the functions of Enchanting.
- Alchemy Supplies: This Provides the functions of Alchemy.
- Assassin's Supplies: This Provides basic functions of Poisoning.
- Surgical Equipment: Used in Advanced medical procedures and surgeries.
- Leatherworker's Equipment: Used in the crafting of many leather and clothing type equipment.
- Artificer's Equipment. Used for Building, repairing of fabrication of metals and Alloys, mainly used for crafting of weaponry, Vehicles, Armors and Industrial construction.
- Construction Equipment: Used in the crafting of many structures of stone.
- Carpentry Equipment: Used in the crafting of wood
Secondary Artisans Tool's & Kits
In addition to this Primary artisans tool, there is a secondary artisan tool related to each primary artisans craft called Tools or Kits, these secondary artisan tools or kits may be used in place of the Primary Equipment or Supply function, but with some negatives. When making test with the related Primary Artisan skill, you may use the Secondary artisan tool in place of that Primary Artisans tool but the DC will be increased by 5.
Some things that are not related to crafting may require a Primary or secondary Artisans tools to interacts with. if this is the case and its a primary tool needed you can always use the secondary with the negative and if its a Secondary need you can always use the Primary tool in replace with now negatives.
- Tinker's Tools. This Provides basic functions of the Tech Tools.
- Science Kit: Used in the crafting of many chemical and alchemical mixtures. This may be used in place of Chemistry supplies but the DC will be increased by 5.
- Imbuing Kit: This may be used in place of Enchanting Supply but the DC will be increased by 5.
- Herbalists Kit: This may be used in place of Alchemy Supply but the DC will be increased by 5.
- Poisoner's Kit: This may be used in place of Poison Supply but the DC will be increased by 5.
- Medical Tools: This Provides basic functions of the Surgical Tools. This may be used in place of surgical tool's but the DC will be increased by 5.
- Tailors Tools: This Provides basic functions of the Leatherworker's Tools. This may be used in place of Leatherworker's tools but the DC will be increased by 5.
- Smith's Tools. This Provides basic functions of the Artificers Tools. This may be used in place of Artificers tool's but the DC will be increased by 5.
- Masons Tool's: This Provides basic functions of the Construction Tools. This may be used in place of Construction tools but the DC will be increased by 5.
- Wood Working Tools: This Provides basic functions of the Carpentry Tools. This may be used in place of Carpentry tools but the DC will be increased by 5.
Special Tool's
- Data Hacking Tools. Used for Building, repairing of fabrication of metals and Alloys, mainly used for crafting of weaponry, Vehicles, Armors and Industrial construction.
- Data slate. This Provides basic functions of the Data hacking Tools. This may be used in place of Data Hacking tool's but the DC will be increased by 5.
- Data Forger Tools. Used as a Deception check when using a Cogitators.
- Data Mining Tools. used as a Persuasion check when using Cogitators.
Crafts and Creations
Using a Craft
When you Gain certain tool proficiencies, you may start to develop Plans associated with the tool if it is a Crafting type of Tool, Kit or Supply. some plan will require other Tool, Kit or supply proficiencies to craft the item. In some cases if you do not have all the required Proficiencies you may have a team help with the crafting.
Developing Plans
You may know an unlimited number of Plans, dependant on what type of craft is being learned the Plan may also be called other things like Recipe, Schematics, Blueprint or whatever it may be called they are all the first step in a craft. This "Plan" must be of an appropriate level or lower, as indicated by the Table below.
Plan Book: Many things are built using Plans which show the design parameters, ingredient or materials and intended operation of the item being created. Each Plan has a level of complexity that is classified as trivial, simple, advanced or intricate in that order from most basic/common to the most intricate/Rare items.
Your Plan book has a number of Plans known of your choice from the list of Plans presented later in this Chapter.
As you level you may learn more complex and detailed Plans, See chart below for what levels and Complexities you can build, learn and Know. This is referred to as Tiers this is important to know because some Crafted items use the creators Tier to determine the Grade or potency of the item, as higher level crafters produce better and more effective items. If an item you acquire that was not built by you has a Tier it will be noted in its title, if a item does not state a tier it is considered a Tier 1, For example a level 9 Engineer makes a grapple gun and he then sells it to you, it would be referred to a Tier 2 Grapple gun.
Level | Tier | Can Build | Can learn |
---|---|---|---|
1-5 | 1 | Trivial/Common | Trivial/Common and Simple/Uncommon |
6-10 | 2 | Trivial/Common and Simple/Uncommon | Trivial/Common, Simple/Uncommon and Advanced/Rare |
11-15 | 3 | Trivial/Common, Simple/Uncommon and Advanced/Rare | Trivial/Common, Simple/Uncommon, Advanced/Rare and ntricate/Very Rare |
16-20 | 4 | Trivial/Common, Simple/Uncommon, Advanced/Rare and Intricate/Very Rare | Any |
Learning a Plan costs an amount of money and time depending on the level of complexity. These costs include the mundane materials and components needed to build the plan as well the time spent prototyping, testing and troubleshooting the item to perfect its intended use. Use the table below for the costs and time required for learning a new plan and how many check to make.
When learning a Plan it will be treated as a skill challenge in varying difficulty as seen on the table below. Ingredients or Materials specifically listed, such as a Ashblossum, a giants toe, Power cell, sheet metal or wires must be provided in addition to the cost and the Appropriate Tools, Supply or Kit used, unless otherwise specified, this may be in the from of a Skill that is not usually associated with that tool.
Complexity Level | Cost to Build/Learn | Time to Build | Time to learn | Skill Challenge Level |
---|---|---|---|---|
Trivial/Common | 5d6x5 | 1 - 6 hour | 6 - 11 hours | 5/3 |
Simple/Uncommon | 20d8x10 | 6 - 12 hours | 12 - 24 hours | 7/4 |
Advanced/Rare | 50d10x25 | 13 - 36 hours | 25 - 48 hours | 9/5 |
Intricate/Very Rare | 100D12x50 | 37 - 72 hours | 49 - 96 hours | 11/6 |
During the skill challenge, each craft has a list of appropriate Skills, tool, supply or kits that can be used. The DC of the test starts at 10, each time you use the same test weather you passed or failed it the DC increases by 5. if you fail a challenge the plan is not completed and you recover half the material cost and you must spend the time and materials again to attempt writing it again. If a test is linked to a tool, supply or kit of some sort you must have that tool, supply or kit present to use that check.
Crafting a item out of a Plan: After you have wrote your plan into your Plan book successfully, you may attempted to craft the Plan. This is treated the same as learning the Schematic but you will use the Build times instead of the learn times.
When Crafting an item the Procedure must be done by anyone that is proficient with all the required skills and tools, we will call them the "Team Leader".
you may have a team of individuals preform the tasks in the creation as long as all the Skill and tool Proficiency are Present in the "Team", this team may not be more then 4 people including the team leader.
For a team leader to preform the Procedure they or the team must have between all the Required Skills, materials, tools, supply or kits.
Enchanters Supplies & Imbuing Kits
Using Enchanters Supplies & Imbuing Kits
Proficiency with Enchanter's supplies allows you to produce useful Enchanted Magical items. Some Items may requires other Artisans Tool proficiencies in order to make this will be Noted in the item description, if this is the case you may choose to use that tool Proficiency during the skill challenge when creating that item and the Tool, Supply or kit must be present as well and the Tool, Supply or kit must be present as well.
Skill Challenge
- Enchanters Supply (Intelligence)
- Enchanters Supply (Dexterity)
- Nature
- Science
- Arcana
Contents
Enchanters Supplies:
Archemist's supplies include a few glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients including salt, distilled alcohol, powdered iron, and purified water.
Skill Checks
If you have proficiency in alchemist's supplies, you can use your tool proficiency to give yourself advantage on certain skill checks.
Arcana
Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation
When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.
Science
When you are dealing with the known sciences, proficiency with Enchanters supplies grants additional Knowledge into any chemicals or other substances that might have been involved.
Creating Enchantments
To start creating an Enchantment, a character must know the formula of the item. The character must also be a spellcaster with spell slots and must be able to cast the spells that the formula requires.
Magic Item Resilience: Most magic items are objects of extraordinary artisanship, assembled from the finest materials with meticulous attention to detail. Thanks to this combination of careful crafting and magical reinforcement, a magic item is at least as durable as a regular item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extreme measures to destroy.
Enchantment Descriptions
Enchantment Type Each enchantment will have a type, this type describes how the item will be used, Each enchantment item will be either Armor, Ring, Necklace Rod, Scroll, Staff, Wand, Weapon, Wondrous Item.
Activation Action: This will list the required Action or Actions needed to use the device
Enchantment Activation Type: Activating some magic items requires a user to do something in particular, such as holding the item and uttering a command word or reading the item if it is a scroll. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation action.
Command Word: A command word is a word or phrase that must be spoken audibly for the item to operate. A magic item that requires the user to speak a command word can’t be activated in the area of any effect that prevents sound, such as the area created by the silence spell.
Consumables: Some items are used up when they are activated like an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic and no longer functions, some items may disappear entirely.
Variant: Wands That Don’t Recharge A typical wand has expendable charges. If you’d like wands to be a limited resource, you can make some of them incapable of regaining charges. Consider increasing the base number of charges in such a wand, to a maximum of 25 charges. These charges are never regained once they’re expended.
Spells: Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast at the lowest possible spell and caster level, the user does not need to have the innate caster mutation and does not expend any of the user’s spell slots if they do. This does not require the need to Harness the Arcane and it requires no components unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and if the spell requires concentration non is required, it lasts its full duration unless dispelled. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
Many items, such as many Wondrous items, bypass the casting of the spell and confer the spell’s effects. Such an item still uses the spell’s duration and does not require concentration unless the item’s description says otherwise.
Charges: Some magic items have charges that you expend to activate its properties. The number of charges an item has remaining is revealed when an identify spell is cast on the item, or when a creature attunes to the item. Additionally, when an item regains charges, the creature attuned to that item learns how many charges it regained.
Spells required: This shows what spells or spells a creator must have during the creation of an enchanted item or formula.
Materials: This section shows what is required by a person to create the Enchantment. If there is a Skill listed here you may use it during its creation, if there is any type of artisans tools listed you must have them present during the creation and may be used in the skill challenge to create the item.
Common Enchantments
Bag of Chucking
Enchantment Type: Wondrous item, Common
Activation Action: Bonus action
Enchantment Activation Type: 4 Charges
Recharge: 1d4 per long rest
Spell Required: Magic Stone
Materials: belt pouch, handful of stones.
Provided there are small stones in this bag, as a bonus action, the bearer can open the bag, activating the spell magic stone, this spell does not require a harness the arcane roll. The spell is effective on the first 3 stones removed from the bag after the spell is cast. The bag holds up to 4 charges and regains 1d4 charges daily at dawn.
Bag of Mulching
Enchantment Type: Wondrous item, Common
Activation Action: 1 Action
Enchantment Activation Type: Charges (Unlimited)
Recharge: None
Spell Required: Mold Earth
Materials: Small burlap sack
This magical bag instantly mulches food waste into rich soil. As an action, the bearer can load up to 3 gallons of food waste into the bag, whereupon it becomes a similar amount of soil that can be scooped or dumped out. The bag has no effect on living creatures.
Bag of Mending
Enchantment Type: Wondrous item, Common
Activation Action: 1 Action
Enchantment Activation Type: 4 Charges
Recharge: 1d4 per long rest
Spell Required: Mending
Materials: a fine leather sack
This bag receives objects of up to 2 feet on a side. When an object is placed in the bag and a command word spoke as an action, the spell mending is cast on the object, this spell does not require a harness the arcane roll. The bag holds up to 4 charges and regains 1d4 charges daily at dawn.
Bag of Mystery
Enchantment Type: Wondrous item, Common
Activation Action: 1 Action
Enchantment Activation Type: none
Recharge: none
Spell Required: Lessor Charm
Materials: a common bag
As an action, the bearer can reach into the bag and pull an object out. The object will be a tiny-sized piece of random junk (with no apparent monetary value).
Bedclothes of Warning
Enchantment Type: Wondrous item, Common
Activation Action: 1 Action
Enchantment Activation Type: none
Recharge: none
Spell Required: Prestidigitation, Alarm
Materials: some nightwear
At night, these bedclothes wake a sleeping wearer with a sharp prickling sensation if a creature comes within 15 feet that was not within 25 feet when the wearer fell asleep.
Bleeding Blouse
Enchantment Type: Wondrous item, Common
Activation Action: Bonus Action
Enchantment Activation Type: none
Recharge: none
Spell Required: Minor Illusion
Materials: a blouse
As a bonus action you can place your hand on the blouse/shirt and activate its magical ability to produce an illusory blood stain that spreads under the hand, as if from a stab wound. The stain lasts for one hour. Passive Investigation of 14 or DC 10 Medicine check can determine that this is not real blood.
Bubble Bounce Token
Enchantment Type: Wondrous item, Common
Activation Action: Free
Enchantment Activation Type: Consumable
Recharge: none
Spell Required: Lessor Charm
Materials: a token of your choice
This flexible rubber token activates when the bearer falls more than 10 feet, enclosing the bearer in a flexible bubble that protects the bearer from fall damage. After a fall the bearer bounces to land in an unoccupied space a random horizontal direction and a random distance up to 1/2 of the fall height, whereupon the bubble bursts and the token becomes mundane.
Clip of hair billowing
Enchantment Type: Wondrous item, Common
Activation Action: Bonus Action
Enchantment Activation Type: none
Recharge: none
Spell Required: Prestidigitation
Materials: a Hairclip
As a bonus action while you wear this clip, you can cause your hair to billow as if windblown
Clip of hair taming
Enchantment Type: Wondrous item, Common
Activation Action: Free
Enchantment Activation Type: Passive
Recharge: none
Spell Required: Prestidigitation
Materials: a Hairclip
While you wear this hairclip, your hair never gets hair in your eyes, and after a disturbance your hair returns to whatever style it held when you put the hairclip in.
Earrings of Burning Gossip
Enchantment Type: Wondrous item, Common
Activation Action: Passive/Action
Enchantment Activation Type: none
Recharge: none
Spell Required: Prestidigitation
Materials: a Hairclip
If a creature within 60 feet speaks of you, the earrings become noticeably warmer. If you spend an action you can find the creature that is speaking about you as the earrings get warmer the closer your gaze gets to the speaker.
Everbuzzing Bottle
Enchantment Type: Wondrous item, Common
Activation Action: bonus action
Enchantment Activation Type: Consumable
Recharge: none
Spell Required: Minor Illusion
Materials: a bottle
This variant of the eversmoking bottle releases a cloud of insects that is released, grows, and is dispersed the same as the smoke of the the eversmoking bottle, but only lightly obscures the area. The insects are harmless fae spirits and the type is random (1d4): (1) bees, (2) flying crickets, (3) flies, or (4) mosquitoes While corked, the everbuzzing bottle gives off a faint buzzing sound and its hazy interior is filled with tiny agitated specs.
Fan of Wintry Wind
Enchantment Type: Wondrous item, Common
Activation Action: 1 action
Enchantment Activation Type: None
Recharge: none
Spell Required: Gust
Materials: a hand fan
As a bonus action you can wave this fan at yourself or another creature within 5 feet, which produces a cool and pleasant breeze.
Girdle of Homeliness
Enchantment Type: Wondrous item, Common
Activation Action: passive
Enchantment Activation Type: Passive
Recharge: none
Spell Required: Minor Illusion
Materials: a Belt or Sash
This girdle alters your appearance in subtle ways to make you less attractive and generally uninteresting. You suffer a -1d4 penalty to Wisdom Persuasion checks you against you and gain +1d4 to Stealth checks when moving in a room with at least 2 other creatures.
Glasses of winking
Enchantment Type: Wondrous item, Common
Activation Action: bonus action
Enchantment Activation Type: Passive
Recharge: none
Spell Required: Minor Illusion
Materials: a pair of Glasses
While wearing these enchanted glasses, you can wink at whatever creature you are looking at, but to all other creatures you do not appear to wink.
Goblet of Dribbling
Enchantment Type: Wondrous item, Common
Activation Action: bonus action
Enchantment Activation Type: Passive
Recharge: none
Spell Required: Shape Water
Materials: a goblet
This goblet appears normal, but will magically spill some its liquid contents on whomever attempts to drink from it.
Basket of Bungling
Enchantment Type: Wondrous item, Common
Activation Action: bonus action
Enchantment Activation Type: Passive
Recharge: none
Spell Required: Shape Water
Materials: a goblet
After carrying one or more items in this basket 30 feet, and every 30 feet thereafter, the bearer must attempt a DC 12 Dexterity saving throw. On a fail, the basket tips, spilling its contents. If the creature’s saving throw total is 7 or less, they also fall prone.
Goblet of Screams
Enchantment Type: Wondrous item, Common
Activation Action: bonus action
Enchantment Activation Type: Passive
Recharge: none
Spell Required: Thamaturgy
Materials: a goblet
This glass goblet, when dropped at least 3 feet, will shatter and release a loud shriek, wail or scream audible to a range of 100 feet, whereupon it becomes mundane shards of glass.
Hair color Gummies
Enchantment Type: Wondrous item, Common
Activation Action: bonus action
Enchantment Activation Type: Passive
Recharge: none
Spell Required: Minor Illusion
Materials: Sugar, gum or sap
When you eat one of these chewy edible treats, your hair color changes to to the color of the gummy for 10 minutes. This item either contains 4 gummies with standard colors: black, blond, red, and brown, or a pack of 8 which adds white, grey, clear (bald), and purple.
Honey Comb
Enchantment Type: Wondrous item, Common
Activation Action: action
Enchantment Activation Type: 1 Charges
Recharge: 1 at dawn
Spell Required: Minor Illusion
Materials: Hair comb
This comb leaves honey in the hair of whomever uses it. Once used, it recovers its magic at dawn.
Mirror of the Fashionista
Enchantment Type: Wondrous item, Common
Activation Action: 1 action
Enchantment Activation Type: Unlimited charges
Recharge: none
Spell Required: Minor Illusion
Materials: a mirror no bigger then 5x5
When a creature within 5 feet of the mirror gazes into the mirror as an action, the mirror provides useful fashion tips and suggestions verbally which are audible to a range of 15 feet.
Mirror of Flattery
Enchantment Type: Wondrous item, Common
Activation Action: 1 action
Enchantment Activation Type: Unlimited charges
Recharge: none
Spell Required: Minor Illusion
Materials: a mirror no bigger then 5x5
When a creature within 5 feet of the mirror gazes into the mirror as an action, the mirror speaks flattering praise for one round, which is audible to a range of 30 feet.
Mirror of Hiding
Enchantment Type: Wondrous item, Common
Activation Action: 5 seconds
Enchantment Activation Type: Passive
Recharge: none
Spell Required: Rope Trick
Materials: a mirror no bigger then 10x10
When activated by a creature pressing against it for five seconds, this mirror opens as a door into a hidden extraplanar space as in the spell rope trick and functions identically. If the mirror is broken, the spell ends and any creatures inside appear in the nearest unoccupied space. If unbroken, the mirror can be activated again at the next dawn.
Mirror of Insults
Enchantment Type: Wondrous item, Common
Activation Action: 1 action
Enchantment Activation Type: Unlimited charges
Recharge: none
Spell Required: Minor Illusion
Materials: a mirror no bigger then 5x5
When a creature within 5 feet of the mirror gazes into the mirror as an action, the mirror shouts scathing insults for one round, which are audible to a range of 60 feet.
Mirrors of Hearing
Enchantment Type: Wondrous item, Common
Activation Action: 1 action
Enchantment Activation Type: Unlimited charges
Recharge: none
Spell Required: Minor Illusion
Materials: 2 mirrors no bigger then 5x5
This pair of mirrors has a magical function when the two mirrors are within 1000 feet of each of other. As an action, a creature within 10 feet of at least one of the mirrors can activate the mirrors with a word of command. For the next 10 minutes sound travels between the mirrors as if the mirror were an open window connecting the spaces. A creature can also speak the word of command again as an action (or readied action) to disactivate the mirror of hearing.
The command word is not audible through the mirror.
The mirrors’ function recharges daily at dawn.
Mirrors of Seeing
Enchantment Type: Wondrous item , Common
Activation Action: 1 action
Enchantment Acivation Type: Command word
Recharge: none
Spell Required: Minor Illusion
Materials: 2 mirrors no bigger then 5x5
This pair of mirrors has a magical function when the two mirrors are within 1000 feet of each other. As an action, a creature within 10 feet of at least one of the mirrors can activate the mirrors with a word of command. For the next 10 minutes, each mirror shows the other space as if the mirrors were windows connecting their respective spaces. A creature can also speak the word of command again as an action (or readied action) to disactivate the mirror of hearing. The mirrors’ function recharges daily at dawn.
Mood ring
Enchantment Type: Ring, Common
Activation Action: Passive
Enchantment Activation Type: Passive
Recharge: none
Spell Required: Detect thoughts, Minor Illusion
Materials: a plan band ring
This ring changes color based on the mood of the bearer.
Fluttering Messaging
Enchantment Type: Wondrous item (Trinket), Common
Activation Action: 1 action
Enchantment Activation Type: Consumable
Recharge: none
Spell Required: Message
Materials: 1 bird or flying insect broach
As an action the bearer can active this bird or flying insect-shaped broach by unpinning it, cupping it in their hands and whispering a message of 25 words or less and specifying a creature they know and have seen. If the creature is within 1 mile and can be reached by a tiny creature, the broach will fly at a speed of 30 feet per round until it reaches the creature and whispers the message in their ear, or it will attempt to do so for 8 hours, whereupon it deactivates and becomes a mundane broach.
Nail of Annoyance
Enchantment Type: Wondrous item, Common
Activation Action: 1 action
Enchantment Activation Type: when held in 1H
Recharge: none
Spell Required: Prestidigitation
Materials: 1 carpentry Nail or Finger tip Ring
Run this item over a hard surface (such as a rock) as an action and it magically generates the sound of fingernails on a chalkboard. Until the beginning of your next turn, creatures within 30 feet have disadvantage on Wisdom (Perception) checks, except to find the source of the screeching. This nail can take the form of a long fingernail that attaches to a finger, or a metal carpentry nail.
Ring of Prestidigitation
Enchantment Type: Ring, Common
Activation Action: 1 action
Enchantment Activation Type: 4 Charges
Recharge: 1d4 during long rest
Spell Required: Prestidigitation
Materials: 1 Ring
This ring allows the bearer to cast the spell prestidigitation. It has 4 charges and regains 1d4 charges daily at dawn.
Purse of “Pursistence”
Enchantment Type: wondrous item, Common
Activation Action: Passive
Enchantment Activation Type: Place a purchased item in Bag
Recharge: Place another item in the bag within an hour
Spell Required: Prestidigitation
Materials: 1 purse
This purse grants the bearer advantage on Constitution saving throws to avoid exhaustion while shopping. The bearer must withdraw money and add a newly-purchased item to the bag at least once per hour in order for the bag to determine that the bearer is still shopping.
Purse of Walloping
Enchantment Type: wondrous item, Common
Activation Action: 1 action
Enchantment Activation Type: 4 Charges
Recharge: 1d4 during long rest
Spell Required: Shillelagh
Materials: 1 purse
The bearer cast the spell shillelagh on this purse using the spellcasting ability (Intelligence, Wisdom or Charisma) of their choice. The purse can hold 4 charges, and regains 1d4 charges per day.
Sending Papers
Enchantment Type: wondrous item , Common
Activation Action:
Enchantment Activation Type: once written on
Recharge: none
Spell Required: Message
Materials: 2 parchments
These two sheets of paper or parchment are magically connected. Writing on either page appears on both pages. Once the pages are full, the magic is exhausted. The connection exists as long as the papers are on the same plane.
Slippers of Sneaking
Enchantment Type: wondrous item (Boots), Common
Activation Action: Passive
Enchantment Activation Type: once written on
Recharge: none
Spell Required: Pass without a trace
Materials: 1 pair slippers
This item is the same as the more famous boots of elvenkind, but the slippers only work indoors on finished floors such as carpet, wood, or stone.
Wand of Poking and Nudging
Enchantment Type: Wand, Common
Activation Action: 1 action
Enchantment Activation Type: Charges unlimited
Recharge: none
Spell Required: Magehand
Materials: a blank common or better wand
This wand allows the bearer to poke or nudge any object they point the wand at as an action. Will move an object within 30 ft. that is 10 pounds or less up to 1 foot. Creatures feel a noticeable poke, though creatures larger than tiny are not moved.
Wand of "Psst"
Enchantment Type: Wand, Common
Activation Action: bonus Action
Enchantment Activation Type: Charges Unlimited
Recharge: none
Spell Required: prestidigitation
Materials: 1 unenchanted common or better wand
When you wave this wand as a bonus action at a creature within 30 feet, the creature hears the attention-getting “psst” sound and they recognize the sound came from you. The sound is inaudible to other creatures.
Wand of False Fire
Enchantment Type: Wand, Common
Activation Action: 1 Action
Enchantment Activation Type: Charges Unlimited
Recharge: none
Spell Required: Minor Illusion
Materials: 1 unenchanted common or better wand
As an action while holding this wand you can produce a flicker or gust of harmless bright flame from your body. The flame lasts until the start of your next turn and sheds bright light for 10 feet and dim light for an additional 10 feet.
Wand of Zapping
Enchantment Type: Wand, Common
Activation Action: 1 Action
Enchantment Activation Type: Charges 3 within a min
Recharge: without charges 10 mins for 3 charges, with charges 3 charges a min
Spell Required: Shocking Grasp
Materials: 1 unenchanted common or better wand
When you press the tip of this prank wand against a creature within 5ft as an action, the creature must succeed on a DC 8 Constitution saving throw or suffer 1 lightning damage. Insects have disadvantage on the saving throw. Regardless, the creature experiences a painful zap. If you use this effect 3 times within a 1-minute period, the wand will cease to function for 10 minutes as it recharges.
Woodchuck Token
Enchantment Type: Wondrous item (Trinket), Common
Activation Action: 1 Action
Enchantment Activation Type: Consummable
Recharge: without charges 10 mins for 3 charges, with charges 3 charges a min
Spell Required: -
Materials: 1 wooden token with a groundchuck on it
As an action, when you bury in the ground this carved wooden token bearing the visage of a fat groundhog, a small fae spirit in the form of a woodchuck (groundhog) appears in the space. The woodchuck (speed 20) will follow you around for up to one hour and takes its turn after your turn. The woodchuck takes no other actions or movement besides the dodge or dash action, and movement to follow you, until it reaches a pile of cut wood, at which point the woodchuck will begin chucking (throwing) wood as its action at anyone or anything in the vicinity at random (friend or foe), and with gusto. The chucked wood has a range of 20 feet.
A creature targeted by the woodchuck must attempt a Dexterity saving throw of DC 12. On a fail, the creature has disadvantage on their next attack roll before the beginning of the woodchuck’s next turn. Once the woodchuck starts chucking wood, it ignores your movement and continues chucking for one minute, or until this magical conjuring is dispelled, at which point the woodchuck vanishes and the tooken remains in its place. The woodchuck has an AC of 12, and 1 HP. If the woodchuck is forced to make a saving throw, it fails. If two or more of these conjured woodchucks are within sight of each other, they target each other exclusively.
Uncommon Recipes
Alchemy Container
Enchantment Type: Wondrous item, Uncommon
Activation Action: 1 Action
Enchantment Activation Type: Command word
Recharge: next dawn
Spell Required: Create or destroy water, acid
Materials: 1 jug or liquids container
This container appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the container when it is shaken, even if the container is empty.
You can use an action and name one liquid from the table below to cause the container to produce the chosen liquid. Afterward, you can uncork the container as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the container can produce depends on the liquid you named.
Once the container starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid | Max amount |
---|---|
Acid | 8 oz |
Basic poison | 1/2 oz |
Beer/Ale | 4 Gal |
Honey | 1 Gal |
Dressing | 2 Gal |
Oil (Crude) | 1 Qt |
Fuel | 1 Gal |
Vinegar | 2 Gal |
Water (Fresh) | 8 Gal |
Water (Salt) | 12 Gal |
Wine | 1 Gal |
Liquor | 1/2 Gal |
Amulet of Proof Against Detection and Location
Enchantment Type: Necklace, Uncommon, Requires Attunement
Activation Action: 1 Action
Enchantment Activation Type: Passive
Recharge: none
Spell Required: -
Materials: 1 non enchanted Amulet or necklace
While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.
Bag of holding
Enchantment Type: Wondrous item, Uncommon
Activation Action: 1 Action
Enchantment Activation Type: Passive
Recharge: none
Spell Required: -
Materials: 1 backpack or haver sack
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Container of Trick
Enchantment Type: Wondrous item, Uncommon
Activation Action: 1 Action
Enchantment Activation Type: 3 Charges
Recharge: 3 Charges at dawn
Spell Required: -
Materials: 1 backpack, sack, container, Ten gallon hat
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d20 and consulting the table below. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
d- | Creature |
---|---|
1 | Cat |
2 | Rodent |
3 | Small Dinosaur |
4 | Dog |
5 | Boar |
6 | Bird |
7 | Wolf |
8 | Black Bear |
9 | Goat |
10 | Elk |
11 | Bird |
12 | Ape |
d8 | Loot |
---|---|
13 | Giant Bird |
14 | Dire Elk |
15 | Dire Boar |
16 | Medium Dinosaur |
17 | Dire Wolf |
18 | Dire Bear |
19 | Lion/tigger |
20 | large |
Deck of illusions
Enchantment Type: Wondrous item, Uncommon
Activation Action: 1 Action
Enchantment Activation Type: Consumable
Recharge: none
Spell Required: Minor illusion, Major image
Materials: 1 deck of cards
This box contains a set of parchment cards. A full deck has 33 cards. A deck found as treasure is usually missing 1d20 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again.
3d12 | Loot |
---|---|
3 | Dragon |
4 | Imperial Knight and four guards |
5 | Succubus or incubus |
6 | Druid |
7 | Giant |
8 | Elemental |
9 | Furlock |
10 | Krokling |
11 | Beholder |
12 | Archmage and mage apprentice |
13 | Hag |
14 | Assassin |
15 | Oqryn |
16 | Orgytch |
17 | Tribal Hyenakin |
18 | 5 Drucarian Whelps |
19 | Imperial Priest and two acolytes |
d8 | Loot |
---|---|
20 | Medusa |
21 | Legionare Veteran |
22 | Drucarian Knight |
23 | Troll |
24 | Redling warlord |
25 | IGolem |
26 | Bandit/Ganger captain and three bandits/ganger |
27 | Barbarian |
28 | 1 spiderkin |
29 | Technokian |
30 | Swarm of Flykin |
31 | A Magi and there apprentice |
32 | a Neverborn |
33 | 1 large Decapoid |
34 | A Gray Stellarian leader |
35 | 3 xenogyte Scamps |
36 | Dealers Choice |
Dust of Disappearance
Enchantment Type: Wondrous item, Uncommon
Activation Action: 1 Action
Enchantment Activation Type: Consumable
Recharge: none
Spell Required: Minor illusion, Major image
Materials: 1 Pouch of Arcanium Dust worth 100gp
Found in a small pouch, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Dust of Dryness
Enchantment Type: Wondrous item, Uncommon
Activation Action: 1 Action
Enchantment Activation Type: Consumable (1d6 + 4 uses)
Recharge: none
Spell Required: Mold earth, Shape Water, Create or destroy water
Materials: 1 Pouch of Arcanium Dust worth 50gp
This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic.
An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Dust of Sneezing and Choking
Enchantment Type: Wondrous item, Uncommon
Activation Action: 1 Action
Enchantment Activation Type: Consumable
Recharge: none
Spell Required: Mold earth, Shape Water, Create or destroy water
Materials: 1 small container of Arcanium Dust worth 25gp
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it not to be. There is enough of it for one use.
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Minor Elemental stone
Enchantment Type: Wondrous item, Uncommon
Activation Action: 1 Action
Enchantment Activation Type: Consumable
Recharge: none
Spell Required: Find Familiar (Tiny Elemental), Conjure minor Elemental
Materials: 1 small Sapphire, Diamond, Ruby or Emerald worth 100gp
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
Gem | Elemental Type |
---|---|
Sapphire | Water |
Diamond | Air |
Ruby | Fire |
Emerald | Earth |
Robe of Useful Items
Enchantment Type: Wondrous item, Uncommon
Activation Action: 1 Action
Enchantment Activation Type: Consumable
Recharge: none
Spell Required: Find Familiar (Tiny Elemental), Conjure minor Elemental
Materials: 1 small Sapphire, Diamond, Ruby or Emerald worth 100gp
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
- A light revolver
- Dagger or combat knife
- Bullseye lantern (filled and lit) or a Glowbeam
- Steel mirror
- 10-foot pole
- Fiber rope (50 feet, coiled)
- Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
d100 | Patch |
---|---|
1-08 | Bag of 100 gp |
09-15 | 1 random container (1 foot long, 6 inches wide and deep) |
16-22 | 1 random ranged weapon. |
23-30 | 5 gems worth 100 gp each |
31-44 | 1 ladder (24 feet long) |
45-51 | 1 riding horse with saddle bags of a Motorbike |
52-59 | 1 Picnic lunch with drinks, Feeds 4 people |
60-68 | 4 potions of healing or MK 1 healing Stims |
69-75 | Rowboat or Motorless Dingy (12 feet long) |
76-83 | - |
84-90 | 2 dogs or similar animal |
91-96 | A random Melee weapon |
97-00 | Portable ram |
Rare Recipes
Major Elemental stone
Enchantment Type: Wondrous item, Rare
Activation Action: 1 Action
Enchantment Activation Type: Consumable
Recharge: none
Spell Required: Find Familiar (Tiny Elemental), Conjure minor Elemental, Conjurer Elemental
Materials: 1 small container of Arcanium Dust worth 25gp
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
Gem | Elemental Type |
---|---|
Sapphire | Water |
Diamond | Air |
Ruby | Fire |
Emerald | Earth |
Very Rare Recipes
Alchemy Supplies & Herbalists Kits
Using Alchemy Supplies
Proficiency with Herbalism Kits allows you to identify both magical and nonmagical plants and safely collect their useful elements, and to create healing salves, potions, and tinctures. Some Items may requires other Tool proficiencies in order to make this will be Noted in the item description, if this is the case you may choose to use that tool Proficiency during the skill challenge when creating that item and the Tool, Supply or kit must be present as well and the Tool, Supply or kit must be present as well.
Skill Challenge
- Herbalism Kit (Intelligence)
- Herbalism Kit (Wisdom)
- Nature
- Arcana
- Science
Contents
Archemist's supplies include a few glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients including salt, distilled alcohol, powdered iron, and purified water.
A herbalism kit includes A few pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and five glass jars.
Skill Checks
If you have proficiency in herbalism kits, you can use your tool proficiency to give yourself advantage on certain skill checks.
Arcana
Your knowledge of nature and uses of herbs can add insight to your magical studies that deal with plant creatures and your attempts to identify potions.
Investigation
When you inspect an area overgrown with plants, your proficiency bonus can help you pick out details and clues that others might miss.
Medicine
Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival
You can identify most plants with a quick inspection of their appearance, smell, and their surrounding environment.
Common Recipes
Antitoxin
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead, Celestials, Aberrant or constructs.
Ingredients: Everfrost Berrie, Cat’s Tongue
Plume Fire
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an ranged weapon attack .
On a hit, the target takes 2d6 fire damage this attack has the ignite and Burst weapon property.
Ingredients: Fire Elemental Ember, Desertbloom or Ash Blossom
Bottled, smoke
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.
One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. 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.
Ingredients: Air Elemental Whisp, Ashblossom
Ink (Common)
1 ounce bottle used in writing.
Ingredients: Charcoal or natural coloring
Blasting Powder
This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
Ingredients: Sulfur, Charcoal, Salt peter
Potion of Climbing
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Ingredients: Giant Wolf Spider Hair, Earth Elemental Dust
Potion of Swimming *
The potion is made of layers of teal, light blue, and indigo fluid that resemble a deep ocean. Shaking the bottle fails to mix the colors.
When you drink this potion, you gain a swimming speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to swim.
Ingredients: Large Fish Scale (x3), Water Elemental Droplet
Vial of Acid
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Ingredients: Gray Ooze Residue, Crawler Mucus
Potion of Shield
The potion is a mix of swirling purple shades that seem to constantly swirl and move about even when set on a shelf.
When you drink this potion, you gain a shimmering arcane shield that protects you for 1 hour. when you drink this potion you may roll a number of dice equal to the amount of hit dice you have and of the same die type, the total of this roll becomes a pool of temporary hit pionts for the durration of untill all temporary hit points are used. you may only benefit from one ofe these at a time.
Ingredients: Turtle shell, Iron dust
Soothsalts
Soothsalts are derived from a naturally occurring crystalline. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours.
For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses.
Ingredients: Soothsalt Geode
Potion of Healing
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Ingredients: Red Amanita Mushroom
Soothing Salve
A sticky, sour smelling salve that can be applied to wounds. When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.
Ingredients: Sourgrass, Gillyweed
Muroosa Balm
This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour.
Ingredients: Flask of Oil, Muroosa twigs
Willowshade Oil
A dark blue oil can be extracted from the fruit of the Willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn.
Ingredients: Willowshade Fruit
Uncommon Recipes
Potion of luck
this potion lasts for 24 hours, during the duration you have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point or similar feature to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
Ingredients: Four leaf clover, Eye of a hare,
Ink (Uncommon)
1 ounce bottle used in writing: Sufficient for Lvl. 1-5 spell scroll crafting.
Ingredients: Charcoal, finely ground iron
Oil of Slipperiness
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium).
Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Ingredients: Flask of Oil, Crawler mucus, Amphibian Saliva
Potion of Animal Friendship
Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will.
Ingredients: Cat’s tongue, Quipper Scale
Potion of Fire Breath
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Ingredients: Ashblossom, Remorhaz Ichor
Potion of Growth
When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Ingredients: Sourgrass, everfrost berry, Giant Wolf Spider Hair
Potion of Giant Strength
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.
Ingredients: Frost Lichen, a sliver of fingernail from a corresponding giant
Giant Type | Strength Score |
---|---|
Hill | 21 |
Frost or Stone | 23 |
Fire | 25 |
Cloud | 27 |
Storm | 29 |
Potion of Resistance
When you drink this potion, you gain resistance to one type of damage for 1 hour. The damage type depends on the special ingredient added.
Ingredients: Hagfinger, plus a special ingredient
Damage Type | Ingredient |
---|---|
Acid | Crawler Mucus |
Cold | Frost Lichen |
Fire | Ashblossom |
Force | Amphibian Saliva |
Lightning | Lightning Moss |
Necrotic | Nightshade |
Poison | Everfrost berry |
Psychic | Aberrant |
Radiant | Sourgrass |
Thunder | Singing Nettle |
Potion of Waterbreathing
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Ingredients: Gillyweed, Hagfinger
Blight Ichor
This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour.
For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour.
Ingredients: Blight spores
Pomander of Warding
This ball of aromatic spices and perfumes fills an area with a 15 foot radius with a strong scent for 24 hours after being unwrapped. Undead creatures of CR 2 or lower that enter this area must make a Wisdom saving throw (DC 15) or be turned, as detailed in the Turn Undead cleric feature.
Ingredients: Hagfinger
Potion of Greater Healing
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Ingredients: Red Amanita Mushroom (2)
Tea of Refreshment
This warm drink removes one level of exhaustion from whoever drinks it.
Ingredients: Morning Dew, Cat's Tongue
Rare Recipes
Ink (Rare) *
Ingredients: Charcoal, finely ground iron, Willowshade Fruit
Invisible Ink *
1 ounce bottle of ink that can only be made visible with spells, traits or items that see the invisible, or by applying a mild acid.
Ingredients: Pixie's Parasol, Ink
Midnight Oil*
A small flask of inky black oil that resembles a night sky when viewed in a certain light. When the midnight oil is used to light a lantern, it emits bright light for 5 feet and dim light a further 5 feet for 8 hours. If a creature stays in the light emitted by this oil for the full 8 hours, they get all the benefits of a long rest without needing to sleep, provided they only engage in light activity such as reading, studying, talking, etc.
Ingredients: Flask of Oil, Pixie's Parasol
Oil of Dragon's Bane *
This oil can coat a single weapon for 3 uses, or up to 3 pieces of ammunition can be dipped in the oil for 1 use each. A dragon that takes damage from a weapon or piece of ammunition covered in the oil takes an additional 6d6 damage from the attack. The oil dries after 1 hour and becomes inert.
Ingredients: Dragon's Blood, Wyvern Poison
Potion of Gaseous Form
When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.
Ingredients: Ectoplasm, Singing Nettle
Oil of Etherealness
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
Ingredients: Ectoplasm, Flask of Oil
Potion of Clairvoyance
When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.
Ingredients: Morning Dew, Mandrake Root
Potion of Diminution
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
Ingredients: Pixie's Parasol, Moonstalker
Potion of Heroism
For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
Ingredients: Hagfinger, Cat’s Tongue
Potion of Invulnerability
For 1 minute after you drink this potion, you have Resistance to all damage. The potion's syrupy liquid looks like liquefied iron.
Ingredients: A piece of metal struck by lightning
Potion of Mind Reading
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Ingredients: Aberrant Tentacle, Moonstalker
Elixir of Health
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. It confers no benefit to undead or constructs.
Ingredients: Fairy Stool, Gillyweed
Potion of Superior Healing
You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Ingredients: Red Amanita Mushroom (3)
Tincture of Werewolf's Bane *
Any lycanthrope that drinks this tincture must make a Constitution saving throw. On a failed save, the lycanthrope takes 3d10 necrotic damage and must change to its humanoid form if it was not already in that form, after which the lycanthrope cannot change form for 24 hours. On a success, the lycanthrope only takes half that damage.
Ingredients: Wolfsbane, Silverthorn
Very Rare Recipes
Ink (Very Rare) *
1 ounce bottle of ink used in writing. Sufficient for Lvl. 9 spell scroll crafting.
Ingredients: Charcoal, finely ground iron, Willowshade Oil (3)
Oil of Sharpness
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
Ingredients: Ankheg Ichor, Silverthorn
Potion of Flying
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Ingredients: Air Elemental Whisp, Singing Nettle
Potion of Invisibility
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Ingredients: Skulk fingernail, Fairy Stool
Potion of Longevity
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.
Ingredients: Imp Heart, Red Amanita Mushroom
Potion of Speed
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
Ingredients: Eagle’s claw (4), Lightning Moss, Sugar
Potion of Truesight *
When you drink this potion, you gain truesight with a range of 120 feet for 1 hour.
Ingredients: Fairy Stool, Nothic Tears
Potion of Supreme Healing
You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Ingredients: Red Amanita Mushroom (4)
Potion of Vitality
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Ingredients: Morning Dew (2), Cat’s Tongue (2), Olisuba Leaf
Chemistry Supplies & Science Kit
Using Chemistry Supplies
Proficiency with Chemistry/Alchemist's supplies allows you to produce useful concoctions, such as Medications, Pills, Powders, Solutions and Medical Items. Some Items may requires other Tool proficiencies or Skills in order to make this will be Noted in the item description/material, if this is the case you may choose to use that Tool Proficiency during the skill challenge when creating that item and the Tool, Supply or kit must be present as well.
Skill Challenge
- Chemistry Supplies/Science Kit (Intelligence)
- Chemistry Supplies/Science Kit (Dexterity)
- Science
- Nature
- Medicine
Contents
Chemistry supplies include multiple glass beakers, a Gas Bunsen burner, a glass stirring rod, a small grinder, a Seperator and some common chemical ingredients/elements, H20, Acids and Bases.
Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients including salt, distilled alcohol, powdered iron, and purified water.
Skill Checks
If you have proficiency in Chemistery/Alchemist's Supplies, you can use your tool proficiency to give yourself advantage on certain skill checks.
Arcana
Proficiency with Chemistery/Alchemist's Supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation
When you inspect an area for clues, proficiency with Chemistery/Alchemist's grants additional insight into any chemicals or other substances that might have been used in the area.
Science
Proficiency with Chemistery/Alchemist's allows you to learn more information on science related skill checks involving elements Phyisics and similar subjects.
Concoction Creation
Concoction Type: Concoctions come in many different types, the concoction type is the specific material function of the item you create, for example will you create a liquid a powder, a pill or some are just items or materials, this is all dependent on the concoction and the items you have available during creation. If there is multiple When you create a concoction you must pick what type of concoction will be created.
Powders: Powders are used in many concoctions, base powders can be used in many functions like varies forms of ingestion, this is also the base component of pill pressing.
Serums: a serum is a very delicate, volatile or Unstable concentrated liquid used in most cases with syringes and injectors. These compounds are usually very delicate requiring, specific containers or handling procedure
Liquids: Liquids come with many uses, some may be consumed, some are used as a material in other crafts and maintenance like oil for a machine or Some may be used as a weapon, like acids and flammable liquids.
Salves/Balms/Creams: in most cases these are used as topical application fro biological to inorganic uses.
Items: this category covers a range of chemical based items, like smoke bombs, Flares and clotting gauze
The action used varies with each concoction type see chart below. In most cases if a Concoction has multiple says varies or not on the chart below, the action used will be listed in the Concoctions description.
Type | Action type |
---|---|
Powder | Varies |
Powder (Pill) | Bonus Action |
Serum (Syringe) | Special/Action |
Serum (Injector) | Bonus Action |
Liquid (Consumed) | Action |
Liquid (Material) | Varies |
Liquid (Weapon) | Varies |
Salve/Balm/Cream | Action |
item | Varies |
Concoction Description
Material: This section shows what is required by a person to create the Concoction. If there is a Skill listed here you may use it during its creation, if there is any type of artisans tools listed you must have them present during the creation and may be used in the skill challenge to create the item.
Trivial Concoctions
Anti Toxin
When taken, for the next 24 hours gain advantage on all Checks made to resist poisons. if used on a poisoned target the may make a new test at the start of each turn, on a pass they loose the condition.
Type: Serum
Materials: A sample of the same Venom or Poison
Black Powder
This volatile powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
Type: Powder, Item (Weapon)
Materials: Sulfur, Charcoal, Salt peter
Black light ink
1 ounce bottle of ink that can only be made visible with spells, traits or items that see the invisible, or by applying a mild acid.
Type: Liquid (item)
Materials: Sulfur
Clotting Gauze/Cotton
This looks like normal Cotton gauze but works much better then normal Wraps found in Medi-packs and first aid Kits.
Type: item
Materials: Cotton, Kaolin
As an action apply one use of this patch to heal 2d4 hit points.
Electrolytes
This is a powder but may be a Pill with a Pill Press.
May be taken as a an action, for the next 24 hours gain advantage on all Checks made to resist poisons. if used on a poisoned target the may make a new test at the start of each turn, on a pass they loose the condition.
Type: Consumed Liquid, Powder or Pill
Materials: Salt, Potassium,
As an action you may take this, after consumption you need half as much water as you would normally, this lasts for 24 hours.
Grenade, smoke
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.
One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. 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.
Type: Item
Materials: Potassium, lactose, dye, Tech Tools
Antibiotics
This may be a liquid and must be injected, Weather by needle or Injector or it can be a Pill if the Chemist has a Pill press
May be taken as a an action, for the next 24 hours gain advantage on all Checks made to resist diseases and gain resistance.
Type: Injection, Pill
Materials: A sample of the same Disease or Contagion
Ink
1 ounce bottle used in writing.
Type: item
Materials: Dye
Napalm
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the napalm as an improvised weapon.
On a hit, the target takes 1d6 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Type: Item
Materials: Crude Oil, Plastic or rubber
Energy Powder
When you consume this, double your speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make. The Powder is whitish brow and may be injected or ingested in some way.
Type: Powder, Pill
Materials: Caffeine, Coca
Vial of Acidic Chemicals
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Ingredients: Random corrosive materials
Flares/Illumination
Type: Item (1H Held)
Material: Potassium, Dye, Tech tools
When this device is held, you can use a bonus action to shoot a pyrotechnic flare into the air. The flare burns for 1 minute and can be used as a light source or for signaling someone across a distance. If used outdoors, the flare sheds dim light in a 120 foot radius and can be seen up to 3 miles away. Indoors the flare sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If used to attack a creature as a ranged attack, the flare deals 1d8 fire damage and you have disadvantage on the attack.
Simple Concoctions
Vaccination
you have spent countless hours attempting to aid those suffering from disease and have developed a number of treatments. this may be used to cure a target of a single disease afflicting them. Alternatively, the can be inoculated against that disease for the next 24 hours. any unused vaccines are considered inert after 24 hours.
Type: Injection
Materials: A sample of the same Disease or Contagion.
Pain Narcotics
This powerful pain management drug has a sedation like effect that may come with use.
As a bonus action this may be taken or given the target gains 5d4+5 temporary HP for the next 4 hours and they must make a Con save DC 15 or become lethargic having there movement halved and they may not take reactions and they may only use a bonus action or make one attack for the next hour.
Note: the DC increases by 5 if given within 4 hours of previous dose, you may not benefit from more then 25 total temporary HP from this drug. This drug is addictive so each time the drug is taken within the same day or two consecutive days of use you must make a COn save DC 15 or become addicted, consult GM for details.
Type: Injection, Powder, Pill
Materials: Opium x2
Lubricant
This Slippery viscous liquid is thick and heavy in the container, but it flows quickly when poured. The liquid can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium).
Applying the liquid takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the liquid can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours dependent on environmental conditions.
Type: Liquid item
Materials: Petrolium
Healing Injection
-.
As a bonus action this stim may be taken or given to heals 3D4 hit points.
Type: Injection
Materials: Stem Cells
Advanced Concoctions
Adrenal Stim
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
Type: Injection
Materials: Adrenalin (2), Sodium (3), Sulfur.
Intricate Concoctions
Rejuvination Treatments
When you inject this serum, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently use this, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years.
Type: Injection
Materials: Stem Cell Cultivation (5)
Anti Mutagen
Any sapien that take this is immune to receiving a Mutation for 1 year.
Type: Injection, Pill
Materials: any Animalkin genetic material (5)
Assassins Supplies & Poisoners Kit
Using Assassins Supplies
Proficiency with Chemistery/Poisoner's Kit allows you to create poisons from various materials and handle them without risking exposing yourself to their harmful effects. Some Items may requires other Tool proficiencies in order to make this will be Noted in the item description, if this is the case you may choose to use that tool Proficiency during the skill challenge when creating that item and the Tool, Supply or kit must be present as well and the Tool, Supply or kit must be present as well.
Skill Challenge
- Assassins Supplies/Poisoner's Kit (Intelligence)
- Assassins Supplies/Poisoner's Kit (Dexterity)
- Nature
- Arcana
- Science
Contents
Chemistry supplies: Chemistry supplies include multiple glass beakers, a Gas Bunsen burner, a glass stirring rod, a small grinder, a Seperator and some common chemical ingredients/elements, H20, Acids and Bases.
Poisoner's kit: Poisoner's kit includes some glass vials, a mortar and pestle, various common chemicals, and a glass stirring rod.
Skill Checks
If you have proficiency in Assassins Supplies/Poisoner's Kit you can use your tool proficiency to give yourself advantage on certain skill checks. Provided you have a Assassins Supplies/Poisoner's Kit available and you have learned a least one Poison recipe.
History
Your training in poisons can help you when you try to recall facts about infamous poisonings.
Investigation and Perception
Your knowledge of poisons has taught you to handle those substances carefully, giving an edge when you inspect poisoned objects or try to extract clues from events that involve poisons.
Medicine
When you treat the victim of a poison, your knowledge grants you insight into how to provide the best care to your patient.
Nature and Survival
Working with poisons enables you to acquire lore about which plants and animals are poisonous.
Common Concoctions
Basic Poison
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Type: Injury
Ingredients: Nightshade
Liquid Paranoia *
A creature who ingests this poison is inflicted with the frightened condition, with the source of fear being the next humanoid it sees within 5 minutes of ingestion. This fear lasts for 1 hour on a failed Wisdom saving throw (DC 15) or half as long on a success.
Type: Ingested
Ingredients: Moonstalker
Uncommon Concoctions
Assassin’s Blood
A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.
Type: Ingested
Ingredients: Basic Poison, Moonshade
Black Paste *
This poison was specifically designed to resemble leather or boot polish. If a piece of clothing is treated with this poison, it shines like new and forces creatures that wears it for a total of 12 hours (does not have to be consecutive) to make a DC 15 constitution saving throw. Upon a failed save, the creature receives 1d8 poison damage. Unless the poisoned piece of clothing is removed, the creature will have to repeat making the saving throw every 12 hours for the next 3 months.
Type: Contact via clothing
Ingredients: Black Cap Mushroom, Black Sap
Malice
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Type: Inhaled
Ingredients: Morning Dew, Black Sap
Pale Tincture
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Type: Ingested
Ingredients: Black Sap, Death Cap
Philter of Love
The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Type: Ingested
Ingredients: Fairy Stool, Serpent’s Venom
Potion of Poison
This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Type: Ingested
Ingredients: Potion of Healing, Dreamlilly
Truth Serum
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.
Type: Ingested
Ingredients: Fairy Stool, Mindflayer Stinkhorn
Rare Concoctions
Burnt Othur Fumes
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Type: Inhaled
Ingredients: Ashblossom, Moonshade
Drow Poison
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Type: Injury
Ingredients: Drider Venom, Mandrake Root
Essence of Ether
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Type: Inhaled
Ingredients: Nightshade, Mandrake Root
Oil of Taggit
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.
Type: Contact
Ingredients: Flask of Oil, Wolfsbane
Torpor
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Type: Ingested
Ingredients: Mandrake Root, Lightning Moss
Very Rare Concoctions
Midnight Tears
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Type: Ingested
Ingredients: Death Cap, Ankheg ichor
Deathsleep *
A creature that Ingests this poison must succeed at DC 19 Constitution saving throw or become poisoned for 24 hours. The poisoned creature appears to be dead, and only a successful Medicine check (DC 20) can determine otherwise.
Type: Ingested
Ingredients: Tea of Refreshment, Purple Worm Poison
Water of Death *
This liquid looks, smells and tastes like water. Even the majority of alchemic and magical tests on this liquid cannot distinguish it from water. Only the spell Identify cast as a level 7 or higher or detailed alchemic test, lasting 24 hours and costing 300 gp, will reveal that this liquid is actually one of the deadliest poisons in existence.
Made from rare mushrooms, herbs and poisons, any contact with this poison forces the subjected creature to make a DC 20 Constitution saving throw. On a failed save, the creature suffers blindness and deafness for 48 hours and becomes too riddled with pain to move for 24 hours. The creature’s maximum hitpoints is permanently reduced by 2d12 and receives 7d10 poison damage after 12 hours. On a successful save, the creature’s maximum hitpoints is reduced by 2d12 hitpoints and has blurred vision and muffled hearing for 24 hours.
The lost maximum hitpoints can only be restored by healing after ingesting a Potion of Vitality or by a Greater Restoration or a Regenerate spell cast at level 8 or higher.
Type: Injury, Ingestion
Ingredients: Black Cap Mushroom, Wyvern poison, Dreamlilly, Hagfinger
Tech Equipment & Tinker Tool's
Using Tech tools
Proficiency with Tech tools allows you to create electronic and technological devices. Some Items may requires other Tool proficiencies in order to make this will be Noted in the item description, if this is the case you may choose to use that tool Proficiency during the skill challenge when creating that item and the Tool, Supply or kit must be present as well and the Tool, Supply or kit must be present as well.
Skill Challenge
- Tech Tools (Intelligence)
- Tech Tool (Wisdom)
- Science
- Technology
- Nature
Contents
Tech Tool's: Tech Tools includes Multimeter, soldering iron, a stock tool box and a Protable Welder/Plasma Cutter.
Tinker Tool's: Tinkers Tool's includes a stock tool box
Skill Checks
If you have proficiency in Tech Tool's, you can use your tool proficiency to give yourself advantage on certain skill checks.
Technology
When diagnosis status of tech devices.
Science
Your training in Tech Tool's can help you when using tech devices to help in Research.
Investigation and Perception
Your knowledge of tech helps you find the presence of technology and devices.
Medicine
When you diagnosis and treating a patient with a tech device, your knowledge and academics in the pursuit of engineering helps know.
Tech Device Creation
Equipment Type: Most devices are built as a standalone piece of gear but some may be integrated into a Piece of gear this will all be noted in this section. You will see in this section what size and type the device is and what Gear location "Slot" it will occupy. If a device is "Held 2H or 1H" you must have the item in one or booth hands to used it.
If the device is listed as a either Eyewear, Headgear, Mouthgear, Torsogear, Backgear, Legwear, Armgear Handwear or footwear you may have one device in equipped in each place. If it is listed as Belt or Helm you may have 3 equipped at one time. If you are wearing armor it will have coverage listed in its description if the coverage occupies the same location as a gear slot you will have to choose witch one the armor or the gear, lighter armor allows for more devices to be worn. See chart below for what Armor coverage replaces Gear slots
Armor Coverage | Gear Slot used |
---|---|
Helm (Open) | Headgear |
Helm (Closed) | Headgear and Eyewere |
Torso | Torsogear |
Bracer | Armgear |
Gauntlet | Handwear |
Breeches | Legwear |
Sabatons | Footwear |
You will also see in this section if the device can be integrated in to armor, if the device is listed as Integration Armor you must Know the Plan and provide the armor as well as the material costs to do it. lighter Armor has less space within it to make integrations, this being said light armor may only have one integration per armor location, Medium Armors will allow 2 per armor location and Heavy will allow 3 per Armor location.
Device Descriptions
Energy: This section shows how long the item will last until you need to recharge the device. some devices will use this section even though they do not have a actual power source, as it may be spring loaded, but when the energy time is out the device needs to bee serviced.
Charges: Some devices have charges with each use the charges will deplete, once all charges are gone you must Recharge the device. the amount of charges used are noted in the device description.
Recharging a Devices: When a Device has used all its energy or its charges you must then spend the amount of time and material listed in the recharge section to recharge the device. If the required Recharge is a short or long rest you may only recharge one device that requires a rest per appropriate rest.
Materials: This section shows what is required by a person to create the device. If there is a Skill listed here you may use it during its creation, if there is any type of artisans tools listed you must have them present during the creation and may be used in the skill challenge to create the item.
Activating Devices Some devices provide a continuous benefit as long as the device is equipped or in workable condition. Other devices have an effect that requires you to take an action in order to activate it. The type of action required to activate the effect will be listed in the description of the devices. Some devises may require a outside power source, like a generator of socket power source.
Object Interactions. Most devices are easy to activate, requiring you only to flip a switch or twist a dial. A device with an effect of this type can be activated at the same time you either move or take another action (such as an attack action). Some devices which can be used as weapons may require you take both an object interaction and an attack action at the same time. You can activate a second devices effect that requires an object interaction on your turn by taking the Use an Object action. (See PHB pages 190 and 193 for more information about what sorts of actions can be combined with other actions.)
Actions. A device effect with an activation time of 1 action requires that you focus your attention on the device in order to use it.
Reactions. Some device effects can be activated as reactions. These effects are activated in response to some event. If a device can be activated as a reaction, the schematic description will tell you exactly when you can use it.
Stacking Devices Activations You cannot activate two device effects that both require 1 action during the same turn. You can activate both a gadget that requires 1 action and another gadget that requires only an object interaction by combining both activations into one action or by using the bonus action granted by your Fast Activation feature.
Device Attack Rolls and Saving Throws Some devices can be used as weapons, allowing you to make an attack roll. The ability score bonus added to this attack roll is listed in the text for the schematic for that particular device. it will call for the device user to make either a Melee attack, a Ranged attack or a Tech attack.
Device attack modifier = your proficiency bonus + Strength or Dexterity for melee attack, Dexterity for Ranged attacks and Intelligence for Tech Attacks. what
Device save DC = 8 + your proficiency bonus + the Tier of the Gears crafter
Nonmagical Nature Although some devices create effects which are similar to those created by certain spells and magic items, devices and their effects are inherently non-magical. A devices, or the effect created by a devices, cannot be detected or dispelled using abilities that work on magic. Spells such as Detect Magic, Dispel Magic, Counterspell or Antimagic Field have no effect on the operation of a devices.
Trivial Schematics
Audio Recorder
Trivial complexity device schematic
Equipment Type: Tiny object (Held 1H/Placed) / Integrated Armor (Bracer/Helm Closed)
Activation Type: 1 object interaction
Energy: 1 hour
Charges: None
Recharge: 1 Minute, 1 Micro Cell, Tech Tools DC 10
Material: Plastic/Metal, Wires (2),
This device allows you to record the sound of creatures and objects that can be heard within 60 feet of the device. You can begin recording by taking an object interaction to activate the device and you can take a second object interaction to stop the recording. When you activate the recorder, you can chose to record up to 30 minutes in length with a Tier 1 Audio recorder, stored recordings can be played back by taking an object interaction, this sound is audible during this action. this device has 1 Hour of use until it has to be recharged. A Tier 2 Audio Recorder can record up to 1 hour of recording, a Tier 3 can record up to 2 hours and a Tier 4 can record up to 4 Hours.
Antitheft Device
Trivial complexity device schematic
Equipment Type: Tiny Object (Torsogear) / Integrated Armor (Torso)
Weight: 2 lbs
Activation Type: Continuous
Energy: 7 days
Charges: None
Recharge: 5 mins, 1 Power cell and Tech Tools DC 10
Material: Power cell, Plastic/Sheet Metal, Wires (3), Circuit board
When this device is equipped, other creatures have disadvantage on any Dexterity (Sleight of Hand) checks that they make in an attempt to steal objects that are in your possession. Additionally, you automatically know when a failed attempt to pick your pockets has been made.
Clock/Watch
Trivial complexity device schematic
Equipment Type: Diminuitive or Tiny Construct (Held 1H/Handwear/Placed) / Integrated Armor (Bracer)
Activation Type: Continuous
Energy: 1 year
Charges: None
Recharge: 10 minutes, 1 Micro cell, Tech tools DC 10
Material: Micro cell (1), Sheet Metal/Plastic (1-3), Metal (1-3)
This small timepiece can be worn strapped to the wrist or held comfortably in the hand, even hung on a wall.
Chain whip
Trivial complexity device schematic
Equipment Type: Tiny Object (Held 1H/Belt/Bracer)
Activation Type: 1 object interaction
Energy: 7 days
Charges: None
Recharge: 10 min, Artificers Tools DC 10.
Material: Raw Metal (2)
When you take an object interaction to activate this device, a whip made out of a chain of interlocked metal teeth unfurls from your the intergrated object. The whip counts as a simple melee weapon which deals 1d8 slashing damage and has the reach and finesse traits. If you hit a creature of size large or smaller with this weapon, you can choose to pull the creature up to 10 feet closer to you. You can take a second object interaction to retract this device back into itself.
Data Scroll
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: Object interaction + Special
Energy: 7 days
Charges: None
Recharge: 4 hours on Raw power supply for 100%, Technology DC 10 (cord) or Tech tools DC 15 (no cord).
Material: Micro cell, Plastic/Sheet Metal, Wires (3), Circuit board.
Common throughout the Empire, but originaly found with the machine host on Mechrohime, the simple cogitation engine within a Data Scroll can hold a wealth of information, from personal journals to Historical texts to the collected tech patterns of the Machine host.
You can record any information transferable from a cogitator, such as local maps, familial records, or Factory outputs, onto your Data scroll as well as you can bring up a key pad to type and right notes on a blank page or use a stylist to wright and the its translated to text. each Data Scroll can hold a small library worth of text on just one Data Scroll.
Drone
Trivial + complexity device schematic
Equipment Type: Tiny Construct (Object)
Activation Type: Nero harness
Energy: up to 12 hours of continuous flight
Recharge: Short rest, 1 charged Power cell, Maintenance Tools,
Material: Artisans Equipment Micro cell, Plastic/Sheet Metal, Wires (3), Circuit board.
When this Schematic is learned you must Pick one of the below type to learn, the each Drone types has its own complexity and must be learned individually as see below.
Drone Type | Complexity |
---|---|
Utility | Trivial |
Cargo | Trivial |
Gun | Trivial |
Spotter | Simple |
Shield | Simple |
Hunter Killer | Advanced |
Note You must have a Drone Harness to control drones, the amount of drones you may control usually depends on the drone Harness and its wearer. Each of there profiles may be found in the Minions section of the Players Handbook.
Tier Upgrades
Furthermore you may modify a Drone during its creation enhancing it effectiveness. During the creation of a Drone you may gain two of the following Upgrades, each of the below upgrades must be learned as a separate plan with a complexity as listed below. as well as during the creation you upgrades are a higher complexity you must create the drone at the high complexity.
At each additional Tiers you may add 2 additional upgrade to a drone.
Upgrade | Complexity |
---|---|
Armor Plates | Trivial |
Structural Support | Trivial |
Enhanced Weapon | Simple |
Power Charger | Simple |
Enhanced Targeters | Simple |
Mini Missiles | Advanced |
Double Tap | Simple |
Enhanced Spot | Advanced |
Enhanced Shields | Advanced |
Upgrade Descriptions
Armor Plates (Any): Your Drone AC increases by 1. This Upgrade may be taken multiple times gaining an additional +1 AC.
Structural Support (Any): your Drone gains 5 HP. This Upgrade may be taken multiple times gaining an additional 5 HP.
Enhanced (Gun): Add one damage die to attacks made by this Drone. This may be taken twice resulting in 3d4 damage.
Potent (Gun or hunter killer): Your Drones weapon gains Potency (+) or gain one additional stage of potency, this may be taken to a max of Potent (+++).
Anti Tank (Gun or Hunter killer): this drones weapon gains (AP -1), this may be taken multiple times
Targeting enhancement (Gun): gain a +1 to all attacks and DC from attacks with this drone. This Upgrade may be taken multiple times gaining an additional +1.
Mini missiles (Gun): Your turret may as its action fire a barrage on mini homing missiles, you have 2 missiles, the missiles can target a single individual or you may pick 2 different targets or any combination of creatures you like within 30ft of the turret. The missiles automatically hit there targets and deal 1d4+1 damage each. you do not need to fire all the missiles at once.
You regain the use of this feature when you complete a recharge of the drone. You may take this more then once, if you do you may increase the missile count by 1 and the range by 10ft.
Double Tap (Gun): Your Drone may fire 1 additional time when making the attack action with this drone, though both attacks have a negative 5 - the Tier of the drone to all attacks and DC's of attacks. this may only be taken once
Enhanced Spot (Spooter): you apply 2 tracker lights each time it uses the spot ability. this may be taken more then once increasing the tracker lights gained by one, to a max of 5 gained.
Boosted Shields (Shield): your drone either gains + 10 shield capacity, +5 shield Recharge rate or has - 1 shield recharge delay each time you pick this upgrade.
Special warhead (Hunter Killer): your drones weapon now deals it damage dice of your choice of Fire, Cryo, Acid or lightning damage.
Energy Cell/Micro Cell
Trivial complexity device schematic
Equipment Type: Dimunitive object
Activation Type: Special
Energy: Special
Charges: 1
Recharge: Raw power source, cables and Tech tools DC 15, or Energy Cell Charger and Technology test DC 10
Material: Acid, Copper, Metal
You create one charged Power Cell. Power cells are a very common energy source used in all sorts of weapons and devices all a crossed the Empire and the known realms, it is about the size of pack of two packs of cards together. Additionally at every Tier beyond the first the crafter
makes one additional Power cell Furthermore the crafter may choose to make two charged Micro Cells in replace of a Power cell. A Micro cell is similar to a Power cell but is is about half the size and cylindrical like a Lithium Size battery.
Entropy Reducer
Trivial complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Open/Closed)
Activation Type: 1 reaction
Energy: 1 year
Charges: None
Recharge: 10 Minutes, 1 Micro cell, Tech tools DC 10
Material: Micro cell, metal Wires (3)
Whenever the wearer rolls a 1 on an attack roll, ability, check, or saving throw with this device equipped, you can use your reaction to activate it. If you do, re-roll the die. You must use the new roll.
Extradimensional Toolbox
Trivial complexity device schematic
Equipment Type: Tiny Construct (Any metal container/box no bigger the 1ft x 1ft) this may be carried in 1H or as Backgear
Activation Type: Continuous
Energy: 1 year
Charges: None
Recharge: 15 minutes, 4x Power cell, Tech tools DC 10,
Material: 4x Power cell, wires (2), Arcanium crystal worth 50g, Archemist Tools
This device creates an extradimensional space inside of a container such as a backpack or pouch. In addition to its normal carrying capacity, the container can hold an additional 20 pounds of items, not exceeding a total volume of 1 a cubic foot. The weight of items inside the extradimensional space is reduced to zero. The capacity of the extradimensional space increases by an additional 20 pounds and 1 a cubic foot at Tier 2 (40 pounds and 2 cubic foot), at Tier 3 (80 pounds and 3 cubic feet) and at Tier 4 (160 pounds and 4 cubic feet). Placing the container inside another extradimensional space, such as that created by a bag of holding, instantly destroys both items and opens a gate to the Astral Plane. The gate originates at the point where one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Fire Extinguisher
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Weight: 3 lbs
Activation Type: 1 action
Energy: none
Charges: 5
Recharge: 1/2 hour per charge, Potasium & Chemistry Tool DC 10 or 1 Gp of Chemicals per charge.
Material: Salt (2), Potasium, Chemistery tools, Artificers tools
As an action and 1 charge you spray fire retardant foam out of the device in a 15-foot cone. This foam extinguishes any uncovered, nonmagical flames and sticks to any creatures in the affected area. Creatures covered in this foam have advantage on saving throws versus non magical fire damage and resistance to non magical fire damage. The foam evaporates after 1d4 rounds. Once all charges are used, the device must be recharged and cannot be used again until that is done.
Flotation Device
Trivial complexity device schematic
Equipment Type: Tiny Construct (Chestgear) / Integrated Armor (Torso).
Activation Type: 1 object interaction
Energy: None
Charges: 1
Recharge: short rest
Material: Tech Tools DC 10
When you take an object interaction and 1 charge to activate this device, your tool belt becomes buoyant for one hour, allowing you to float on the surface of any calm body of liquid. You have advantage on all Strength (Athletics) checks to swim. If you activate this device while you are submerged in a liquid, the device carries you to the surface of the liquid at a rate of 60 feet per round. You can end this effect by taking a second object interaction.
Glow Beam
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Gauntlet/Bracer)
Activation Type: 1 object interaction
Energy: 6 hours
Charges: None
Recharge: 1 mins, 2x Micro cell
Material: 2x Micro cell, Technology DC 10
This device casts a bright light in a 50 foot cone and a dim light for an additional 50 feet in whatever direction you are facing. The light emits no heat. The light can be switched on or off by taking an object interaction. you use a object interaction to turn on/off.
Grappling Gun
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 action + 1 object interaction
Energy: Lifts 1000ft of cable with full weight. Work with DM for how much extra feet it may pull with less weight as it would take less energy.
Charges: 1 action Retracts 25ft of spool per round.
Recharge: 10 mins, 1 power cell, Tech tools DC 10
Material: Fine metal (3), power cell, wires
This device consists of a folding grappling hook connected to a 50 foot long cable hidden in a compartment on your weapon or made into a standalone devise. You may take an action to activate this device, causing the grappling hook to shoot upward, unspolling the cable behind it as it goes. You can take an object interaction to activate a winch which winds the cable back into the compartment.
If the grappling hook has been set, the winch will pull you and up to 250 pounds of equipment you are carrying upwards toward the grappling hook at a rate of 25 feet per round. At each Tier beyond the first the Length increases by 50ft, it may pull an additional 250 pounds and climbs/Spools at a rate 5 feet greater each round. This may be made into a Held 2H tiny Construct if you do it may hold double the amount of cable per tier.
Headlamp
Trivial complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Open/Closed)
Activation Type: 1 object interaction
Energy: 10 hours
Charges: None
Recharge: 5 mins, 1 Power cell, Tech tools DC 10
Material: 1 power cell, Fine metal, Glass
This device casts a bright light in a 30 foot cone and a dim light for an additional 30 feet in whatever direction you are facing. The light emits no heat. The light can be switched on or off by taking an object interaction.
Headsup Display
Simple device schematic
Equipment Type: Tiny Construct (Eyewear) / Integrated Armor (Helm Open/Closed)
Activation Type: constant
Energy: 7 days
Charges: none
Recharge: 1 Min
Material: 1 Micro cell, Tech tools DC 10
with this device active, you gain a bonus to all ranged attack equal to the tier of this gear and you gain advantage on checks made to determine a threat level of a target within 50ft multiplied by the Tier of this device. Furthermore you gain a bonus to your passive perception equal to the Tier of this device.
Halo Shield
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H/Placed)
Activation Type: 1 object interaction
Energy: 8 hours
Charges: None
Recharge: 10 Mins, 1 power cell
Material: 1 power cell, Tech tools DC 10
When you take an object interaction to activate this device, a water-resistant canopy appers above your head, shielding the area around you in a 5 foot radius from light rain and direct sunlight. You can retract the canopy by taking a second object interaction. This can be carried, placed or worn, in some cases it may be intergrated in to another device.
Kinetic Weapon
Trivial complexity device schematic
Equipment Type: Integration Weapon (Blade/Head)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 5
Recharge: 5 mins
Material: 1 Power Cell, Tech Tools DC 10
When this device is equipped, you can use an object interaction in conjunction with an attack action using the weapon that this device is integrated with and 1 charge to make a ranged attack with the weapon. For purposes of this attack, treat the weapon as though it had the Thrown (range 20/40) property. At each Tier beyond the first the range increases by 10/20 ft and 5 additional charges.
Lamp (Oilless)
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 object interaction (+1 action, special)
Energy: 5 hours
Charges: None
Recharge: 1 Min, 1 power cell
Material: 1 power cell, Technology DC 10
A Common portable Oilless Lamp, sometimes called "Glow Pack," are roughly the size of a clenched fist and can shine strong, yellowish light in a area, lasting roughly five hours before their power pack needs recharging or replacing. This emits bright light in all directions out to 30ft and dim light out to 60ft, this lasts for 5 Hours of constant.
Laser Designator
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction (+1 action, special)
Energy: None
Charges: 5
Recharge: 1 Min, 1 power cell, Technology DC 10
Material: 1 power cell, Technology DC 10
This device can be used to project a very intense point of light onto an object up to 50 feet away. The beam itself is invisible, except in very foggy or smoky conditions, and cannot be used as a light source. The projected point is bright and can be colored red, green, or blue depending on your choice. You can take an object interaction to toggle the beams color. the length of the beam increases by 250ft at each Tier beyond the first
Mark Target: You can take an action and 1 charge pointing at a target with this, all ranged attacks creatures make against the marked target gain a + 2 to the attack roll. If you use this function out of combat to let someone see something they don't, any creatures trying to see what your pointing at will have advantage on any checks made to do so. you may also use the below functions Burned Cornea. You can take an action and 1 charge to target the eyes of a creature that can see you within 30 feet. make a ranged attack roll, if you hit The target must make a Constitution saving throw or be blinded until the end of their next turn.
Microphone and Speaker
Trivial complexity device schematic
Equipment Type: Tiny Construct (Placed/2H) / Integrated Armor Helm (Closed)
Activation Type: 1 action
Energy: 8 Hours
Charges: None
Recharge: 1 Mins, 1 Power cell, 1 Micro Cell, Technology DC 10
Material: 1 Power cell, 1 Micro Cell, Technology DC 10
This device is a Small 1 ft x 1ft construct that acts as a speaker that has a tiny 1H device you speak in and the audio is projected through the speaker. the volume may be controlled with a nob on the cube. The speaker size may be increases by 1ft x 1ft for each Tier beyond the first. this results in a louder projection of the audio.
Mechanical Messenger
Trivial complexity device schematic
Equipment Type: Tiny Construct (Placed)
Activation Type: 1 action
Energy: 96 Hours
Charges: None
Recharge: 15 mins, 1 Power cell, Technology DC 10
Material: 1 Power cell, Fine metal (3), Wires (2), Artificers tools DC 15, Tech tools DC 10
You can take an action to activate this device, this tiny mechanical construct can fly 40ft. You specify a location which you have visited and the general description of a person (example: “an old man in a tall, pointed hat with a long white beard and bushy eyebrows”). You also speak a message of up to 1 minute per tier. The mechanical construct travels for up to 24 hours per Tier toward the specified location, covering about 2 miles per hour. When
the mechanical messenger arrives, it delivers your message to the person that you described, perfectly replicating the sound of your voice. The messenger delivers the message only to a creature matching the description you gave. After delivering the message, or if the mechanical messenger is unable to locate the intended recipient after 24 hours, the mechanical creature returns to you if able.
Molecular Reconstructor
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 action
Energy: none
Charges: 3
Recharge: 1 hours per charge
Material: 10 GP Chemicals per charge, Chemistry tools DC 15, Tech tools DC 15
When you have this device equipped, you can activate it by taking an action and one charge to touch a creature. The creature you touch regains a number of hit points equal to 1d6 + your Intelligence modifier. The amount healed increases by 2d6 and you gain 1 extra charge when you reach 5th level (3d6), 10th level (5d6), and 15th level (7d6). This effect works on both living creatures and constructs, but has no effect on undead, celestial, demon or abberition. Once all charges are used, the device must be reset and cannot be used again until you complete a short or long rest.
Furthermore you may cast the Mending cantrip at will, this does not count as a spell but more a Physical reconstruction on a molecular level.
O2 Anylizer
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 action
Energy: 60 rounds
Charges: 3
Recharge: 1 Hour, 1 power cell, Tech Tools DC 10, 5 GP of chemicals per charge, Chemistry Tools DC 10
Material: 1 power cell, Fine metal, Wires, Tech Tools DC 10, 5 GP of chemicals per charge, Chemistry Tools DC 10
You can use this device to identify a type of poison or disease that is affecting a creature. The afflicted creature must take an Action to breathe into the device. After 1d4 rounds of analysis, the device will indicate the type of disease or poison or the type of creature that produced the venom.
Synthesize Antidote. After analyzing the breath of an infected creature, you can take an action and one charge to synthesize an antidote or antitoxin against that poison or disease. Once begun, it takes the device 1d4 rounds to create the antidote. Drinking the antidote gives the infected creature advantage on their next saving throw versus the same disease or poison. Only the creature which provided the breath sample can benefit from drinking the antidote. Once used, the effect must be recharged and cannot be used again until you finish a short or long rest.
Magnetic Return Weapon
Trivial complexity device schematic
Equipment Type: Integrated Weapon (Hilt/Handel)
Activation Type: Continuous
Energy: None
Charges: 5
Recharge: 5 mins
Material: 1 Power Cell, Tech Tools DC 10
Whenever you make a thrown attack with the weapon that this device is integrated with, that weapon automatically returns to your hand at the end of your turn at the cost of 1 charge. At each Tier beyond the first this device has 5 additional charges.
Ore Detector
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 action (1 action, special)
Energy: None
Charges: 10
Recharge: 10 Mins, 1 power cell, Tech Tools DC 10
Material: 1 Power cell, Fine metal, Tech Tools DC 10
This device can be used to detect the presence of raw minerals and worked metal objects. As an action, and 1 charge you can use the device to scan a section of terrain or a container no larger than 15 cubic feet, such as a cave wall, closed barrel or a locked chest, safe, or footlocker. The device emits an audible whistle that indicates whether the container holds raw minerals or worked metal, including both mundane metal (such as bronze, iron, steel, copper, silver, and gold) and exotic metal (such as adamantine or cerimite). Only the presence of metal can be detected, not the exact type or form (coins, armor, etc.). The intensity of the whistle also allows you to determine approximately how much metal is held in the container, with a low-intensity tone indicating less than 5 pounds (the same approximate weight as 250 coins) of metal, a medium-intensity tone indicating 6-19 pounds of metal, and a loud whistle indicating 20 pounds (1,000 coins) weight or more. this has 5 charges Once used, this effect must be recharged and it cannot be used again until you complete a short or long rest.
Rearview Monitor
Trivial complexity device schematic
Equipment Type: Eyewear / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: 1 month
Charges: None
Recharge: 10 Mins, 1 Micro cell, Tech Tools DC 10
Material: 1 Micro cell, Glass, Tech Tools DC 10
In addition to your normal field of vision, you can also perceive objects which are behind you. You cannot be surprised by any creature sneaking up behind you unless the are invisible.
Retractable Ice Cleats
Trivial complexity device schematic
Equipment Type: Tiny Construct (Worn over Footwear) / Integrated Armor (Sabatons)
Activation Type: 1 object interaction
Energy: 7 days
Charges: None
Recharge: 30 minutes, Artificers Tools DC 10
Material: Fine Metal, Artificers Tools DC 10
When this device is equipped, you can take an object interaction to deploy a small spikes from the bottom of your boots. While the spikes are deployed you ignore difficult terrain created by ice or snow but Hard terrain without ice or snow counts as difficult terrain for you usualy earth is fine. You can toggle this effect off by taking another object interaction to retract the spikes.
When the spikes are deployed, you can use your attack action to make an unarmed strike (kick) against a creature within 5 feet of you. The attack deals 1d4 Piercing damage if it hits.
Retractable Stilts
Trivial complexity device schematic
Equipment Type: Tiny Construct (Footwear/Legwear) / Integrated Armor (Breeches/Sabatons)
Activation Type: 1 object interaction
Energy: 7 days
Charges: None
Recharge: 30 minutes, Artificers Tools DC 10
Material: Fine metal, Artificers Tools DC 10 __ When this device is equipped, you can take an object interaction to unfold telescoping stilts out of your footwear, increasing your effective height by 5 feet and enabling you to reach objects which you could not otherwise. While the stilts are deployed, walking counts as difficult terrain. If you make a weapon attack or are hit by an attack you must make a DC 13 Dexterity (Acrobatics) check or be knocked prone. You have disadvantage on any check to resist being pushed. You can retract the stilts by taking a second object interaction.
Shield Generator
Trivial complexity device schematic
Equipment Type: Tiny Construct (Belt) / Integrated Armor (Torso)
Weight: 2 lbs
Activation Type: Continuous
Energy: 7 days
Charges: None
Recharge: 10 mins, 1 power cell
Material: 1 Power cell, Fine metal (3), Wires (2), and Tech Tools DC 10
A shield Generator is a small shield emitter that can generate a personal protective force field around an individual. Considered essential by many in the Empire, the Shield Generator distorts the image of the wearer with a shimmering cloak of protective energy. Incoming
attacks that strike the field will be refracted into multispectral electromagnetic bursts that dissipate harmlessly. there are varying levels of Shield Generators some may block massive amount of damage but take longer to recharge once depleted and then theres some that block less damage and recharge faster, there is even some that give resistance to certain damage types or even damage reduction. Most Shield Generators will be completely negated by magic weapons and spells, But some may be blessed or enhanced to do otherwise.
Shield Generators have 3 main characteristics the Shield Capacity, the Recharge Delay and the Recharge Rate, each are described below.
Shield Capacity: Each time you take damage and you have any shield capacity available you instead Soak the damage you then reduce the shield capacity of your shield generator by the damage taken until it is reduced to 0 then you take any remaining damage normally, at this point the Shield is Broken. Shield Generators may Soak damage from all types with the exception of Radiant, Necrotic, Poison, Psychic, Force and Thunder damage types, but they are Vulnerable to Lightning damage. If a wearer of a shield generator has a Damage reduction or resistance to a damage source it may not be applied to damage soaked by a shield generator.
Recharge Delay: After a shield is Broken you must complete an amount of rounds equal to your Shield Recharge Delay without taking any damage until your Shield will recharge its recharge rate. If your Recharge delay should reach be zero, the shield will gain its recharge rate at the start of each round regardless of being struck.
Recharge Rate: At the start of the turn after you waited a number of rounds equal to the Recharge Delay on a Broken shield generator, your Shield recharges an amount of its capacity equal its Recharge Rate. This happens at the start of each round until at its Shield capacity if full.
Special Traits: Some shield generators may have upgrades allowing for additional damage type blocked as well as things like bonus to AC, Abilities, Saves, Attacks ext as well as some more relic type shield generators will have special abilities that can be used or triggered, this will all be noted in the special traits section of the shield. Special traits come in 5 categories, Red, Green, Blue, Purple and Gold. Each generator may only have a certain number of each category Special trait dependent on how it was built.
Base Shield
Shield Capacity: 10
Recharge Delay: 5
Recharge Rate: 5
When creating a base Shield generator the engineer may tweek the components of the Shield making each shield different. When crafting a Shield you will gain a number of Shield adjustment points, these points are used to apply different adjustments to the Base shield generator making for many different types of base shield. the number of adjustment points you get per tier are all detailed in the charts below.
Tier Crafted | Number of Adjustment points |
---|---|
1 | 5 |
2 | 10 |
3 | 15 |
4 | 20 |
Shield Adjustments (Random D8)
Each of the below Shield adjustments cost 1 point per choice, each adjustment may be taken as many time as you wish unless otherwise said in the adjustments description below. Note only use rollers choice when rolling for a random shield Generator.
(1) Shield Capacity Up: +10
(2) Recharge Delay Down: -1 round
(3) Recharge Rate: +5
(4) Special Traits, Green and Red: This shield may have 1 or +1 Green trait/s and 1 or + 1 Red trait/s. This may only be taken a number of times equal to the shields tier.
(5) Special Traits Blue (Simple Schematic): This shield may have 1 or +1 Blue trait/s applied. This may only be taken twice.
(6) Special Traits Purple (Advanced Schematic): This shield may have 1 Purple trait applied. This may only be taken once.
(7) Special Traits Gold (Intricate Schematic): This shield may have 1 Gold trait applied. This may only be taken once.
(8) Rollers Choice: Pick one of your choice.
Special Traits
The below traits must be learned as a separate Plan, each of the trait colors has a related Complexity as seen below. All traits are optional you may choose to apply them or not and you do not need to fill all slots with a Trait.
Green Traits (Trivial Complexity) (Random 2d10)
Green Traits can be taken more then once Stacking the Effects. Some shield types may not be able to stack some effects. Furthermore each green traits may only be stacked a number of time equal to its tier. Note only use rollers choice when rolling for a random shield Generator.
- (2) Skilled: +1 to any one Skill check.
- (3) Enhancing: +1 to any one ability score
- (4) Saving: +1 to any one save
- (5) Warrior: +1 to melee attack rolls
- (6) Ranger: +1 to Ranged Attack rolls
- (7) Caster: +1 to Spell Attack rolls
- (8) Mobile: +5ft movement
- (9) Basic Resistance: Resistance to any one damage type thats not Radiant, Necrotic, Poison, Psychic and Force
- (10) Multi Protection: Your shield can soak damage from one of the following damage types, Radiant, Necrotic, Poison, Psychic, Force and Thunder.
- (11) Amped: Increase your shield capacity by 10.
- (12) Quickened: Decrease your shield Recharge delay by 1 round.
- (13) Charged: Increase your shield Recharge rate by 5.
- (14) Lethal: +1 Melee, Ranged or Ranged spell damage
- (15) Witch tuned: +1 Spell DC's
- (16) Focused fires: +1 weapon attack DC's
- (17) Focused Arcana: +1 to all Harness the arcane rolls as well as any rolls made to deny the arcane or to prevent a denial.
- (18) Blocking: +1 AC
- (19) Eager: +1 Initiative Bonus
- (20) Rollers Choice:
Red Traits (Trivial Complexity), (Random 2d10)
Red Traits can be taken more then once Stacking the Effects. Some shield types may not be able to stack some effects. Furthermore each Red traits may only be stacked a number of times equal to its tier. For each red trait chosen you may choose one additional Green Trait, this trait does not count as one of your slotted Green traits. furthermore when choosing Red traits you must roll randomly with 2d10 using the below numbers. Note only use rollers choice when rolling for a random shield generator.
- (2) Shattered: -1 AC
- (3) Missing: -1 to all weapon attack DC's.
- (4) Cutting: Each time you are damaged you take an additional 1 damage against all damage sources.
- (5) Nerfed: Decrease your shield capacity of a the shields by 10.
- (6) Slowed: Increase your shield Recharge delay of a the shields by 1
- (7) Weak: Decrease your Shield recharge rate of all shield types by 5.
- (8) Regression: -1 to any one ability score, Roll 1d6 chosen from the ability scores from top to bottom.
- (9) Unprotected: -1 to any one save, Roll 1d6 chosen from the ability scores from top to bottom.
- (10) Melee Bane: -1 to melee attack rolls
- (11) Ranged Bane: -1 to Ranged Attack rolls
- (12) Caster Bane: -1 to Spell Attack rolls
- (13) Immobile: -5ft movement
- (14) Non Lethal: -1 Melee, Ranged and ranged spell attack damage (To a Minimum of 1)
- (15) Caster Null: -1 Spell DC
- (16) Unskilled: -1 to any one Skill check, Roll a d20 choosing from the skill list from top to bottom with Technology and Science at the end.
- (17) Caster Bane: -1 to all harness the arcane rolls.
- (18) Uneager: -1 Initiative Bonus
- (19) Re-roll: place holder for now
- (20) Rollers Choice:
Blue Traits (Simple Complexity), (Random 2d8)
You may replace 2 Green Traits with one Blue Trait
- (2) Fast hands: you may reload a weapon in hand as a bonus action or as a free action once per turn if you can already reload as a bonus action.
- (3) Dashing: You may Dash as a bonus action
- (4) Dodging: You may Dodge as a bonus action
- (5) Disengaging: You may Disengage as a bonus action
- (6) Hiding: You may Hide as a bonus action
- (7) Enhanced Resistance: Resistance to one of the following damage types, Radiant, Necrotic, Poison, Psychic and Force
- (8) Targeting: +1 to all attack rolls and DC, including spell attacks
- (9) Jumping: your jump hight is doubled.
- (10) Quick charge: You may as a bonus action recharge this shield an amount equal to its recharge rate.
- (11) Roided: +1d4 to all melee damage rolls.
- (12) Dampening: Gain a damage reduction 1+1 per tier against all damage types that your shield can soak.
- (13) Concussive: When the shield is Broken each creature within 5ft of you must make a Strength saving throw DC 8 + Proficiency of wearer + Tier, being knocked prone on a failure.
- (14) Amped Shot: The first shot fired by a ranged weapon while your shield is at full shield capacity deals and additional 1d12 lightning damage per tier. After this shot is fired, you reduce your shield capacity by 5 per tier.
- (15) Amped Strike: The first attack made by a melee weapon while your shield is at full shield capacity deals and additional 1d12 lightning damage per tier. After this strike is made, you reduce your shield capacity by 5 per tier.
- (16) Rollers Choice:
Purple Traits (Advanced Complexity), (Random 1D8)
Purple traits are very powerful and come in many was much like a class ability or feature. Note only use rollers choice when rolling for a random shield generator.
- (1) Health Pucks: each time this shield is Broken your shield distributes a number of health Pucks equal to 2d4, to adjacent unoccupied Squares Starting at the 9 o'clock position moving clockwise, if a space is occupied place in the further adjacent square. Whenever a friendly character enters a square with health puck and they have less health then there total the puck is consumed and that character gains 5 HP.
- (2) Shield Pucks: each time this shield is Broken your shield distributes a number of shield Pucks equal to 2d4, to adjacent unoccupied Squares Starting at the 9 o'clock position moving clockwise, if a space is occupied place in the further adjacent square. Whenever a friendly character enters a square with shield puck and they have less Shield then there total shield capacity the puck is consumed and that character gains 5 Shield Capacity.
- (3) Elemental Nova: When the shield is Broken each creature within 5ft of you takes 1d8 per tier of a chosen damage type, each target must make a dexterity saving throw DC 8 + Proficiency of wearer + Tier, taking half damage on a success.
- (4) Trigger Happy: The wearer of this shield may make one extra ranged attack per turn when making the attack action provided you made all ranged attacks that turn.
- (5) Hack and Slash: The wearer of this shield may make one extra Melee attack per turn when making the attack action provided you made all melee attacks that turn.
- (6) Slasher: The wearer of this shield may make one extra Melee attack per turn when making the attack action.
- (7) Re-roll: Place holder for now.
- (8) Rollers Choice:
Gold Traits (Intricate), (Random 1d3)
Gold traits are the most powerful most apply spell like effects and may even have charges to use with multiple features.
- (1) Hastened: Once per Short rest the wearer of this shield can as a bonus action apply the effects of the haste spell, it last for only 5 rounds, does not require concentration or a harness the arcane roll and can not be dispelled. Furthermore when the duration is complete you not only suffer the lethargic condition but you also gain 1 level of exhaustion, until a long rest is completed.
- (2) Stealth Boy: Once per Short rest the wearer of this shield can as a bonus action Become Invisible for up to one minute this acts just like the invisibility spell.
- (3) Shunting: this has a number of charges equal to the Tier this shield is, at the cost of one charge you may teleport up to 60ft with the same capabilities of the Dimension Door spell.
Spy Bug
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H/Placed)
Activation Type: 1 action
Energy: 1 hour
Charges: None
Recharge: i minute
Material: 1 Micro Cell, Tech Tools DC 10
You can take an action to activate this device, which takes the form of a tiny mechanical insect such as a beetle, cockroach, or cricket. The Machine has AC 10, 1 hit point, a movement speed of 30ft, and cannot attack. It can take no actions on its own, but you can control the mechanical insect via a wireless communications link sent to a Advanced Personal advisement Display module or a Plasma Screen. While controlling the clockwork you perceive through the clockwork’s senses and are deaf and blind with regard to your own senses. The wireless link is lost and the device is deactivated if the mechanical insect moves further than 250 feet away from you or if you take an object interaction to disable it. Starting at 10th level, your spy bug gains a flying speed of 50 feet in addition to its walking speed and the range at which you can control the device increases to 500 feet.
Squat Militia Tool
Trivial complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 object interaction
Energy: 1 month
Charges: None
Recharge: 30 minutes
Material: Artificers Tools DC 10
This hand held device consists of numerous miniature tools which can be folded into or out of the body of the device by taking an object interaction. The tools available vary depending on the needs of the engineer that made it, but likely include tools such as an awl, can opener, chisel, corkscrew, file, fingernail clippers, fire striker, fish scaler, hook, knife, lock pick, magnifying glass, measuring spoon, muddler, pliers, ruler, scissors, screwdriver, spanner wrench, spatula, spork, thermometer, toothpick, tweezers, vegetable peeler, wire cutter, and a whistle, among others.
Spring-Loaded Scabbard
Trivial complexity device schematic
Equipment Type: Tiny Construct (Bracer/Boots)
Activation Type: 1 object interaction
Energy: 7 days
Charges: None
Recharge: 30 mins
Material: Artificers Equipment DC 10
When you create this gadget you must pick any one handed weapon that does not have the Large or Bulky weapon property. When this device is equipped, you can draw the weapon that is stored within the gadget as Free action. This weapon can be wielded as if it was held but does not require you to hold the weapon with any hands. Footwear intergrations may only have light weapons intergrated with it. Now this device is most suited to knifes, swords or daggers, but others weapon types may work, consult GM for clarifications.
Water Condenser
Trivial complexity device schematic
Equipment Type: Small Construct (Placed)
Activation Type: 1 Action
Energy: 1 week
Recharge: 10 mins
Material: 4x Energy Cell, Tech Tools DC 10
This device condenses water vapor out of air and stores the water in a bladder on your tool belt. As an action you can decant up to 1 gallon of clean, fresh water. Once every hour.
Simple Schematics
Adhesive Gun
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 2H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 5
Recharge: 2 Hours
Material: 3 GP Chemicals per charge, Chemistry Tools DC 10, Tech tools DC 15.
When this device is equipped, you can use an object interaction in conjunction with a Ranged attack action and one charge to shoot a stream of sticky Adhesive out this device. Make a ranged attack against a creature of size large or smaller that is within 30/60 feet of you. If you hit, the creature is restrained by the adhesive. As an action, the restrained creature can make a Strength saving throw to break free from the webbing. The effect ends if the adhesive is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. at each tier beyond the first the AC increases by 2, the DC to break is increases by 5 and the adhesives Hit points increase by 5.
Antigrav Gloves
Simple complexity device schematic
Equipment Type: Tiny Construct (Handwear) / Integrated Armor (Gauntlet)
Activation Type: 1 object interaction
Energy: 1 hour
Charges: None
Recharge: 1 Minute
Material: 1 Micro cell, technology DC 10
When this device is equipped, you can take an object interaction to activate it. Your push/drag/lift capacity is doubled for the next 5 minutes.
Blacklight
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 object interaction
Energy: 10 mins
Charges: None
Recharge: 1 Minute
Material: 1 Micro cell, Tech tools DC 15.
When you take an object interaction to activate it, this device casts a low intensity, violet colored light in a 5 foot cone in whatever direction you are facing. The light makes objects appear sharper and makes visible searches easier. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object that is illuminated by this light. The light lasts for 1 minute or until you switch it off by taking an object interaction.
Bladed Boots
Simple complexity device schematic
Equipment Type: Tiny Construct (Footwear) / Integrated Armor (Sabaton)
Activation Type: 1 object interaction + 1 attack action
Energy: 7 Days
Charges: None
Recharge: 30 minutes
Material: Artificers tools DC 15.
When this device is equipped, you can use an object interaction in conjunction with an attack action to attempt to hobble an opponent using a spring-loaded blade hidden in your boots. Make a melee attack roll against a creature within 5 feet of you. You add your Dexterity modifier and proficiency bonus to this roll. If the attack hits, it deals 1d4 piercing damage and the target’s must make a constitution save, on a fail there speed is reduced by -10 feet until it regains hit points equal to the amount of damage dealt by this attack. The damage done by this attack increases by an additional 1d4 when you reach 11th level (2d4), and 17th level (3d4). This may only be done once per turn and only once pert target.
Camo Cloak
Simple complexity device schematic
Equipment Type: Tiny Construct (Backgear)
Activation Type: Bonus action
Energy: none
Charges: 5
Recharge: 5 minutes
Material: 1 Micro cell, Tech tools DC 15.
When you activate this device, your cloak begins to change color to match your environment.
as a bonus action and 1 charge, For the next three minutes you have advantage on all Dexterity (Stealth) checks and you gain an additional +10 bonus to Dexterity (Stealth) checks as long as you remain motionless without moving or taking actions.
Compass/Altimiter
Simple complexity device schematic
Equipment Type: Diminutive Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: Continuous
Energy: none
Charges: None
Recharge: 1 min
Material: 1 Micro cell, Tech tools DC 15
When when observed, you always know which direction is north and what your approximate altitude or depth below ground is.
Cyclone Generator
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 2H)
Activation Type: 1 action
Energy: 1 min
Charges: None
Recharge: 10 minutes
Material: 1 Power cell, Tech tools DC 15.
When you take an action to activate this device, a strong wind gusts out of your tool belt in a direction of your choosing. The wind blows in a line 60 feet long and 10 feet wide. Each creature size Large or smaller that starts its turn in the line must succeed on a Strength saving throw or be pushed 10 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. A strong wind extinguishes open flames, and disperses gases and vapor. you may take an object interaction to end it this. This may be pointed in any direction.
Defibrillator
Simple complexity device schematic
Equipment Type: Small construct with two paddles each held in one hand can be (Backgear).
Activation Type: 1 object interaction
Energy: none
Charges: 2
Recharge: 10 mins
Material: 4 x Power cells, Tech tools DC 15.
When you take an object interaction to activate this device, as an action a creature within 5ft of this device can target an unconscious, dying creature within 5 feet of the device. That creature regains 1 hit point, this does not work on Undead, Abberations, Fae and Fiends
Energy cell recharger
Simple complexity device schematic
Equipment Type: Small Construct (Placed)
Activation Type: 1 object interaction + Special
Energy: Continuous
Charges: None
Recharge: Raw power source
Material: Raw power source.
This device mast be connected to a Raw power source, if so it has 5 charging ports each port can have 1 Power cell or 2 Micro cells plugged in, once a Energy cell or two Micro cells are plugged in it will be fully charged in 4 Hours and 2 Hours for just one Micro cell in a port.
Electromagnetic Grabber
Simple complexity device schematic
Equipment Type: Tiny Construct (Handwear) / Integrated Armor (Gauntlet)
Activation Type: 1 action
Energy: none
Charges: 5
Recharge: 5 mins
Material: 1 Power cell, Tech tools DC 15.
When this device is equipped, you can take an action and 1 charge to target a creature within 30 feet of you that is wielding a weapon or holding an object made of metal that weighs 5 pounds or less. The target must make a Strength saving throw. On a failed save, they drop the object, which flies through the air and into your hands. You may also target a metal object of 5 lbs or less, theres no test needed.
Eye Irritant Spray
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Gauntlet/Bracer)
Activation Type: 1 reaction or 1 Action
Energy: none
Charges: 5
Recharge: 1 Min
Material: Tech tools DC 15
When this device is equipped, you can use your reaction and one charge to impose disadvantage on the attack roll of a creature within 5 feet of you. An attacker that can’t be blinded is immune to this effect. Furthermore you may use the Blind ability below
Blind: As an action and 1 charge you may make a ranged attack against a creature within 10ft, if you hit the creature must make a constitution save or be blinded until the end of there next turn. For each Tier beyond the first the range increases by 5ft and the DC to resist increases by 2.
Firestarter
Simple complexity device schematic
Equipment Type: Dimunitive Construct (Held 1H) / Integrated Armor (Gauntlet)
Activation Type: 1 object interaction (1 action, special)
Energy: none
Charges: 50
Recharge: 3 hours
Material: 2 Sp Chemicals per charge, Chemistry Tools DC 15.
When you take an object interaction and 1 charge to activate this device, it produces a small flame for one round, which you can use to light a candle, torch, or campfire. last for about 1 round.
Flame Gout: You take an action and 10 charges to shoot a sheet of flames out of your gloves. Each creature in a 10-foot cone must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The fire has the ignight property. The damage dealt by the flames increases by 1d6 for each Tier this device is.
Food Irradiator
Simple complexity device schematic
Equipment Type: Small Construct (Placed)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: 10 mins
Material: 1 Power cell, Tech tools DC 15.
When you take an object interaction and one charge to activate this device, all nonmagical food and drink of a weight up to 10 pounds placed within the 2-foot cube, after a minute the food or drink is purified and rendered free of poison and disease, but not corruption.
Gyro Stabilizer
Simple complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: 10 mins
Material: 4 Micro cells, Tech tools DC 15.
As a bonus action and 1 charge, for the next 3 minutes you have advantage on Dexterity (Acrobatic) checks to avoid falling and you gain a + 10 to Acrobatics Checks used to balance.
Healing Infusion
Simple complexity device schematic
Equipment Type: Tiny Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 action (1 reaction, special)
Energy: none
Charges: 3
Recharge: 2 hours
Material: 1 Power cells, Tech tools DC 15. 10 Gp per charge in Chemicals, Chemistry Tools DC 15
When you use an action and 1 charge to activate this device you regain a number of hit points equal to 1d8 + your Intelligence modifier. The amount healed increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Once used, the device must be reset and cannot be used again until you complete a short or long rest.
Self Defense. When you are damaged by a single attack or effect that deals more than one-quarter of your hit point total, you can use your reaction to activate your healing infusion and using 1 charge. You regain a number of hit points equal to 1d4 + your Intelligence modifier. The amount healed increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Once used, the device must be reset and cannot be used again until you complete a short or long rest.
Hearing Amplifier
Simple complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: 24 hours
Charges: None
Recharge: 1 Min
Material: 1 Micro cells, Tech tools DC 15.
While this device is equipped you have advantage on Wisdom (Perception) checks that rely on hearing. But you suffer disadvantage on checks made against effects caused by Thunder damage and you have vulnerability to thunder damage.
Implanted Tracking Device
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 3
Recharge: 1, 1/2 hour per dart
Material: 10 Gp per dart, Tech tools DC 15, Artificers tools DC 15
When this device is equipped, you can use an object interaction in conjunction with an attack action to fire a spring loaded dart at a target you can see within 60/120 feet of you. You make a ranged attack roll. If the attack hits, the target takes 1d4 piercing damage and the dart implants a mechanical tracking device under the target’s skin. As long as the tracking device remains functional, you know which direction and approximately how far away from you the target is, up to a maximum range of 10 miles. The tracking device functions for 24 hours or until you take an object interaction to deactivate it. The presence of the tracking device is not immediately noticeable to the target unless they have a passive perception score higher than your device saving throw DC. An intelligent creature that is aware of the presence of the tracking device can chose to cut it out from under their skin using a bladed weapon that deals piercing or slashing damage. For every Tier this devices is beyond the first the device lasts for an additional 24 hours. This device may also be built into a 2 handed tiny construct, if this is done the device can hold 2 more tracker darts and the range increases to 120ft/240ft.
Inertial Dampener
Simple complexity device schematic
Equipment Type: Tiny Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 reaction
Energy: none
Charges: 3
Recharge: 5 mins
Material: 2 Power cells, Tech tools DC 15
You can activate this device as a reaction and 1 Charge whenever you are the target of an effect which would push, pull, slide, or otherwise cause you to move against your will. The inertial dampener allows you to reduce the amount of space you are moved by up to 5 feet. For each Tier this is beyond the first you can reduce the effect of forced movement by an additional 5 feet.
Jumppack
Simple complexity device schematic
Equipment Type: Small Construct (Backgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction + Continuos
Energy: none
Charges: 10 Power frame uses 2 charges per Jump
Recharge: 2 hours
Material: 5GP Chemicals per charge, Chemistry tools DC 15, 2 Power cell, Tech tools DC 15
A large backpack sized thruster device that can control a fall like a grave chute but it may be used to make controlled trust in in a direction, It allows Troops to maneuver with fast and savage attacks.
as an object interaction and 1 charge, You may now jump up to 40ft up and 40ft forward and you gain the slow fall feature Below. During this jump, if you don't end the flight on a hard surface you may fly half you initial jump distance allowed up and the same forward and make one Pivot of 90 degrees per turn. this may only be done for 5 rounds consecutively and then the Pack needs to be vented for 1 rounds. If your in a zero gravity environment, you can Maneuver up to 40ft normally and no venting is needed. At each additional Tier the jump distance increases by 10 ft and it has 5 additional Charges.
Slow Fall: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level. If you are venting you may not apply the effects of Slow fall or if you have no charges left.
Lie-Detecter
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer/Helm Closed)
Activation Type: 1 object interaction
Energy: 5 mins
Charges: None
Recharge: 10 mins
Material: 1 Power cell, Tech tools DC 15
You may take an object interaction to activate this effect. as long as you are looking at the device you gain advantage on any Insight checks made to perceive whether any creature who is speaking is intentionally lying or is telling the truth.
Memory Eraser
Simple complexity device schematic
Equipment Type: Diminutive Construct (Held 1H)
Activation Type: 1 action
Energy: none
Charges: 5
Recharge: 10 mins
Material: 5 Micro cells, Tech tools DC 15,
When this device is equipped, you can take an action to activate it, targeting one creature who can see you within 30 feet of you. The targeted creature must make an Intelligence saving throw. If they succeed, nothing happens. If they fail to save, they permanently forget the events of the last minute. This device cannot be used in combat or against hostile creatures. Memories lost this way can be regained only through the use of a Lesser Restoration, Greater Restoration or similar magic. At Tier 2 you can target 4 additional creature when you use this device, the DC to resist increases by 2 and creatures that fail their saving throw forget the events of five minute of time (5 creatures, DC +2, 5 minutes), at Tier 3 (10 creatures, DC +2, 15 minutes), and Tier 4 (20 creatures, DC+ 6 1 hour).
Medical bed
Simple complexity device schematic
Equipment Type: Large Construct
Activation Type: Continuous (+1 object interaction, special)
Energy: 3 days
Charges: 10
Recharge: 5 mins Hours
Material: 25 Gp Chemicals per charge, 1 Regenerative Fluids, Chemistry tools DC 15, 4 energy cells, Tech tools DC 15
When this device is equipped, you can not move from it, you require half the normal amount of food and water to sustain yourself, you gain advantage on any Constitution saves and whenever you would heal from Hit die during a rest, you heal the maximum.
Healing coma. When you use an object interaction and 1 charge to activate this device, you fall into a cataleptic state that is indistinguishable from death. For the next 1 Hour per charge used, you appear dead to all outward inspection and to spells and other device effects used to determine your status. During this time you are blinded and incapacitated, and your speed drops to 0. While in this state, you also have resistance to all damage except necrotic, psychic and force damage. In addition you gain advantage on death saves. Furthermore if you are diseased or poisoned when you activate this effect, the effect is ended after a duration determined by the GM or if you become diseased or poisoned while under the effect, the disease and poison have no effect or is ended after a duration determined by the GM.
Net Launcher
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 2H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 1
Recharge: 1 hour per net
Material: 20 Gp per net, Tech tools DC 15, Artificers tools DC 15
When this device is equipped, you can use an object interaction in conjunction with a ranged attack action using the net that this device is integrated with. The range of the net attack is 15/30. A Large or smaller creature hit by a net is Restrained until it is freed. A net has no Effect on Creatures that are formless, or Creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, Ending the Effect and destroying the net. at levels 5, 11 and 17 the AC increases by 2, the DC to break is in creased by 5 and the Hit points increase by 5
Nero Disruption Ray
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 action
Energy: none
Charges: 3
Recharge: 10 mins
Material: 3 Power Cells, Tech tools DC 15
When this device is equipped, you can use an action to shoot a ray of energy at a target you can see within 50 feet of you. This ray assaults and twists the creature’s mind, spawning delusions and provoking uncontrolled action. The target must roll a Wisdom saving throw. If it succeeds, the ray has no effect. If it fails the saving throw, the target can’t take reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn.
D10 | Action |
---|---|
1-2 | The creature babbles incoherently but doesn’t move and takes no further action this turn |
3-4 | The creature takes the dash action and uses all of its movement to flee directly away from the engineer that activated this effect. |
5-6 | The creature uses all of its movement to move in a random direction. It takes no further action during this turn. |
7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
D10 | Action |
---|---|
9 | The creature uses its movement to close the distance between it self and the engineer that activated this effect. It then takes an action to make an attack against the engineer, making a melee attack if the engineer is within its reach or a ranged attack otherwise. |
10 | The creature can act and move normally. |
At the end of each of its turns, the affected creature can make another Wisdom saving throw. The effect ends if the target succeeds on the saving throw or at the end of their third turn after they are targeted by this effect.
Night Vision
Simple complexity device schematic
Equipment Type: Tiny Construct (Eyewear/Held 1H) / Integrated Armor (Helm Open/Closed)
Activation Type: Continuous (+ 1 object interaction, special)
Energy: 8 hours
Charges: None
Recharge: 1 min
Material: 2 micro Cells, Tech tools DC 15 __ You may use an object interaction to turn on/off the NVGs. While this device is equipped and on you have darkvision out to a range of 60 feet and low out to 120ft. it does not take much to fit this to a helm, This may be worn on a mount and flipped up and down as a object interaction. doing this does not take allot and can be done by anyone with 5 GP worth of material and a successful technology skill test DC 10. If you fail you may retake the test with a +5 to the DC. If you fail twice you must acquire 3 GP worth of straps to replace what was broke.
Oil Slick Boots
Simple complexity device schematic
Equipment Type: Tiny Construct (Footwear) / Integrated Armor (Sabatons)
Activation Type: 1 object interaction
Energy: none
Charges: 3
Recharge: 10 mins
Material: 10 Gp oil per charge, Tech tools DC 15 __ As a bonus action and 1 charge you activate this Device, slippery oil shoots out of your footwear onto the ground in a 10 foot line behind you. The slick turns the affected area into difficult terrain for one minute. When the oil is deployed, each creature standing in the slick must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Parachute
Simple complexity device schematic
Equipment Type: Tiny Construct (Backgear, No Power frames)
Activation Type: 1 reaction
Energy: none
Charges: 1
Recharge: 15 mins
Material: Dexterity check DC 15
With this device equipped, you can use your reaction and 1 charge to deploy the chute causing you to fall at a rate of 60 feet per round until you reach a landing surface. When the creature lands, it must make a dex or strength save DC 15, if passed you take no falling damage and can land on your feet. During the decent you can do the following with a successful Strength or dexterity save DC 10; Slow decent to 30ft per round make a turn no more then 90 degrees.
Paranormal Scanner
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction
Energy: 1 hour
Charges: None
Recharge: 10 mins
Material: 2 Power Cells, Tech tools DC 15
When this device is equipped you can use a object interaction activate this device to scan for undead, Fae, Aberant or Fiendish beings in your vicinity, when a presence is detectet a tone as will as a searies of lights will increases as the presences power increases. You can sense how many creatures with the type of undead or Fiend are within 50 feet of you. You can sense nearby creatures either on your current plane of existence or in the ethreal or Shadow plane. You know the approximate number of creatures, creature size or power of the presence by and their approximate distance from you, but no other information about them. This increases by 50ft for each Tier beyond the first.
Personal Glider
Simple complexity device schematic
Equipment Type: Medium Construct (Backgear) / Integrated Armor (Torso, No Power frames)
Activation Type: 1 object interaction
Energy: 30 days
Charges: None
Recharge: 30 mins
Material: Artificers Tools, Tech tools DC 15
When you take an object interaction to activate this device your cloak/ back back becomes rigid glider wings, allowing you to glide down from a high place. You can fly at a speed of 30 feet for a maximum distance of up to three times the height of your starting point. (If you begin at a height of 30 feet, you can glide a maximum of 90 feet from your starting point.) If you are still airborne when you reach the maximum distance, you fall.
Picto screen
Simple complexity device schematic
Equipment Type: Tiny Construct (Placed)
Activation Type: 1 object interaction
Energy: 4 hour
Charges: None
Recharge: 1 min
Material: 1 Power Cell or Raw power source, Technology DC 10
This device may be from a small 6"x"6" screen up to a 2ft x 2ft Screen that is capable of projecting images from a data feed of some sort weather it be wired or wireless, the images and colors are usually different from screen to screen, this screen has the capability of projecting audio from the device through the same data feed. The quality of the video and the audio is dependent on the Tier. The crafter may also choose to make the screen an additional 2ft x 2ft for each Tier they are beyond the first. As an object interaction you may turn up or down the volume and switch between multiple data feeds. You may also create a small remote to serve the same functions from anywhere in line of sight of the plasm screen within 30ft.
Pop-Up Shield
Simple complexity device schematic
Equipment Type: Tiny Construct (Handwear) / Integrated Armor (Bracer)
Activation Type: 1 reaction
Energy: none
Charges: None
Recharge: 5 mins
Material: Tech tools DC 15
When this device is equipped, you can use your reaction when you are targeted with a melee or ranged attack to unfold a popout shield made of a strong but flexible synthetic material. You are considered to have proficiency with this shield whether or not you are proficient with shields and the shield does not occupy your hands. The shield provides you with half-cover (+2 to AC and Dexterity saving throws) until the end of your next turn. At 11th level this benefit increases to three-quarters cover (+5 to AC and Dexterity saving throws).
Power Frame (Simple Device)
Simple complexity device schematic
Equipment Type: Special All Armor slots, if you enter a Power frame you may not have any Devices or Armor greater then light Equipped.
Activation Type: See donning a Power Frame Below
Energy: 1000 Hours
Charges: None
Recharge: 1 Hour
Material: Charged Arcanium Core, Tech tools DC 15, Artificers Tools DC 15
the power armor of the Empire as undergone many changes over the years. all power armor starts with a Frame all frames are basicaly the same and give you enhanced physical abilities. The frame its self is is not very armored but it does allow the wearer some basic enhancements as seen below. Power frames come in all shapes and sizes, Small and large creatures may still use power frames but it must be built for the specific size category, most common frames are made for medium creatures of human size and shape but small and large frames can be found or a medium frame can be modified. Some races may not be able to find or even not be able to modify a frame to suit them. If there is any questions consult you GM. some races like the Dracarian Drake Sub race may be able to where a frame but will not be able to where a helm, treat yourself as having that slot filled by the appropriate type of armor wheb determining Power frame plate bonuses.
Power Frame Benefits
Armor | AC | Stealth | Properties | Ability Enhancements | Weight |
---|---|---|---|---|---|
Power Frame | 12 (Max dex +5) | Disadvantage | Special | +4 Str, +4 dex, +10ft Movement | 450 lbs |
Power Frame Properties
Servo Actuators: When wearing a power frame you count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift. Furthermore you gain the Larger than Most Ability as described Below.
Larger than Most You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.
Recoil Suppression: Provides the ability to fire Non Heavy two handed weapons with one-handed. if this is done attacks are made at a negative equal to your currant Proficiency bonus.
No Manual Dexterity: While protective, armored gloves are not ideal for fine manipulation, you have the following negatives while in power armor.
-
you can not wield any Tiny weapons
-
Suffer a -10 penalty on slight of hand and dexterity based skill tests that rely on fine manipulation of you fingers.
Length per Arcanium Core: Each Frame runs of a single Arcanium core a highly Technological device that borders on the lines of magic and Technology, this core provides a nuculer level of power. the core is placed into the frame gives the frame 1000 hours of run time as just the frame in normal operations. To install a Arcanium Core it takes about an hour and requires a charged core, Tech tools and a check at DC 15 and Artificers tools and a check at DC 15. if ether test is failed it may be re attempted at a DC of + 5, if the second attempt is failed the process must be done again.
Doning power Armor: To don power armor you must use an object interaction when you are within 5ft of the rear of the armor to open it, at the start of your next turn the armor will be open, you may then as an action climb into the suit, you must then use another object interaction to close the armor. After the armor is opened it will remain that way for 1 min or until you climb in or you use an object interaction on it within 5ft.
Power Armor Frame Parts with the right services a power armor frame may be upgraded and augmented to suit many different operational functions, Like armor plating or grave boots for use in the zero gravity of the Cosmos, whatever it may be you must follow a few guidelines when you upgrade your armor. A frame has 6 major locations the Torso, Left arm, Right arm, Left leg, Right leg and the Head. Each location may have one armor plat and as many integrations as you wish.
Power Armor Drain: Heavier armor and multiple device integrations will require more power as all system that you add to or integrated into your frame are powered by the Arcanium core. This power drain will take from the total hours of power you have until your Core needs to be changed. For armor plates this drain will be noted in the Armor plate description.
-
For Device integration you may integrate any amount of systems in any of the 6 Armor location on a frame, but this will be at a cost of 10 hours x tier of energy for each device that was integrated.
-
if you stay at a sustained Sprint for more than an hour a day you will drain a 50 of energy for each hour sustained beyond the first.
Power frame Plate
Each type of plate must be learned as an individual Schematic and when you create a plate you must Create and complete a skill challenge for each individual plate you are making.
Power Frame Plates
Each power frame has 6 plate locations.
Plate | AC bonus | Type | Ability adjustments | Weight | Complexity |
---|---|---|---|---|---|
Light | + 1/3 (Max dex -1 per - 3-6) | Lite | -5 movement with 3-6, -1 STR per 3-6 | 25 lbs | Simple |
Medium | + 1/2 (Max dex -1 per - 2-4) | Medium | -5 movement per 2-3, -1 STR per 1-3, -1 DEX per 1-3 | 75 lbs | Simple |
Heavy | + 1 (Max dex -2 per 1-3) | Heavy | -5 movement per 1-2, -2 STR per 1-3, -2 DEX per 1-3 | 125 lbs | Advanced |
Super Heavy | + 1, 1/3 (Max dex -1 each) | Heavy | -10 movement per 1-3, -2 STR per 1-3, -1 DEX per | 225 lbs | Intricate |
You gain further bonuses when you have different amounts of specific types of plates equipped as well as if you have all the same plates additional benefits are granted, See Below.
Super Heavy Plates
- For each Super Heavy plate you have attached you will reduce the energy by 100 Hours.
- If you have all Super Heavy type plates in all 6 locations you gain the following Power frame properties: Overpowered Servo Actuators and Bio Enhancement Module.
Heavy Plates
- For each Heavy plate you have attached you will reduce the energy by 75 hours.
- If you have all Heavy type plates in all 6 locations you gain the following Power frame properties: Overpowered Servo Actuators.
Medium plates
- For each Medium Armor Plates you have attached will Reduce the energy by 50 Hours.
- If you have all Medium type plates in all 6 locations you gain the following Power frame properties: Enhanced Servo Actuators.
Light plates
- For each Light Armor Plates you have attached will Reduce the energy by 25 Hours.
- If you have all light type plates in all 6 locations you no longer suffer disadvantage on stealth checks made.
Power Frame Upgrades
Below is a list of upgrades that my be applied to a Power frame, each of these upgrades will have to be learned as a individual Device schematic and when learned as well as when you create/install the upgrade, it will require Artificers equipment in addition to Tech Equipment. Each Upgrade will be listen in a specific Device Schematic category this will be what complexity the Schematic the learner/crafter needs to learn or acquired. There is no limit to the number of these upgrades a frame may have but some may not be taken with another upgrades, or may require another specific upgrade, if this is the case it will be noted in the upgrade description below.
Simple Schematic
Adimantite Plating: If all plates are Adamantite the wearer gains resistance to Bludgeoning, Piercing and Slashing damage. This cant be taken with Cerasteel Plating. This upgrade reduces the operations time of a frame by 50 hours. This also requires an amount of Adamantium equal to 100gp for each plate made.
Cerasteel Plating (This cant be taken with Insulation): If all plates are Ceresteal the wearer gains resistance to Bludgeoning, Piercing, Slashing, Fire and Acid damage. This upgrade reduces the operations time of a frame by 25 hours. This also requires an amount of Adamantium equal to 500gp for each plate made.
Insulation (This cant be taken with Leaded): the wearer of a frame with Insulation gains resistance to Lightning and Cold damage. This upgrade reduces the operations time of a frame by 25 hours.
Leaded: the wearer of a frame with Leaded gains resistance to Poison damage for sources of Radiation. This cant be taken with Insulation. This upgrade reduces the operations time of a frame by 25 hours.
Enhanced Servo Actuators: This frame no longer suffers the reduction to its movement ability Enhancement. If this is used with a frame that has 4 or more Super heavy plates you may only suffer no more then a -5 to you movement from your armor.
Reactive Servo Actuators: This frame no longer suffers the reduction to its Dexterity ability Enhancement. This may not be used with any Super heavy plate applied.
Overpowered Servo Actuators: This frame no longer suffers the reduction to its Strength ability Enhancement. This may not be used with any light plate applied.
Environmentally Sealed: Protects the wearer from the vacuum of space and other environmental hazards, while this suits helm is donned and sealed it gives the wearer Immunity to the Blinded and Defend conditions as well as resistance to Thunder damage. Furthermore the occupants are Immune poison and radiation damage sources sourced for out side the sealed chamber. There is also an o2 converter to provide adequate oxygen supply as long as the unit is powered and the helm includes an internal/external speaker and inbuilt microphone communicator.
Bio Enhancement Module: The wearer of this frame gains a +4 Constitution ability enhancement.
Advanced
Advanced Frame and wiring Harness: This frame may now have one more device integrations on each of its equipment slots.
Master-Crafted Alloy Plating: Gain immunity to Slashing, Piercing and Bludgeoning damage.
Master-Crafted Cerasteal Plating (Replaces Cerasteal Plating): Gain immunity to Fire, and acid damage.
Master-Crafted Insulations (Replaces Insulation): Gain immunity to Cold, and Lightning damage.
Full Audio Dampeners (Must have Environmentally sealed): Gain Immunity to Thunder damage.
Intricate
Artificers Addamantine Plating: Gain immunity to as well as a damage reduction -5 to Slashing, Piercing and Bludgeoning damage.
Artificers Cerasteal Plating (Replaces Cerasteal Plating): Gain immunity as well as a damage reduction -5 to Fire and acid damage.
Artificers Insulations (Replaces Insulation): Gain immunity to as well as a damage reduction -5 to Cold and Lightning damage.
Proximity Detector
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Helm Closed)
Activation Type: 1 action
Energy: none
Charges: None
Recharge: 5 mins
Material: Tech tools DC 15
You can use this device to set an alarm against unwanted intrusion. Take an action and choose a door, a window, or an area within 30 feet of you that is no larger than a 30-foot cube. For the next 8 hours or until you chose to deactivate the device using an object interaction, as long as you are on the same plane of existence an alarm alerts you whenever a size Tiny or larger creature touches or enters the designated area. When you set the alarm you choose whether the alarm is silent or audible. A silent alarm quietly alerts you that the ward has been triggered as long as you are within 1 mile of the warded area. This alarm will awaken you if you are sleeping. An audible alarm produces the sound of loud tone for 10 seconds within 100 feet of the warded area. You can chose to set the alarm in a new area after taking a short or a long rest.
Rebreather
Simple complexity device schematic
Equipment Type: Tiny Construct (Mouthgear) / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: none
Charges: None
Recharge: none
Material: none
You can breathe underwater while you have this device equipped.
Recovery Field
Simple complexity device schematic
Equipment Type: Tiny Construct (Placed)
Activation Type: 1 object Interaction
Energy: none
Charges: 2
Recharge: 10 mins
Material: 2 Power cells, Tech tools DC 15
During a Short rest you may activate this device and use one charge, if you do, you or any friendly creature within 30 feet of the device an extra 1d4 hit points per hit die spent during that short rest. The amount of hit points healed increases to 1d6 hit points for each Tier this is.
Respirator
Simple complexity device schematic
Equipment Type: Tiny Construct (Mouth or Mouth, Eye and Mouthgear) / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: 4 Hours in a contaminated enviornment
Charges: None
Recharge: 1 Action
Material: 10 Gp materials, Tech tool DC 15
Respirators take many forms: a flexible polyplas hood, a visored helmet, or a sophisticated face-mask. They use replaceable oxygen canisters and internal breath recyclers to protect the wearer from hostile atmospheres and toxic gasses.
While this device is equipped, and breathing through the Respirator, you are immune to breathable poisons and toxic atmospheres. you have advantage on saving throws made against harmful gases and vapors.
Retractable Flippers
Simple complexity device schematic
Equipment Type: Tiny Construct (Footwear) / Integrated Armor (Sabatons/Breeches)
Activation Type: 1 object interaction
Energy: 7 days
Charges: None
Recharge: 30 mins
Material: Artificers tools DC 15, Tech tools DC 15
When this device is equipped, you can take an object interaction to deploy mechanical flippers from the bottom of your boots. While the flippers are deployed swimming does not count as difficult terrain, but walking does. You can take a second object interaction to retract the flippers.
Smart Rounds
Simple complexity device schematic
Equipment Type: Diminutive Construct
Activation Type: 1 attack action
Energy: none
Charges: 1 per round
Recharge: none
Material: None
When you Make an attack roll with this munition equipped, you gain a bonus to the attack rolls equal to the Tier of this round.
Smokescreen Emitter
Simple complexity device schematic
Equipment Type: Tiny Construct (Torsogear/backgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction
Energy: none
Charges: 3
Recharge: 1 hour per charge
Material: 10 GP Chemicals per charge, Chemistry tools DC 15, Tech tools DC 15
When you take an object interaction and 1 Charge to activate this device thick, black smoke fills a 30 foot sphere around you. This smoke blocks line-of-sight and anything inside of this area is heavily obscured. This smoke lasts for 2d4 rounds unless dispersed by a moderate or greater speed wind.
Suppressor
Trivial complexity device schematic
Equipment Type: Diminutive Device (Weapon attachment Compensator) / Integrated weapon (Compensator)
Activation Type: Continuous
Energy: none
Charges: 100 rounds
Recharge: 5 mins
Material: 1 New suppressor, Artificers Tools DC 10
This barrel extension is specifically designed to conceal muzzle flash and muffle the sound of gunfire. When attached to a firearm weapon, this device greatly reduces the amount of noise that the weapon makes when you fire it. Attacking with the Firearm no longer automatically gives away your position.
Enemies cant here this weapon outside 100ft and they have disadvantage on perception rolls to hear the weapon being fired. this attachment cant be attached to a weapon with the Heavy Property with the exception of snipers. furthermore you must reduce both the the short and long ranges by 25% Round up to nearest 5 or 10.
Push Beam Emitter
Simple complexity device schematic
Equipment Type: Tiny construct (Held 2H) / Integrated Armor (Gauntlet/Bracers)
Activation Type: 1 object interaction +1 action
Energy: none
Charges: 3
Recharge: 5 mins
Material: 3 Power cells, Tech tools DC 15
This device consists of a Device that can focus sound into a beam of compressed energy. When this device is equipped, you can use an object interaction in conjunction with an attack action to make a ranged attack at a target you can see within 60 feet of you. You add both your proficiency bonus and Dexterity modifier to the attack roll. If the attack hits, the beam deals 3d6 Bludgeoning damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. At each Tier Beyond the first you gain an additional 1D6 damage, the distance you may move the target is increased by 5 ft and gain +2 to the DC to resist the push.
Sound Dampener
Simple complexity device schematic
Equipment Type: Tiny Construct (Worn over Footwear) / Integrated Armor (Boots)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: 10 mins
Material: 5 Micro cells, Tech tools DC 15
When you take an object interaction to activate this device, for the next 3 minutes you have advantage on Dexterity (Stealth) checks to move silently and you gain a + 10 to stealth rolls made as long as you move no more than half your speed.
Sunshades
Simple complexity Device schematic
Equipment Type: Tiny Construct (Eyewear) / Integrated Armor (Helm Open/Closed)
Activation Type: Continuous (+1 reaction, special)
Energy: none
Charges: 1
Recharge: 5 mins
Material: Tech tools DC 15
With this gadget equipped, you are shielded from the visual effects of direct sunlight.
Retinal Shield. With this device equipped, you can use your reaction to activate this effect whenever you have to make a saving throw versus an effect that could blind you. If you do, you have advantage on the saving throw.
Tazer
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Gauntlet/Bracer)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 10
Recharge: 1 min
Material: 1 Power cell, Tech tools DC 15
When this device is equipped, you can use an object interaction in conjunction with an attack action and one charge to make an melee strike against a creature within 5 feet of you. On a hit, the target takes 1d8 + your intelligence bonus lightning damage, and the must make a Constitution save or be Stunned until the end of there next turn. the target has disadvantage on the save if they are wearing armor made of metal. This attack’s damage increases by 1d8 for each Tier the crafter was.
Thermal Vision
Simple complexity device schematic
Equipment Type: Tiny Construct (Eyewear/Held 1H) / Integrated Armor (Helm Open/Closed)
Activation Type: Continuous (+ 1 object interaction, special)
Energy: 4 hour
Charges: None
Recharge: 1 Minute
Material: 1 energy Cells, Tech tools DC 15
When you use an object interaction to activate this device, You ignore any penalties due to visual conditions, Like Invisibility against targets with a body temp significantly different then its surroundings, out to a distance of 120ft.
Thermo Reactive blade
Simple complexity device schematic
Equipment Type: Integration Weapon (Any non Vibro Blade)
Activation Type: Object interaction + Continuous
Energy: 1 Min
Charges: 5
Recharge: 30 mins
Material: 1 Power cell, Tech tools DC 10
When this device is equipped, the weapon it is integrated into is outfitted with a Thermo Reactive blade that generates immense amounts of friction even when slicing the Air itself. You may use an object interaction to activate the Power module. After activating it, the device stays active for 1 min. Whenever you hit a target with this active you deal an additional 1d4 Fire damage. This bonus increases one additional 1d4 at each Tier beyond the first.
Universal Translator
Simple complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Closed)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: 5 mins
Material: 5 Micro cells, Tech tools DC 15
You may take an object interaction to activate this device. For the next three minutes you understand the literal meaning of any spoken language that you hear.
Visual and audio Recorder
Simple complexity device schematic
Equipment Type: Tiny Construct (Held 1H/Placed) / Integrated Armor (Helm Closed/Bracer)
Activation Type: 1 object interaction
Energy: 4 hour
Charges: None
Recharge: Short rest
Material: 1 Power Cell, Technology DC 10
This device allows you to record the sound of creatures and objects that can be heard within 60 feet of the device and see creatures and objects that are or pass by a cone in the direction the device is facing, out to a distance as far as sight can see. You can begin recording by taking an object interaction to activate the device and you can take a second object interaction to stop the recording. When you activate the recorder, you can chose to record up to 30 minutes in length with a Tier 1 Visual and Audio Recorder, stored recordings can be played back by taking an object interaction, this sound is audible during this action. this device has 4 Hour of use until it has to be recharged. A Tier 2 Audio Recorder can record up to 1 hour of recording, a Tier 3 can record up to 2 hours and a Tier 4 can record up to 4 Hours.
Weapon Reach Extender
Simple complexity device schematic
Equipment Type: Integration Weapon (Hilt/Handel)
Activation Type: Continuous
Energy: 1 Month
Charges: None
Recharge: 30 mins
Material: Tech tools DC 15, Artificers Tools DC 15
This device adds a telescoping handle to the weapon it is attached to. Treat the weapon that this device is attached to as though it has the reach trait. If it already has the reach trait, the weapon’s reach extends for an additional +5 feet.
Wrist Rocket Launcher
Simple complexity device schematic
Equipment Type: Tiny Construct (Handwear) / Integrated Armor (Bracer/Torso)
Activation Type: 1 action
Energy: none
Charges: 1
Recharge: 1 hour per rocket
Material: 10 Gp per rocket, Tech tools DC 15, Chemistry tools DC 15.
When this device is equipped you can use a Bonus action to activate it. If you do, you fire two explosive rockets out of the device. Each of the two rockets hits a creature of your choice that you can see within 60 feet of you. Each rocket deals 1d4 Bludgeoning damage + 1 Fire damage to its target. The rockets all strike simultaneously, and you can direct them both to hit the same, or different targets. At each tier this fires 2 additional rockets.
Advanced Schematics
Adaptive Armor
Advanced complexity device schematic
Equipment Type: Small Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 reaction
Energy: none
Charges: 5
Recharge: 30 mins
Material: 5 Power Cells, Tech tools DC 15.
With this device equipped, you can use your reaction and one charge to activate it whenever you are targeted by an attack, spell, or effect that deals acid, cold, fire, lightning, or thunder damage. Until the end of your next turn, you gain resistance to damage of the same type as the attack.
Adrenaline Infusion
Advanced complexity device schematic
Equipment Type: Small Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction
Energy: none
Charges: 3
Recharge: 30 mins
Material: 10 Gp per Charge, Tech tools DC 15, Chemistry tools DC 15.
When this device is equipped, you can use an object interaction and one charge to activate it. During the same turn that the device is activated, you can take one additional action on top of your regular action and a possible bonus action. This additional action can be used to take any action except the attack action only gives one attack regardless of the extra attack feature.
Antigrav Boots
Advanced complexity device schematic
Equipment Type: Tiny Construct (Footwear) / Integrated Armor (Sabatons)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: long rest
Material: 1 Power cells, Tech tools DC 15
When this device is equipped, you can take an object interaction and 1 charge to activate it. For the next 3 minutes you can float above the ground as if immune to the effects of gravity. You can change your altitude up or down when moving, up to a maximum of 20 feet above the ground. Walking while floating above the ground is very difficult and costs 2 feet of movement for every 1 foot you move. When the effect ends you float gently to the ground if you are still aloft.
Automated Defense Turret
Advanced complexity device schematic
Equipment Type: Tiny Construct (Placed)
Activation Type: 1 action
Energy: 10 minutes
Charges: None
Recharge: 30 mins
Material: 1 Power cells, Tech tools DC 15, Ammunition
When this device is equipped you can take an action to setup and activate an automated turret which uses the weapon that this device is integrated into. You must place the turret in an unoccupied 5 foot space within 10 feet of you.
The turret has a speed of 0, AC 10, 10 hit points, and is immune to psychic and poison damage. When you deploy the turret, you load it with 1 full ammunition source that is appropriate for that weapon. At the end of each of your turns, the turret automatically targets the nearest enemy creature and makes an attack action against that creature. The range and of the turret’s attack and how it shoots is the same as the weapon that the turret is integrated with. if the weapon has multiple firing modes the creator of this device decides with mode the turret will have when the create it, if it is automatic it may only be programed with one of the the ways of firing.
When the turret attacks you make a Tech attack roll. If the attack hits, the turret deals damage equal to the damage dice for the weapon that the turret is integrated into plus your Intelligence bonus. The turret fires the weapon each round as long as there is a valid target within range. The turret functions for ten minutes or until the weapon it is integrated with runs out of ammunition or it is reduced to zero hit points. You can also use an object interaction to power the turret down early.
When you reach 11th level, the AC of the turret increases by 3 (AC 13) and its hit points increase by an additional 10 (20 hit points). The AC and hit points increase again when you reach 17th level (AC 16, 30 hit points).
Displacement Pads
Advanced complexity device schematic
Equipment Type: Tiny Construct (Worn over Footwear) / Integrated Armor (Sabatons)
Activation Type: Continuous
Energy: 24 hours
Charges: None
Recharge: 10 mins
Material: 2 Power cells, Tech tools DC 15
Gain a climbing speed equal to your movement speed. Climbing does not require additional movement. Gain the ability to walk on water or move across light, thin or narrow surfaces that would not normally bear your weight. Finishing your movement on such surfaces still imposes the normal conditions and a DC15 Dexterity saving throw is needed to avoid normal consequences. At level 9 you can now finish movement on such surfaces without the normal consequences (e.g. finish a turn standing on water).
Drone Nero Link
Advanced complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Open/Closed)
Activation Type: Continuous
Energy: 24 hours
Recharge: 1 min, charged Micro cell
Material: 1 Micro cell, 2 Metal alloy, 3 Wires, 2 Uncommon Computer chips, 1 Rare computer Chip, Uncommon Metals, 1 Cloth, 1 rubber
When this device is equipped, You may control a number of Drones equal to 1 or your Intelligence bonus x your Proficiency bonus. Before this may be done you must spend a short rest with a Uncommon Computer or better, the Nero harness and any Drones you wish to command.
When a drone is controlled via a Drone Nero link, on each of the controllers turns they can command the creation telepathically (no action required). This may not be done if you are Unconscious or the drone is farther then 120ft of its controller unless otherwise specified. Drones follow all the normal rules for Minion including the number of units you may have, though you will use the wearers Intelligence bonus instead of charisma.
The wearer can see and perceive as if in the position of any drone it controls, though they must use the drones attributes to calculate any checks or saves.
Enhanced Eyeglass/Binoculars
Advanced complexity device schematic
Equipment Type: Tiny Construct (held 1H) / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: 7 days
Charges: None
Recharge: 5 Mins
Material: 1 Micro cells, Tech tools DC 15
While this device is equipped or held to the eye you have advantage on Wisdom (Perception) checks that rely on sight.
Ghost Anchor
Advanced complexity device schematic
Equipment Type: Tiny Construct (Placed)
Activation Type: 1 action
Energy: 1
Charges: None
Recharge: 20 mins
Material: 4 Power cells, Tech tools DC 15
When you activate this device by taking an action, chose a spot within 15 feet of you that you can see. you toos the device to that location The device projects an invisible sphere of energy in a 60 foot radius around the chosen point. This energy sphere exists both on your current plane of existence and also extends into the border region of the astral sea. If a creature inside of this sphere attempts to use any ability, cast any spell, or activate any magic item or other device which would cause it to enter
the another plane, that spell or effect fails. A creature already in the another plane that enters the energy sphere or ends its turn there must succeed on a Wisdom saving throw or be forced from that plane into the overlapping plane of existence. The projected energy sphere lasts for 1 minute unless you take an object interaction to end it sooner.
Grav lock Climbers
Advanced complexity device schematic
Equipment Type: Tiny Construct (Worn over Handwear and Footwear) / Integrated Armor (Sabatons)
Activation Type: Continuous
Energy: 8 Hours
Recharge: 1 mins
Material: 4 Micro cells, Tech tools DC 15
When this device is equipped, you have advantage on all Strength (Athletics) checks that you make to climb. Starting at 17th level, while this device is equipped climbing does not cost you extra movement.
Grenade Slinger
Advanced complexity device schematic
Equipment Type: Tiny Construct (Held 2H) / Integrated Armor (Bracer)
Activation Type: Continuous
Energy: none
Charges: None
Recharge: None
Material: Artificers Tools DC 15, Tech tools DC 15
When you make an attack using a Grenade with this gadget equipped, the range of the attack is increased to 50/100.
High Velocity Rounds
Advanced complexity device schematic
Equipment Type: Diminutive Construct
Activation Type: Continuous
Energy: none
Charges: 1 per rounds
Recharge: none
Material: None
This device increases the velocity of shots Fired by the weapon it is attached to. When you hit with an attack using this weapon you roll the weapon’s damage dice twice. The weapon deals damage equal to the higher of the two rolls.
Holographic Disguise
Advanced complexity device schematic
Equipment Type: Tiny construct (Torsogear/backgear) / Integrated Armor (torso)
Activation Type: Continuous
Energy: 10 minutes
Charges: None
Recharge: 5 Mins
Material: 2 Power cells, Tech tools DC 15
When you activate this device by taking an object interaction, it projects a three dimensional holographic image around you, making you—including your clothing, armor, weapons, and other belongings on your person—look different. You can seem up to 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the disguise is up to you: you might use the hologram to add or change a minor feature, make yourself appear to be wearing different clothing, or to look like a completely different person.
The changes wrought by this device, fail to hold up to physical inspection. For example, if you use the hologram to add a hat to your outfit, objects pass through the hat, and anyone who attempts to touch the hat would feel nothing or would feel your head and hair. If you use this device to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your device save DC. The disguise lasts for 10 minutes or until you take an object interaction to cancel it.
Jetpack (Basic)
Advanced complexity device schematic
Equipment Type: Small Construct (Backgear) / Integrated Armor (Torso no Power frame)
Activation Type: 1 object interaction + Continuos
Energy: 1 Hours
Charges: 1
Recharge: 4 hours, the Power cells should need changing after 100 hours of flight and the chemical replaced after 1 hours of flight.
Material: 50GP Chemicals, Chemistry tools DC 15, 4 Power cell, Tech tools DC 15
When you take an object interaction to activate or deactivate this device, you gain or lose a flying speed of 45 feet. If you are still airborne when this effect ends, you fall.
Life Form Scanner
Advanced complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 action
Energy: 1 hour
Charges: None
Recharge: 10 mins
Material: 1 Power cells, Tech tools DC 15
When this device is equipped you can use a object interaction to scan for living beings in your vicinity. You can sense how many small or larger sized creatures are within 100 feet of you. You know the number of creatures, the creature size, and their approximate distance and direction from you, but no other information about them. Creatures with the type Construct, Plant, Fiend or undead cannot be detected this way. This increases by 100ft for each Tier beyond the first.
Lightning Caster
Advanced complexity device schematic
Equipment Type: Tiny Construct (Held 2H) / Integrated Armor (Bracer)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 3
Recharge: 1 min
Material: 1 Arch back, Tech tools DC 15
When this device is equipped, you can use an object interaction in conjunction with an attack action using the weapon that this device is integrated with of a stand alone version to shoot a bolt of lightning at a target. The target takes 6d6 lightning damage if the attack hits, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. Once used, the device must be recharged and this effect cannot be used again until you complete a short or long rest.
Nero link
Advanced complexity device schematic
Equipment Type: Tiny Construct (headgear) / Integrated Armor (Helm Open/Closed)
Activation Type: 1 object interaction + Continuous
Energy: 24 hours
Charges: None
Recharge: long rest
Material: 1 energy cell, 6 Micro cells, Tech tools DC 15
this device has 6 transponders and the base module th base module is a tiny construct that last for 24 hours, while the module is on anyone with a transponder gains the ability to communicate with any other creatures with a transponder, telepathically. You can communicate telepathically with any creature that has an Intelligence score of at least 1 by sharing mental projections of words, images, sounds, and other sensory messages.
Mass Molecular Reconstructor
Advanced complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 action
Energy: none
Charges: 1
Recharge: 4 hours
Material: 25 GP Chemicals per charge, Chemistry tools DC 15, Tech tools DC 15
When you have this device equipped, you can activate it by taking an action and one charge. Chose up to three creatures you can see within 50 feet of you. Each targeted creature regains a number of hit points equal to 3d6 + your Intelligence modifier. You gain one extra charge, the amount healed increases by 1d6 and the number of targets increases by 1 when you reach 10th level (4d6, 4 Creatures), and by an additional 2d6 at 15th level (6d6, 5 Creatures). This effect works on both living creatures and constructs, but has no effect on undead, celestial, demon or abberition. Once all charges are used, the device must be reset and cannot be used again until you complete long rest.
Furthermore you may cast the Mending cantrip at will, this does not count as a spell but more a Physical reconstruction on a molecular level.
Mechanical Trap
Advanced complexity device schematic
Equipment Type: Tiny Construct (Placed)
Activation Type: 1 action
Energy: none
Charges: 24 hours
Recharge: none
Material: none
This device allows you to take an action to place a prebuilt, mechanical trap on the ground in an unoccupied location that is within 10 feet of you. When you place the trap you must chose both a damage type for the trap and
a trigger mechanism for the trap. You can choose acid, bludgeoning, cold, fire, force, lightning, piercing, poison, radiant, slashing or thunder damage. The available trigger mechanisms are shown below.
Trigger Mechanism
Trigger | Description |
---|---|
Location | a 5x5 foot area within 20 feet of the trap |
Proximity | a 15x15 foot sphere around the trap |
Timer | a number of minutes between 1 and 60 |
The trap becomes active at the beginning of your second turn after it is placed and remains in place and active until it is triggered or disarmed or until you take an object interaction to remotely disable it. When the trap is triggered, it deals 2d10 damage of the chosen type to everything in a 30 foot sphere around the point where it was placed. The damage done by the trap increases by an additional 1d10 (3d10 total) when you reach 11th level and again at 17th level (4d10 total). Creatures that take damage from the trap must succeed on a Dexterity saving throw or suffer a secondary effect. The secondary effect varies depending on what damage type the trap deals.
Trap Secondary Effects
Damage type | Description |
---|---|
Acid | Deals 1d10 additional damage at the beginning of each affected creature’s turn. Affected creatures may take an action to wash off the acid and stop the reoccurring damage. |
Bludgeoning | Deals twice the normal damage dice. |
Cold | Affected creatures have their movement speed reduced by half until the end of their next turn. |
Fire | The trap ignites any flammable objects in the area that aren’t being worn or carried. Thick, black smoke fills a 15 foot sphere around trap. The smoke blocks line-of-sight and anything inside of this area is heavily obscured. This smoke lasts for 1d4 rounds unless dispersed by a moderate or greater speed wind. |
Force | Affected creatures are pushed 10 feet away from the trap and knocked prone. |
Lightning | Affected creatures are incapacitated until the end of their next turn |
Piercing | Deals twice the normal damage dice. |
Poison | Affected creatures are poisoned. They may make a Constitution saving throw at the end of each of their turns to end the effect. |
Slashing | Deals twice the normal damage dice. |
Thunder | Affected creatures are stunned until the end of their next turn. |
Mind Shield
Advanced complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Open/Closed)
Activation Type: Continuous
Energy: none
Charges: None
Recharge: None
Material: Artificers tools, Tech tools DC 15
You cannot be targeted by divination magic or perceived through magical or technological scrying sensors while this gadget is equipped.
Particle Accelerator
Advanced complexity device schematic
Equipment Type: Tiny Construct (Handwear) / Integrated Armor (Gauntlet/Bracer)
Activation Type: 1 object interaction
Energy: none
Charges: 1
Recharge: long rest
Material: 1 Power cell, Tech tools DC 15
When you activate this device by taking an object interaction, the device accelerates your motor skills, allowing you to attack twice, instead of once, whenever you take the Attack action on your turn. If you already have the Extra Attack feature, then you take an additional attack on top of those already granted by this feature. This effect ends at the end of your third turn after it is activated.
Personal Sonar
Advanced complexity device schematic
Equipment Type: Tiny Construct (Headgear) / Integrated Armor (Helm Closed)
Activation Type: Continuous
Energy: 7 days
Charges: None
Recharge: long rest
Material: 1 Micro cell, Tech tools DC 15
When this device is equipped, you have blindsight out to a range of 30 feet.
Porotoplaser Distributer
Advanced complexity device schematic
Equipment Type: Small Construct (Placed)
Activation Type: 1 object interaction (+1 bonus action, special)
Energy: 1 min
Charges: None
Recharge: 4 hours
Material: 25 GP Chemicals per charge, Chemistry tools DC 15, Tech tools DC 15
When you have this device equipped, you can take an object interaction to activate it. Once activated, it projects a globe of positive energy in a 10 foot radius around you. On each of your turns, you may take a bonus action to cause one creature (including yourself) within the energy sphere to regain 1d8 hit points plus your Intelligence modifier. This effect works on both living creatures and Constructs, but has no effect on undead and Fiends. The energy projection lasts for 1 min.
Proton Coil
Advanced complexity device schematic
Equipment Type: Tiny Construct (Held 2H) / Integrated Armor (Gauntlet/Bracer)
Activation Type: 1 object interaction + 1 attack action
Energy: none
Charges: 3
Recharge: 15 mins
Material: 1 Plasma Cell, Tech tools DC 15
When this device is equipped, you can use an action using this device and 1 charge to shoot a bolt of energy at a target creature of size Large or smaller. You add both your proficiency bonus and Dexterity modifier to the attack roll. The target of this attack can be located on either your current plane of existence or in the another plane as long as you can see them. If the attack hits, the bolt of energy wraps around the target, rendering them restrained. At the beginning of each of its turns, the target may make a Wisdom saving throw. The effect ends if the target succeeds on the saving throw or at the end of their third turn after they are targeted by this effect. As long as the target remains restrained, you can use an action on your own turn to push or pull the creature up to 15 feet in any direction.
Spring Boots
Advanced complexity device schematic
Equipment Type: Tiny Construct (Footwear) / Integrated Armor (Sabatons)
Activation Type: Continuous
Energy: 7 days
Charges: None
Recharge: 30 mins
Material: Artificers Tools DC 15, Tech Tools DC 15
While this device is equipped, you can jump twice the normal distance, though you can’t jump farther in any one turn than your remaining movement would allow.
Spell Nullifier
Advanced complexity device schematic
Equipment Type: Tiny Construct (Headgear/Torsogear/Backgear) / Integrated Armor (Helm Open or Closed/Torso)
Activation Type: 1 reaction
Energy: none
Charges: 3
Recharge: 30 mins
Material: 1 power cell, Tech tools DC 15
When this device is equipped, you can activate it by using your reaction and one charge when you see a creature within 60 feet of you casting a spell. If you do so and the creature is casting a spell of 3rd level or lower, the spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Intelligence check with a DC equal to 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. Beginning at 17th level, if you roll a 20 on this check and the spell is 7th level or lower, the spell has no effect on its intended target and instead targets the creature that cast it instead.
Stim Infusion
Advanced complexity device schematic
Equipment Type: Tiny Construct (Torsotgear/Backgear) / Integrated Armor (Torso)
Activation Type: Continuous (+1 action, special)
Energy: 24 hours
Charges: 1
Recharge: 3 hours
Material: 25 GP Chemicals per charge, Chemistry tools DC 15, 1 Power cell, Tech tools DC 15
When this device is equipped, your stamina in boosted and you gain the following benefits:
- You can add half your Intelligence modifier to the number of days that you can go without food before you risk becoming exhausted.
- You have advantage on Constitution saving throws versus any effect that would give you a level of exhaustion, such as when making a forced march or attempting to survive drinking too little water.
- You require half the amount of sleep each night that you normally would.
Stimulant Injection. You can activate this effect by using an action and one charge. If activated, you must make a Constitution saving throw. If you succeed, you reduce your level of exhaustion by one. Once you have used this effect.
Surveillance Camera
Advanced complexity device schematic
Equipment Type: Tiny Construct (1 melee weapon)
Activation Type: 1 object interaction
Energy: 4 hour
Charges: None
Recharge: Short rest
Material: 1 Energy Cell, Tech Tools DC 10
This device allows you to supply a data feed of visual and the sound of creatures and objects within 60 feet of the device and see creatures and objects that are or pass by a cone in the direction the device is facing, out to a distance as far as sight can see. This Feed can be wired or wireless. a Plasma Screen or APAD is the most common ways to view the surveillance footage.
This device can be set to pan back and forth in a 90 degree arch or be controlled with a remote to zoom in and pan, you gain a +1 bonus to perception checks when looking through the surveillance cameras perspective, this bonus increases by 1 at every Tier beyond the first.
You may also be wired to a Raw power source, if so you will not need a Power cell. Furthermore if you know the Visual and audio Recorder Schematic you can record the surveillance footage.
Vibro Module
Simple complexity device schematic
Equipment Type: Integration Weapon (Pommel/Nob)
Activation Type: Object interaction + Continuous
Energy: 1 Min
Charges: 5
Recharge: 30 mins
Material: 1 Power cell, Tech tools DC 10
When created this weapon will gain the Vibro weapon property and all Sword and dagger weapons gain AP (-3) and Potent (++), as well as Axe and Bludgeoning type weapons gain AP (-2) and Potent (+).
Wheeled Heels
Advanced complexity device schematic
Equipment Type: Tiny Construct (Footwear) / Integrated Armor (Sabatons, no power frames)
Activation Type: Continuous
Energy: 7 days
Charges: 1
Recharge: 1 hour per charge
Material: 20 GP Chemicals per charge, Chemistry tools DC 15 for boost, 1 Power cell, Tech tools DC 15 for basic function
While this device is equipped, you can use a bonus action on each of your turns to take the Dash action.
Rocket boost. You can take an object interaction and 1 charge to Fire rockets built into your boots, causing your walking speed to be doubled and any creature that makes an opportunity attack against you has disadvantage on the attack roll. This effect lasts for one minute.
Weather Rocket
Advanced complexity device schematic
Equipment Type: Small construct Placed
Activation Type: 1 action
Energy: 6 hours
Charges: None
Recharge: none 1 use
Material: none
When you take an action to activate this device, you shoot a small rocket into the sky which explodes at a high altitude, releasing chemicals that alter the local atmosphere, changing the weather conditions for a radius of 5 miles around your location. You must be outdoors to activate this effect.
You can change the current weather conditions, including precipitation, temperature, and wind. It takes 1d4 x 10 minutes for new conditions to take effect. The effect lasts for 6 hours and then gradually returns to normal.
Consult the current weather conditions on the table below. You can change each of the conditions by 2 steps up or down. You can also change the direction of the wind to any direction you wish. At each additional Tier beyond the First you may increase the steps up or down by 1.
Precipitation
Stage | Conditions |
---|---|
1 | Clear |
2 | Light Clouds |
3 | Overcast or Fog |
4 | Rain or Snow |
5 | Torrential Rain or a Blizzard |
Wind
Stage | Conditions |
---|---|
1 | Calm |
2 | Moderate Wind |
3 | Strong Wind |
4 | Gale |
5 | Storm |
6 | Torential Rain or a Blizzard |
Temperature
Stage | Conditions |
---|---|
1 | Unbearable heat |
2 | Hot |
3 | Warm |
4 | Cool |
5 | Cold |
6 | Artic Cold |
Intricate Schematics\pagebreakNum
Bionic Infusion
Intricate complexity device schematic
Equipment Type: Tiny Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 action (1 reaction, special)
Energy: 1 Minute
Charges: 5
Recharge: 1 hour per charge, 10 mins for cell
Material: 20 GP Chemicals per charge, Chemistry tools DC 15, 1 Power cell, Tech tools DC 15
When you use an object interaction to activate this device you gain the following benefits:
- As an action and a number of charges you may roll 3d4 for each charge used and add that number of hit points to your HP.
- At the cost of 1 charge you gain a + 10 to all checks made to resisting the effects of the poison and diseases effects.
- As long as there is one charge still available, at the start of each of your turns, you regain 1 hit point.
- The pain suppressor reservoir uses one charge, each each charge can be used as a reaction to ignore one critical hit made against you, the attack will still hit but not count as a critical hit.
- You have advantage on all Constitution checks and Constitution saving throws.
- If the wearer is Stunned, you may use your bonus action and one charge to negates it.
- If you drop to 0 hit points, you can use one charge to make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. The DC of this saving throw increases by 5 each time this effect is triggered after the first in the same day.
Demineralizer
Intricate complexity device schematic
Equipment Type: Small Construct (Held 2H)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: 1 Min
Material: 4 energy cells, Plasma cell, Tech tools DC 15
When you take an object interaction and one charge to activate this device, you gain a burrowing speed of 10 feet which lasts for 5 rounds. You leave a tunnel 5’ wide and as high as you are tall in your wake.
Disintegration Ray
Intricate complexity device schematic
Equipment Type: Tiny Construct (Held 2h) / Integrated Armor (Bracer)
Activation Type: 1 action
Energy: none
Charges: 1
Recharge: 2 hours
Material: 30 GP Chemicals per charge, Chemistry tools DC 15, 1 Plasma cell, Tech tools DC 15
When this device is equipped, you can use an action to shoot a powerful beam of force out of your the device toward a target within 60 feet of you. The target can be a creature, an object, or a creation of magical force.
The target must make a Dexterity saving throw. If the saving throw succeeds, the device has no effect. If the saving throw fails, the target takes 5d10 + 20 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This effect automatically disintegrates a Large or smaller nonmagical object. If the target is a Huge or larger object, this effect disintegrates a 10-foot-cube portion of it. Magic items are unaffected.
Invisibility Generator
Intricate complexity device schematic
Equipment Type: Tiny Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction
Energy: 1 min
Charges: 1
Recharge: long rest
Material: 4 Power cells, Tech tools DC 15
When you use an object interaction to activate it, this device projects a light-bending sphere of energy in a 10 foot radius around you. The sphere renders you and all other creatures inside of it invisible to any creature that is outside of the sphere. Equipment that is worn or carried by a creature inside of the sphere is invisible as long as it is on the creature’s person. The sphere and its effect moves when you move. The effect lasts for one minute or until you take a second object interaction to cancel it.
Jetpack (Advanced)
Intricate complexity device schematic
Equipment Type: Tiny Construct (Backgear) / Integrated Armor (Torso no Power frame)
Activation Type: 1 object interaction + Continuos
Energy: 4 Hours
Charges: None
Recharge: 4 hours the Arcanium core should need changing after 100 hours of flight and the Chemical replaced after 4 hours of flight.
Material: 50GP Chemicals, Chemistry tools DC 15, 1 Arcanium Core, Tech tools DC 15
When you take an object interaction to activate or deactivate this device, you gain or lose a flying speed of 50 feet. If you are still airborne when this effect ends, you fall.
Lightning Generator
Intricate complexity device schematic
Equipment Type: Tiny Construct (Held 1H) / Integrated Armor (Bracer)
Activation Type: 1 action
Energy: none
Charges: 3
Recharge: 10 mins
Material: 3 Arch packs, Tech tools DC 15
When you take an action and one charge to activate this device you are bathed in a shower of sparks. Chose one of the following effects:
- Throw Lightning. A bolt of lightning forming a line 50 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
- Shield of Sparks. Until the beginning of your next turn, whenever a creature within 5 feet of you targets you with a melee attack, that creature takes 3d8 lightning damage and can’t take reactions until the beginning of their next turn.
- Static Charge. Creatures within 15 feet of you that are wearing metal armor are pushed up to 15 feet directly away from you. Until the beginning of your next turn any creature wearing metal armor within a 60 foot sphere around you must pay 2 feet of movement for every 1 foot they move in your direction. No creature wearing metal armor may get closer to you then 10 feet away.
Mind Manipulator
Intricate complexity device schematic
Equipment Type: Tiny Construct (held 1H/Headgear) / Integrated Armor (Helm open or closed/Bracer)
Activation Type: 1 action (+1 action, special)
Energy: none
Charges: 1
Recharge: 10 Mins
Material: 1 energy cell, Tech tools DC 15
When you activate this device by taking an object interaction in conjunction with a Ranged attack, you attempt to enforce telepathic link upon a creature that you can see within 50 feet. if you hit with attack, The creature must succeed on a Wisdom saving throw or be charmed by you. If you or creatures that are friendly to you are fighting the target creature, it has advantage on the saving throw.
While the creature is charmed, you have telepathic link to the creature as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “attack that creature,” “run over there,” or “fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can also use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the mind control. If the saving throw succeeds, the effect ends.
The mind control lasts for one hour unless you chose to end it early by using an object interaction. You can attempt to control the mind of another creature after recharging the device during a short or long rest. However, you can only control the mind of one creature at any one time.
Personal Teleporter
Intricate complexity device schematic
Equipment Type: Tiny Construct (Torsogear/Backgear) / Integrated Armor (Torso)
Activation Type: 1 object interaction
Energy: none
Charges: 5
Recharge: 10 mins
Material: 2 energy cells, Tech tools DC 15
When this device is equipped you can take an object interaction and one charge to activate it, teleporting yourself and all items you are carrying to a location within 60 feet of you that you can see. If you would arrive in a place already occupied by an object or creature you take 4d6 force damage and the device fails to teleport you.
Protoplaser Blaster
Intricate complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 action
Energy: none
Charges: 1
Recharge: 4 hours
Material: 1 energy cell, 30 GP Chemicals per charge, Chemistry tools DC 15, Tech tools DC 15
When this device is equipped, you can use an action to shoot a ray of positive energy at a target you can see within 40 feet of you. This ray restores health and causes the effected creature’s wounds to regenerate at a greatly increased rate. The creature regains 50 hit points. For the next minute as long as the target is conscious, it also regains 1 hit point at the start of each of its turns. This effect works on both living creatures and constructs, but has no effect on undead, Aberante, Fey or Fiends.
Quake Machine
Intricate complexity device schematic
Equipment Type: Small Construct (Placed)
Activation Type: 1 object interaction + 1 action to place
Energy: 6 rounds
Charges: None
Recharge: one use
Material: None
When this device is equipped, you can take an object interaction to place a seismic reactor onto the ground at a point within 10 feet of you. At the beginning on your next turn, the device triggers, creating a seismic disturbance that causes an intense tremor in a 50-foot radius circle around the point where you placed it. This tremor shakes creatures and structures in contact with the ground in that area, with the following effects:
- The ground in the area becomes difficult terrain.
- Each creature on the ground must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
- Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
- The tremor deals 50 bludgeoning damage to any structure
in contact with the ground in the effected area. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
The above effects repeat at the beginning of each of your next 5 turns, unless you take an object interaction to end the effect early.
Time-Dilation Zone
Intricate complexity device schematic
Equipment Type: Tiny Construct (Held 1H)
Activation Type: 1 action
Energy: 1 minute
Charges: 1
Recharge: 30 mins
Material: 1 Power cell, Tech tools DC 15
When you activate this device by taking an action, chose a spot within 30 feet of you that you can see. The gadget projects an invisible sphere of energy in a 40 foot sphere around the chosen point. The flow of time is altered for creatures inside the sphere.
Movement costs double for each creature inside the energy sphere, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. A creature that starts its turn inside the sphere can use either an action or a bonus action, but not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with an activation type of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete casting the spell. If it can’t, the spell is wasted.
The energy sphere lasts for 1 minute unless you end it early by taking an object interaction.
Artificers Equipment & Smiths Tool's
Using Artificers tools
Proficiency with Artificers tools allows you to shape and forge metal and create weapons and armor. Some Items may requires other Tool proficiencies in order to make this will be Noted in the item description, if this is the case you may choose to use that tool Proficiency during the skill challenge when creating that item and the Tool, Supply or kit must be present as well.
Skill Challenge
- Artificers Tools (Strength)
- Artificers Tools (Con)
- Nature
- Technology
Contents
Artificers Tool's: Artificers Tools includes Metal shears, a Crucible and a Protable Auto hammer.
Blacksmith Tool's: Smith’s tools include hammers, tongs, charcoal, rags, and a Whetstone.
Skill Checks
If you have proficiency in Artificers/blacksmiths Tool's, you can use your tool proficiency to give yourself advantage on certain skill checks.
Science
Your training in Artificers/Smiths Tool's can help you when collecting hard minerals.
Arcana and History.
Your Expertise lends you additional Insight when examining metal Objects, such as Weapons.
Investigation.
You can spot clues and make deductions that others might overlook when an Investigation involves armor, Weapons, or other metalwork.
Gathering & Harvesting
Rules for Gathering
Certain areas may contain certain harvestable plants, fungi, metal scraps or, rarely, animals and more advanced tech crafting items like wires and circuitry. To determine what good can be found in areas, make a nature check or investigation if in urban environment. If the check is:
- ≥10 all common plants, Scrap and fungi bound to that environment are identified
- ≥15 all common and uncommon plants, Scrap and fungi bound to that environment are identified
- ≥20 all common, uncommon and rare plants, Scrap and fungi bound to that environment are identified
The DM can decide to be more or less lenient depending on the area, a lush jungle may contain more interesting herbs and fungi than a windswept dessert.
Inspecting an area to make the check takes 30 minutes. If the DM allows it, a +3 can be added to the check for each additional 30 minutes spent on investigating the area to a maximum of +6. The player can repeatedly search an area without repercussions on the amount of ingredients obtained from an area.
Rules for Harvesting
Once an item is identified and the player can throw a d20 plus there intelligence bonus to determine if they can harvest the ingredient, they may add their proficiency bonus to the roll if you are proficient with the Tool, kit or supply that is associated with the item found.
Harvesting an ingredient takes 30 minutes. If the DM allows it, a +1 can be added to the check for each additional 30 minutes spent on investigating the area to a maximum of +5. The player must decide beforehand how long they want to spent on harvesting the ingredient.
If the player fails to harvest an ingredient, a d4 is thrown. On a:
- 1: the ingredient is destroyed
- 2: the quantity of the ingredient is reduced by half
- 3: the quantity of the ingredient is reduced by a quarter
- 4: the ingredient is unaffected
Attempting to harvest the ingredients can be done only once, failure results in the destruction of all harvestable ingredients.
Gatherable Plants & Fungi
Noted below are all fungi and plants that can be collected
Ashblossom
This tiny flower is bright red with a yellow centre, and is found growing only in hot environments. It deals 1d4 fire damage when ingested, but it can be used to brew many fire-related potions by a knowledgeable alchemist.
Rarity: Rare (DC 20)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 blossoms
Location: Deserts, Volcanos
Uses (4): Smokebomb, Potion of Fire Breath, Potion of Resistance (Fire), Burnt Othur Fumes
Black Cup Mushroom
This beautiful, blue-ish black, cup-shaped mushroom with an extremely poisonous bite is hard to miss against the green background of its surroundings, though best left alone. Touching this fungus without gloves or other protective gear forces the creature touching it to make a DC 16 Constitution saving throw. On a failed save, the creature take 1d10 poison damage.
Rarity: Rare (DC 20)
Gathering: Herbalism kit (DC 20)
Quantity: 1d4 stalks
Location: Forests, Marshes
Uses (2): Water of Death, Black Paste
Black Sap
This tarry substance harvested from the dark boughs of the death’s head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours.
For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses.
Rarity: Rare (DC 20)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 doses
Location: Sites of frequent or large scale death
Uses (2): Malice, Pale Tincture
Blight Spores
Bright red spores from Blightshrooms, growing exclusively in caves on the Blightshore and the Eastern side of the Penumbra Range. A creature exposed to a large dose of the spores must succeed a DC 16 Constitution saving throw or be Poisoned for 3d6 hours. While the creature is poisoned, it experiences the same effects as if it were under the Confusion spell. A restoration spell or a dose of antitoxin can remove the effect.
Rarity: Rare (DC 20)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 doses
Location: Blightshore Caves
Uses (1): Blight Ichor
Cat's Tongue
This mid-sized herbaceous plant has bundles of small, 5 bladed, purple/white flowers that quickly turn and ripen into fig sized pods. The pods have a slightly toxic outer shell revealing an inner fruit that has a tard taste and great nutritional properties.
Rarity: Common (DC 10)
Gathering: Herbalism Kit (DC 10)
Quantity: 2d4 pods
Location: Grassland, Forests
Uses (5): Potion of Animal Friendship, Potion of Heroism, Antitoxin, Tea of Refreshment, Potion of Vitality
Death Cap
Though unassuming looking with a slender, white stalk and white to lightly brown and on rare occasions greenish head, death cap is anything but harmless. 12 hours after ingesting the mushroom or an extract of it, a creature must make a DC 17 constitution saving throw or be poisoned. Once a creature is poisoned, it takes 2d8 poison damage and suffers severe stomach aches and cramps lasting 24 hours. If antidote is not taken during this period, the creature’s liver starts being degraded resulting in jaundice and takes 1d10 poison damage at midday until a Greater Restoration or Regenerate is performed or an elixir of health is consumed.
Rarity: Rare (DC 20)
Gathering: Herbalism Kit (DC 20)
Quantity: 1d4 heads
Location: Forests, dry areas of Swamps
Uses (2): Midnight Tears, Pale Tincture
Dreamlilly
A white, slightly silvery 5 pointed flower with an intoxicating smell. It can be soaked in warm water to create a psychoactive liquid that smells and tastes like your favorite beverage. A creature under the effects of dreamlily is poisoned for 1 hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead
Rarity: Common (DC 10)
Gathering: Herbalism Kit (DC 10)
Quantity: 2d6 flowers
Location: Grasslands, Coasts
Uses (1): Potion of Poison
Everfrost Berries
A babyblue, heartshaped berry the size of a blueberry known for their purifying properties. The plants these berries grow on are wholly immune to any frost damage, and are known for their abundance of fruit during harsh winters.
Rarity: Common (DC 10)
Gathering: Herbalism Kit (DC 5)
Quantity: 3d6 berries
Location: Grasslands, Forests
Uses (3): Potion of Growth, Potion of Resistance (Poison), Antitoxin
Fairy Stool
This small pink mushroom is most often found in fairy rings. Ingesting it causes blindness for 1 minute on a failed Constitution saving throw (DC 20), along with vivid hallucinations.
Rarity: Rare (DC 20)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d4 stalks
Location: Feywild, Forests
Uses (5): Potion of Invisibility, Potion of Truesight, Elixer of Health, Philter of Love, Truth Serum
Frost Lichen
An eyeblindingly white lichen that grows on rocks in regions of year long freezing temperatures.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 bunches
Location: Arctic
Uses (2): Potion of Giant's Strength, Potion of Resistance (Cold)
Gillyweed
This emerald green kelp is found underwater and is always covered in tiny air bubbles, which makes it easy to spot by a trained herbalist.
Rarity: Common (DC 10)
Gathering: Herbalism Kit (DC 10)
Quantity: 2d4 leaves
Location: Coasts, Swamps
Uses (3): Potion of Waterbreathing, Soothing Salve, Elixer of Health
Hagfinger
These small tubers are a pale, sickly green and resemble long fingers. When dried and ground up into a powder, it gives off a strong aroma and can be used as an herbalism and potion ingredient.
Rarity: Rare (DC 20)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d4 dried fingers
Location: Forests, Swamps
Uses (4): Potion of Resistance, Potion of Waterbreathing, Potion of Heroism, Pomander of Warding
Lightning Moss
This light blue moss grows only where lightning has struck and gives off a faint static electric shock when touched. If rubbed on the bottom of a creature's feet or pair of shoes, the creature's speed increases by 5 feet for 1 hour.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 clumps
Location: Coasts, Mountains
Uses (3): Potion of Resistance (Lightning), Torpor, Potion of Speed
Mandrake Root
This twisted pale root resembles a gnarled humanoid infant. It inflicts the poisoned condition for 1 hour when ingested.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d4 roots
Location: Underground
Uses (4): Potion of Clairvoyance, Drow Posion, Ether of Essence, Torpor
Mindflayer Stinkhorn
This purple fungus has slimy, tentacle-looking stalks and smells of rotting flesh. A creature who eats this fungus must make a Constitution saving throw (DC10). On a success, the creature can cast detect thoughts at will for 1 hour, requiring no material components. On a failure, the creature takes 1d6 psychic damage.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 10)
Quantity: 1d4 stalks
Location: Underground
Uses (3): Potion of Resistance (Psychic), Potion of Mind Reading, Truth Serum
Moonstalker
This pale blue flower grows in pairs and blooms only during the nighttime, and has an ethereal glow. The flower sheds dim light for 5 feet when blooming, and is often mistaken for glowing eyes from a distance.
Rarity: Rare (DC 20)
Gathering: Herbalism Kit (DC 10)
Quantity: 1d4 x2 flowers
Location: Coasts, Swamps
Uses (3): Potion of Diminution, Potion of Mind Reading, Liquid Paranoia
Morning Dew
This plant grows into either a large shrub or small tree and seems to reproduce via root systems since it has no flowers of any kind. The long, narrow leaves of this plant are used in teas and medicine.
Rarity: Common (DC 10)
Gathering: Herbalism Kit (DC 10)
Quantity: 2d6 leaves
Location: Forests, Savannahs
Uses (3): Potion of Clairvoyance, Tea of Refreshment, Potion of Vitality, Malice
Muroosa bush
Growing in arid areas in Savannahs and deserts, this bush seems to be utterly unaffected by heat and the sun no matter the intensity
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 twigs
Location: Deserts, Savannahs
Uses (1): Muroosa Balm
Nightshade
An inky black flower with purple stalk. It deals 1d4 poison damage when ingested and, on a failed Constitution saving throw, inflicts the poisoned condition for 2d4 hours.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 20)
Quantity: 1d6 flowers
Location: Forests
Uses (3): Potion of Resistance (Necrotic), Basic Poison, Essence of Ether
Olisuba Leaf
These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 10)
Quantity: 2d6 leaves
Location: Forests, Grasslands
Uses (1): Potion of Vitality
Pixie's Parasol
A tiny mushroom, though with it’s bright blue cap and white stalk and gills but one hard to miss. At night, they are downright easy to find due to their bioluminescence. They are key ingredients in many potions and inks. Harvesting them may be a hassle, though, since pixies often defend them from those who wish to take them.
Rarity: Rare (DC 20), Common (DC10) in Feywild
Gathering: Herbalism Kit (DC 15)
Quantity: 1d12 stalks
Location: fallen logs in non-dry climates
Uses (3): Invisible Ink, Potion of Diminution, Midnight Oil
Red Amanita Mushroom
This red-capped mushroom can grow to the size of a small dish. It deals 1d4 poison damage when ingested, but can be used to brew healing potions by a careful herbalist.
Rarity: Common (DC 10)
Gathering: Herbalism Kit (DC 10)
Quantity: 2d4 stalks
Location: Swamps, Forests
Uses (5): Potion of Longevity, Potion of Healing, Potion of Greater Healing, Potion of Superior Healing, Potion of Supreme Healing
Silverthorn
This thorny vine is a pale silver color, and is hard as metal. Patches of silverthorn create difficult terrain, and deal 1d6 piercing damage if moved through at normal speed.
Rarity: Rare (DC 20)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 thorns
Location: Arctic, Mountains
Uses (3): Tincture of Werewolf's Bane, Oil of Sharpness, Potion of Vitality
Singing Nettle
This vine has sharp, stinging hairs covering it. A creature who touches these hairs must make a Wisdom saving throw (DC 15) or be overwhelmed by the urge to bellow a song at the top of their lungs.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 2d4 leaves
Location: Swamps, Mountains, Forests
Uses (3): Potion of Resistance (Thunder), Potion of Gaseous Form, Potion of Flying
Sourgrass
This green, long-bladed grass has a pungent smell and flavor. Humanoids who come within 5 feet of uncut sourgrass must make a successful Constitution saving throw (DC 10) or become overwhelmed with nausea and inflicted with the poisoned condition for 30 seconds.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 5)
Quantity: 2d4 clumps
Location: Grasslands, Mountains
Uses (3): Soothing Salve, Potion of Growth, Potion of Resistance (Radiant)
Theki Root
This thick root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 Roots
Location: Marshes
Uses (1):
Willowshade Fruit
A pepper shaped fruit with great digestive aiding properties.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d8 fruit
Location: Marshes, Coasts, Riversides
Uses (1): Willowshade Oil
Wolfsbane
This white-grey flower blooms only on a full moon and in high altitudes. Canines who come within 10 feet of wolfsbane must make a Wisdom save (DC 15) or be forced to move as far as they can away from the plant.
Rarity: Rare (DC 20)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d4 flowers
Location: Mountains
Uses (2): Tincture of Werewolf's Bane, Oil of Taggit
Inorganic materials
Lightning Struck Metal
A piece of metal struck by metal weighing at least 0,5 Ounces. Coinage struck by lightning is excluded.
Rarity: Rare (DC 20)
Gathering: -------
Quantity: -------
Location: -------
Uses (1): Potion of Invulnerability
Soothsalt Geode
A geode covered in a crystalline substance that can be extracted into soothsalts.
Rarity: Rare (DC 20), Common (DC 10, only in the Miskath pit)
Gathering: Pickaxe or Crowbar (DC 10) (no modifier)
Quantity: 1d4 Geodes
Location: Blightshore
Uses (1): Soothsalts
Harvestable Creature Parts
Noted below are all animals that can be killed to harvest ingredients
Ankheg
Large monstrosity, unaligned (CR 2)
location: nests beneath fields and forests
Ingredients:
- Ankheg Ichor: A creature that comes in contact with this mucus must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rarity: Uncommon (DC15)
Harvesting: Poisoner's Kit (DC 15)
Quantity: 1d4 vials
Creature Condition: Dead or Incapacitated
Uses (2): Oil of Sharpness, Midnight Tears
Carrion Crawler
Large monstrosity, unaligned (CR 2)
Location: Caves, sewers, dungeons, forested marshes, battlefields and cemeteries (anywhere with carrion and where other carrion eaters cannot move freely)
Ingredients:
- Crawler Mucus: A creature that comes in contact with this mucus must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rarity: Uncommon (DC 15)
Harvesting: Poisoner's Kit (DC 20)
Quantity: 1d4 vials
Creature Condition: Dead or Incapacitated
Uses (3): Potion of resistance (Acid), Vial of Acid, Oil of Slipperiness
Drider
Large Monstrosity, Chaotic Evil (CR 6)
Location: Underdark
Ingredient:
- Drider Posion
Rarity: Rare (DC 20)
Harvesting: Poisoner’s Kit (DC 15)
Quantity: 1d6
Creature condition: Dead or Incapacitated
Uses: Drow Poison
Eagle
Small Beast, unaligned (CR 0)
Location: Coastal, Grassland, Hill, Mountain
Ingredient:
- Eagle Claw
Rarity: Uncommon (DC 15)
Harvesting: a Knife (DC 10)
Quantity: 1d8
Creature condition: Dead or Incapacitated
Uses: Potion of Speed
Elementals
Large elemental, unaligned (CR 5)
Location: Desert and Mountain (Air), Underdark (Earth), Desert (Fire), Coastal, Swamp and Underwater (Water)
Ingredient:
- Respective elemental essence
Rarity: Rare (DC 20)
Harvesting: Alchemist’s Kit (DC 15)
Quantity: 1d6
Creature condition: Trade or Dead or Incapacitated
Uses (2/1/1/1): (Air) Smokebomb, Potion of Flying, (Earth) Potion of Climbing, (Fire) Alchemist’s Fire, (Water) Potion of Swimming
Ghost
Medium undead, unaligned (CR 4)
Location: Underdark, Urban
Ingredient:
- Ectoplasm
Rarity: Uncommon (DC 15)
Harvesting: Alchemist’s kit (DC 15)
Quantity: 1d4 flasks
Creature Condition: Unrelated
Uses (2): Potion of Gaseous Form, Oil of Etherealness
Giants
Huge Giants, Varies (CR Varies)
Location: Hills and Forests (Hill), Artic (Frost), Caves (Stone), Volcanoes and Rocky Mountains (Fire), High Altitude Mountains (Cloud), Extreme Altitude Mountains (Storm)
Ingredient:
- Giant’s fingernail
Rarity: Rare (DC 20)
Harvesting: a knife (DC 10)
Quantity: 7
Creature Condition: Dead or Incapacitated, or trade
Uses (1): Potion of Giant’s Strength
Giant Poisonous Snake
Medium beast, unaligned (CR 1/4)
Location: desert, forest, grassland, swamp, underdark, urban
Ingredients:
- Serpent’s venom: A creature hit with an attack by a weapon coated in this venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Rarity: Common (DC 10)
Harvesting: Poisoner's Kit (DC 10)
Quantity: 1d3 vials
Creature Condition: Dead or Incapacitated
Uses (1): Philter of Love
Giant Toad
Large beast, unaligned (CR 1)
Location: coastal, desert, forest, swamp and underdark
Ingredients:
- Amphibian Saliva
Rarity: Uncommon (DC 15)
Harvesting: Poisoner's Kit (DC 15)
Quantity: 1d4 vials
Creature Condition: Dead or Incapacitated
Uses (2): Potion of Resistance (Force), Oil of slipperiness
Giant Wolf Spider
Medium Beast, unaligned (CR 1/4)
Location: coastal, desert, forest, grassland, Hill
Ingredients
- Giant Wolf Spider Hair
Rarity: Common (DC 10)
Harvesting. A knife
Quantity. 1d8
Creature Condition. Dead or Incapacitated
Uses (1). Potion of Climbing
Gray Ooze
Medium Beast, unaligned (CR 1/2)
Location: Underdark
Ingredients
- Grey Ooze Residue
Rarity: Uncommon (DC 15)
Harvesting: Alchemist’s Kit (DC 15)
Quantity: 1d4
Creature Condition: Dead
Uses (1): Vial of Acid
Imp
Tiny Fiend (Devil), Lawful evil (CR 1)
Location: Varies
Ingredients
- Imp Heart
Rarity: Rare (DC 20)
Harvesting: A Knife (DC 15)
Quantity: 1
Creature Condition: Dead
Uses (1): Potion of Longevity
Nothic
Medium Aberration, Neutral Evil (CR 2)
Location: Locations of Magical Learning, Underdark
Ingredients
- Nothic Tears: When used as eyedrops provide 1d4 hours of darksight
Rarity: Uncommon (DC 15)
Harvesting: nothing
Quantity: 1d4 vials
Creature Condition: Dead or incapacitated, or trade
Uses (1): Potion of Truesight
Purple Worm
Gargantuan monstrosity, unaligned (CR 15)
Location: desert and Underdark
Ingredients:
- Purple Worm Poison: A creature hit with an attack by a weapon coated in this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Rarity: Very Rare (DC 20)
Harvesting: Poisoner's Kit (DC 20)
Quantity: 1d8 vials
Creature Condition: Dead or Incapacitated
Uses (1): Deathsleep
Quipper
Tiny Beast, Unaligned (CR 0)
Location: Underwater
Ingredients:
- Quipper scale
Rarity: Common (DC 10)
Harvesting: a knife (DC 5)
Quantity: 1d4
Creature condition: Dead or incapacitated
Uses (2): Potion of Animal Friendship, Potion of Swimming
Remorhaz
Large/Huge monstrosity, Unaligned (CR 5/11)
Location: Artic
Ingredients:
- Remorhaz Ichor
Rarity: Rare (DC 20)
Harvesting: Alchemist’s Kit (DC 20)
Quantity: 1d6, 3d6
Creature condition: Dead or incapacitated
Uses (1): Potion of Firebreath
Skulk
Medium Humanoid, Chaotic Neutral (CR 1/2)
Location: Coastal, Forest, Swamp, Underdark, Urban
Ingredients:
- Skulk Claw
Rarity: Uncommon (DC 15)
Harvesting: a knife (DC 10)
Quantity: 1d10
Creature condition: Dead
Uses (1): Potion of Invisibility
True Dragons
Varying Dragon, Varying Alignment (CR Varies)
Location: Varies
Ingredients:
- Dragon’s blood
Rarity: Rare (DC 20)
Harvesting: a knife (DC 10) (1/4 of normal Exp.)
Quantity: Xd8 (X depends on size of the dragon) when Dead or Incapacitated, 1d4 when trading
Creature condition: Dead or Incapacitated, or Trade
Uses (1): Oil of Dragon’s Bane
Wyvern
Gargantuan monstrosity, unaligned (CR 15)
Location: Hills and Mountains
Ingredients:
- Wyvern Poison: A creature hit with an attack by a weapon coated in this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Rarity: Rare (DC 18)
Harvesting: Poisoner's Kit (DC 15)
Quantity: 1d8 vials
Creature Condition: Dead or Incapacitated
Uses (1): Oil of Dragon’s Bane
Environments
A convenient list with all available resources sorted based on environments
Artic
- Frost Lichen (DC 15)
- Silverthorn (DC 20)
- Remorhaz (DC 20)
Blightshore
- Blightshrooms (DC 20)
Coast
- Gillyweed (DC 10)
- Dreamlilly (DC 10)
- Lightning Moss (DC 15)
- Willowshade Bush (DC 15)
- Moonstalker (DC 20)
- Water Elemental (DC 20)
- Eagle (DC 15)
- Giant Toad (DC 10)
- Giant Wolf Spider (DC 10)
- Skulk (DC 15)
Desert
- Muroosa Bush (DC 15)
- Giant Toad (DC 15)
- Air Elemental (DC 20)
- Purple Worm (DC 20)
Feywild
- Pixie's Parasol (DC 10)
- Fairy Stool (DC 20)
Forests
- Cat's Tongue (DC 10)
- Red Amanita Mushroom (DC 10)
- Everfrost Berry (DC 10)
- Morning Dew (DC 10)
- Nightshade (DC 15)
- Olisuba Bush (DC 15)
- Singing Nettle (DC 15)
- Death Cap (DC 20)
- Fairy Stool (DC 20)
- Pixie's Parasol (DC 20)
- Hagfinger (DC 20)
- Giant Poisonous Snake (DC 10)
- Giant Wolf Spider (DC 10)
- Skulk (DC 15)
- Giant Toad (DC 15)
- Ankheg (DC 15)
- Hill Giant (DC 20)
Grasslands
- Cat's Tongue (DC 10)
- Dreamlilly (DC 10)
- Morning Dew (DC 10)
- Olisuba Bush (DC 15)
- Pixie's Parasol (DC 20)
- Everfrost Berry (DC 10)
- Sourgrass (DC 15)
- Giant Poisonous Snake (DC 10)
- Giant Wolf Spider (DC 10)
- Ankheg (DC 15)
- Eagle (DC 15)
Hill
- Pixie's Parasol (DC 20)
- Eagle (DC 15)
- Wyvern (DC 18)
- Hill Giant (DC 20)
Industrial
- Sulfer
Mountains
- Singing Nettle (DC 15)
- Sourgrass (DC 15)
- Lightning Moss (DC 15)
- Pixie's Parasol (DC 20)
- Silverthorn (DC 20)
- Wolfsbane (DC 20)
- Eagle (DC 15)
- Wyvern (DC 18)
- Air Elemental (DC 20)
- Cloud Giant (DC 20)
- Fire Giant (DC 20)
- Storm Giant (DC 20)
Savann ahs
- Morning Dew (DC 10)
- Muroosa Bush (DC 15)
- Pixie's Parasol (DC 20)
Swamp
- Red Amanita Mushroom (DC 10)
- Gillyweed (DC 10)
- Singing Nettle (DC 15)
- Theki Root (DC 15)
- Willowshade Bush (DC 15)
- Death Cap (DC 20)
- Hagfinger (DC 20)
- Moonstalker (DC 20)
- Pixie's Parasol (DC 20)
- Giant Poisonous Snake (DC 10)
- Carrion Crawler (DC 15)
- Giant Toad (DC 15)
- Skulk (DC 15)
- Water Elemental (DC 20)
Urban areas
- Carrion Crawler (DC 15)
- Ghost (DC 15)
- Giant Poisonous Snake (DC 10)
- Nothic (DC 15)
- Skulk (DC 15)
- Pixie's Parasol (DC 20)
Underdark
- Ghost (DC 15)
- Giant Poisonous Snake (DC 10)
- Giant Toad (DC 15)
- Gray Ooze (DC 15)
- Nothic (DC 15)
- Purple Worm (DC 20)
- Skulk (DC 15)
Underground
- Mandrake Root (DC 15)
- Mindflayer Stinkhorn (DC 15)
- Stone Giant (DC 20)
Underwater
- Water Elemental (DC 20)
- Quipper (DC 10)
Varies
- Elementals (DC 20)
- Giants (DC 20)
- Imp (DC 20)
- True Dragons (DC varies)
Volcanos
- Ashblossom (DC 20)
- Fire Giants (DC 20)
You become very proficient in the crafting of Weapons and the integration of devices into them, as you gain in Tiers as an Engineer you may Build weapons as well as devices, when you have the choice to learn a new Schematic you may learn any of the Below schematic. The weapons are in groups as see below, Each Group counts as a Single Schematic and like all schematics each Armor will have a specific Device complexity attached to it, as seen in the Armor profile, you may learn any of theses schematic at any level, Note; some groups may have only Simple or higher complexity within them meaning if you learn at a lower Tier you may not be able to craft any armor in the group until you can craft the appropriate complexity. The learning and creation of these schematics is the same as creating a Device with the Exception That you must use the Listed skills instead of the ones listed in device creations and the cost will be different, the cost is anywhere between 50% and 150% of the original cost.
Schematic Name | Craftable in Group | Skill/Tools |
---|---|---|
Pistols Smith | Small, Medium and Large Caliber/Magnum Pistols/Revolvers and | Artificers Tools, Carpenters tools, Chemistry Tools |
Rifle Smith | Small, Medium and Large Caliber/Magnum Rifles/Carbine/Revolver Rifles | Artificers Tools, Carpenters tools, Chemistry Tools |
Shotgun Smith | Small, Medium and Large Gage Shotguns | Artificers Tools, Carpenters tools, Tech Tools, Chemistry Tools |
Machine gun Smith | Small, Medium and Large Caliber Machine guns + 25MM-Cannon | Artificers Tools, Carpenters tools, Chemistry Tools |
Laser Tech | All Laser weapons + Multi laser | Artificers Tools, Chemistry Tools, Tech tool's |
Bolt Weapon Smith | All Bolt weapons | Artificers Tools, Carpenters Tools, Chemistry Tools, Tech tool's |
Grenade Smith | All Grenade weapons | Artificers Tools, Chemistry Tools, Tech tool's |
Flamer Tech | All Flame weapons | Artificers Tools, Carpenters Tools, Chemistry Tools |
Explosive Weapon Tech | All Explosive weapons + Light and heavy Battle Cannons | Artificers Tools, Chemistry Tools, Tech tool's |
Disintegrater Tech | All Disintegrater Tech weapons | Artificers Tools, Carpenters Tools, Chemistry Tools, Tech tool's |
Plasma Tech | All Plasma weapons | Artificers Tools, Carpenters Tools, Chemistry Tools, Tech tool's |
Grav Tech | All Grav weapons | Artificers Tools, Carpenters Tools, Chemistry Tools, Tech tool's |
Rad Tech | All Radiation weapons | Artificers Tools, Carpenters Tools, Chemistry Tools, Tech tool's |
Arch Smith | All Arch weapons | Artificers Tools, Carpenters Tools, Chemistry Tools, Tech tool's |
Phosphor Tech | All Phosphor weapons | Artificers Tools, Carpenters Tools, Chemistry Tools, Tech tool's |
You become very proficient in the crafting of Armor and the integration of devices in to it, as you gain in Tiers as an Engineer you may Build Armor as well as devices, when you have the choice to learn a new Schematic you may learn any of the Below Plans. The Armor is in groups as see below, Each Group counts as a Single Plan and like all schematics each Armor will have a specific Device complexity attached to it, as seen in the Armor profile, you may learn any of theses schematic at any level, Note; some groups may have only SImple or higher complexity within them meaning if you learn at a lower Tier you may not be able to craft any armor in the group until you can craft the appropriate complexity. The learning and creation of these schematics is the same as creating a Device with the Exception That you must use the Listed skills instead of the ones listed in device creation and the cost will be different, the cost is anywhere between 50% and 150% of the original cost, Consult GM.
Schematic Name | Craftable in Group | Skill/Tools |
---|---|---|
Leather Worker | Padded, Leather, Carapace/Hide, Ring mail, Leather/Hide/Carapace Helmet, and | Leather Workers Tools, Artificers Tools |
Light Armor Smith | Chain shirt, Scale, Chain mail, | Leather workers Tools, Artificers Tools |
Heavy Armor Smith | Brest plate, Half Plate, Splint, Plate, Plate Helm and | Leather workers Tools, Artificers Tools |
Combat Armors | Light Combat, Combat, Scout, Heavy Combat, Combat Helmet, Heavy Combat Helm. | Leather workers Tools, Artificers Tools, Tech Tools |
Frame plates | Heavy, Medium and Light Power frame plates. | Leather workers Tools, Artificers Tools, Tech Tools |
Shield Smith | Buckler, Shield, Tower Shield, Combat Shield, Colossus Shield. | Leather workers Tools, Artificers Tools, Tech Tools |
Items
Medi-pack/Healers Kit This is esentually a basic first aid kit, different cultures kits may very in contents and look but all sever the same purpose. This kit has five uses. as an action you may expend one use to get a + 5 on the wisdom (Medicine) check to stabalize a dying creature.
First aid Kit
Trivial complexity device schematic
Supply Type: Tiny Pouch / Bag
Activation Type: 1 Action
Shelf life: 1 Year
Charges: 5
Recharge: None
Material: None
This is essentually a basic first aid kit, different cultures kits may very in contents and look but all sever the same purpose. This kit has five uses. as an action you may expend one use to get a + 5 on the wisdom (Medicine) check to stabalize a dying creature.
Auto-senses: The wearer of this frame gains the Dark Vision Trait +60ft and low light an additional +60ft, and + 2 to perception checks for Sight and Sound. Input filtering provides Resistance to Thunder damage and advantage on saves against defended and Blinded condition unless. Note that these benefits only apply whilst the wearer is wearing the helmet.
Auto-Targeters: The Wearer gains a +1 to ranged weapon attacks or +1 to DC of ranged weapons that use a DC, and they gain advantage on checks made to determine a threat level of a target within 120ft. Note that these benefits only apply whilst the wearer is wearing the helmet.
Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:
• + 5 to all checks made to resisting the effects of the poison effects.
• The pain suppressor reservoir has a total of 5 doses, each of which can be used to ignore one critical hit made against you, the attack will still hit but not count as a critical hit. A 12 hour Maintenance ritual must be done by a techpriest, or techmarine to regain the uses or this feature.
• If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
• Gain the effects of a Slate Monitron in the uncommon gear section of this book.
Magnetized Boot Soles: Can be activated as a bonus action, if this is done you may not be Knocked Prone, lifted off or pushed on a metal surface When active reduce the character’s movement by 10ft, but allows him to move normally when in low or zero-gravity areas, provided there is a suitable metallic surface to walk upon.
Nutrient Recycling: Filters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle Brother for long periods of time, but not indefinitely. For every two weeks that no other source of nutrition is ingested, make a con save DC 15 or suffer one level of Exhaustion until a nutrition is consumed. The Difficulty of this test increases by 5 for every two weeks that passes without food or Preomnor-derived sustenance.