TwinDevils/Crafting

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Weapons

Simple Weapon Smithing

Simple melee weapons found in the PHB can be created in 30 minutes and only cost 25% of their base cost.

Martial Weapon Smithing

Martial melee weapons found in the PHB can be created in 1 hour and only cost 25% of their base cost.

Weapon Chains

Any melee weapon can have a chain attached to it, which gives advantage on checks to resist being disarmed. However, the weapon can no longer be dropped freely; a creature must use an action to unwrap the chain in order to drop it. Requires 30 minutes and costs 15gp to make.

Crossbows

Light crossbows can be built for 10gp and take 30 minutes to make; Heavy Crossbows can be built for 20gp and take 1 hour to make.

Stake Ballista

Cost: 100gp - Manufacture Time: 2 hours

A Stake Ballista is an oversized crossbow that fires huge stakes instead of bolts. A Stake Ballista is a Heavy, Two-handed, Loading, Reload 1, Martial Ranged (50/100) weapon, deals 2d12 piercing damage, and weighs 30 lbs. The Reload 1 property means it takes 1 action to reload the weapon - this crossbow can normally only be fired once every other round.

Burst Crossbow

Cost: 200gp - Manufacture Time: 6 hours

A Burst Crossbow fires three bolts at a time, using the next three bolts in the magazine. The weapon's magazine can hold 9 bolts, which can be reloaded by using an Action. A Burst Crossbow is a Two-handed, Magazine 9, Reload 1, Martial Ranged (60/120) weapon that weighs 20 lbs, making three separate attack rolls and dealing 1d8 piercing damage per hit.

Scatterbow

Cost: 300gp - Manufacture Time: 10 hours

A Scatterbow is a Heavy, Two-handed, Magazine 2, Reload 1, Martial Ranged (special) weapon that weighs 30 lbs. This weapon fires canisters in a 15-foot wide, 30-foot cone. The first creature in line-of-sight must make a dexterity saving throw (DC 15) or take 4d6 piercing damage from shrapnel, or half if they fail the save. Only the first creature hit takes this damage, enemies behind the first are not targeted by this weapon's attack. A bonus action may be used to cycle the weapon and fire again after firing once. An Action must be used to reload this weapon.

Chakram

Cost: 100gp - Manufacture Time: 2 hours - Produces: 5

Chakram are rings with sharp points, thrown like a frisbee. Chakram are Finesse, Light, Thrown (20/60) weapons, do 1d4 slashing damage, and have a 75% chance to be recovered after each attack.

Ranseur

Cost: 10gp - Manufacture Time: 1 hour

A ranseur is a spear with two curved points added to the pointy end. A ranseur is a Two-handed, Reach, and Martial weapon, does 2d4 piercing damage, weighs 12 lbs, and imposes disadvantage on saves to resist being disarmed by attacks involving this weapon.

Cutlass

Cost: 10gp - Manufacture Time: 1 hour

A cutlass is a curved sword with a guarded hilt. A cutlass is a Finesse, Light, and Martial weapon, does 1d6 slashing damage, weighs 3 lbs, and gives advantage on checks to resist being disarmed.

Kama

Cost: 2gp - Manufacture Time: 15 minutes

A short hand sickle, Kama are Finesse, Light, Monk, and Simple weapons that do 1d4 slashing damage, and weigh 2 lbs.

War Scythe

Cost: 50gp - Manufacture Time: 2 hours

A war scythe, far from being a farming implement, is a sweeping bladed weapon with a handle set perpendicular to the main weapon shaft. A war scythe is a Heavy, Two-handed, Reach, and Martial weapon that does 2d10 slashing damage, weighs 12 lbs, and has disadvantage when attacking targets within 5 feet.

Double Morningstar

Cost: 50gp - Manufacture Time: 2 hours

A double morningstar is a weapon with spiked metal ball on either end. A double morningstar is a Two-handed Martial weapon that does 1d10 piercing or bludgeoning damage (choose when dealing damage) and weighs 10 lbs. When you hit with this weapon, you can use a bonus action to strike with the other end of the weapon for 1d12 piercing or bludgeoning damage with a +2 bonus to the attack roll.

Orcish Double Axe

Cost: 75gp - Manufacture Time: 2 hours

An orcish double axe is a staff with a double-sided axe head on each end. An orcish double axe is a Two-handed, Martial, Heavy weapon that does 1d10 slashing damage and weighs 16 lbs. When you hit with this weapon, you can use a bonus action to strike with the other end of the weapon for 1d12 slashing damage with a +2 bonus to the attack roll. If you have any two-weapon or dual wielding-related feats, they apply when using this weapon.

Claw Bracer

Cost: 20gp - Manufacture Time: 1 hour

A claw bracer is a gauntlet with metal claws built onto the back of the wrist. A claw bracer is a Light, Finesse, Monk, and Martial weapon that does 1d6 slashing or piercing damage (choose when dealing damage), weighs 2 lbs, and is a weapon that cannot be disarmed.

Twinblade

Cost: 100gp - Manufacture Time: 2 hours

A twinblade is a double-ended sword. A twinblade is a Two-handed, Martial, Finesse weapon that does 1d10 slashing damage and weighs 10 lbs. When you hit with this weapon, you can use a bonus action to strike with the other end of the weapon to attempt to trip your opponent with +2 bonus to the attack roll. If you have any two-weapon or dual wielding-related feats, they apply when using this weapon.

Piledriver

Cost: 250gp - Manufacture Time: 4 hours

A piledriver is a mechanical device with a bladed end connected to a harness for use with one hand, and a large spring and crank to retract the blade. A piledriver is a Martial, Finesse weapon that deals 1d8 slashing damage when used normally. As a bonus action, you can retract the blade into the driver. When so retracted, your next melee attack gains a reach of 10 feet, and if the attack hits, it deals 4d8 piercing damage instead of the normal slashing damage.

Munitions (Arrow/Bolt/Stake/Canister - ABSC)

Base Ammunition

Either 20 arrows or 20 bolts may be made by spending 1gp and 10 minutes of time. Stakes are made in batches of 10, and are made by spending the same amount of time and gold as bolts. Canisters are made individually at a cost of 5gp each, each taking 5 minutes to manufacture.

Improved Projectile Payloads

This is a synthesis research topic that doubles damage for speciality ammunition. 1d4 for arrows and bolts becomes 2d4, and 2d4 for stakes and canisters becomes 4d4. This also doubles the cost of such ammo. Stats below are assuming creation of Improved ammunition.

Corrosion ABSC

Cost: 20gp - Manufacture Time: 15 minutes - Produces 5

Adds +2d4 acid damage to arrows or bolts, adds +4d4 acid damage to stakes and canisters.

Knock ABSC

Cost: 20gp - Manufacture Time: 15 minutes - Produces 5

Adds +2d4 thunder damage to arrows or bolts, adds +4d4 thunder damage to stakes and canisters.

Whisper ABSC

Cost: 50gp - Manufacture Time: 15 minutes - Produces 5

Adds +2d4 psychic damage to arrows or bolts, adds +4d4 psychic damage to stakes and canisters.

Moss AB

Cost: 5gp - Manufacture Time: 5 minutes - Produces 1

Moss arrows burst into a covering of lichen on contact with a hard surface. This includes up to three adjacent squares of your choice, which grant advantage to avoid setting off traps and impose disadvantage to enemy perception checks for hearing to detect characters moving across them.

Shock ABSC

Cost: 20gp - Manufacture Time: 15 minutes - Produces 5

Adds +2d4 lightning damage to arrows or bolts, adds +4d4 lightning damage to stakes and canisters.

Water ABSC

Cost: 10gp - Manufacture Time: 15 minutes - Produces 10

Water arrows burst into a small amount of water on contact, dealing extra damage to fire elementals and other creatures vulnerable to water, and can douse flames. They can also be filled with holy water, in which case they cause arrows or bolts to deal 2d4, and stakes or canisters to deal 4d4 additional radiant damage to undead or fiends on a hit.

Frost ABSC

Cost: 20gp - Manufacture Time: 15 minutes - Produces 5

Adds +2d4 cold damage to arrows or bolts, adds +4d4 cold damage to stakes and canisters.

Blast ABSC

Cost: 30gp - Manufacture Time: 15 minutes - Produces 5

Adds +2d4 force damage to arrows or bolts, adds +4d4 force damage to stakes and canisters.

Corrosion ABSC

Cost: 25 gp - Manufacture Time: 15 minutes - Produces 5

Adds +2d4 acid damage to arrows or bolts, adds +4d4 acid damage to stakes and canisters.

Armor

Light Armor Smithing

Light armor from the PHB can be manufactured at 25% of the base price and with 2 hours of effort.

Medium Armor Smithing

Medium armor from the PHB can be manufactured at 25% of the base price and with 4 hours of effort.

Heavy Armor Smithing

Heavy armor from the PHB can be manufactured at 25% of the base price and with 8 hours of effort.

Armor Blades

Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours

Add 1d6 slashing damage on grapple successes with this armor, and 1d6 slashing every time you maintain the grapple on subsequent turns. Can be applied to any armor.

Shield Smithing

Shields from the PHB can be manufactured at 50% of the base price and with 1 hour of effort.

Wrist Buckler

Cost: 100gp - Manufacture Time: 2 hours

A wrist buckler is a small shield attached to one forearm. It grants a +1 bonus to AC, and does not require the use of any hands. However, unlike other items, it requires an action with a free hand to be removed and cannot be freely dropped.

Aspis

Cost: 300gp - Manufacture Time: 4 hours

An aspis is a large round shield that covers most of the body. It grants a +3 bonus to AC, and a +2 to Dexterity saving throws. However, its size reduces your movement speed by 10 feet. It requires one hand to use.

Special Crafting Materials

Obsidian

Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours

Obsidian can only be used for piercing or slashing weapons. It creates weapons that deal an additional +2 damage, and deal an additional weapon damage die to undead (e.g. 1d8 becomes 2d8; 2d6 would become 3d6). However, these weapons are fragile: On a weapon attack roll of 1, roll a d20: On a 7 or below, the weapon breaks and cannot be repaired.

Cthonic Steel

Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours

Cthonic Steel can replace any metal used for weapons and armor that is made for fighting Aberrations. It can only be found in the ruins beneath Londolond; although cthonic scrap can be smelted and reworked, the knowledge of how to produce the alloy is lost. It creates weapons that deal an additional weapon die of damage to aberrations (e.g. 1d8 becomes 2d8; 2d6 would become 3d6). Armor crafted from Cthonic Steel gives a +2 bonus to AC when dealing with Aberrations that make attacks against the wielder's AC.

Voidglass

Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours

Voidglass is virulent against psychic-oriented creatures. It can only be used to make bladed / edged weapons (slashing or piercing damage). Adds 1[W] damage to creatures that have psychic damage resistance or immunity, and prevents the use of any innate psychic powers until the start of your next round if the target fails a DC 15 Wisdom saving throw. Also prevents any telepathic/mental communication until the start of your next turn (no save).

Crystal

Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours

Crystal is sharp enough to cut through metal. It can only be used to make bladed / edged weapons (slashing damage). On a critical, roll the attack again. If you miss, deal a normal crit. If you hit, deal a normal crit, and roll a d20: 1-3: remove left hand. 4-6: remove right hand. 7-9: remove left foot. 10-12: remove right foot. 13-19: remove part of your choice (arm or leg). 20: remove head (this is typically fatal).

Mithril

Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours

Mithril is a wondrously light metal that can be used in metal armors. A Mithril set of armor has its maximum Dexterity bonus to AC increased by 2 (even armor that does not normally allow any Dexterity bonus to AC, like plate), and does not have a stealth or speed penalty.

Mawine

Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours

Mawine is a fragile, fainly iridescent metal that can be used in metal weapons and ammunition. A mawine weapon slips directly through iron, steel, and other common metals used for armor, negating the AC bonus for such shields and armor. Mawine is fragile, however - mawine ammunition always breaks on use, and on a natural 1 on an attack roll, roll again: a subsequent roll of 4 or less means the weapon breaks.

Adamantium

Cost: Quadruple cost, special - Manufacture Time: Add 24 hours

Adamantium is a rare material that can replace any metal used for weapons and armor. When used to create weapons and ammunition, it bypasses most damage reduction provided by armor and some types of magic. Adamantium ammunition does not break upon use and can be readily retrieved. When used to create armor or shields, it provides a measure of damage reduction, and also has a chance to negate critical hits.

Engineering Items

Ball Bearings

Cost: 5gp - Manufacture Time: 10 minutes

Use an action to fill a five foot square with these tiny metal balls. Each creature moving through the square must make a DC 10 Dexterity save or fall prone and end their movement. They are small enough that they go unnoticed unless one passes a DC 12 Perception check or you see them used on the target square.

Pocketwatch

Cost: 25gp - Manufacture Time: 30 minutes

Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.

Screaming Flask

Cost: 20gp - Manufacture Time: 30 minutes

This tightly-sealed ceramic flask creates a hideously loud noise when uncorked. Target a 15-foot cone, where each affected creature must make a DC 10 Constitution save or be deafened for 1 minute and take 1d12 thunder damage.

Springjacks

Cost: 250gp - Manufacture Time: 4 hours

These mechanically-assisted boots reduce any falling damage by the equivalent of 20 feet. They also grant advantage on Acrobatics/Athletics checks made to long or high jump. As an action, you may also jump eight feet straight up, reaching places as high above you as 15 feet (depending on your height).

Tanglefoot Bag

Cost: 15gp - Manufacture Time: 15 minutes

Use an action to target a 10x10 ft square - any creatures in that area must make a DC 12 Dexterity save or become restrained. Creatures that save have their movement speed reduced by half on their next turn. Flying creatures, if they fail the save and use wings or other appendages to fly, fall immediately. A creature that is restrained can break free with a DC 12 Strength check or by dealing 15 points of slashing damage to the webs. Hitting the webs is automatic (no roll). Spellcasters must make a DC 10 Constitution save to cast any spells with somatic components while restrained this way. The goo breaks apart on its own in 1d4+2 rounds.

Shrednet

Cost: 25gp - Manufacture Time: 1 hour

This functions as a net, but the Strength DC to break free is 15, the AC of the shrednet is 12, and it has 20 HP. When a creature is caught in the net and every time it tries to free itself from the net, it takes 2d6 slashing damage.

Flash Powder

Cost: 25gp - Manufacture Time: 15 minutes You can throw a flash powder as a ranged attack with a range of 10 feet. When thrown against a hard surface, it bursts with a bright flash of light. All creatures within a 5-foot-radius burst must succeed at a DC 12 Dexterity save to avert their gaze, or they are blinded for 1 round and suffer disadvantage on any attack rolls or Wisdom (Perception) checks based on sight 1 round after that. Creatures with a vulnerability to bright light make this save at disadvantage, and will suffer whatever negative consequences such light creates for 1 round before any other effects.

Flash Pellet

Cost: 75gp - Manufacture Time: 15 minutes Creatures within the 15-foot-radius burst centered on the target must succeed at a DC 14 Dexterity save to avert their eyes or be blinded for 1 round and suffer disadvantage on any attack rolls or Wisdom (Perception) checks based on sight 1d4+2 rounds after that to anyone who looked directly at the flash. Creatures with a vulnerability to bright light make this save at disadvantage, and will suffer whatever negative consequences such light creates for 1 round before any other effects.

Blasting Pellets

Cost: 50gp - Manufacture Time: 15 minutes Spread like caltrops in a 5-foot square. A creature that fails a DC 15 Wisdom (Perception) check and moving into the square automatically takes 1d4+1 thunder damage, as well as creating a very loud noise that can easily be heard in 300 feet.

Smoke Pellets

Cost: 50gp - Manufacture Time: 1 hour - Produces 10

Smoke pellets are small spheres that can be thrown using an Action, using up to 4 at a time. Each sphere covers a square of your choice in instant smoke, which provides cover. This smoke lasts for 3 rounds or until forcibly dispersed e.g. by wind.

Red Wriggler

Cost: 50gp - Manufacture Time: 30 minutes

This mechanical device acts as a distraction. Use an action to set it on the floor and activate it, whereafter it runs with speed 50 in a random direction every 10 feet, making noise along the way. Remains operative for 1 minute. Has an AC of 14 and 1 hit point.

Pyrotechnics

Cost: 50gp - Manufacture Time: 30 minutes

Pyrotechnics is a grenade-like weapon. The alchemical substance uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, while a fire-based creature used as a source take 5 points of damage. Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on how they are used. Choose one option when you activate the weapon: Firework pyrotechnics create a flashing, fiery, momentary burst of glowing, colored aerial lights. Their effect causes creatures within 60 feet of the fire source to become blinded for 1d4+1 rounds (Wisdom DC 12 negates). These creatures must have line of sight to the fire to be affected. Smoke pyrotechnics create a writhing stream of smoke billowing out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 5 rounds. All sight, even darkvision, is ineffective in or through the cloud. All creatures within the cloud take disadvantage to Strength and Dexterity rolls (Constitution DC 12 negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.

Ammo Trap

Cost: 15gp - Manufacture Time: 15 minutes

Use an Action to place this trap down and load it with a piece of mundane ammunition. You may then spend your full movement speed (or a subsequent Action), move up to half your speed, and designate one square within 5 feet as the trigger square. When a creature enters this square, the trap immediately fires the ammunition at the creature in that square. This attack is made with Advantage if the creature is not aware of the trap. The attack uses your Dexterity Modifier + your Proficiency bonus on the attack roll, and deals damage equal to the ammunition plus your Dexterity modifier.

Caltrops

Cost: 25gp - Manufacture Time: 15 minutes

These are superior to normal caltrops, but require more money to manufacture. As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1d4+1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

Shardpot

Cost: 15gp - Manufacture Time: 15 minutes

TODO

Springrazor

Cost: 15gp - Manufacture Time: 15 minutes

TODO

Alchemical Items

Alchemist's Kindness

Cost: 30gp - Manufacture Time: 10 minutes

This is a multicolored crystalline powder. When mixed with water or another suitable liquid, it fizzes and will cure any hangover-like effects for a creature that drinks it. It also brings about a state of awareness, allowing a creature to automatically succeed at checks to stay awake. However, taking two doses between long rests incurs a level of fatigue for each dose after the second, even though you still succeed at staying awake for the duration.

Defoliant

Cost: 20gp - Manufacture Time: 15 minutes

This foul-smelling liquid deals either 1d4+1 damage to living creatures, or 2d4+2 if it is a plant or plant-type creature. This deals max hit point damage, and so immediately both applies the damage dealt and reduces the target's max HP by the same amount until they take a long rest. Applied to plants, this will cause any small foliage up to medium-sized trees to die within an hour, if not immediately. Large trees may require two or more doses.

Woodbane

Cost: 75gp - Manufacture Time: 30 minutes

This enhancement on Defoliant smells even worse - throw the vial or apply it to a surface. It deals 2d4 acid damage to living creatures, or 3d8+4 damage to [plants or wood] creatures or objects.

Thunderstone

Cost: 25gp - Manufacture Time: 15 minutes

Target a 5 foot square and throw this item, treating the square as AC 5 - misses land in a random adjacent square. Each creature within 10 feet of the targeted square must make a DC 10 Constitution save or be deafened for (6 - Constitution Mod) minutes and take 1d8 thunder damage. A creature deafened in this way has disadvantage on all rolls for the first round of initiative, and spells with a verbal component cast by such creatures have a 20% spell failure chance.

Freefoot

Cost: 15gp - Manufacture Time: 10 minutes

A potent grease, this oil makes a 5 foot square extremely slippery. Any creature crossing the affected area must make a DC 10 Dexterity save or fall prone. Trying to stand in the area requires a similar check, as does moving out of the square once footing has been regained. Large or larger creatures only suffer the effects if they enter into an area with freefoot at least half of their size.

Lantern Stars

Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3

A lantern star is a sphere of lichen that gives off light when activated for four hours. Lantern Stars shed light equal to a torch, but do not put out heat or smoke. They impose disadvantage on enemy perception checks to notice the stars in dark environments.

Holy Water

Cost: 10gp - Manufacture Time: 15 minutes

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

Chemical Silence

Cost: 50gp - Manufacture Time: 30 minutes

As an action, throw at a single target to silence them for 2 rounds (default ranged attack roll vs AC), most spells with a Verbal component will fail on attempt to cast. Creatures may also be impeded in shouting for help and the like. You can also pour this over your armor and boots as an action to gain advantage to stealth checks for 10 minutes.

Truth Wine

Cost: 100gp - Manufacture Time: 30 minutes

Truth wine is a treatment applied to any normal wine (similar alcohols do not work, it must be wine). It does not change the taste, smell, or other qualities of the wine in question. However, when a creature imbibes truth wine, while still under the effects of the alcohol, they must make a Wisdom saving throw (DC 15) to speak something they know to be untrue. The creature is seemingly unaware of the fact that they're speaking freely.

Alchemical Fire

Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks

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 improvised weapon. On a hit, the target takes 1d4 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.

Bomb Powder

Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time

Bomb powder is the very stable explosive Neither Nor originally created. Each unit, when packaged into a bomb, detonates with 1d6 fire damage. For every 3 units, the damage radius increases by 5 feet. A dexterity saving throw can be made to halve the damage, the DC is 10 + the number of increments incorporated into the bomb. So, a 20 unit bomb detonates with a 30 foot radius (floor(20 / 3) = 6 increments, 6 * 5 feet = 30 feet) with a damage potential of 20d6 fire damage, and its save DC is 10 + 6 = 16. Bombs can only be detonated by wire or timer; they cannot typically be used in combat unless prepared as a trap or such ahead of time.

Impact Foam

Cost: 25gp - Manufacture Time: 10 minutes

A vial of impact foam bursts when it is thrown as a bonus action or reaction and the substance inside instantly expands into a 5x5 foot square on a surface within 30 feet. This creates a cushion of foam that absorbs up to 30 points of bludgeoning damage. This can, for example, reduce damage from falling or being tossed into a wall. It dissolves after 10 minutes or after exposed to water.

Stonebreaker Acid

Cost: 50gp - Manufacture Time: 10 minutes

Splash a vial of Stonebreaker acid on something within 5 feet, or throw it up to 20 feet. Both are a ranged weapon attack - on a hit, the target takes 6d6 acid damage if is made out of stone. If the target is an non-magic object, it automatically takes maximum damage, melting away and creating foul-smelling fumes, potentially dissolving up to 5 cubic feet of solid rock into a few inches of slurry.

Aqua Regia

Cost: 400gp - Manufacture Time: 1 hour

This is a throwable or pourable bottle of strong, empowered acid. When poured (out of combat), it rapidly eats away most types of metals (e.g. adamantine is immune), including if those metals are magically enhanced. This can go as far as destroying metal magic items, burning holes in metal walls and doors, and weakening entire metal structures. When thrown, it acts as a normal throwing weapon (check vs a tile rather than a creature, roll d20+dex+prof for accuracy, 15+ on target, 10-14 5ft off, 1-9 10ft off using scatter dice).

Creatures hit by or within 10 feet of the impact point take 5d6 acid and fire damage, which can only be reduced if the creature has resistance/immunity to both damage types. Damaged creatures must also take an action on their turn to discard or otherwise remove the flaming acid residue from themselves, and if they do not do so, they suffer another 5d6 acid and fire damage at the end of their turn. Creatures within 10 feet of the impact area can make a dexterity saving throw to halve the damage, but still suffer the ongoing damage effect as if they were hit.

Blackfire Clay

Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units

Blackfire clay can be massaged to create a lightless, smokeless, odorless heat source. Either 5 units can be used to create a campfire to warm a small area, or one medium-sized creature can use one unit to warm itself. This gives advantage on saving throws against cold weather and other cold-based effects. Blackfire clay lasts for 1 hour.

Vapors of Sleep

Cost: 50gp - Manufacture Time: 20 minutes

When a vial of this is poured onto a cloth and held over a creature's nose and/or mouth, they must make a DC 15 Constitution saving throw or else fall asleep for 1d4 hours. Any damage or otherwise harmful effects immediately awakens the target. If the target is moved recklessly or other under GM-specific conditions, the target may also immediately wake up or get another opportunity to save against the effect.

Medical Items

Basic Healing Potion

Cost: 30gp - Manufacture Time: 30 minutes Heals for 1d4+1 hit points. You can manufacture up to 4 doses in one batch, using 4x the cost in the normal amount of time.

Standard Healing Potion

Cost: 75gp - Manufacture Time: 30 minutes Heals for 2d4+2 hit points. You can manufacture up to 4 doses in one batch, using 4x the cost in the normal amount of time.

Greater Healing Potion

Cost: 125gp - Manufacture Time: 30 minutes Heals for 4d4+4 hit points. You can manufacture up to 4 doses in one batch, using 4x the cost in the normal amount of time.

Stabilization Tincture

Cost: 25gp - Manufacture Time: 15 minutes A creature that has consumed this potion automatically succeeds at becoming stable the first time they are reduced to 0 hit points within the next 8 hours. You can manufacture up to 4 doses in one batch, using 4x the cost in the normal amount of time.

Basic Antitoxin

Cost: 25gp - Manufacture Time: 15 minutes A poisoned creature that ingests this hard bolus of charcoal and herbal oil automatically makes another saving throw against all poisons currently affecting them. You can manufacture up to 4 doses in one batch, using 4x the cost in the normal amount of time.

Poultice of Wound Closure

Cost: 25gp - Manufacture Time: 20 minutes Apply this poultice during a short rest to a creature and have it spend at least one hit die to activate the poultice's healing properties. Instead of regaining the usual (hit dice restoration) hit points, you instead gain 3d6 + (Medicine check result) + (hit dice restoration) hit points. You can manufacture up to 4 doses in one batch, using 4x the cost in the normal amount of time. One creature can apply a poultice to two other creatures during a short rest.

Vitality Tonic

Cost: 25gp - Manufacture Time: 10 minutes Restores 1d4+1 hit dice. Drinking more than one of these per long rest incurs a level of fatigue per each additional tonic used. You can manufacture up to 4 doses in one batch, using 4x the cost in the normal amount of time.

Mana Tonic

Cost: 75gp - Manufacture Time: 10 minutes Restores 1d10 + (spellcast modifier of the drinking creature)'s mana points. This tonic can be used with an action or as a bonus action. You can manufacture up to 4 doses in one batch, using 4x the cost in the normal amount of time.

Vigor Tonic

Cost: 50gp - Manufacture Time: 10 minutes Removes one level of fatigue. For every dose after the first without an intervening long rest, roll a d6. If the result if equal to or less than the number of vigor tonics you have consumed since your last long rest, it does not remove a level of fatigue, you cannot consume any more vigor tonics, and you become poisoned until you take a long rest. You can manufacture up to 4 doses in one batch, using 4x the cost in the normal amount of time.

Journeyman Serum

Cost: 10gp - Manufacture Time: 1 hour Creatures that drink this may travel at a Fast pace (see the PHB) for 12 hours per day without incurring fatigue or suffering the perception penalty normally accompanying Fast pace. This makes overland travel roughly 50% faster on a day-by-day basis. You can manufacture up to 20 doses in one batch, using 20x the cost in the normal amount of time.

Poisons

Basic Poison

Cost: 15gp - Manufacture Time: 15 minutes

An injury poison, when applied to a piercing or slashing melee weapon or up to 3 pieces of ammunition, this causes an additional 1d4 poison damage. Lasts 1 minute on melee weapons; loses potency after making one attack with ranged ammunition. You can manufacture up to 4 doses in one batch, using 4x the cost in the normal amount of time.

Jellyfish Sting

Cost: 50gp - Manufacture Time: 30 minutes

Jellyfish Sting is a Contact poison. It is applied once to a melee weapon, and takes effect on the first hit scored with that melee weapon. It immediately deals 1d10 poison damage. If the target additionally fails a DC 14 Constitution save, they take an additional 1d10 poison damage, and are Paralyzed for 5 - Constitution Modifier rounds.

Pale Tincture

Cost: 250gp - Manufacture Time: 12 hours

A creature subjected to this ingested 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.

Ole Jorgen's Tonic

Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses

A creature subjected to this contact or ingested poison must make a DC 13 Constitution saving throw or begin vomiting uncontrollably for 10 - (Constitution modifier) rounds. This counts as being incapacitated with the exception that a creature may only take a five foot step during each turn they vomit. Wear gloves when manufacturing or using this poison.

Serpent Venom

Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses

An injury poison, a creature damaged by serpent venom must make a DC 12 Constitution saving throw or take 3d6 poison damage, or half as much on a successful save. Lasts 1 minute on melee weapons; loses potency after making one attack with ranged ammunition.

Burnt Othur Fumes

Cost: 600gp - Manufacture Time: 1 hour

An inhaled poison, typically sealed in a clay jar and thrown that bursts into a 15-foot radius cloud. DC 19 Constitution saving throw or take 5d6 poison damage. If the creature fails the initial throw, they must continue to make saves (DC 17) until they save successfully three times. A creature that has failed on the first throw takes 3d6 poison damage at the start of each of their turns they remain poisoned.

Madness Spores

Cost: 150gp - Manufacture Time: 30 minutes

A contact poison. Target must make a DC 18 Wisdom saving throw or suffer from random, otherworldly hallucinations for 1d4 hours. Any damage the creature takes triggers an additional saving throw to end the effect, but otherwise the creature is debilitated by the hallucinations for the duration.

Weapon Enhancements

Alchemical Silver

Cost: 25gp - Manufacture Time: 15 minutes

Use an Action to silver to any melee weapon or up to 10 pieces of ammunition. For the next minute, any attacks made with the affected weapon, or the first attack with a coated piece of ammunition, bypass the "resistance to non-magical bludgeoning, slashing, and piercing damage" quality of creatures. You may also attack incorporeal creatures as if they were corporeal.

Bloodletting Oil

Cost: 15gp - Manufacture Time: 15 minutes

Only works on creatures that can bleed. Use an Action to coat any melee weapon or up to 10 pieces of ammunition. For the next minute, any attacks made with the affected weapon, or the first attack with a coated piece of ammunition, force the creature to bleed and leave a blood trail for one minute. At the start of each of the creature's turns, they must make a CON save or take an additional 1d6 damage that can't be reduced. A successful medicine check (DC 12) stops the bleeding, as does receiving any magical healing.

Rot Oil

Cost: 15gp - Manufacture Time: 15 minutes

Use an Action to coat any melee weapon or up to 10 pieces of ammunition. For the next minute, any attacks made with the affected weapon, or the first attack with a coated piece of ammunition, add an additional 1d6 necrotic damage on a hit.

Whisper Oil

Cost: 15gp - Manufacture Time: 15 minutes

Use an Action to coat any melee weapon or up to 10 pieces of ammunition. For the next minute, any attacks made with the affected weapon, or the first attack with a coated piece of ammunition, add an additional 1d6 psychic damage on a hit.

Enchantments

NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.

[name] of Blessings

Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons

When equipped, this item restores an additional 1d4 hit points whenever you gain hit points. This does not apply during short or long rests, nor does it apply to temporary hit points.

Unbroken [name]

Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets

When equipped, this item gives you a +1 to Constitution saving throws.

Garnet [name]

Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets

When equipped, reduce any fire damage you take by 2 points.

[name] of the Spider

Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor

When equipped, once per day, you may cast the Web spell as an action or reaction.

[name] of Messages

Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets

When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.

[name] of Faith

Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets

When equipped, when you spend hit dice during a short rest to heal, roll twice as many dice and take only the half with the higher results.

[name] of Warding

Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor

When equipped, a creature wearing this armor cannot be possessed.

NNC Tech

Golem Core

Cost: varies - Construction time: 2 hours

Golem Cores produce a steady stream of magical energy and come with a rudimentary intelligence that allows them to power and drive automata. A golem core is created from blacksmithing, alchemy, and finally, empowering with a demonic soul or souls. Intelligent demons may be used, or artificial souls from homunculi, but the latter incurs a doubling of the total cost of a core in order to create the homunculi. A golem core's cost varies based on its size: Small cores are used to power equipment like ammo regenerators and cost 200gp. Medium cores are used to power Small or Medium automatons and cost 500gp. Large cores are used to power larger machinery or vehicles, and cost 2000gp. Damaged or salvaged cores can be repaired for half the cost of creating one from scratch.

Ammo Regenerator

Cost: varies - Construction time: 30 minutes

An ammo regenerator is a device embedded into a firearm that reloads it fast enough that the user never need take an action to reload. The downside is that ammo regenerator-equipped firearms cannot use specialized ammo types. Ammo regenerators can only manufacture mundane ammunition.

Cartridge Pistol

Cost: 800gp - Construction time: 1 hour

A cartridge pistol is a +1 martial ranged weapon that is 1-handed, has Loading (can only fire once per Action), has range 50/150, weighs 3 lbs., and deals 3d6+5 piercing damage on a hit. An ammo regenerator for a pistol costs 200gp. All critical damage, even modifiers, is doubled on a firearm crit.

Legionary Rifle

Cost: 1400gp - Construction time: 2 hours

A legionary rifle is a +1 martial ranged weapon that is 2-handed, has Loading (can only fire once per Action), has range 150/300, weighs 9 lbs., and deals 4d8+10 piercing damage on a hit. An ammo regenerator for a rifle costs 600gp. All critical damage, even modifiers, is doubled on a firearm crit.

Dispelling Armor

Cost: 100gp - Construction time: 15 minutes

This is a series of magically charged engravings on any armor. When so enchanted, any time the armor is worn and the creature wearing it is subject to an area-of-effect attack that allows a saving throw, the armor makes the saving throw first with a +10 bonus. If the saving throw succeeds, the triggering spell is counterspelled. Regardless of the result, the engravings burn out and the armor must be enchanted again.

Burnout Array

Cost 2000gp - must be added to an automaton with a golem core of at least size medium - crafting time: 2 hours

Adds two properties to automata of at least size medium: Magic Resistance, and Projected Selective Counterspell

Magic Resistance: Gives advantage on saving throws against magical effects and spells.

Projected Selective Counterspell: If the automaton fails a saving throw against a magical effect or spell, or if a caster within 60 feet attempts to cast a spell, the automaton can choose to burn out the array to cancel the magical effect or spell effect entirely. The automaton loses access to this ability and Magic Resistance unless the array is repaired (1000gp)

Prototype: When the automaton benefits from or uses either feature, roll a d20. On a 4 or less, resolve the triggering effect, and then a subsequent effect happens according to another d10 roll:

  • 1-2: Resonance. The spell or magical effect triggers again, selecting random new targets.
  • 3-4: Overload. The burnout array overheats and explodes, dealing 4d8 fire and 4d8 force damage to everyone within 20 feet, dex save to halve. The automaton cannot save against this damage.
  • 5-6: Critical Allegiance Mismatch. The automaton becomes dominated by a random intelligent creature on the current battlefield for 1d4 turns.
  • 8: Uncontrolled Transformative Burst. The automaton transmutes into another construct. Depending on the construct, it may or may not retain its affiliations.
  • 9: Feedback Burst: The automaton triggers a wild magic effect as a 1d6 level spell with 1d6 levels of augment.
  • 10: Feedback Cascade: The automaton triggers a wild magic effect as a 1d10 level spell with 1d20 levels of augment.

Tech Tree

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