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	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22570</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22570"/>
				<updated>2019-02-10T05:40:53Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* placeholder - the Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information.&lt;br /&gt;
&lt;br /&gt;
Google doc of more informal notes: https://docs.google.com/document/d/14W0W9u_9RFF7wRK2lGBLzHR8OF_Fc5jwoaGr8Ke6jaA/edit&lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 3''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist - half-orc bar-fighter&lt;br /&gt;
* Durnan - ex-adventurer and proprietor of the Yawning Portal&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm - author and celebrity&lt;br /&gt;
* Floon Blagmaar - Volo's abducted friend&lt;br /&gt;
* Xoblob - deep gnome owner of the Old Xoblob Shop&lt;br /&gt;
* Renaer Neverember - estranged son of Dagult&lt;br /&gt;
* Dagult Neverember - previous Open Lord of Waterdeep&lt;br /&gt;
* Hystus Staget - City Watch Captain of the Dock Ward&lt;br /&gt;
* Kylynne Silmerhelve - Tiefling Magister&lt;br /&gt;
* Lif - Half-elf ghost of Trollskull Manor&lt;br /&gt;
* Hammond Kraddoc - Illuskan human officer of the Vintners', Distillers', and Brewers' Guild&lt;br /&gt;
* Jinny - tiefling assistant to Hammond Kraddoc&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Xanathar's Guild&lt;br /&gt;
* The Zhentarim&lt;br /&gt;
* City Watch, City Guard, and Gryphon Riders&lt;br /&gt;
* [[Dragon_Heist/Guilds of Waterdeep|Guilds of Waterdeep]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Campaign_Log&amp;diff=22569</id>
		<title>Dragon Heist/Campaign Log</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Campaign_Log&amp;diff=22569"/>
				<updated>2019-01-13T09:18:28Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Session 1 - December 22, 2018 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Session 1 - ''December 22, 2018''===&lt;br /&gt;
''DR 1492, Ches 3, 2:00 pm''&lt;br /&gt;
&lt;br /&gt;
Through Khan, the party is assembled at the Yawning Portal tavern to meet with Volothamp &amp;quot;Volo&amp;quot; Geddarm, told they are needed to answer a call for help. While passing the time with usual tavern fare, a fight breaks out between a half-orc, Yagra Stonefist, and some gang members. Aiding her in subduing them, Durnan ousts the gang members. A troll and several stirges emerge from the shaft in the center of the tavern, and the combined arms of Yagra, Durnan, and the party defeat them. Volo arrives at the tail end of this confrontation, happy to see the party a capable force. &lt;br /&gt;
&lt;br /&gt;
Volo explains that he believes something bad has happened to a drinking friend of his - Floon Blagmaar. Giving a description of a handsome, nicely-dressed human man with red hair in his mid-thirties, the party sets off to the last place Volo saw him, the Skewered Dragon tavern in southern Waterdeep. They witness the aftermath of another gang fight - between the Zhentarim and Xanathar's Guild - in the streets, then being mopped up by the City Watch. Stopping in briefly in the Old Xobolb Shop, they converse with the owner and discover several shady types in black armor abducted two men off the street nearby two nights prior. Visiting the Skewered Dragon, they converse with the regulars and are pointed towards a warehouse in the area with a black serpent on the door - the mark of the Zhentarim. The party arrives, and finds it looking rather decrepit.&lt;br /&gt;
&lt;br /&gt;
===Session 2 - ''December 29, 2018''===&lt;br /&gt;
''DR 1492, Ches 3, 3:00 pm''&lt;br /&gt;
&lt;br /&gt;
Knocking and then breaking down the door, the party finds a dozen dead Zhentarim thugs in the warehouse. When they begin looting them, four kenku attack. Fwoosh momentarily causes them to stop fighting, after which the party kills two, knocks one out, and restrains the last. Searching the area, Ramesh finds someone who looks like Floon, only for him to name himself Renaer Neverember, the son of Dagult Neverember, the previous Open Lord of Waterdeep. He explains they kidnapped him and Floon, confusing them for one another, and that Floon was carted off somewhere else while he escaped his restraints and hid himself to wait for an opportunity to escape. He voluntarily joins the party to help rescue Floon.&lt;br /&gt;
&lt;br /&gt;
A squad of a dozen City Watch arrives, taking the surviving Kenku into custody. Their Captain, Hystus Staget, is thankful the violence hasn't resulted in any deaths but gang members. Captain Staget gives a copy of the Code Legal to the party, promising to look the other way this time, and explains it was partially his fault for withdrawing patrols in the area. The City Watch positively identify the conscious captive as being a member of Xanathar's Guild, a known current enemy to the Zhentarim. Searching the warehouse further, Fwoosh finds a paper bird, and the party finds a cache of valuables behind a secret door. Departing the warehouse, Renaer sees himself to a bathhouse, Fwoosh uses the paper bird to summon Volo to the Yawning Portal later that evening. The party returns themselves there immediately, plying the time by busking, gambling, and drinking.&lt;br /&gt;
&lt;br /&gt;
At 8:00 pm, Volo and Renaer arrive. They catch up on the situation at large, and Renaer leaves with the party to return to the warehouse in search of any tracks or trails to follow. Shrarsei manages to find a trail, eventually leading to a manhole on a nearby street. Following yellow Xanathar's Guild signs in the sewers under the street for a little over an hour, the party encounters a Gazer and defeats it. Continuing, they arrive at a Xanathar's Guild hideout, sneaking past the sleeping goblins on watch at the sewer junction.&lt;br /&gt;
&lt;br /&gt;
===Session 3 - ''January 5, 2019''===&lt;br /&gt;
''DR 1492, Ches 3, 11:30 pm''&lt;br /&gt;
&lt;br /&gt;
Continuing on through the hideout, party came across Krentz and a Duergar trying to barricade the door leading in from the other direction. Party accosted Krentz &amp;amp; Duergar as well as a slime. Continuing through the passages, party came upon a man being held by a torturer, as well as a Mind Flayer &amp;amp; accompanying Intellect Devourer. Party killed the torturer and the Intellect Devourer, however the Mind Flayer escaped into another chamber. Fwoosh gave chase and witnessed the Mind Flayer pass through some sort of portal which immediately vanished.&lt;br /&gt;
&lt;br /&gt;
The man being held by the torturer was Floon. Upon further exploring the rooms branching off from this area, a Mark of the Xanathar guild was discovered on the floor. Fwoosh discovered a secret passage out of this hideout that led into someone's basement. The man who resides there was a Halfling who appeared to be unaware to the fact that there was a secret passage in his basement, but seemed suspicious. This building is the Peabody residence. Fwoosh purchased his only keg of ale he had for this season.&lt;br /&gt;
&lt;br /&gt;
The party decides to return to the Yawning Portal and it is now 12:30am. Here they meet with Volo, who commends them and rewards them with a deed to a property called the Troll Skull Manor, which is rumored to be haunted and currently abandoned. He has set an appointment for the deed to be transferred into our names. He buys the adventurers rooms for the night and marks the location of the troll skull manor on their map. Renaer offers to help us if we ever need his assistance.&lt;br /&gt;
&lt;br /&gt;
''The party reaches level 2.''&lt;br /&gt;
&lt;br /&gt;
''DR 1492, Ches 4, 8 am''&lt;br /&gt;
&lt;br /&gt;
With their new deed in mind, the party decides to check out the manor. The manor is dusty and in disrepair, but exploring during the daytime reveals no spooks or supernatural events. Ramesh &amp;amp; Shrarsei focus on cleaning up the manor before the noon appointment to transfer the deed, while Rasi, Jane, and Fwoosh head out. Rasi speaks to their contact about the feud between the Xanathar and Zhentarim. They learn that the Xanathar accused the Zhentarim of stealing the Stone of Golorr, but the Zhentarim denies it. The Zhentarim likely abducted Renaer &amp;amp; Floon as they believed that Renaer may have known something about said Stone as it relates to his father, though he hadn't spoken to his father in years. Speaking more privately, Rasi's contact confided that it is suspected that Lord Dagult Neverember (Renaer's father) embezzled half a million gold dragons from the city of Waterdeep. The magistrate have not been able to prove this suspicion but they believe it to be very likely, though he cannot be questioned currently as they don't know exactly where he is currently.&lt;br /&gt;
&lt;br /&gt;
Jane &amp;amp; Fwoosh learn of the various businesses in the area around the Troll Skull Manor. The Tiger's Eye is a private detective agency that claims they can discover any secret in Waterdeep for a fee. The Bent Nail is a woodworking shop owned by Talisolvanar the Half-Elf. There is a manhole that acts as a sewer access. Corellon's Crown is a greenhouse that supplies herbal rememedies run by Fala the Druid. A bookstore by the name of The Book Wyrm's Treasure is here, run by a Gold Dragonborn named Rishaal. He has many books and a loaner service for nonmagical tomes, as well as individual spell scrolls available to be purchased. Steam &amp;amp; Steel is a forge run by two Genasi, Embric &amp;amp; Avi, a married couple. Embric is a Fire Genasi who forges weapons and Avi is a Water Genasi who forges armor. They also have cooking &amp;amp; farming tools in addition to swords, shields, and armor (though they do not carry heavy full plate).&lt;br /&gt;
&lt;br /&gt;
The meeting occurs at 12 pm and the party heads out to a courthouse in the Castle Ward. Volo pays forth the 20 gold dragons needed to transfer the deed into our names. Ramesh asks the magister about the purchase history of the manor. The property was originally purchased by Lif the Half-Elf 6 or 7 years ago, though he died and the property passed into the hands of the city. Volo purchased the property about 6 months ago as he heard it may be haunted and thought it could be useful for his book research, though he never personally experienced any supernatural occurrences.&lt;br /&gt;
&lt;br /&gt;
Shrarsei, Rasi, and Ironclad retire to their respective abodes while Fwoosh, Jane, and Ramesh retire to the Troll Skull Manor for the evening. The party determines it will take 60 hours of cleaning to restore the manor to a suitable condition and between a few of them they manage 48 hours. At 8 pm the party breaks to investigate some spooky business. Though not hostile, the party learns that Lif is &amp;quot;haunting&amp;quot; the manor.&lt;br /&gt;
&lt;br /&gt;
===Session 4 - ''January 12, 2019''===&lt;br /&gt;
''DR 1492, Ches 4, 8:30 pm''&lt;br /&gt;
&lt;br /&gt;
''entry forthcoming''&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Campaign_Log&amp;diff=22568</id>
		<title>Dragon Heist/Campaign Log</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Campaign_Log&amp;diff=22568"/>
				<updated>2019-01-13T09:18:12Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Session 2 - December 29, 2018 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Session 1 - ''December 22, 2018''===&lt;br /&gt;
''DR 1492, Ches 3, 2:00 pm''&lt;br /&gt;
Through Khan, the party is assembled at the Yawning Portal tavern to meet with Volothamp &amp;quot;Volo&amp;quot; Geddarm, told they are needed to answer a call for help. While passing the time with usual tavern fare, a fight breaks out between a half-orc, Yagra Stonefist, and some gang members. Aiding her in subduing them, Durnan ousts the gang members. A troll and several stirges emerge from the shaft in the center of the tavern, and the combined arms of Yagra, Durnan, and the party defeat them. Volo arrives at the tail end of this confrontation, happy to see the party a capable force. &lt;br /&gt;
&lt;br /&gt;
Volo explains that he believes something bad has happened to a drinking friend of his - Floon Blagmaar. Giving a description of a handsome, nicely-dressed human man with red hair in his mid-thirties, the party sets off to the last place Volo saw him, the Skewered Dragon tavern in southern Waterdeep. They witness the aftermath of another gang fight - between the Zhentarim and Xanathar's Guild - in the streets, then being mopped up by the City Watch. Stopping in briefly in the Old Xobolb Shop, they converse with the owner and discover several shady types in black armor abducted two men off the street nearby two nights prior. Visiting the Skewered Dragon, they converse with the regulars and are pointed towards a warehouse in the area with a black serpent on the door - the mark of the Zhentarim. The party arrives, and finds it looking rather decrepit.&lt;br /&gt;
&lt;br /&gt;
===Session 2 - ''December 29, 2018''===&lt;br /&gt;
''DR 1492, Ches 3, 3:00 pm''&lt;br /&gt;
&lt;br /&gt;
Knocking and then breaking down the door, the party finds a dozen dead Zhentarim thugs in the warehouse. When they begin looting them, four kenku attack. Fwoosh momentarily causes them to stop fighting, after which the party kills two, knocks one out, and restrains the last. Searching the area, Ramesh finds someone who looks like Floon, only for him to name himself Renaer Neverember, the son of Dagult Neverember, the previous Open Lord of Waterdeep. He explains they kidnapped him and Floon, confusing them for one another, and that Floon was carted off somewhere else while he escaped his restraints and hid himself to wait for an opportunity to escape. He voluntarily joins the party to help rescue Floon.&lt;br /&gt;
&lt;br /&gt;
A squad of a dozen City Watch arrives, taking the surviving Kenku into custody. Their Captain, Hystus Staget, is thankful the violence hasn't resulted in any deaths but gang members. Captain Staget gives a copy of the Code Legal to the party, promising to look the other way this time, and explains it was partially his fault for withdrawing patrols in the area. The City Watch positively identify the conscious captive as being a member of Xanathar's Guild, a known current enemy to the Zhentarim. Searching the warehouse further, Fwoosh finds a paper bird, and the party finds a cache of valuables behind a secret door. Departing the warehouse, Renaer sees himself to a bathhouse, Fwoosh uses the paper bird to summon Volo to the Yawning Portal later that evening. The party returns themselves there immediately, plying the time by busking, gambling, and drinking.&lt;br /&gt;
&lt;br /&gt;
At 8:00 pm, Volo and Renaer arrive. They catch up on the situation at large, and Renaer leaves with the party to return to the warehouse in search of any tracks or trails to follow. Shrarsei manages to find a trail, eventually leading to a manhole on a nearby street. Following yellow Xanathar's Guild signs in the sewers under the street for a little over an hour, the party encounters a Gazer and defeats it. Continuing, they arrive at a Xanathar's Guild hideout, sneaking past the sleeping goblins on watch at the sewer junction.&lt;br /&gt;
&lt;br /&gt;
===Session 3 - ''January 5, 2019''===&lt;br /&gt;
''DR 1492, Ches 3, 11:30 pm''&lt;br /&gt;
&lt;br /&gt;
Continuing on through the hideout, party came across Krentz and a Duergar trying to barricade the door leading in from the other direction. Party accosted Krentz &amp;amp; Duergar as well as a slime. Continuing through the passages, party came upon a man being held by a torturer, as well as a Mind Flayer &amp;amp; accompanying Intellect Devourer. Party killed the torturer and the Intellect Devourer, however the Mind Flayer escaped into another chamber. Fwoosh gave chase and witnessed the Mind Flayer pass through some sort of portal which immediately vanished.&lt;br /&gt;
&lt;br /&gt;
The man being held by the torturer was Floon. Upon further exploring the rooms branching off from this area, a Mark of the Xanathar guild was discovered on the floor. Fwoosh discovered a secret passage out of this hideout that led into someone's basement. The man who resides there was a Halfling who appeared to be unaware to the fact that there was a secret passage in his basement, but seemed suspicious. This building is the Peabody residence. Fwoosh purchased his only keg of ale he had for this season.&lt;br /&gt;
&lt;br /&gt;
The party decides to return to the Yawning Portal and it is now 12:30am. Here they meet with Volo, who commends them and rewards them with a deed to a property called the Troll Skull Manor, which is rumored to be haunted and currently abandoned. He has set an appointment for the deed to be transferred into our names. He buys the adventurers rooms for the night and marks the location of the troll skull manor on their map. Renaer offers to help us if we ever need his assistance.&lt;br /&gt;
&lt;br /&gt;
''The party reaches level 2.''&lt;br /&gt;
&lt;br /&gt;
''DR 1492, Ches 4, 8 am''&lt;br /&gt;
&lt;br /&gt;
With their new deed in mind, the party decides to check out the manor. The manor is dusty and in disrepair, but exploring during the daytime reveals no spooks or supernatural events. Ramesh &amp;amp; Shrarsei focus on cleaning up the manor before the noon appointment to transfer the deed, while Rasi, Jane, and Fwoosh head out. Rasi speaks to their contact about the feud between the Xanathar and Zhentarim. They learn that the Xanathar accused the Zhentarim of stealing the Stone of Golorr, but the Zhentarim denies it. The Zhentarim likely abducted Renaer &amp;amp; Floon as they believed that Renaer may have known something about said Stone as it relates to his father, though he hadn't spoken to his father in years. Speaking more privately, Rasi's contact confided that it is suspected that Lord Dagult Neverember (Renaer's father) embezzled half a million gold dragons from the city of Waterdeep. The magistrate have not been able to prove this suspicion but they believe it to be very likely, though he cannot be questioned currently as they don't know exactly where he is currently.&lt;br /&gt;
&lt;br /&gt;
Jane &amp;amp; Fwoosh learn of the various businesses in the area around the Troll Skull Manor. The Tiger's Eye is a private detective agency that claims they can discover any secret in Waterdeep for a fee. The Bent Nail is a woodworking shop owned by Talisolvanar the Half-Elf. There is a manhole that acts as a sewer access. Corellon's Crown is a greenhouse that supplies herbal rememedies run by Fala the Druid. A bookstore by the name of The Book Wyrm's Treasure is here, run by a Gold Dragonborn named Rishaal. He has many books and a loaner service for nonmagical tomes, as well as individual spell scrolls available to be purchased. Steam &amp;amp; Steel is a forge run by two Genasi, Embric &amp;amp; Avi, a married couple. Embric is a Fire Genasi who forges weapons and Avi is a Water Genasi who forges armor. They also have cooking &amp;amp; farming tools in addition to swords, shields, and armor (though they do not carry heavy full plate).&lt;br /&gt;
&lt;br /&gt;
The meeting occurs at 12 pm and the party heads out to a courthouse in the Castle Ward. Volo pays forth the 20 gold dragons needed to transfer the deed into our names. Ramesh asks the magister about the purchase history of the manor. The property was originally purchased by Lif the Half-Elf 6 or 7 years ago, though he died and the property passed into the hands of the city. Volo purchased the property about 6 months ago as he heard it may be haunted and thought it could be useful for his book research, though he never personally experienced any supernatural occurrences.&lt;br /&gt;
&lt;br /&gt;
Shrarsei, Rasi, and Ironclad retire to their respective abodes while Fwoosh, Jane, and Ramesh retire to the Troll Skull Manor for the evening. The party determines it will take 60 hours of cleaning to restore the manor to a suitable condition and between a few of them they manage 48 hours. At 8 pm the party breaks to investigate some spooky business. Though not hostile, the party learns that Lif is &amp;quot;haunting&amp;quot; the manor.&lt;br /&gt;
&lt;br /&gt;
===Session 4 - ''January 12, 2019''===&lt;br /&gt;
''DR 1492, Ches 4, 8:30 pm''&lt;br /&gt;
&lt;br /&gt;
''entry forthcoming''&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Campaign_Log&amp;diff=22567</id>
		<title>Dragon Heist/Campaign Log</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Campaign_Log&amp;diff=22567"/>
				<updated>2019-01-13T09:17:55Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Session 1 - ''December 22, 2018''===&lt;br /&gt;
''DR 1492, Ches 3, 2:00 pm''&lt;br /&gt;
Through Khan, the party is assembled at the Yawning Portal tavern to meet with Volothamp &amp;quot;Volo&amp;quot; Geddarm, told they are needed to answer a call for help. While passing the time with usual tavern fare, a fight breaks out between a half-orc, Yagra Stonefist, and some gang members. Aiding her in subduing them, Durnan ousts the gang members. A troll and several stirges emerge from the shaft in the center of the tavern, and the combined arms of Yagra, Durnan, and the party defeat them. Volo arrives at the tail end of this confrontation, happy to see the party a capable force. &lt;br /&gt;
&lt;br /&gt;
Volo explains that he believes something bad has happened to a drinking friend of his - Floon Blagmaar. Giving a description of a handsome, nicely-dressed human man with red hair in his mid-thirties, the party sets off to the last place Volo saw him, the Skewered Dragon tavern in southern Waterdeep. They witness the aftermath of another gang fight - between the Zhentarim and Xanathar's Guild - in the streets, then being mopped up by the City Watch. Stopping in briefly in the Old Xobolb Shop, they converse with the owner and discover several shady types in black armor abducted two men off the street nearby two nights prior. Visiting the Skewered Dragon, they converse with the regulars and are pointed towards a warehouse in the area with a black serpent on the door - the mark of the Zhentarim. The party arrives, and finds it looking rather decrepit.&lt;br /&gt;
&lt;br /&gt;
===Session 2 - ''December 29, 2018''===&lt;br /&gt;
''DR 1492, Ches 3, 3:00 pm''&lt;br /&gt;
Knocking and then breaking down the door, the party finds a dozen dead Zhentarim thugs in the warehouse. When they begin looting them, four kenku attack. Fwoosh momentarily causes them to stop fighting, after which the party kills two, knocks one out, and restrains the last. Searching the area, Ramesh finds someone who looks like Floon, only for him to name himself Renaer Neverember, the son of Dagult Neverember, the previous Open Lord of Waterdeep. He explains they kidnapped him and Floon, confusing them for one another, and that Floon was carted off somewhere else while he escaped his restraints and hid himself to wait for an opportunity to escape. He voluntarily joins the party to help rescue Floon.&lt;br /&gt;
&lt;br /&gt;
A squad of a dozen City Watch arrives, taking the surviving Kenku into custody. Their Captain, Hystus Staget, is thankful the violence hasn't resulted in any deaths but gang members. Captain Staget gives a copy of the Code Legal to the party, promising to look the other way this time, and explains it was partially his fault for withdrawing patrols in the area. The City Watch positively identify the conscious captive as being a member of Xanathar's Guild, a known current enemy to the Zhentarim. Searching the warehouse further, Fwoosh finds a paper bird, and the party finds a cache of valuables behind a secret door. Departing the warehouse, Renaer sees himself to a bathhouse, Fwoosh uses the paper bird to summon Volo to the Yawning Portal later that evening. The party returns themselves there immediately, plying the time by busking, gambling, and drinking.&lt;br /&gt;
&lt;br /&gt;
At 8:00 pm, Volo and Renaer arrive. They catch up on the situation at large, and Renaer leaves with the party to return to the warehouse in search of any tracks or trails to follow. Shrarsei manages to find a trail, eventually leading to a manhole on a nearby street. Following yellow Xanathar's Guild signs in the sewers under the street for a little over an hour, the party encounters a Gazer and defeats it. Continuing, they arrive at a Xanathar's Guild hideout, sneaking past the sleeping goblins on watch at the sewer junction.&lt;br /&gt;
&lt;br /&gt;
===Session 3 - ''January 5, 2019''===&lt;br /&gt;
''DR 1492, Ches 3, 11:30 pm''&lt;br /&gt;
&lt;br /&gt;
Continuing on through the hideout, party came across Krentz and a Duergar trying to barricade the door leading in from the other direction. Party accosted Krentz &amp;amp; Duergar as well as a slime. Continuing through the passages, party came upon a man being held by a torturer, as well as a Mind Flayer &amp;amp; accompanying Intellect Devourer. Party killed the torturer and the Intellect Devourer, however the Mind Flayer escaped into another chamber. Fwoosh gave chase and witnessed the Mind Flayer pass through some sort of portal which immediately vanished.&lt;br /&gt;
&lt;br /&gt;
The man being held by the torturer was Floon. Upon further exploring the rooms branching off from this area, a Mark of the Xanathar guild was discovered on the floor. Fwoosh discovered a secret passage out of this hideout that led into someone's basement. The man who resides there was a Halfling who appeared to be unaware to the fact that there was a secret passage in his basement, but seemed suspicious. This building is the Peabody residence. Fwoosh purchased his only keg of ale he had for this season.&lt;br /&gt;
&lt;br /&gt;
The party decides to return to the Yawning Portal and it is now 12:30am. Here they meet with Volo, who commends them and rewards them with a deed to a property called the Troll Skull Manor, which is rumored to be haunted and currently abandoned. He has set an appointment for the deed to be transferred into our names. He buys the adventurers rooms for the night and marks the location of the troll skull manor on their map. Renaer offers to help us if we ever need his assistance.&lt;br /&gt;
&lt;br /&gt;
''The party reaches level 2.''&lt;br /&gt;
&lt;br /&gt;
''DR 1492, Ches 4, 8 am''&lt;br /&gt;
&lt;br /&gt;
With their new deed in mind, the party decides to check out the manor. The manor is dusty and in disrepair, but exploring during the daytime reveals no spooks or supernatural events. Ramesh &amp;amp; Shrarsei focus on cleaning up the manor before the noon appointment to transfer the deed, while Rasi, Jane, and Fwoosh head out. Rasi speaks to their contact about the feud between the Xanathar and Zhentarim. They learn that the Xanathar accused the Zhentarim of stealing the Stone of Golorr, but the Zhentarim denies it. The Zhentarim likely abducted Renaer &amp;amp; Floon as they believed that Renaer may have known something about said Stone as it relates to his father, though he hadn't spoken to his father in years. Speaking more privately, Rasi's contact confided that it is suspected that Lord Dagult Neverember (Renaer's father) embezzled half a million gold dragons from the city of Waterdeep. The magistrate have not been able to prove this suspicion but they believe it to be very likely, though he cannot be questioned currently as they don't know exactly where he is currently.&lt;br /&gt;
&lt;br /&gt;
Jane &amp;amp; Fwoosh learn of the various businesses in the area around the Troll Skull Manor. The Tiger's Eye is a private detective agency that claims they can discover any secret in Waterdeep for a fee. The Bent Nail is a woodworking shop owned by Talisolvanar the Half-Elf. There is a manhole that acts as a sewer access. Corellon's Crown is a greenhouse that supplies herbal rememedies run by Fala the Druid. A bookstore by the name of The Book Wyrm's Treasure is here, run by a Gold Dragonborn named Rishaal. He has many books and a loaner service for nonmagical tomes, as well as individual spell scrolls available to be purchased. Steam &amp;amp; Steel is a forge run by two Genasi, Embric &amp;amp; Avi, a married couple. Embric is a Fire Genasi who forges weapons and Avi is a Water Genasi who forges armor. They also have cooking &amp;amp; farming tools in addition to swords, shields, and armor (though they do not carry heavy full plate).&lt;br /&gt;
&lt;br /&gt;
The meeting occurs at 12 pm and the party heads out to a courthouse in the Castle Ward. Volo pays forth the 20 gold dragons needed to transfer the deed into our names. Ramesh asks the magister about the purchase history of the manor. The property was originally purchased by Lif the Half-Elf 6 or 7 years ago, though he died and the property passed into the hands of the city. Volo purchased the property about 6 months ago as he heard it may be haunted and thought it could be useful for his book research, though he never personally experienced any supernatural occurrences.&lt;br /&gt;
&lt;br /&gt;
Shrarsei, Rasi, and Ironclad retire to their respective abodes while Fwoosh, Jane, and Ramesh retire to the Troll Skull Manor for the evening. The party determines it will take 60 hours of cleaning to restore the manor to a suitable condition and between a few of them they manage 48 hours. At 8 pm the party breaks to investigate some spooky business. Though not hostile, the party learns that Lif is &amp;quot;haunting&amp;quot; the manor.&lt;br /&gt;
&lt;br /&gt;
===Session 4 - ''January 12, 2019''===&lt;br /&gt;
''DR 1492, Ches 4, 8:30 pm''&lt;br /&gt;
&lt;br /&gt;
''entry forthcoming''&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22566</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22566"/>
				<updated>2019-01-13T04:53:39Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* placeholder - the Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information.&lt;br /&gt;
&lt;br /&gt;
Google doc of more informal notes: https://docs.google.com/document/d/14W0W9u_9RFF7wRK2lGBLzHR8OF_Fc5jwoaGr8Ke6jaA/edit&lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 2''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist - half-orc bar-fighter&lt;br /&gt;
* Durnan - ex-adventurer and proprietor of the Yawning Portal&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm - author and celebrity&lt;br /&gt;
* Floon Blagmaar - Volo's abducted friend&lt;br /&gt;
* Xoblob - deep gnome owner of the Old Xoblob Shop&lt;br /&gt;
* Renaer Neverember - estranged son of Dagult&lt;br /&gt;
* Dagult Neverember - previous Open Lord of Waterdeep&lt;br /&gt;
* Hystus Staget - City Watch Captain of the Dock Ward&lt;br /&gt;
* Kylynne Silmerhelve - Tiefling Magister&lt;br /&gt;
* Lif - Half-elf ghost of Trollskull Manor&lt;br /&gt;
* Hammond Kraddoc - Illuskan human officer of the Vintners', Distillers', and Brewers' Guild&lt;br /&gt;
* Jinny - tiefling assistant to Hammond Kraddoc&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Xanathar's Guild&lt;br /&gt;
* The Zhentarim&lt;br /&gt;
* City Watch, City Guard, and Gryphon Riders&lt;br /&gt;
* [[Dragon_Heist/Guilds of Waterdeep|Guilds of Waterdeep]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22565</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22565"/>
				<updated>2019-01-13T04:53:28Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information.&lt;br /&gt;
&lt;br /&gt;
Google doc of more informal notes: https://docs.google.com/document/d/14W0W9u_9RFF7wRK2lGBLzHR8OF_Fc5jwoaGr8Ke6jaA/edit&lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist - half-orc bar-fighter&lt;br /&gt;
* Durnan - ex-adventurer and proprietor of the Yawning Portal&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm - author and celebrity&lt;br /&gt;
* Floon Blagmaar - Volo's abducted friend&lt;br /&gt;
* Xoblob - deep gnome owner of the Old Xoblob Shop&lt;br /&gt;
* Renaer Neverember - estranged son of Dagult&lt;br /&gt;
* Dagult Neverember - previous Open Lord of Waterdeep&lt;br /&gt;
* Hystus Staget - City Watch Captain of the Dock Ward&lt;br /&gt;
* Kylynne Silmerhelve - Tiefling Magister&lt;br /&gt;
* Lif - Half-elf ghost of Trollskull Manor&lt;br /&gt;
* Hammond Kraddoc - Illuskan human officer of the Vintners', Distillers', and Brewers' Guild&lt;br /&gt;
* Jinny - tiefling assistant to Hammond Kraddoc&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Xanathar's Guild&lt;br /&gt;
* The Zhentarim&lt;br /&gt;
* City Watch, City Guard, and Gryphon Riders&lt;br /&gt;
* [[Dragon_Heist/Guilds of Waterdeep|Guilds of Waterdeep]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Campaign_Log&amp;diff=22564</id>
		<title>Dragon Heist/Campaign Log</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Campaign_Log&amp;diff=22564"/>
				<updated>2019-01-13T00:21:35Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Session 3 - January 5, 2019 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Session 1 - ''December 22, 2018''===&lt;br /&gt;
''DR 1492, Ches 3, 2:00 pm''&lt;br /&gt;
Through Khan, the party is assembled at the Yawning Portal tavern to meet with Volothamp &amp;quot;Volo&amp;quot; Geddarm, told they are needed to answer a call for help. While passing the time with usual tavern fare, a fight breaks out between a half-orc, Yagra Stonefist, and some gang members. Aiding her in subduing them, Durnan ousts the gang members. A troll and several stirges emerge from the shaft in the center of the tavern, and the combined arms of Yagra, Durnan, and the party defeat them. Volo arrives at the tail end of this confrontation, happy to see the party a capable force. &lt;br /&gt;
&lt;br /&gt;
Volo explains that he believes something bad has happened to a drinking friend of his - Floon Blagmaar. Giving a description of a handsome, nicely-dressed human man with red hair in his mid-thirties, the party sets off to the last place Volo saw him, the Skewered Dragon tavern in southern Waterdeep. They witness the aftermath of another gang fight - between the Zhentarim and Xanathar's Guild - in the streets, then being mopped up by the City Watch. Stopping in briefly in the Old Xobolb Shop, they converse with the owner and discover several shady types in black armor abducted two men off the street nearby two nights prior. Visiting the Skewered Dragon, they converse with the regulars and are pointed towards a warehouse in the area with a black serpent on the door - the mark of the Zhentarim. The party arrives, and finds it looking rather decrepit.&lt;br /&gt;
&lt;br /&gt;
===Session 2 - ''December 29, 2018''===&lt;br /&gt;
''DR 1492, Ches 3, 3:00 pm''&lt;br /&gt;
Knocking and then breaking down the door, the party finds a dozen dead Zhentarim thugs in the warehouse. When they begin looting them, four kenku attack. Fwoosh momentarily causes them to stop fighting, after which the party kills two, knocks one out, and restrains the last. Searching the area, Ramesh finds someone who looks like Floon, only for him to name himself Renaer Neverember, the son of Dagult Neverember, the previous Open Lord of Waterdeep. He explains they kidnapped him and Floon, confusing them for one another, and that Floon was carted off somewhere else while he escaped his restraints and hid himself to wait for an opportunity to escape. He voluntarily joins the party to help rescue Floon.&lt;br /&gt;
&lt;br /&gt;
A squad of a dozen City Watch arrives, taking the surviving Kenku into custody. Their Captain, Hystus Staget, is thankful the violence hasn't resulted in any deaths but gang members. Captain Staget gives a copy of the Code Legal to the party, promising to look the other way this time, and explains it was partially his fault for withdrawing patrols in the area. The City Watch positively identify the conscious captive as being a member of Xanathar's Guild, a known current enemy to the Zhentarim. Searching the warehouse further, Fwoosh finds a paper bird, and the party finds a cache of valuables behind a secret door. Departing the warehouse, Renaer sees himself to a bathhouse, Fwoosh uses the paper bird to summon Volo to the Yawning Portal later that evening. The party returns themselves there immediately, plying the time by busking, gambling, and drinking.&lt;br /&gt;
&lt;br /&gt;
At 8:00 pm, Volo and Renaer arrive. They catch up on the situation at large, and Renaer leaves with the party to return to the warehouse in search of any tracks or trails to follow. Shrarsei manages to find a trail, eventually leading to a manhole on a nearby street. Following yellow Xanathar's Guild signs in the sewers under the street for a little over an hour, the party encounters a Gazer and defeats it. Continuing, they arrive at a Xanathar's Guild hideout, sneaking past the sleeping goblins on watch at the sewer junction.&lt;br /&gt;
&lt;br /&gt;
===Session 3 - ''January 5, 2019''===&lt;br /&gt;
''DR 1492, Ches 3, 11:30 pm''&lt;br /&gt;
&lt;br /&gt;
Continuing on through the hideout, party came across Krentz and a Duergar trying to barricade the door leading in from the other direction. Party accosted Krentz &amp;amp; Duergar as well as a slime. Continuing through the passages, party came upon a man being held by a torturer, as well as a Mind Flayer &amp;amp; accompanying Intellect Devourer. Party killed the torturer and the Intellect Devourer, however the Mind Flayer escaped into another chamber. Fwoosh gave chase and witnessed the Mind Flayer pass through some sort of portal which immediately vanished.&lt;br /&gt;
&lt;br /&gt;
The man being held by the torturer was Floon. Upon further exploring the rooms branching off from this area, a Mark of the Xanathar guild was discovered on the floor. Fwoosh discovered a secret passage out of this hideout that led into someone's basement. The man who resides there was a Halfling who appeared to be unaware to the fact that there was a secret passage in his basement, but seemed suspicious. This building is the Peabody residence. Fwoosh purchased his only keg of ale he had for this season.&lt;br /&gt;
&lt;br /&gt;
The party decides to return to the Yawning Portal and it is now 12:30am. Here they meet with Volo, who commends them and rewards them with a deed to a property called the Troll Skull Manor, which is rumored to be haunted and currently abandoned. He has set an appointment for the deed to be transferred into our names. He buys the adventurers rooms for the night and marks the location of the troll skull manor on their map. Renaer offers to help us if we ever need his assistance.&lt;br /&gt;
&lt;br /&gt;
''The party reaches level 2.''&lt;br /&gt;
&lt;br /&gt;
''DR 1492, Ches 4, 8 am''&lt;br /&gt;
&lt;br /&gt;
With their new deed in mind, the party decides to check out the manor. The manor is dusty and in disrepair, but exploring during the daytime reveals no spooks or supernatural events. Ramesh &amp;amp; Shrarsei focus on cleaning up the manor before the noon appointment to transfer the deed, while Rasi, Jane, and Fwoosh head out. Rasi speaks to their contact about the feud between the Xanathar and Zhentarim. They learn that the Xanathar accused the Zhentarim of stealing the Stone of Golorr, but the Zhentarim denies it. The Zhentarim likely abducted Renaer &amp;amp; Floon as they believed that Renaer may have known something about said Stone as it relates to his father, though he hadn't spoken to his father in years. Speaking more privately, Rasi's contact confided that it is suspected that Lord Dagult Neverember (Renaer's father) embezzled half a million gold dragons from the city of Waterdeep. The magistrate have not been able to prove this suspicion but they believe it to be very likely, though he cannot be questioned currently as they don't know exactly where he is currently.&lt;br /&gt;
&lt;br /&gt;
Jane &amp;amp; Fwoosh learn of the various businesses in the area around the Troll Skull Manor. The Tiger's Eye is a private detective agency that claims they can discover any secret in Waterdeep for a fee. The Bent Nail is a woodworking shop owned by Talisolvanar the Half-Elf. There is a manhole that acts as a sewer access. Corellon's Crown is a greenhouse that supplies herbal rememedies run by Fala the Druid. A bookstore by the name of The Book Wyrm's Treasure is here, run by a Gold Dragonborn named Rishaal. He has many books and a loaner service for nonmagical tomes, as well as individual spell scrolls available to be purchased. Steam &amp;amp; Steel is a forge run by two Genasi, Embric &amp;amp; Avi, a married couple. Embric is a Fire Genasi who forges weapons and Avi is a Water Genasi who forges armor. They also have cooking &amp;amp; farming tools in addition to swords, shields, and armor (though they do not carry heavy full plate).&lt;br /&gt;
&lt;br /&gt;
The meeting occurs at 12 pm and the party heads out to a courthouse in the Castle Ward. Volo pays forth the 20 gold dragons needed to transfer the deed into our names. Ramesh asks the magister about the purchase history of the manor. The property was originally purchased by Lif the Half-Elf 6 or 7 years ago, though he died and the property passed into the hands of the city. Volo purchased the property about 6 months ago as he heard it may be haunted and thought it could be useful for his book research, though he never personally experienced any supernatural occurrences.&lt;br /&gt;
&lt;br /&gt;
Shrarsei, Rasi, and Ironclad retire to their respective abodes while Fwoosh, Jane, and Ramesh retire to the Troll Skull Manor for the evening. The party determines it will take 60 hours of cleaning to restore the manor to a suitable condition and between a few of them they manage 48 hours. At 8 pm the party breaks to investigate some spooky business. Though not hostile, the party learns that Lif is &amp;quot;haunting&amp;quot; the manor.&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22563</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22563"/>
				<updated>2019-01-12T23:39:02Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information.&lt;br /&gt;
&lt;br /&gt;
Google doc of more informal notes: https://docs.google.com/document/d/14W0W9u_9RFF7wRK2lGBLzHR8OF_Fc5jwoaGr8Ke6jaA/edit&lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist - half-orc bar-fighter&lt;br /&gt;
* Durnan - ex-adventurer and proprietor of the Yawning Portal&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm - author and celebrity&lt;br /&gt;
* Floon Blagmaar - Volo's abducted friend&lt;br /&gt;
* Xoblob - deep gnome owner of the Old Xoblob Shop&lt;br /&gt;
* Renaer Neverember - estranged son of Dagult&lt;br /&gt;
* Dagult Neverember - previous Open Lord of Waterdeep&lt;br /&gt;
* Hystus Staget - City Watch Captain of the Dock Ward&lt;br /&gt;
* Kylynne Silmerhelve - Tiefling Magister&lt;br /&gt;
* Lif - Half-elf ghost of Trollskull Manor&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Xanathar's Guild&lt;br /&gt;
* The Zhentarim&lt;br /&gt;
* City Watch, City Guard, and Gryphon Riders&lt;br /&gt;
* [[Dragon_Heist/Guilds of Waterdeep|Guilds of Waterdeep]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22562</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22562"/>
				<updated>2019-01-12T23:38:44Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information.&lt;br /&gt;
&lt;br /&gt;
Google doc of more informal notes: https://docs.google.com/document/d/14W0W9u_9RFF7wRK2lGBLzHR8OF_Fc5jwoaGr8Ke6jaA/edit&lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist - half-orc bar-fighter&lt;br /&gt;
* Durnan - ex-adventurer and proprietor of the Yawning Portal&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm - author and celebrity&lt;br /&gt;
* Floon Blagmaar - Volo's abducted friend&lt;br /&gt;
* Xoblob - deep gnome owner of the Old Xoblob Shop&lt;br /&gt;
* Renaer Neverember - estranged son of Dagult&lt;br /&gt;
* Dagult Neverember - previous Open Lord of Waterdeep&lt;br /&gt;
* Hystus Staget - City Watch Captain of the Dock Ward&lt;br /&gt;
* Kylynne Silmerhelve - Tiefling Magister&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Xanathar's Guild&lt;br /&gt;
* The Zhentarim&lt;br /&gt;
* City Watch, City Guard, and Gryphon Riders&lt;br /&gt;
* [[Dragon_Heist/Guilds of Waterdeep|Guilds of Waterdeep]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Documents&amp;diff=22560</id>
		<title>Dragon Heist/Documents</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Documents&amp;diff=22560"/>
				<updated>2018-12-30T08:49:54Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of documents and other handouts found by the party.&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [https://i.imgur.com/nJ5O67Z.jpg Calendar of Harptos] &lt;br /&gt;
* [https://i.imgur.com/OXJhe8q.jpg The Code Legal]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22559</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22559"/>
				<updated>2018-12-30T08:46:13Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information.&lt;br /&gt;
&lt;br /&gt;
Google doc of more informal notes: https://docs.google.com/document/d/14W0W9u_9RFF7wRK2lGBLzHR8OF_Fc5jwoaGr8Ke6jaA/edit&lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist - half-orc bar-fighter&lt;br /&gt;
* Durnan - ex-adventurer and proprietor of the Yawning Portal&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm - author and celebrity&lt;br /&gt;
* Floon Blagmaar - Volo's abducted friend&lt;br /&gt;
* Xoblob - deep gnome owner of the Old Xoblob Shop&lt;br /&gt;
* Renaer Neverember - estranged son of Dagult&lt;br /&gt;
* Dagult Neverember - previous Open Lord of Waterdeep&lt;br /&gt;
* Hystus Staget - City Watch Captain of the Dock Ward&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Xanathar's Guild&lt;br /&gt;
* The Zhentarim&lt;br /&gt;
* City Watch, City Guard, and Gryphon Riders&lt;br /&gt;
* [[Dragon_Heist/Guilds of Waterdeep|Guilds of Waterdeep]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22558</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22558"/>
				<updated>2018-12-30T08:44:41Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information.&lt;br /&gt;
&lt;br /&gt;
Google doc of more informal notes: https://docs.google.com/document/d/14W0W9u_9RFF7wRK2lGBLzHR8OF_Fc5jwoaGr8Ke6jaA/edit&lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist - half-orc barfighter&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm - author and celebrity&lt;br /&gt;
* Floon Blagmaar - Volo's abducted friend&lt;br /&gt;
* Renaer Neverember - estranged son of Dagult&lt;br /&gt;
* Dagult Neverember - previous Open Lord of Waterdeep&lt;br /&gt;
* Hystus Staget - City Watch Captain of the Dock Ward&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Xanathar's Guild&lt;br /&gt;
* The Zhentarim&lt;br /&gt;
* City Watch, City Guard, and Gryphon Riders&lt;br /&gt;
* [[Dragon_Heist/Guilds of Waterdeep|Guilds of Waterdeep]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Documents&amp;diff=22557</id>
		<title>Dragon Heist/Documents</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Documents&amp;diff=22557"/>
				<updated>2018-12-30T08:44:05Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of documents and other handouts found by the party.&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [https://i.imgur.com/OXJhe8q.jpg The Code Legal]&lt;br /&gt;
* ''forthcoming''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Documents&amp;diff=22556</id>
		<title>Dragon Heist/Documents</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Documents&amp;diff=22556"/>
				<updated>2018-12-30T08:43:51Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: Created page with &amp;quot;This is a list of documents and other handouts found by the party. &amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt; * [https://i.imgur.com/OXJhe8q.jpg T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of documents and other handouts found by the party.&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [https://i.imgur.com/OXJhe8q.jpg The Code Legal]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22555</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22555"/>
				<updated>2018-12-30T08:42:27Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information.&lt;br /&gt;
&lt;br /&gt;
Google doc of more informal notes: https://docs.google.com/document/d/14W0W9u_9RFF7wRK2lGBLzHR8OF_Fc5jwoaGr8Ke6jaA/edit&lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist - half-orc barfighter&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm - author and celebrity&lt;br /&gt;
* Floon Blagmaar - Volo's abducted friend&lt;br /&gt;
* Renaer Neverember - estranged son of Dagult&lt;br /&gt;
* Dagult Neverember - previous Open Lord of Waterdeep&lt;br /&gt;
* Hystus Staget - City Watch Captain of the Dock Ward&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Xanathar's Guild&lt;br /&gt;
* The Zhentarim&lt;br /&gt;
* City Watch, City Guard, and Gryphon Riders&lt;br /&gt;
* [[Dragon_Heist/Guilds of Waterdeep|Guilds of Waterdeep]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Guilds_of_Waterdeep&amp;diff=22554</id>
		<title>Dragon Heist/Guilds of Waterdeep</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Guilds_of_Waterdeep&amp;diff=22554"/>
				<updated>2018-12-30T08:41:21Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: Created page with &amp;quot;The following is a list of official guilds within the city of Waterdeep. &amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt; * Bakers' Guild * Carpenters',...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of official guilds within the city of Waterdeep.&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Bakers' Guild&lt;br /&gt;
* Carpenters', Roofers', and Plaisterers' Guild&lt;br /&gt;
* Cellarers' and Plumbers' Guild&lt;br /&gt;
* Coopers' Guild&lt;br /&gt;
* Council of Farmer-Grocers&lt;br /&gt;
* Council of Musicians, Instrument-makers, and Choristers&lt;br /&gt;
* Dungsweepers' Guild&lt;br /&gt;
* Fellowship of Bowyers and Fletchers&lt;br /&gt;
* Fellowship of Carters and Coachmen&lt;br /&gt;
* Fellowship of Innkeepers&lt;br /&gt;
* Fellowship of Salters, Packers, and joiners&lt;br /&gt;
* Fishmongers' Fellowship&lt;br /&gt;
* Guild of Apothecaries and Physicians&lt;br /&gt;
* Guild of Butchers&lt;br /&gt;
* Guild of Chandlers and Lamplighters&lt;br /&gt;
* Guild of Fine Carvers&lt;br /&gt;
* Guild of Glassblowers, Glaziers, and Spectacle-makers&lt;br /&gt;
* Guild of Stonecutters, Masons, Potters, and Tile-makers&lt;br /&gt;
* Guild of Trusted Pewterers and Casters&lt;br /&gt;
* Guild of Watermen&lt;br /&gt;
* Jesters' Guild&lt;br /&gt;
* Jewelers' Guild&lt;br /&gt;
* Launderers' Guild&lt;br /&gt;
* League of Basket-makers and Wickerworkers&lt;br /&gt;
* League of Skinners and Tanners&lt;br /&gt;
* Loyal Order of Street Laborers&lt;br /&gt;
* Master Mariners' Guild&lt;br /&gt;
* Most Careful Order of Skilled Smiths and Metalforgers&lt;br /&gt;
* Most Diligent League of Sail-makers and Cordwainers&lt;br /&gt;
* Most Excellent Order of Weavers and Dyers&lt;br /&gt;
* Order of Cobblers and Corvisers&lt;br /&gt;
* Order of Master Shipwrights&lt;br /&gt;
* Order of Master Tailors. Glovers, and Mercers&lt;br /&gt;
* Saddlers' and Harness-makers' Guild&lt;br /&gt;
* Scriveners', Scribes', and Clerks' Guild&lt;br /&gt;
* Solemn Order of Recognized Furriers and Woolmen&lt;br /&gt;
* Splendid Order of Armorers, Locksmiths, and Finesmiths&lt;br /&gt;
* Stablemasters' and Farriers' Guild&lt;br /&gt;
* Stationers' Guild&lt;br /&gt;
* Surveyors', Map-, and Chart-makers' Guild&lt;br /&gt;
* Vintners', Distillers', and Brewers' Guild&lt;br /&gt;
* Wagon-makers' and Coach Builders' Guild&lt;br /&gt;
* Watchful Order of Magists and Protectors&lt;br /&gt;
* Wheelwrights' Guild&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22553</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22553"/>
				<updated>2018-12-30T08:40:35Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information.&lt;br /&gt;
&lt;br /&gt;
Google doc of more informal notes: https://docs.google.com/document/d/14W0W9u_9RFF7wRK2lGBLzHR8OF_Fc5jwoaGr8Ke6jaA/edit&lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist&lt;br /&gt;
* Floon Blagmaar&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm&lt;br /&gt;
* Renaer Neverember&lt;br /&gt;
* Dagult Neverember&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Xanathar's Guild&lt;br /&gt;
* The Zhentarim&lt;br /&gt;
* City Watch, City Guard, and Gryphon Riders&lt;br /&gt;
* [[Dragon_Heist/Guilds of Waterdeep|Guilds of Waterdeep]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Campaign_Log&amp;diff=22552</id>
		<title>Dragon Heist/Campaign Log</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist/Campaign_Log&amp;diff=22552"/>
				<updated>2018-12-30T08:39:31Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: Created page with &amp;quot;===Session 1 - ''December 22, 2018''=== ''DR 1492, Ches 3, 2:00 pm'' Through Khan, the party is assembled at the Yawning Portal tavern to meet with Volothamp &amp;quot;Volo&amp;quot; Geddarm, t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Session 1 - ''December 22, 2018''===&lt;br /&gt;
''DR 1492, Ches 3, 2:00 pm''&lt;br /&gt;
Through Khan, the party is assembled at the Yawning Portal tavern to meet with Volothamp &amp;quot;Volo&amp;quot; Geddarm, told they are needed to answer a call for help. While passing the time with usual tavern fare, a fight breaks out between a half-orc, Yagra Stonefist, and some gang members. Aiding her in subduing them, Durnan ousts the gang members. A troll and several stirges emerge from the shaft in the center of the tavern, and the combined arms of Yagra, Durnan, and the party defeat them. Volo arrives at the tail end of this confrontation, happy to see the party a capable force. &lt;br /&gt;
&lt;br /&gt;
Volo explains that he believes something bad has happened to a drinking friend of his - Floon Blagmaar. Giving a description of a handsome, nicely-dressed human man with red hair in his mid-thirties, the party sets off to the last place Volo saw him, the Skewered Dragon tavern in southern Waterdeep. They witness the aftermath of another gang fight - between the Zhentarim and Xanathar's Guild - in the streets, then being mopped up by the City Watch. Stopping in briefly in the Old Xobolb Shop, they converse with the owner and discover several shady types in black armor abducted two men off the street nearby two nights prior. Visiting the Skewered Dragon, they converse with the regulars and are pointed towards a warehouse in the area with a black serpent on the door - the mark of the Zhentarim. The party arrives, and finds it looking rather decrepit.&lt;br /&gt;
&lt;br /&gt;
===Session 2 - ''December 29, 2018''===&lt;br /&gt;
''DR 1492, Ches 3, 3:00 pm''&lt;br /&gt;
Knocking and then breaking down the door, the party finds a dozen dead Zhentarim thugs in the warehouse. When they begin looting them, four kenku attack. Fwoosh momentarily causes them to stop fighting, after which the party kills two, knocks one out, and restrains the last. Searching the area, Ramesh finds someone who looks like Floon, only for him to name himself Renaer Neverember, the son of Dagult Neverember, the previous Open Lord of Waterdeep. He explains they kidnapped him and Floon, confusing them for one another, and that Floon was carted off somewhere else while he escaped his restraints and hid himself to wait for an opportunity to escape. He voluntarily joins the party to help rescue Floon.&lt;br /&gt;
&lt;br /&gt;
A squad of a dozen City Watch arrives, taking the surviving Kenku into custody. Their Captain, Hystus Staget, is thankful the violence hasn't resulted in any deaths but gang members. Captain Staget gives a copy of the Code Legal to the party, promising to look the other way this time, and explains it was partially his fault for withdrawing patrols in the area. The City Watch positively identify the conscious captive as being a member of Xanathar's Guild, a known current enemy to the Zhentarim. Searching the warehouse further, Fwoosh finds a paper bird, and the party finds a cache of valuables behind a secret door. Departing the warehouse, Renaer sees himself to a bathhouse, Fwoosh uses the paper bird to summon Volo to the Yawning Portal later that evening. The party returns themselves there immediately, plying the time by busking, gambling, and drinking.&lt;br /&gt;
&lt;br /&gt;
At 8:00 pm, Volo and Renaer arrive. They catch up on the situation at large, and Renaer leaves with the party to return to the warehouse in search of any tracks or trails to follow. Shrarsei manages to find a trail, eventually leading to a manhole on a nearby street. Following yellow Xanathar's Guild signs in the sewers under the street for a little over an hour, the party encounters a Gazer and defeats it. Continuing, they arrive at a Xanathar's Guild hideout, sneaking past the sleeping goblins on watch at the sewer junction.&lt;br /&gt;
&lt;br /&gt;
===Session 3 - ''January 5, 2019''===&lt;br /&gt;
''DR 1492, Ches 3, 11:30 pm''&lt;br /&gt;
&lt;br /&gt;
''to be continued''&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22551</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22551"/>
				<updated>2018-12-30T04:59:00Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Synopsis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information.&lt;br /&gt;
&lt;br /&gt;
Google doc of more informal notes: https://docs.google.com/document/d/14W0W9u_9RFF7wRK2lGBLzHR8OF_Fc5jwoaGr8Ke6jaA/edit&lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist&lt;br /&gt;
* Floon Blagmaar&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm&lt;br /&gt;
* Renaer Neverember&lt;br /&gt;
* Dagult Neverember&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Xanathar's Guild&lt;br /&gt;
* The Zhentarim&lt;br /&gt;
* City Watch &amp;amp; City Guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22550</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22550"/>
				<updated>2018-12-23T04:12:36Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information. &lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist&lt;br /&gt;
* Floon Blagmaar&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm&lt;br /&gt;
* Renaer Neverember&lt;br /&gt;
* Dagult Neverember&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Xanathar's Guild&lt;br /&gt;
* The Zhentarim&lt;br /&gt;
* City Watch &amp;amp; City Guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22549</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22549"/>
				<updated>2018-12-23T04:12:10Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information. &lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* Yagra Stonefist&lt;br /&gt;
* Floon Blagmaar&lt;br /&gt;
* Volothamp &amp;quot;Volo&amp;quot; Geddarm&lt;br /&gt;
* Renaer Neverember&lt;br /&gt;
* Dagult Neverember&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22534</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22534"/>
				<updated>2018-12-16T06:00:24Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* placeholder - the Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information. &lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=22520</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=22520"/>
				<updated>2018-12-16T02:31:26Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
* active campaigns&lt;br /&gt;
**Dragon_Heist|Dragon Heist&lt;br /&gt;
* inactive campaigns&lt;br /&gt;
**Twin_Devils|Twin Devils&lt;br /&gt;
**DogPark|DogPark&lt;br /&gt;
**On Razor's Edge|On Razor's Edge&lt;br /&gt;
**Vervunhivers|Vervunhivers&lt;br /&gt;
**Devil's Spine|Devil's Spine&lt;br /&gt;
**Dead Man Walking|Dead Man Walking&lt;br /&gt;
**Noblegate|Noblegate&lt;br /&gt;
**Solaris Blues|Solaris Blues&lt;br /&gt;
**Songam|Songam&lt;br /&gt;
**Echo_Sequence|Echo Sequence&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22519</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22519"/>
				<updated>2018-12-16T02:29:55Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information. &lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22518</id>
		<title>Dragon Heist</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Dragon_Heist&amp;diff=22518"/>
				<updated>2018-12-16T02:29:27Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: Created page with &amp;quot;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by Bob Boberton. It follows the Waterdeep line of 5e adventure modules.  == Map of Waterdeep == {{#Wi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Dragon Heist''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. It follows the Waterdeep line of 5e adventure modules.&lt;br /&gt;
&lt;br /&gt;
== Map of Waterdeep ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/waterdeep.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[Dragon Heist/Campaign Log|Campaign Log]] page. The [[Dragon Heist/Documents|Documents]] page also contains handouts and other key pieces of collected information. &lt;br /&gt;
&lt;br /&gt;
== ''placeholder'' - the Players ==&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
''The party is currently level 1''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Dragon Heist/Fwoosh|Fwoosh]] || Kenku || Wizard || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ironclad|Ironclad]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Goliath ||style=&amp;quot;background-color:#EEE&amp;quot;| Paladin ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:RavenGlock|Raven]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Jane|Jane]] || Kobold || Rogue || [[User:Spooksy|Spooksy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Ramesh|Ramesh]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Genasi ||style=&amp;quot;background-color:#EEE&amp;quot;| Monk ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Heist/Rasi|Rasi]] || Aasimar || Bard || [[User:ModestEgoist|ModestEgoist]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[Dragon Heist/Shrarsei|Shrarsei]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Tortle ||style=&amp;quot;background-color:#EEE&amp;quot;| Fighter ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Dragon Heist/Minor NPCs|Minor NPCs]] ===&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* ''in development''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Main_Page&amp;diff=22517</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Main_Page&amp;diff=22517"/>
				<updated>2018-12-16T02:10:27Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Inactive Campaigns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki is for tracking various RPGs in progress. Current GMs maintaining campaigns here are [[User:Bobboberton|Bob Boberton]], [[User:Xenothral|Xenothral]] and [[User:DJLunchbox|DJLunchbox]].&lt;br /&gt;
&lt;br /&gt;
If you would like to participate on this wiki as a GM or player, please contact Bob Boberton to get an account created and approved.&lt;br /&gt;
&lt;br /&gt;
=Active Campaigns=&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*[[Dragon Heist]] (D&amp;amp;D 5e)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Inactive Campaigns=&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*[[DogPark]] (Traveller)&lt;br /&gt;
*[[On Razor's Edge]] (Traveller)&lt;br /&gt;
*[[Vervunhivers]] (Dark Heresy)&lt;br /&gt;
*[[Devil's Spine]] (Numenera)&lt;br /&gt;
*[[Dead Man Walking]] (Yellow Dawn)&lt;br /&gt;
*[[Noblegate]] (Quest-thread)&lt;br /&gt;
*[[Solaris Blues]] (A Time of War/Battletech)&lt;br /&gt;
*[[Curse of Strahd]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Songam]] (D&amp;amp;D 4e)&lt;br /&gt;
*[[Echo Sequence]] (New World of Darkness)&lt;br /&gt;
*[[Twin Devils]] (D&amp;amp;D 5e)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Universal=&lt;br /&gt;
*[[Universal/Art Repositories|Art Repositories]] - a collection of visual references for GMs and players&lt;br /&gt;
*[[Universal/Character References|Character References]] - a collection of resources to help you flesh out a character&lt;br /&gt;
*[[Universal/Character Template|Character Template]] - a generic character template for any RPG system&lt;br /&gt;
*[[Universal/Memes|Memes]] - a catalog of in-jokes and memes that arose from the above campaigns&lt;br /&gt;
*[http://www.mediawiki.org/wiki/Help:Formatting Mediawiki formatting guide] - for help editing this wiki&lt;br /&gt;
*[http://rpg.stackexchange.com The RPG Stack Exchange] - a great collaborative collection of analysis and Q&amp;amp;A for most systems&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Main_Page&amp;diff=22516</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Main_Page&amp;diff=22516"/>
				<updated>2018-12-16T02:10:18Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Active Campaigns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki is for tracking various RPGs in progress. Current GMs maintaining campaigns here are [[User:Bobboberton|Bob Boberton]], [[User:Xenothral|Xenothral]] and [[User:DJLunchbox|DJLunchbox]].&lt;br /&gt;
&lt;br /&gt;
If you would like to participate on this wiki as a GM or player, please contact Bob Boberton to get an account created and approved.&lt;br /&gt;
&lt;br /&gt;
=Active Campaigns=&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*[[Dragon Heist]] (D&amp;amp;D 5e)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Inactive Campaigns=&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*[[DogPark]] (Traveller)&lt;br /&gt;
*[[On Razor's Edge]] (Traveller)&lt;br /&gt;
*[[Vervunhivers]] (Dark Heresy)&lt;br /&gt;
*[[Devil's Spine]] (Numenera)&lt;br /&gt;
*[[Dead Man Walking]] (Yellow Dawn)&lt;br /&gt;
*[[Noblegate]] (Quest-thread)&lt;br /&gt;
*[[Solaris Blues]] (A Time of War/Battletech)&lt;br /&gt;
*[[Curse of Strahd]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Songam]] (D&amp;amp;D 4e)&lt;br /&gt;
*[[Echo Sequence]] (New World of Darkness)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Universal=&lt;br /&gt;
*[[Universal/Art Repositories|Art Repositories]] - a collection of visual references for GMs and players&lt;br /&gt;
*[[Universal/Character References|Character References]] - a collection of resources to help you flesh out a character&lt;br /&gt;
*[[Universal/Character Template|Character Template]] - a generic character template for any RPG system&lt;br /&gt;
*[[Universal/Memes|Memes]] - a catalog of in-jokes and memes that arose from the above campaigns&lt;br /&gt;
*[http://www.mediawiki.org/wiki/Help:Formatting Mediawiki formatting guide] - for help editing this wiki&lt;br /&gt;
*[http://rpg.stackexchange.com The RPG Stack Exchange] - a great collaborative collection of analysis and Q&amp;amp;A for most systems&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Magic&amp;diff=22515</id>
		<title>TwinDevils/Magic</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Magic&amp;diff=22515"/>
				<updated>2018-10-06T00:05:07Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Warlock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__Magic does not operate the same way in Xibalba as in standard 5e. See the [http://jaylapham.com/magictoaster/ calculator] for additional help with tracking some of this information pertinent to your class. The [[TwinDevils/Custom_Spells|Custom Spells]] page also lists setting-specific spells that are in addition to the ones normally available in the PHB and other sources.&lt;br /&gt;
&lt;br /&gt;
== Mana Types ==&lt;br /&gt;
Mana comes in twelve flavors: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Primal, Psychic, Radiant, Thunder, and Veneficum (&amp;quot;prime&amp;quot;). Each mana type creates spells that principally deal the damage type associated with that type of mana, but have several other characteristics:&lt;br /&gt;
&lt;br /&gt;
*'''Acid''' may destroy equipment, defeat magical effects, and affect movement.&lt;br /&gt;
*'''Cold''' can impair movement, create defenses, and cause storms.&lt;br /&gt;
*'''Fire''' is principally destructive in nature but can also imbue weapons with fire.&lt;br /&gt;
*'''Force''' shields, pushes, and damages, but can also be used for flight and banishment.&lt;br /&gt;
*'''Lightning''' controls light and energy, and can grant speed and invisibility.&lt;br /&gt;
*'''Necrotic''' deals with the power of life, and as such is responsible for both healing magic and necromantic effects.&lt;br /&gt;
*'''Poison''' is the sphere of (you guessed it) poison, disease, and noxious gasses.&lt;br /&gt;
*'''Primal''' is the mana of nature, and can be used to interact with natural phenomena.&lt;br /&gt;
*'''Psychic''' affects the mind, causing fear, charm, and illusion effects.&lt;br /&gt;
*'''Radiant''' is the power of the sun and can heal, protect, and smite undead.&lt;br /&gt;
*'''Thunder''' deals with both sound and the power of earth.&lt;br /&gt;
*'''Veneficum''' is the finer use of magic, from mage hand and teleportation to extradimensional effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Legal Mana Types by Caster Class&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Acid&lt;br /&gt;
|Cold&lt;br /&gt;
|Fire&lt;br /&gt;
|Force&lt;br /&gt;
|Lightning&lt;br /&gt;
|Necrotic&lt;br /&gt;
|Poison&lt;br /&gt;
|Primal&lt;br /&gt;
|Psychic&lt;br /&gt;
|Radiant&lt;br /&gt;
|Thunder&lt;br /&gt;
|Veneficum&lt;br /&gt;
|-&lt;br /&gt;
|Bard&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|-&lt;br /&gt;
|Sorcerer&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|x&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
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|x&lt;br /&gt;
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|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|-&lt;br /&gt;
|Wizard&lt;br /&gt;
|x&lt;br /&gt;
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|x&lt;br /&gt;
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|-&lt;br /&gt;
|Cleric&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|x&lt;br /&gt;
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|&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|x&lt;br /&gt;
|-&lt;br /&gt;
|Paladin&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|x&lt;br /&gt;
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|&lt;br /&gt;
|x&lt;br /&gt;
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|x&lt;br /&gt;
|x&lt;br /&gt;
|-&lt;br /&gt;
|Druid&lt;br /&gt;
|x&lt;br /&gt;
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|-&lt;br /&gt;
|Ranger&lt;br /&gt;
|x&lt;br /&gt;
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|x&lt;br /&gt;
|x&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spell Levels ==&lt;br /&gt;
Spells still have levels, which are available to classes when they would normally gain access to them. (e.g. a Wizard gains access to level 3 spells at Wizard level 5). Cantrips are learned as normal, do not cost any mana points, and cannot be augmented (see below). &lt;br /&gt;
&lt;br /&gt;
Additionally, casting 5th level spells or greater repeatedly without a short rest will incur fatigue. This begins to take place on the fourth cast of fifth- to sixth-level spells, on the third cast of seventh-level spells, and on the second cast of an eighth- or ninth-level spell.&lt;br /&gt;
&lt;br /&gt;
== Mana points ==&lt;br /&gt;
Twin Devils does not use spell slots, and instead uses mana points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Spell Level to Mana Point conversion&lt;br /&gt;
|-&lt;br /&gt;
|'''Level of Spell'''&lt;br /&gt;
|'''Base Mana Cost'''&lt;br /&gt;
|-&lt;br /&gt;
|1st&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|2nd&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3rd&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4th&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|5th&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|6th&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|7th&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|8th&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|9th&lt;br /&gt;
|13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The total amount of mana available to a character is determined by level, and divided by half if their casting class is only partially a caster class.&lt;br /&gt;
&lt;br /&gt;
*Full Casters: Bard, Cleric, Druid, Sorcerer, Wizard&lt;br /&gt;
*Half-Casters: Paladin, Ranger&lt;br /&gt;
*Third-Casters: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock*&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Spell Level to Mana Point conversion&lt;br /&gt;
|-&lt;br /&gt;
|'''Class Level'''&lt;br /&gt;
|'''Full Caster Mana Pool'''&lt;br /&gt;
|'''Half-Caster Mana Pool'''&lt;br /&gt;
|'''Third-Caster Mana Pool'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|''N/A''&lt;br /&gt;
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|150&lt;br /&gt;
|75&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Augmenting ==&lt;br /&gt;
All casters are additionally capable of pumping more mana into a spell of at least 1st level to enhance it. There are three ways a spell can be enhanced:&lt;br /&gt;
&lt;br /&gt;
*Increase the Save DC or increase spell attack bonus: For every mana point added, add +2.&lt;br /&gt;
*Add additional result dice (healing, damage, etc.): For every mana point added, add an additional die.&lt;br /&gt;
**e.g. casting Fireball (8d6 damage): One augment increases the damage to 9d6; three augments would increase the damage to 11d6. &lt;br /&gt;
*Increase the duration or area-of-effect of a spell by 25% per mana point. &lt;br /&gt;
&lt;br /&gt;
However, with certain amounts of augmentation, spells have a chance to '''overcharge''' which forces a d20 roll. Depending on the threshold, overcharging may cause the spell to fail, for it to re-select targets, cause a wild magic effect, or detonate the caster. The overcharge threshold starts at 3 augments for level 1 spells, and scales down to 1 augment for level 9 spells. See the [http://jaylapham.com/magictoaster/ calculator] for the exact chance.&lt;br /&gt;
&lt;br /&gt;
== Class Magic ==&lt;br /&gt;
Each class prepares mana in a slightly different way, as broken down by class.&lt;br /&gt;
&lt;br /&gt;
=== Cleric/Paladin ===&lt;br /&gt;
Divine casters regain their mana points after a '''long rest'''. Clerics cast with '''Wisdom'''; Paladins cast with '''Charisma'''. Divine casters choose '''affinities''' with mana daily, and can only cast spells of those types for that day. They always have Radiant affinity, and choose a number of additional affinities after a long rest. They select 2 affinities at level 1, 3 affinities at level 7, 4 affinities at level 14, and 5 affinities at level 20.&lt;br /&gt;
&lt;br /&gt;
=== Druid/Ranger ===&lt;br /&gt;
Natural casters regain their mana points after a '''long rest'''. They cast with '''Wisdom'''. After a long rest, natural casters choose a number of 1st-level or greater spells equal to their Wisdom modifier + their Proficiency bonus to prepare, and may only cast those spells for the given day. All cantrips a natural caster knows are always considered prepared. At least one spell they prepare must always be from the Primal mana type.&lt;br /&gt;
&lt;br /&gt;
Spells known to a Druid through their Druid Circle feature are always considered prepared, and the first casting of those spells each day does not cost any mana (but may be augmented as normal).&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
Bards regain their mana points after a '''long rest'''. They cast with '''Charisma'''. After a long rest, Bards choose a number of 1st-level or greater spells equal to their Charisma modifier + their Proficiency bonus to prepare, and may only cast those spells for the given day. All cantrips a Bard knows are always considered prepared. When a Bard gains Magical Secrets, those spells are always counted as being prepared as well, adding to the total pool of spells a Bard can cast in a given day.&lt;br /&gt;
&lt;br /&gt;
In addition to casting spells, Bards may spend a mana point to add half their proficiency bonus to any ability or skill check - this effect stacks with Jack of All Trades.&lt;br /&gt;
&lt;br /&gt;
=== Warlock ===&lt;br /&gt;
Warlocks still operate off of spell slots as in vanilla 5e, and regain their spell slots after a '''short rest'''. They cast with '''Charisma'''. They must always cast any spells they know with &amp;quot;At Higher Levels&amp;quot; features at the highest level they can cast. Additionally, your choice of Patron locks off certain types of mana from you:&lt;br /&gt;
&lt;br /&gt;
*'''The Archfey''' locks Psychic and Thunder.&lt;br /&gt;
*'''The Fiend''' locks Cold and Veneficum. &lt;br /&gt;
*'''The Great Old One''' locks Primal and Thunder.&lt;br /&gt;
*'''The Undying''' locks Force and Primal.&lt;br /&gt;
*'''The Seeker''' locks Lightning and Psychic.&lt;br /&gt;
*'''The Undying Light''' locks Acid and Necrotic.&lt;br /&gt;
*'''The Ghost''' locks Fire and Radiant.&lt;br /&gt;
*'''The Celestial''' locks Poison and Primal.&lt;br /&gt;
*'''The Hexblade''' locks Fire and Radiant.&lt;br /&gt;
*'''The Raven Queen''' locks Lightning and Thunder.&lt;br /&gt;
*'''The Dead King''' locks Psychic and Veneficum.&lt;br /&gt;
*'''The Grand Genie''' locks Cold and Primal.&lt;br /&gt;
*'''The Archlich''' locks Radiant and Primal.&lt;br /&gt;
&lt;br /&gt;
Warlocks can forcibly ''push'' and cast more spells when they run out of spell slots, but invoke overcharge like other classes. There is a 33% chance for the first extra spell, 66% for the second, and 100% for the third. More extra castings beyond the third are not possible.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
Sorcerers regain their mana points after a '''short rest'''. They cast with '''Charisma'''. They do not retain their sorcery points feature, but may use their Metamagic feature as normal, paying the additional mana cost without invoking augment overcharge. In addition, Sorcerers have a new feature called '''Polarity'''. After a sorcerer casts a spell of a given type, they receive a free augment if the next spell they cast is of the opposed type. This does not cost a mana point, but does trigger overcharge as normal. The opposing mana types are:&lt;br /&gt;
&lt;br /&gt;
*Acid &amp;lt;-&amp;gt; Poison&lt;br /&gt;
*Cold &amp;lt;-&amp;gt; Fire&lt;br /&gt;
*Force &amp;lt;-&amp;gt; Psychic&lt;br /&gt;
*Lightning &amp;lt;-&amp;gt; Thunder&lt;br /&gt;
*Necrotic &amp;lt;-&amp;gt; Primal&lt;br /&gt;
&lt;br /&gt;
=== Wizard / Rogue (Arcane Trickster) / Fighter (Eldritch Knight) ===&lt;br /&gt;
Wizards, Arcane Tricksters, and Eldritch Knights regain their mana points after a '''long rest'''. They cast with '''Intelligence'''. At the start of each day, these casters must assign all of the mana available to them to specific types, from which they cast all of their spells that day. For example, a wizard with 12 mana points available may assign 10 to Fire, and 2 to Veneficum, and then be able to cast two Fireballs (5 Fire mana each) and a single casting of Expeditious Retreat (2 Veneficum mana)&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Twin_Devils&amp;diff=22514</id>
		<title>Twin Devils</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Twin_Devils&amp;diff=22514"/>
				<updated>2018-10-04T02:40:17Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Travelled */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Twin Devils''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. The world it takes place on is known as Xibalba.&lt;br /&gt;
&lt;br /&gt;
== Map of Xibalba ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/index.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[TwinDevils/Campaign Log|Campaign Log]] page. The [[TwinDevils/Documents|Documents]] page also contains handouts and other key pieces of collected information. &lt;br /&gt;
&lt;br /&gt;
There are many homebrew elements to this game, some anchored in other RPG systems, others original. See the Mechanics section below for a complete list of customizations.&lt;br /&gt;
&lt;br /&gt;
== Racism Incarnate - the Players ==&lt;br /&gt;
''The party is currently level 14''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[TwinDevils/Gwent|Gwent]] || Human|| Blood Hunter || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Artemis|Artemis]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Catkin ||style=&amp;quot;background-color:#EEE&amp;quot;| Ranger ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/Sa-Matra|Sa-Matra]] || Shardmind || Warlord || [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Merrodis|Merrodis]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Ratfolk ||style=&amp;quot;background-color:#EEE&amp;quot;| Rogue ||style=&amp;quot;background-color:#EEE&amp;quot;| Raven&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/North|North]] || Tabaxi || Warlock || Spooky&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Yoaral|Yoaral]] (Retired) ||style=&amp;quot;background-color:#EEE&amp;quot;| Lizardfolk||style=&amp;quot;background-color:#EEE&amp;quot;| Monk||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Brazko|Brazko]]&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/Dox|Dox]] (Retired) || Changeling || Cleric || Toys&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Millne de Tempestus|Millne de Tempestus]] - Patron, noble tycoon&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Alem Nitor|Alem Nitor]]&amp;lt;/s&amp;gt;  - Guardian, noble knight&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Kor Magnol|Kor Magnol]]&amp;lt;/s&amp;gt; - Cleric, tactics expert&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Thoma Erim|Thoma Erim]]&amp;lt;/s&amp;gt; - Cleric, support&lt;br /&gt;
*[[TwinDevils/Xul_Blackwater|Xul Blackwater]] - Mage, scholar&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Travelled ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Neither Nor|Neither Nor]] - &amp;lt;s&amp;gt;Deuteragonist&amp;lt;/s&amp;gt; BBEG, scientist wizard&lt;br /&gt;
*[[TwinDevils/Tarn Ulfram|Tarn Ulfram]] - Support, elder mage&lt;br /&gt;
*[[TwinDevils/Walter Amon|Walter Amon]] - Biomancer hermit&lt;br /&gt;
*[[TwinDevils/Nine|Nine]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Urist Zaghat|Urist Zaghat]] - Warforged, faked death to hunt chosen, currently residing in Temple of the Traveler&lt;br /&gt;
*[[TwinDevils/Fosco Raffolk|Fosco Raffolk]] - Duplicitous Halfling&lt;br /&gt;
*[[TwinDevils/Wida Kather|Wida Kather]] - Dragonblood Knight&lt;br /&gt;
*[[TwinDevils/Hamus Xabar|Hamus Xabar]] - Soup Samurai&lt;br /&gt;
*[[TwinDevils/Rytha Ellariel|Rytha Ellariel]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Roge Humbeorht|Roge Humbeorht]] - Paladin of Liberty&lt;br /&gt;
*[[TwinDevils/Serielye Indulias|Serielye Indulias]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Thingolf Doredir|Thingolf Doredir]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Silver|Silver]] - Barbarian / Ranger&lt;br /&gt;
*[[TwinDevils/Aethen Atrix|Aethen Atrix]] - Mystic, Millne's adopted daughter&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Ryka|Ryka]]&amp;lt;/s&amp;gt; - Antagonist, Seething Nuclear Chaos&lt;br /&gt;
*[[TwinDevils/Adze|Adze]] - Wandering Pugilist&lt;br /&gt;
*[[TwinDevils/Dralphye Borne|Dralphye Borne]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Haunde Tarna|Haunde Tarna]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[TwinDevils/Minor NPCs|Minor NPCs]] ===&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Government_of_Londolond|Government of Londolond]] - the city council and administration.&lt;br /&gt;
*[[TwinDevils/Believers of the Source|Believers of the Source]] - Believes everyone has a chance at apotheosis through work.&lt;br /&gt;
*[[TwinDevils/Dustmen|Dustmen]] - Inventors and thinkers trying to advance the world technologically and philosophically.&lt;br /&gt;
*[[TwinDevils/Zhentarim|Zhentarim]] - A quasi-legal spy and smuggling network operating through legal fronts.&lt;br /&gt;
*[[TwinDevils/The_Chosen|The Chosen]] - A group of agents that has been working against the party and their allies.&lt;br /&gt;
*[[TwinDevils/First Shields Company|First Shields Company]] - A mercenary band that specializes in hunting/poaching rare and dangerous creatures.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
Londolond is ruled by a monarch, but it is a mostly ceremonial position. The true power in the city lies with the City Council, in which 12 guilds hold a single seat (usually held by the guildmaster):&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Order of the Gauntlet|Order of the Gauntlet]] - clerics &amp;amp; paladins, fighting evil and providing for the impoverished&lt;br /&gt;
*[[TwinDevils/Emerald Enclave|Emerald Enclave]] - rangers &amp;amp; druids, protectors and restorers of nature&lt;br /&gt;
*[[TwinDevils/Silver Twilight Lodge|Silver Twilight Lodge]] - mages! wizards/sorcerers/warlocks&lt;br /&gt;
*[[TwinDevils/Harpers|Harpers]] - spellcasters &amp;amp; spies - equality &amp;amp; oppose abuse of magic, rogues/bards/warlocks/sorcerers&lt;br /&gt;
*[[TwinDevils/Virtuous Synergy|Virtuous Synergy]] - alchemist, tinkerers, engineers led by Adall&lt;br /&gt;
*[[TwinDevils/Brotherhood of Coin|Brotherhood of Coin]] - merchants, jewellers, finery, taverns/inns&lt;br /&gt;
*[[TwinDevils/Guild of Builders|Guild of Builders]] - masons, carpenters, stoneworkers, teamsmen/laborers&lt;br /&gt;
*[[TwinDevils/Master Metalworks|Master Metalworks]] - forges, smiths, miners, armorers, farriers&lt;br /&gt;
*[[TwinDevils/Confederation of Provisioners|Confederation of Provisioners]] - farmers, shepherds, bakers, grocers, hunters, butchers, salters, brewers&lt;br /&gt;
*[[TwinDevils/Honest Tradesmen|Honest Tradesmen]] - misc. crafting - coopers, cobblers, saddlers, leatherworking/tannery, tailors, weavers, bowers, fletchers, glassmakers, stonecutters&lt;br /&gt;
*[[TwinDevils/Fellowship of Trust|Fellowship of Trust]] - scribes, papermakers, map/chart-makers, surveyors, clerks, doctors&lt;br /&gt;
*[[TwinDevils/Mercenary Council|Mercenary Council]] - represents mercenary and adventuring groups on the council&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[TwinDevils/Lore/Deities|Deities]]&lt;br /&gt;
* [[TwinDevils/Lore/Dragons|Dragons]]&lt;br /&gt;
* [[TwinDevils/Lore/Foes|Foes]]&lt;br /&gt;
* [[TwinDevils/NPCs|Stock NPCs]]&lt;br /&gt;
* [[TwinDevils/Timeline|Timeline]]&lt;br /&gt;
* [[TwinDevils/Nations|Nations of Xibalba]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[TwinDevils/Source Whitelist|Source Whitelist]]&lt;br /&gt;
* [[TwinDevils/Crafting|Crafting]]&lt;br /&gt;
* [[TwinDevils/Fighting_Styles|Fighting Styles]]&lt;br /&gt;
* [[TwinDevils/Magic|Magic]]&lt;br /&gt;
* [[TwinDevils/Spell_List|Spell List]]&lt;br /&gt;
* [[TwinDevils/Custom_Spells|Custom Spells]]&lt;br /&gt;
* [[TwinDevils/Special_Items|Special Items]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Twin_Devils&amp;diff=22513</id>
		<title>Twin Devils</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Twin_Devils&amp;diff=22513"/>
				<updated>2018-10-04T02:39:33Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Travelled */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Twin Devils''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. The world it takes place on is known as Xibalba.&lt;br /&gt;
&lt;br /&gt;
== Map of Xibalba ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/index.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[TwinDevils/Campaign Log|Campaign Log]] page. The [[TwinDevils/Documents|Documents]] page also contains handouts and other key pieces of collected information. &lt;br /&gt;
&lt;br /&gt;
There are many homebrew elements to this game, some anchored in other RPG systems, others original. See the Mechanics section below for a complete list of customizations.&lt;br /&gt;
&lt;br /&gt;
== Racism Incarnate - the Players ==&lt;br /&gt;
''The party is currently level 14''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[TwinDevils/Gwent|Gwent]] || Human|| Blood Hunter || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Artemis|Artemis]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Catkin ||style=&amp;quot;background-color:#EEE&amp;quot;| Ranger ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/Sa-Matra|Sa-Matra]] || Shardmind || Warlord || [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Merrodis|Merrodis]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Ratfolk ||style=&amp;quot;background-color:#EEE&amp;quot;| Rogue ||style=&amp;quot;background-color:#EEE&amp;quot;| Raven&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/North|North]] || Tabaxi || Warlock || Spooky&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Yoaral|Yoaral]] (Retired) ||style=&amp;quot;background-color:#EEE&amp;quot;| Lizardfolk||style=&amp;quot;background-color:#EEE&amp;quot;| Monk||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Brazko|Brazko]]&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/Dox|Dox]] (Retired) || Changeling || Cleric || Toys&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Millne de Tempestus|Millne de Tempestus]] - Patron, noble tycoon&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Alem Nitor|Alem Nitor]]&amp;lt;/s&amp;gt;  - Guardian, noble knight&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Kor Magnol|Kor Magnol]]&amp;lt;/s&amp;gt; - Cleric, tactics expert&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Thoma Erim|Thoma Erim]]&amp;lt;/s&amp;gt; - Cleric, support&lt;br /&gt;
*[[TwinDevils/Xul_Blackwater|Xul Blackwater]] - Mage, scholar&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Travelled ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Neither Nor|Neither Nor]] - &amp;lt;s&amp;gt;Deuteragonist&amp;lt;/s&amp;gt; BBEG, scientist wizard&lt;br /&gt;
*[[TwinDevils/Tarn Ulfram|Tarn Ulfram]] - Support, elder mage&lt;br /&gt;
*[[TwinDevils/Walter Amon|Walter Amon]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Nine|Nine]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Urist Zaghat|Urist Zaghat]] - Warforged, faked death to hunt chosen, currently residing in Temple of the Traveler&lt;br /&gt;
*[[TwinDevils/Fosco Raffolk|Fosco Raffolk]] - Duplicitous Halfling&lt;br /&gt;
*[[TwinDevils/Wida Kather|Wida Kather]] - Dragonblood Knight&lt;br /&gt;
*[[TwinDevils/Hamus Xabar|Hamus Xabar]] - Soup Samurai&lt;br /&gt;
*[[TwinDevils/Rytha Ellariel|Rytha Ellariel]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Roge Humbeorht|Roge Humbeorht]] - Paladin of Liberty&lt;br /&gt;
*[[TwinDevils/Serielye Indulias|Serielye Indulias]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Thingolf Doredir|Thingolf Doredir]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Silver|Silver]] - Barbarian / Ranger&lt;br /&gt;
*[[TwinDevils/Aethen Atrix|Aethen Atrix]] - Millne's adopted daughter&lt;br /&gt;
*[[TwinDevils/Ryka|Ryka]] - Antagonist, Seething Nuclear Chaos&lt;br /&gt;
*[[TwinDevils/Adze|Adze]] - Wandering Pugilist&lt;br /&gt;
*[[TwinDevils/Dralphye Borne|Dralphye Borne]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Haunde Tarna|Haunde Tarna]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[TwinDevils/Minor NPCs|Minor NPCs]] ===&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Government_of_Londolond|Government of Londolond]] - the city council and administration.&lt;br /&gt;
*[[TwinDevils/Believers of the Source|Believers of the Source]] - Believes everyone has a chance at apotheosis through work.&lt;br /&gt;
*[[TwinDevils/Dustmen|Dustmen]] - Inventors and thinkers trying to advance the world technologically and philosophically.&lt;br /&gt;
*[[TwinDevils/Zhentarim|Zhentarim]] - A quasi-legal spy and smuggling network operating through legal fronts.&lt;br /&gt;
*[[TwinDevils/The_Chosen|The Chosen]] - A group of agents that has been working against the party and their allies.&lt;br /&gt;
*[[TwinDevils/First Shields Company|First Shields Company]] - A mercenary band that specializes in hunting/poaching rare and dangerous creatures.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
Londolond is ruled by a monarch, but it is a mostly ceremonial position. The true power in the city lies with the City Council, in which 12 guilds hold a single seat (usually held by the guildmaster):&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Order of the Gauntlet|Order of the Gauntlet]] - clerics &amp;amp; paladins, fighting evil and providing for the impoverished&lt;br /&gt;
*[[TwinDevils/Emerald Enclave|Emerald Enclave]] - rangers &amp;amp; druids, protectors and restorers of nature&lt;br /&gt;
*[[TwinDevils/Silver Twilight Lodge|Silver Twilight Lodge]] - mages! wizards/sorcerers/warlocks&lt;br /&gt;
*[[TwinDevils/Harpers|Harpers]] - spellcasters &amp;amp; spies - equality &amp;amp; oppose abuse of magic, rogues/bards/warlocks/sorcerers&lt;br /&gt;
*[[TwinDevils/Virtuous Synergy|Virtuous Synergy]] - alchemist, tinkerers, engineers led by Adall&lt;br /&gt;
*[[TwinDevils/Brotherhood of Coin|Brotherhood of Coin]] - merchants, jewellers, finery, taverns/inns&lt;br /&gt;
*[[TwinDevils/Guild of Builders|Guild of Builders]] - masons, carpenters, stoneworkers, teamsmen/laborers&lt;br /&gt;
*[[TwinDevils/Master Metalworks|Master Metalworks]] - forges, smiths, miners, armorers, farriers&lt;br /&gt;
*[[TwinDevils/Confederation of Provisioners|Confederation of Provisioners]] - farmers, shepherds, bakers, grocers, hunters, butchers, salters, brewers&lt;br /&gt;
*[[TwinDevils/Honest Tradesmen|Honest Tradesmen]] - misc. crafting - coopers, cobblers, saddlers, leatherworking/tannery, tailors, weavers, bowers, fletchers, glassmakers, stonecutters&lt;br /&gt;
*[[TwinDevils/Fellowship of Trust|Fellowship of Trust]] - scribes, papermakers, map/chart-makers, surveyors, clerks, doctors&lt;br /&gt;
*[[TwinDevils/Mercenary Council|Mercenary Council]] - represents mercenary and adventuring groups on the council&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[TwinDevils/Lore/Deities|Deities]]&lt;br /&gt;
* [[TwinDevils/Lore/Dragons|Dragons]]&lt;br /&gt;
* [[TwinDevils/Lore/Foes|Foes]]&lt;br /&gt;
* [[TwinDevils/NPCs|Stock NPCs]]&lt;br /&gt;
* [[TwinDevils/Timeline|Timeline]]&lt;br /&gt;
* [[TwinDevils/Nations|Nations of Xibalba]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[TwinDevils/Source Whitelist|Source Whitelist]]&lt;br /&gt;
* [[TwinDevils/Crafting|Crafting]]&lt;br /&gt;
* [[TwinDevils/Fighting_Styles|Fighting Styles]]&lt;br /&gt;
* [[TwinDevils/Magic|Magic]]&lt;br /&gt;
* [[TwinDevils/Spell_List|Spell List]]&lt;br /&gt;
* [[TwinDevils/Custom_Spells|Custom Spells]]&lt;br /&gt;
* [[TwinDevils/Special_Items|Special Items]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Twin_Devils&amp;diff=22512</id>
		<title>Twin Devils</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Twin_Devils&amp;diff=22512"/>
				<updated>2018-10-04T02:39:13Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Racism Incarnate - the Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Twin Devils''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. The world it takes place on is known as Xibalba.&lt;br /&gt;
&lt;br /&gt;
== Map of Xibalba ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/index.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[TwinDevils/Campaign Log|Campaign Log]] page. The [[TwinDevils/Documents|Documents]] page also contains handouts and other key pieces of collected information. &lt;br /&gt;
&lt;br /&gt;
There are many homebrew elements to this game, some anchored in other RPG systems, others original. See the Mechanics section below for a complete list of customizations.&lt;br /&gt;
&lt;br /&gt;
== Racism Incarnate - the Players ==&lt;br /&gt;
''The party is currently level 14''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[TwinDevils/Gwent|Gwent]] || Human|| Blood Hunter || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Artemis|Artemis]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Catkin ||style=&amp;quot;background-color:#EEE&amp;quot;| Ranger ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/Sa-Matra|Sa-Matra]] || Shardmind || Warlord || [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Merrodis|Merrodis]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Ratfolk ||style=&amp;quot;background-color:#EEE&amp;quot;| Rogue ||style=&amp;quot;background-color:#EEE&amp;quot;| Raven&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/North|North]] || Tabaxi || Warlock || Spooky&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Yoaral|Yoaral]] (Retired) ||style=&amp;quot;background-color:#EEE&amp;quot;| Lizardfolk||style=&amp;quot;background-color:#EEE&amp;quot;| Monk||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Brazko|Brazko]]&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/Dox|Dox]] (Retired) || Changeling || Cleric || Toys&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Millne de Tempestus|Millne de Tempestus]] - Patron, noble tycoon&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Alem Nitor|Alem Nitor]]&amp;lt;/s&amp;gt;  - Guardian, noble knight&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Kor Magnol|Kor Magnol]]&amp;lt;/s&amp;gt; - Cleric, tactics expert&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Thoma Erim|Thoma Erim]]&amp;lt;/s&amp;gt; - Cleric, support&lt;br /&gt;
*[[TwinDevils/Xul_Blackwater|Xul Blackwater]] - Mage, scholar&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Travelled ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Neither Nor|Neither Nor]]&amp;lt;/s&amp;gt; - Deuteragonist, scientist wizard&lt;br /&gt;
*[[TwinDevils/Tarn Ulfram|Tarn Ulfram]] - Support, elder mage&lt;br /&gt;
*[[TwinDevils/Walter Amon|Walter Amon]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Nine|Nine]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Urist Zaghat|Urist Zaghat]] - Warforged, faked death to hunt chosen, currently residing in Temple of the Traveler&lt;br /&gt;
*[[TwinDevils/Fosco Raffolk|Fosco Raffolk]] - Duplicitous Halfling&lt;br /&gt;
*[[TwinDevils/Wida Kather|Wida Kather]] - Dragonblood Knight&lt;br /&gt;
*[[TwinDevils/Hamus Xabar|Hamus Xabar]] - Soup Samurai&lt;br /&gt;
*[[TwinDevils/Rytha Ellariel|Rytha Ellariel]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Roge Humbeorht|Roge Humbeorht]] - Paladin of Liberty&lt;br /&gt;
*[[TwinDevils/Serielye Indulias|Serielye Indulias]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Thingolf Doredir|Thingolf Doredir]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Silver|Silver]] - Barbarian / Ranger&lt;br /&gt;
*[[TwinDevils/Aethen Atrix|Aethen Atrix]] - Millne's adopted daughter&lt;br /&gt;
*[[TwinDevils/Ryka|Ryka]] - Antagonist, Seething Nuclear Chaos&lt;br /&gt;
*[[TwinDevils/Adze|Adze]] - Wandering Pugilist&lt;br /&gt;
*[[TwinDevils/Dralphye Borne|Dralphye Borne]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Haunde Tarna|Haunde Tarna]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[TwinDevils/Minor NPCs|Minor NPCs]] ===&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Government_of_Londolond|Government of Londolond]] - the city council and administration.&lt;br /&gt;
*[[TwinDevils/Believers of the Source|Believers of the Source]] - Believes everyone has a chance at apotheosis through work.&lt;br /&gt;
*[[TwinDevils/Dustmen|Dustmen]] - Inventors and thinkers trying to advance the world technologically and philosophically.&lt;br /&gt;
*[[TwinDevils/Zhentarim|Zhentarim]] - A quasi-legal spy and smuggling network operating through legal fronts.&lt;br /&gt;
*[[TwinDevils/The_Chosen|The Chosen]] - A group of agents that has been working against the party and their allies.&lt;br /&gt;
*[[TwinDevils/First Shields Company|First Shields Company]] - A mercenary band that specializes in hunting/poaching rare and dangerous creatures.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
Londolond is ruled by a monarch, but it is a mostly ceremonial position. The true power in the city lies with the City Council, in which 12 guilds hold a single seat (usually held by the guildmaster):&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Order of the Gauntlet|Order of the Gauntlet]] - clerics &amp;amp; paladins, fighting evil and providing for the impoverished&lt;br /&gt;
*[[TwinDevils/Emerald Enclave|Emerald Enclave]] - rangers &amp;amp; druids, protectors and restorers of nature&lt;br /&gt;
*[[TwinDevils/Silver Twilight Lodge|Silver Twilight Lodge]] - mages! wizards/sorcerers/warlocks&lt;br /&gt;
*[[TwinDevils/Harpers|Harpers]] - spellcasters &amp;amp; spies - equality &amp;amp; oppose abuse of magic, rogues/bards/warlocks/sorcerers&lt;br /&gt;
*[[TwinDevils/Virtuous Synergy|Virtuous Synergy]] - alchemist, tinkerers, engineers led by Adall&lt;br /&gt;
*[[TwinDevils/Brotherhood of Coin|Brotherhood of Coin]] - merchants, jewellers, finery, taverns/inns&lt;br /&gt;
*[[TwinDevils/Guild of Builders|Guild of Builders]] - masons, carpenters, stoneworkers, teamsmen/laborers&lt;br /&gt;
*[[TwinDevils/Master Metalworks|Master Metalworks]] - forges, smiths, miners, armorers, farriers&lt;br /&gt;
*[[TwinDevils/Confederation of Provisioners|Confederation of Provisioners]] - farmers, shepherds, bakers, grocers, hunters, butchers, salters, brewers&lt;br /&gt;
*[[TwinDevils/Honest Tradesmen|Honest Tradesmen]] - misc. crafting - coopers, cobblers, saddlers, leatherworking/tannery, tailors, weavers, bowers, fletchers, glassmakers, stonecutters&lt;br /&gt;
*[[TwinDevils/Fellowship of Trust|Fellowship of Trust]] - scribes, papermakers, map/chart-makers, surveyors, clerks, doctors&lt;br /&gt;
*[[TwinDevils/Mercenary Council|Mercenary Council]] - represents mercenary and adventuring groups on the council&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[TwinDevils/Lore/Deities|Deities]]&lt;br /&gt;
* [[TwinDevils/Lore/Dragons|Dragons]]&lt;br /&gt;
* [[TwinDevils/Lore/Foes|Foes]]&lt;br /&gt;
* [[TwinDevils/NPCs|Stock NPCs]]&lt;br /&gt;
* [[TwinDevils/Timeline|Timeline]]&lt;br /&gt;
* [[TwinDevils/Nations|Nations of Xibalba]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[TwinDevils/Source Whitelist|Source Whitelist]]&lt;br /&gt;
* [[TwinDevils/Crafting|Crafting]]&lt;br /&gt;
* [[TwinDevils/Fighting_Styles|Fighting Styles]]&lt;br /&gt;
* [[TwinDevils/Magic|Magic]]&lt;br /&gt;
* [[TwinDevils/Spell_List|Spell List]]&lt;br /&gt;
* [[TwinDevils/Custom_Spells|Custom Spells]]&lt;br /&gt;
* [[TwinDevils/Special_Items|Special Items]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Twin_Devils&amp;diff=22511</id>
		<title>Twin Devils</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Twin_Devils&amp;diff=22511"/>
				<updated>2018-10-04T02:39:05Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Racism Incarnate - the Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Twin Devils''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. The world it takes place on is known as Xibalba.&lt;br /&gt;
&lt;br /&gt;
== Map of Xibalba ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/index.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[TwinDevils/Campaign Log|Campaign Log]] page. The [[TwinDevils/Documents|Documents]] page also contains handouts and other key pieces of collected information. &lt;br /&gt;
&lt;br /&gt;
There are many homebrew elements to this game, some anchored in other RPG systems, others original. See the Mechanics section below for a complete list of customizations.&lt;br /&gt;
&lt;br /&gt;
== Racism Incarnate - the Players ==&lt;br /&gt;
''The party is currently level 14''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[TwinDevils/Gwent|Gwent]] || Human|| Blood Hunter || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Artemis|Artemis]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Catkin ||style=&amp;quot;background-color:#EEE&amp;quot;| Ranger ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/Sa-Matra|Sa-Matra]] || Shardmind || Warlord || [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Merrodis|Merrodis]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Ratfolk ||style=&amp;quot;background-color:#EEE&amp;quot;| Rogue ||style=&amp;quot;background-color:#EEE&amp;quot;| Raven&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/North|North]] || Tabaxi || Warlock || Spooky&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Yoaral|Yoaral]] (Retired) ||style=&amp;quot;background-color:#EEE&amp;quot;| Lizardfolk||style=&amp;quot;background-color:#EEE&amp;quot;| Monk||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Brazko|Brazko]]&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/Dox|Dox]] || Changeling || Cleric || Toys&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Millne de Tempestus|Millne de Tempestus]] - Patron, noble tycoon&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Alem Nitor|Alem Nitor]]&amp;lt;/s&amp;gt;  - Guardian, noble knight&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Kor Magnol|Kor Magnol]]&amp;lt;/s&amp;gt; - Cleric, tactics expert&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Thoma Erim|Thoma Erim]]&amp;lt;/s&amp;gt; - Cleric, support&lt;br /&gt;
*[[TwinDevils/Xul_Blackwater|Xul Blackwater]] - Mage, scholar&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Travelled ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Neither Nor|Neither Nor]]&amp;lt;/s&amp;gt; - Deuteragonist, scientist wizard&lt;br /&gt;
*[[TwinDevils/Tarn Ulfram|Tarn Ulfram]] - Support, elder mage&lt;br /&gt;
*[[TwinDevils/Walter Amon|Walter Amon]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Nine|Nine]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Urist Zaghat|Urist Zaghat]] - Warforged, faked death to hunt chosen, currently residing in Temple of the Traveler&lt;br /&gt;
*[[TwinDevils/Fosco Raffolk|Fosco Raffolk]] - Duplicitous Halfling&lt;br /&gt;
*[[TwinDevils/Wida Kather|Wida Kather]] - Dragonblood Knight&lt;br /&gt;
*[[TwinDevils/Hamus Xabar|Hamus Xabar]] - Soup Samurai&lt;br /&gt;
*[[TwinDevils/Rytha Ellariel|Rytha Ellariel]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Roge Humbeorht|Roge Humbeorht]] - Paladin of Liberty&lt;br /&gt;
*[[TwinDevils/Serielye Indulias|Serielye Indulias]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Thingolf Doredir|Thingolf Doredir]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Silver|Silver]] - Barbarian / Ranger&lt;br /&gt;
*[[TwinDevils/Aethen Atrix|Aethen Atrix]] - Millne's adopted daughter&lt;br /&gt;
*[[TwinDevils/Ryka|Ryka]] - Antagonist, Seething Nuclear Chaos&lt;br /&gt;
*[[TwinDevils/Adze|Adze]] - Wandering Pugilist&lt;br /&gt;
*[[TwinDevils/Dralphye Borne|Dralphye Borne]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Haunde Tarna|Haunde Tarna]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[TwinDevils/Minor NPCs|Minor NPCs]] ===&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Government_of_Londolond|Government of Londolond]] - the city council and administration.&lt;br /&gt;
*[[TwinDevils/Believers of the Source|Believers of the Source]] - Believes everyone has a chance at apotheosis through work.&lt;br /&gt;
*[[TwinDevils/Dustmen|Dustmen]] - Inventors and thinkers trying to advance the world technologically and philosophically.&lt;br /&gt;
*[[TwinDevils/Zhentarim|Zhentarim]] - A quasi-legal spy and smuggling network operating through legal fronts.&lt;br /&gt;
*[[TwinDevils/The_Chosen|The Chosen]] - A group of agents that has been working against the party and their allies.&lt;br /&gt;
*[[TwinDevils/First Shields Company|First Shields Company]] - A mercenary band that specializes in hunting/poaching rare and dangerous creatures.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
Londolond is ruled by a monarch, but it is a mostly ceremonial position. The true power in the city lies with the City Council, in which 12 guilds hold a single seat (usually held by the guildmaster):&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Order of the Gauntlet|Order of the Gauntlet]] - clerics &amp;amp; paladins, fighting evil and providing for the impoverished&lt;br /&gt;
*[[TwinDevils/Emerald Enclave|Emerald Enclave]] - rangers &amp;amp; druids, protectors and restorers of nature&lt;br /&gt;
*[[TwinDevils/Silver Twilight Lodge|Silver Twilight Lodge]] - mages! wizards/sorcerers/warlocks&lt;br /&gt;
*[[TwinDevils/Harpers|Harpers]] - spellcasters &amp;amp; spies - equality &amp;amp; oppose abuse of magic, rogues/bards/warlocks/sorcerers&lt;br /&gt;
*[[TwinDevils/Virtuous Synergy|Virtuous Synergy]] - alchemist, tinkerers, engineers led by Adall&lt;br /&gt;
*[[TwinDevils/Brotherhood of Coin|Brotherhood of Coin]] - merchants, jewellers, finery, taverns/inns&lt;br /&gt;
*[[TwinDevils/Guild of Builders|Guild of Builders]] - masons, carpenters, stoneworkers, teamsmen/laborers&lt;br /&gt;
*[[TwinDevils/Master Metalworks|Master Metalworks]] - forges, smiths, miners, armorers, farriers&lt;br /&gt;
*[[TwinDevils/Confederation of Provisioners|Confederation of Provisioners]] - farmers, shepherds, bakers, grocers, hunters, butchers, salters, brewers&lt;br /&gt;
*[[TwinDevils/Honest Tradesmen|Honest Tradesmen]] - misc. crafting - coopers, cobblers, saddlers, leatherworking/tannery, tailors, weavers, bowers, fletchers, glassmakers, stonecutters&lt;br /&gt;
*[[TwinDevils/Fellowship of Trust|Fellowship of Trust]] - scribes, papermakers, map/chart-makers, surveyors, clerks, doctors&lt;br /&gt;
*[[TwinDevils/Mercenary Council|Mercenary Council]] - represents mercenary and adventuring groups on the council&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[TwinDevils/Lore/Deities|Deities]]&lt;br /&gt;
* [[TwinDevils/Lore/Dragons|Dragons]]&lt;br /&gt;
* [[TwinDevils/Lore/Foes|Foes]]&lt;br /&gt;
* [[TwinDevils/NPCs|Stock NPCs]]&lt;br /&gt;
* [[TwinDevils/Timeline|Timeline]]&lt;br /&gt;
* [[TwinDevils/Nations|Nations of Xibalba]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[TwinDevils/Source Whitelist|Source Whitelist]]&lt;br /&gt;
* [[TwinDevils/Crafting|Crafting]]&lt;br /&gt;
* [[TwinDevils/Fighting_Styles|Fighting Styles]]&lt;br /&gt;
* [[TwinDevils/Magic|Magic]]&lt;br /&gt;
* [[TwinDevils/Spell_List|Spell List]]&lt;br /&gt;
* [[TwinDevils/Custom_Spells|Custom Spells]]&lt;br /&gt;
* [[TwinDevils/Special_Items|Special Items]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=Twin_Devils&amp;diff=22510</id>
		<title>Twin Devils</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=Twin_Devils&amp;diff=22510"/>
				<updated>2018-10-04T02:38:19Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Racism Incarnate - the Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__'''Twin Devils''' is a D&amp;amp;D 5e campaign run by [[User:Bobboberton|Bob Boberton]]. The world it takes place on is known as Xibalba.&lt;br /&gt;
&lt;br /&gt;
== Map of Xibalba ==&lt;br /&gt;
{{#Widget:Iframe&lt;br /&gt;
|url=https://jaylapham.com/mapping/index.html&lt;br /&gt;
|width=1500&lt;br /&gt;
|height=745&lt;br /&gt;
|border=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
A full history of the story so far can be found on the [[TwinDevils/Campaign Log|Campaign Log]] page. The [[TwinDevils/Documents|Documents]] page also contains handouts and other key pieces of collected information. &lt;br /&gt;
&lt;br /&gt;
There are many homebrew elements to this game, some anchored in other RPG systems, others original. See the Mechanics section below for a complete list of customizations.&lt;br /&gt;
&lt;br /&gt;
== Racism Incarnate - the Players ==&lt;br /&gt;
''The party is currently level 14''&lt;br /&gt;
{| cellpadding=10 style=&amp;quot;border:1px solid #BBB&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBB&amp;quot;|'''Character''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Race''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Class''' ||style=&amp;quot;background-color:#BBB&amp;quot;| '''Player'''&lt;br /&gt;
|- &lt;br /&gt;
|[[TwinDevils/Gwent|Gwent]] || Human|| Blood Hunter || [[User:DJLunchbox|DJLunchbox]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Artemis|Artemis]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Catkin ||style=&amp;quot;background-color:#EEE&amp;quot;| Ranger ||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Askylum|Askylum]]&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/Sa-Matra|Sa-Matra]] || Shardmind || Warlord || [[User:Xenothral|Xenothral]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Merrodis|Merrodis]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Ratfolk ||style=&amp;quot;background-color:#EEE&amp;quot;| Rogue ||style=&amp;quot;background-color:#EEE&amp;quot;| Raven&lt;br /&gt;
|-&lt;br /&gt;
|[[TwinDevils/North|North]] || Tabaxi || Warlock || Spooky&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#EEE&amp;quot;|[[TwinDevils/Yoaral|Yoaral]] ||style=&amp;quot;background-color:#EEE&amp;quot;| Lizardfolk||style=&amp;quot;background-color:#EEE&amp;quot;| Monk||style=&amp;quot;background-color:#EEE&amp;quot;| [[User:Brazko|Brazko]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Millne de Tempestus|Millne de Tempestus]] - Patron, noble tycoon&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Alem Nitor|Alem Nitor]]&amp;lt;/s&amp;gt;  - Guardian, noble knight&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Kor Magnol|Kor Magnol]]&amp;lt;/s&amp;gt; - Cleric, tactics expert&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Thoma Erim|Thoma Erim]]&amp;lt;/s&amp;gt; - Cleric, support&lt;br /&gt;
*[[TwinDevils/Xul_Blackwater|Xul Blackwater]] - Mage, scholar&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Travelled ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;[[TwinDevils/Neither Nor|Neither Nor]]&amp;lt;/s&amp;gt; - Deuteragonist, scientist wizard&lt;br /&gt;
*[[TwinDevils/Tarn Ulfram|Tarn Ulfram]] - Support, elder mage&lt;br /&gt;
*[[TwinDevils/Walter Amon|Walter Amon]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Nine|Nine]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Urist Zaghat|Urist Zaghat]] - Warforged, faked death to hunt chosen, currently residing in Temple of the Traveler&lt;br /&gt;
*[[TwinDevils/Fosco Raffolk|Fosco Raffolk]] - Duplicitous Halfling&lt;br /&gt;
*[[TwinDevils/Wida Kather|Wida Kather]] - Dragonblood Knight&lt;br /&gt;
*[[TwinDevils/Hamus Xabar|Hamus Xabar]] - Soup Samurai&lt;br /&gt;
*[[TwinDevils/Rytha Ellariel|Rytha Ellariel]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Roge Humbeorht|Roge Humbeorht]] - Paladin of Liberty&lt;br /&gt;
*[[TwinDevils/Serielye Indulias|Serielye Indulias]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Thingolf Doredir|Thingolf Doredir]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Silver|Silver]] - Barbarian / Ranger&lt;br /&gt;
*[[TwinDevils/Aethen Atrix|Aethen Atrix]] - Millne's adopted daughter&lt;br /&gt;
*[[TwinDevils/Ryka|Ryka]] - Antagonist, Seething Nuclear Chaos&lt;br /&gt;
*[[TwinDevils/Adze|Adze]] - Wandering Pugilist&lt;br /&gt;
*[[TwinDevils/Dralphye Borne|Dralphye Borne]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
*[[TwinDevils/Haunde Tarna|Haunde Tarna]] - Unknown, mentioned only in Thoma's diary&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[TwinDevils/Minor NPCs|Minor NPCs]] ===&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Government_of_Londolond|Government of Londolond]] - the city council and administration.&lt;br /&gt;
*[[TwinDevils/Believers of the Source|Believers of the Source]] - Believes everyone has a chance at apotheosis through work.&lt;br /&gt;
*[[TwinDevils/Dustmen|Dustmen]] - Inventors and thinkers trying to advance the world technologically and philosophically.&lt;br /&gt;
*[[TwinDevils/Zhentarim|Zhentarim]] - A quasi-legal spy and smuggling network operating through legal fronts.&lt;br /&gt;
*[[TwinDevils/The_Chosen|The Chosen]] - A group of agents that has been working against the party and their allies.&lt;br /&gt;
*[[TwinDevils/First Shields Company|First Shields Company]] - A mercenary band that specializes in hunting/poaching rare and dangerous creatures.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
Londolond is ruled by a monarch, but it is a mostly ceremonial position. The true power in the city lies with the City Council, in which 12 guilds hold a single seat (usually held by the guildmaster):&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*[[TwinDevils/Order of the Gauntlet|Order of the Gauntlet]] - clerics &amp;amp; paladins, fighting evil and providing for the impoverished&lt;br /&gt;
*[[TwinDevils/Emerald Enclave|Emerald Enclave]] - rangers &amp;amp; druids, protectors and restorers of nature&lt;br /&gt;
*[[TwinDevils/Silver Twilight Lodge|Silver Twilight Lodge]] - mages! wizards/sorcerers/warlocks&lt;br /&gt;
*[[TwinDevils/Harpers|Harpers]] - spellcasters &amp;amp; spies - equality &amp;amp; oppose abuse of magic, rogues/bards/warlocks/sorcerers&lt;br /&gt;
*[[TwinDevils/Virtuous Synergy|Virtuous Synergy]] - alchemist, tinkerers, engineers led by Adall&lt;br /&gt;
*[[TwinDevils/Brotherhood of Coin|Brotherhood of Coin]] - merchants, jewellers, finery, taverns/inns&lt;br /&gt;
*[[TwinDevils/Guild of Builders|Guild of Builders]] - masons, carpenters, stoneworkers, teamsmen/laborers&lt;br /&gt;
*[[TwinDevils/Master Metalworks|Master Metalworks]] - forges, smiths, miners, armorers, farriers&lt;br /&gt;
*[[TwinDevils/Confederation of Provisioners|Confederation of Provisioners]] - farmers, shepherds, bakers, grocers, hunters, butchers, salters, brewers&lt;br /&gt;
*[[TwinDevils/Honest Tradesmen|Honest Tradesmen]] - misc. crafting - coopers, cobblers, saddlers, leatherworking/tannery, tailors, weavers, bowers, fletchers, glassmakers, stonecutters&lt;br /&gt;
*[[TwinDevils/Fellowship of Trust|Fellowship of Trust]] - scribes, papermakers, map/chart-makers, surveyors, clerks, doctors&lt;br /&gt;
*[[TwinDevils/Mercenary Council|Mercenary Council]] - represents mercenary and adventuring groups on the council&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[TwinDevils/Lore/Deities|Deities]]&lt;br /&gt;
* [[TwinDevils/Lore/Dragons|Dragons]]&lt;br /&gt;
* [[TwinDevils/Lore/Foes|Foes]]&lt;br /&gt;
* [[TwinDevils/NPCs|Stock NPCs]]&lt;br /&gt;
* [[TwinDevils/Timeline|Timeline]]&lt;br /&gt;
* [[TwinDevils/Nations|Nations of Xibalba]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[TwinDevils/Source Whitelist|Source Whitelist]]&lt;br /&gt;
* [[TwinDevils/Crafting|Crafting]]&lt;br /&gt;
* [[TwinDevils/Fighting_Styles|Fighting Styles]]&lt;br /&gt;
* [[TwinDevils/Magic|Magic]]&lt;br /&gt;
* [[TwinDevils/Spell_List|Spell List]]&lt;br /&gt;
* [[TwinDevils/Custom_Spells|Custom Spells]]&lt;br /&gt;
* [[TwinDevils/Special_Items|Special Items]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Fighting_Styles&amp;diff=22509</id>
		<title>TwinDevils/Fighting Styles</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Fighting_Styles&amp;diff=22509"/>
				<updated>2018-10-04T02:38:02Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Yod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Fighting Styles''' are stances that a character can be in to receive specific benefits. Changing stances takes an action. Training new styles requires a trainer, but advancing styles to higher ranks can be done through self-training, or more rapidly through a trainer that knows the style.&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Aleph===&lt;br /&gt;
''Heavy Weapons and Armor''&lt;br /&gt;
&lt;br /&gt;
Rank 1: Ignore armor check penalty for all checks except stealth rolls.&lt;br /&gt;
&lt;br /&gt;
Rank 2: ???&lt;br /&gt;
&lt;br /&gt;
Rank 3: ???&lt;br /&gt;
&lt;br /&gt;
Rank 4: ???&lt;br /&gt;
&lt;br /&gt;
Rank 5: ???&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Beth===&lt;br /&gt;
''Speed and Mobility''&lt;br /&gt;
&lt;br /&gt;
Rank 1: When you hit a target on your turn with a melee or ranged attack, add your Beth rank to your AC against attacks made by the target(s) you hit until the start of your next turn. Does not stack with multiple hits.&lt;br /&gt;
&lt;br /&gt;
Rank 2: When you kill a target with a melee or ranged attack, you may store and inflict any excess damage to the next target you hit within the next minute.&lt;br /&gt;
&lt;br /&gt;
Rank 3: ???&lt;br /&gt;
&lt;br /&gt;
Rank 4: ???&lt;br /&gt;
&lt;br /&gt;
Rank 5: ???&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Daleth===&lt;br /&gt;
''Twin-weapon Anti-mage''&lt;br /&gt;
&lt;br /&gt;
Rank 1: When two-weapon fighting, gain a bonus to saving throws against spells equal to your Daleth rank.&lt;br /&gt;
&lt;br /&gt;
Rank 2: ???&lt;br /&gt;
&lt;br /&gt;
Rank 3: ???&lt;br /&gt;
&lt;br /&gt;
Rank 4: ???&lt;br /&gt;
&lt;br /&gt;
Rank 5: ???&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Gimel===&lt;br /&gt;
''Vigilance and allied defense''&lt;br /&gt;
&lt;br /&gt;
Rank 1: May guard others within melee reach as a free action once per turn. Add twice your Gimel rank to their AC until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
Rank 2: ???&lt;br /&gt;
&lt;br /&gt;
Rank 3: ???&lt;br /&gt;
&lt;br /&gt;
Rank 4: ???&lt;br /&gt;
&lt;br /&gt;
Rank 5: ???&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Hei===&lt;br /&gt;
''Goliath Felling''&lt;br /&gt;
&lt;br /&gt;
Rank 1: ???&lt;br /&gt;
&lt;br /&gt;
Rank 2: ???&lt;br /&gt;
&lt;br /&gt;
Rank 3: ???&lt;br /&gt;
&lt;br /&gt;
Rank 4: ???&lt;br /&gt;
&lt;br /&gt;
Rank 5: ???&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Waw===&lt;br /&gt;
''Prone and danger zone''&lt;br /&gt;
&lt;br /&gt;
Rank 1: Each time you hit an opponent, reduce their AC by your Waw rank until the start of your next turn. This does stack up to a number of times equal to your Waw rank.&lt;br /&gt;
&lt;br /&gt;
Rank 2: ???&lt;br /&gt;
&lt;br /&gt;
Rank 3: ???&lt;br /&gt;
&lt;br /&gt;
Rank 4: ???&lt;br /&gt;
&lt;br /&gt;
Rank 5: ???&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Yod===&lt;br /&gt;
''Seize the initiative''&lt;br /&gt;
&lt;br /&gt;
Rank 1: You gain a bonus die you add to initiative. This scales with your Yod rank. At this rank, the die is a d4. &lt;br /&gt;
&lt;br /&gt;
Rank 2: When you hit an enemy, you may declare that you are burning your reaction to burn your enemy's reaction. You and the target regain your respective reactions at the start of your next turn. At this rank, your Yod initiative die is a d6. &lt;br /&gt;
&lt;br /&gt;
Rank 3: Once per long rest, you may roll initiative with advantage. At this rank, your Yod initiative die is a d8. &lt;br /&gt;
&lt;br /&gt;
Rank 4: ???&lt;br /&gt;
&lt;br /&gt;
Rank 5: ???&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zayin===&lt;br /&gt;
''For ranged specialists''&lt;br /&gt;
&lt;br /&gt;
Rank 1: Gain a bonus to your initiative rolls and damage rolls with ranged weapons equal to your Zayin rank.&lt;br /&gt;
&lt;br /&gt;
Rank 2: ???&lt;br /&gt;
&lt;br /&gt;
Rank 3: ???&lt;br /&gt;
&lt;br /&gt;
Rank 4: ???&lt;br /&gt;
&lt;br /&gt;
Rank 5: ???&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Trainers=&lt;br /&gt;
The following is a list of known trainers and the fighting styles they know.&lt;br /&gt;
&lt;br /&gt;
===Nicol Wiessman===&lt;br /&gt;
A trainer that works as a part of the fighter's guild known as the Archfighter's Hall. He knows the '''Aleph''', '''Gimel''', and '''Zayin''' styles.&lt;br /&gt;
&lt;br /&gt;
===Petra Amenthal===&lt;br /&gt;
A retired adventurer and friend of Alem Nitor. She teaches out of her home. She knows the '''Beth''', '''Daleth''', and '''Waw''' styles.&lt;br /&gt;
&lt;br /&gt;
===Hamus Xabar=== &lt;br /&gt;
A travelled warrior who runs a noodle stall in one of Londolond's markets. He knows the '''Yod''' fighting style.&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22508</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22508"/>
				<updated>2018-10-04T02:35:31Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Tech Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== ''Improved Projectile Payloads'' ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 acid damage to arrows or bolts, adds +4d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 thunder damage to arrows or bolts, adds +4d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 psychic damage to arrows or bolts, adds +4d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 lightning damage to arrows or bolts, adds +4d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 cold damage to arrows or bolts, adds +4d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blast ABSC ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 force damage to arrows or bolts, adds +4d4 force damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 25 gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 acid damage to arrows or bolts, adds +4d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aqua Regia ===&lt;br /&gt;
'''Cost: 400gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vigor Tonic === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NNC Tech ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Golem Core ===&lt;br /&gt;
'''Cost: varies - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ammo Regenerator ===&lt;br /&gt;
'''Cost: varies - Construction time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cartridge Pistol ===&lt;br /&gt;
'''Cost: 800gp - Construction time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Legionary Rifle ===&lt;br /&gt;
'''Cost: 1400gp - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Dispelling Armor ===&lt;br /&gt;
'''Cost: 100gp - Construction time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Burnout Array ===&lt;br /&gt;
'''Cost 2000gp - must be added to an automaton with a golem core of at least size medium - crafting time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
Adds two properties to automata of at least size medium: ''Magic Resistance'', and ''Projected Selective Counterspell''&lt;br /&gt;
&lt;br /&gt;
''Magic Resistance'': Gives advantage on saving throws against magical effects and spells.&lt;br /&gt;
&lt;br /&gt;
''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)&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 1-2: ''Resonance''. The spell or magical effect triggers again, selecting random new targets.&lt;br /&gt;
* 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.&lt;br /&gt;
* 5-6: ''Critical Allegiance Mismatch''. The automaton becomes dominated by a random intelligent creature on the current battlefield for 1d4 turns. &lt;br /&gt;
* 8: ''Uncontrolled Transformative Burst''. The automaton transmutes into another construct. Depending on the construct, it may or may not retain its affiliations.&lt;br /&gt;
* 9: ''Feedback Burst'': The automaton triggers a wild magic effect as a 1d6 level spell with 1d6 levels of augment. &lt;br /&gt;
* 10: ''Feedback Cascade'': The automaton triggers a wild magic effect as a 1d10 level spell with 1d20 levels of augment.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
Direct link: [https://i.imgur.com/zMtgi7u.png]&lt;br /&gt;
http://i.imgur.com/zMtgi7u.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22507</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22507"/>
				<updated>2018-10-04T02:35:18Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== ''Improved Projectile Payloads'' ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 acid damage to arrows or bolts, adds +4d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 thunder damage to arrows or bolts, adds +4d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 psychic damage to arrows or bolts, adds +4d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 lightning damage to arrows or bolts, adds +4d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 cold damage to arrows or bolts, adds +4d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blast ABSC ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 force damage to arrows or bolts, adds +4d4 force damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 25 gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 acid damage to arrows or bolts, adds +4d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aqua Regia ===&lt;br /&gt;
'''Cost: 400gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vigor Tonic === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NNC Tech ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Golem Core ===&lt;br /&gt;
'''Cost: varies - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ammo Regenerator ===&lt;br /&gt;
'''Cost: varies - Construction time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cartridge Pistol ===&lt;br /&gt;
'''Cost: 800gp - Construction time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Legionary Rifle ===&lt;br /&gt;
'''Cost: 1400gp - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Dispelling Armor ===&lt;br /&gt;
'''Cost: 100gp - Construction time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Burnout Array ===&lt;br /&gt;
'''Cost 2000gp - must be added to an automaton with a golem core of at least size medium - crafting time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
Adds two properties to automata of at least size medium: ''Magic Resistance'', and ''Projected Selective Counterspell''&lt;br /&gt;
&lt;br /&gt;
''Magic Resistance'': Gives advantage on saving throws against magical effects and spells.&lt;br /&gt;
&lt;br /&gt;
''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)&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 1-2: ''Resonance''. The spell or magical effect triggers again, selecting random new targets.&lt;br /&gt;
* 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.&lt;br /&gt;
* 5-6: ''Critical Allegiance Mismatch''. The automaton becomes dominated by a random intelligent creature on the current battlefield for 1d4 turns. &lt;br /&gt;
* 8: ''Uncontrolled Transformative Burst''. The automaton transmutes into another construct. Depending on the construct, it may or may not retain its affiliations.&lt;br /&gt;
* 9: ''Feedback Burst'': The automaton triggers a wild magic effect as a 1d6 level spell with 1d6 levels of augment. &lt;br /&gt;
* 10: ''Feedback Cascade'': The automaton triggers a wild magic effect as a 1d10 level spell with 1d20 levels of augment.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
Direct link: [https://i.imgur.com/zMtgi7u.png]&lt;br /&gt;
https://i.imgur.com/zMtgi7u.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22506</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22506"/>
				<updated>2018-10-04T02:28:39Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* NNC Tech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== ''Improved Projectile Payloads'' ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 acid damage to arrows or bolts, adds +4d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 thunder damage to arrows or bolts, adds +4d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 psychic damage to arrows or bolts, adds +4d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 lightning damage to arrows or bolts, adds +4d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 cold damage to arrows or bolts, adds +4d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blast ABSC ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 force damage to arrows or bolts, adds +4d4 force damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 25 gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 acid damage to arrows or bolts, adds +4d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aqua Regia ===&lt;br /&gt;
'''Cost: 400gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vigor Tonic === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NNC Tech ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Golem Core ===&lt;br /&gt;
'''Cost: varies - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ammo Regenerator ===&lt;br /&gt;
'''Cost: varies - Construction time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cartridge Pistol ===&lt;br /&gt;
'''Cost: 800gp - Construction time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Legionary Rifle ===&lt;br /&gt;
'''Cost: 1400gp - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Dispelling Armor ===&lt;br /&gt;
'''Cost: 100gp - Construction time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Burnout Array ===&lt;br /&gt;
'''Cost 2000gp - must be added to an automaton with a golem core of at least size medium - crafting time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
Adds two properties to automata of at least size medium: ''Magic Resistance'', and ''Projected Selective Counterspell''&lt;br /&gt;
&lt;br /&gt;
''Magic Resistance'': Gives advantage on saving throws against magical effects and spells.&lt;br /&gt;
&lt;br /&gt;
''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)&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 1-2: ''Resonance''. The spell or magical effect triggers again, selecting random new targets.&lt;br /&gt;
* 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.&lt;br /&gt;
* 5-6: ''Critical Allegiance Mismatch''. The automaton becomes dominated by a random intelligent creature on the current battlefield for 1d4 turns. &lt;br /&gt;
* 8: ''Uncontrolled Transformative Burst''. The automaton transmutes into another construct. Depending on the construct, it may or may not retain its affiliations.&lt;br /&gt;
* 9: ''Feedback Burst'': The automaton triggers a wild magic effect as a 1d6 level spell with 1d6 levels of augment. &lt;br /&gt;
* 10: ''Feedback Cascade'': The automaton triggers a wild magic effect as a 1d10 level spell with 1d20 levels of augment.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
http://i.imgur.com/6TkjbyA.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22505</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22505"/>
				<updated>2018-10-04T02:23:34Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Blast ABSC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== ''Improved Projectile Payloads'' ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 acid damage to arrows or bolts, adds +4d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 thunder damage to arrows or bolts, adds +4d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 psychic damage to arrows or bolts, adds +4d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 lightning damage to arrows or bolts, adds +4d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 cold damage to arrows or bolts, adds +4d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blast ABSC ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 force damage to arrows or bolts, adds +4d4 force damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 25 gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 acid damage to arrows or bolts, adds +4d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aqua Regia ===&lt;br /&gt;
'''Cost: 400gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vigor Tonic === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NNC Tech ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Golem Core ===&lt;br /&gt;
'''Cost: varies - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ammo Regenerator ===&lt;br /&gt;
'''Cost: varies - Construction time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cartridge Pistol ===&lt;br /&gt;
'''Cost: 800gp - Construction time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Legionary Rifle ===&lt;br /&gt;
'''Cost: 1400gp - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Dispelling Armor ===&lt;br /&gt;
'''Cost: 100gp - Construction time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
http://i.imgur.com/6TkjbyA.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22504</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22504"/>
				<updated>2018-10-04T02:22:02Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Munitions (Arrow/Bolt/Stake/Canister - ABSC) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== ''Improved Projectile Payloads'' ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 acid damage to arrows or bolts, adds +4d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 thunder damage to arrows or bolts, adds +4d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 psychic damage to arrows or bolts, adds +4d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 lightning damage to arrows or bolts, adds +4d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 cold damage to arrows or bolts, adds +4d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blast ABSC ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +2d4 force damage to arrows or bolts, adds +4d4 force damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aqua Regia ===&lt;br /&gt;
'''Cost: 400gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vigor Tonic === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NNC Tech ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Golem Core ===&lt;br /&gt;
'''Cost: varies - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ammo Regenerator ===&lt;br /&gt;
'''Cost: varies - Construction time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cartridge Pistol ===&lt;br /&gt;
'''Cost: 800gp - Construction time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Legionary Rifle ===&lt;br /&gt;
'''Cost: 1400gp - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Dispelling Armor ===&lt;br /&gt;
'''Cost: 100gp - Construction time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
http://i.imgur.com/6TkjbyA.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22503</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22503"/>
				<updated>2018-10-04T02:19:11Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Stonebreaker Acid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 acid damage to arrows or bolts, adds +2d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 thunder damage to arrows or bolts, adds +2d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 psychic damage to arrows or bolts, adds +2d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 lightning damage to arrows or bolts, adds +2d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 cold damage to arrows or bolts, adds +2d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aqua Regia ===&lt;br /&gt;
'''Cost: 400gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vigor Tonic === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NNC Tech ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Golem Core ===&lt;br /&gt;
'''Cost: varies - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ammo Regenerator ===&lt;br /&gt;
'''Cost: varies - Construction time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cartridge Pistol ===&lt;br /&gt;
'''Cost: 800gp - Construction time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Legionary Rifle ===&lt;br /&gt;
'''Cost: 1400gp - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Dispelling Armor ===&lt;br /&gt;
'''Cost: 100gp - Construction time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
http://i.imgur.com/6TkjbyA.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22502</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22502"/>
				<updated>2018-10-04T02:16:10Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* NNC Tech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 acid damage to arrows or bolts, adds +2d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 thunder damage to arrows or bolts, adds +2d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 psychic damage to arrows or bolts, adds +2d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 lightning damage to arrows or bolts, adds +2d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 cold damage to arrows or bolts, adds +2d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vigor Tonic === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NNC Tech ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Golem Core ===&lt;br /&gt;
'''Cost: varies - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ammo Regenerator ===&lt;br /&gt;
'''Cost: varies - Construction time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cartridge Pistol ===&lt;br /&gt;
'''Cost: 800gp - Construction time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Legionary Rifle ===&lt;br /&gt;
'''Cost: 1400gp - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Dispelling Armor ===&lt;br /&gt;
'''Cost: 100gp - Construction time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
http://i.imgur.com/6TkjbyA.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22501</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22501"/>
				<updated>2018-10-04T01:54:27Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* NNC Tech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 acid damage to arrows or bolts, adds +2d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 thunder damage to arrows or bolts, adds +2d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 psychic damage to arrows or bolts, adds +2d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 lightning damage to arrows or bolts, adds +2d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 cold damage to arrows or bolts, adds +2d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vigor Tonic === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NNC Tech ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Golem Core ===&lt;br /&gt;
'''Cost: varies - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ammo Regenerator ===&lt;br /&gt;
'''Cost: varies - Construction time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cartridge Pistol ===&lt;br /&gt;
'''Cost: 800gp - Construction time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Legionary Rifle ===&lt;br /&gt;
'''Cost: 1400gp - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
http://i.imgur.com/6TkjbyA.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22500</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22500"/>
				<updated>2018-10-04T01:32:44Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* NNC Tech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 acid damage to arrows or bolts, adds +2d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 thunder damage to arrows or bolts, adds +2d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 psychic damage to arrows or bolts, adds +2d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 lightning damage to arrows or bolts, adds +2d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 cold damage to arrows or bolts, adds +2d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vigor Tonic === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NNC Tech ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Golem Core ===&lt;br /&gt;
'''Cost: varies - Construction time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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 500gp. Medium cores are used to power Small or Medium automatons and cost 1000gp.  Large cores are used to power larger machinery or vehicles, and cost 3000gp. Damaged or salvaged cores can be repaired for half the cost of creating one from scratch. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
http://i.imgur.com/6TkjbyA.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22499</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22499"/>
				<updated>2018-10-04T01:11:26Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Tech Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 acid damage to arrows or bolts, adds +2d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 thunder damage to arrows or bolts, adds +2d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 psychic damage to arrows or bolts, adds +2d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 lightning damage to arrows or bolts, adds +2d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 cold damage to arrows or bolts, adds +2d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vigor Tonic === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NNC Tech ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
http://i.imgur.com/6TkjbyA.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Custom_Spells&amp;diff=22498</id>
		<title>TwinDevils/Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Custom_Spells&amp;diff=22498"/>
				<updated>2018-10-04T01:05:40Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* 5th-Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;!--&lt;br /&gt;
.mana-acid { background-color: #FFC602; }&lt;br /&gt;
.mana-cold { background-color: #0011A5; }&lt;br /&gt;
.mana-fire { background-color: #FF6501; }&lt;br /&gt;
.mana-force { background-color: #00A3C2; }&lt;br /&gt;
.mana-lightning { background-color: #0161B5; }&lt;br /&gt;
.mana-necrotic { background-color: #C4007C; }&lt;br /&gt;
.mana-poison { background-color: #8DC700; }&lt;br /&gt;
.mana-primal { background-color: #03BA00; }&lt;br /&gt;
.mana-psychic { background-color: #6800B2; }&lt;br /&gt;
.mana-radiant { background-color: #FFFF01; }&lt;br /&gt;
.mana-thunder { background-color: #FE930D; }&lt;br /&gt;
.mana-veneficum { background-color: #FE0000; }&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Rust ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#FFC602&amp;quot;&amp;gt;Acid&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: Touch'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Make a melee touch spell attack against a single creature. If you hit, any damage resistance to &amp;quot;non-magical bludgeoning/piercing/slashing damage&amp;quot; on the target is suppressed until the end of your next turn. A damage immunity against the same is not affected by this cantrip.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Slide ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#FFC602&amp;quot;&amp;gt;Acid&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 30 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Forces a single creature to make a dexterity saving throw. If they fail, you may slide the target 5 feet in any direction. If the target fails the check by 5 or more, you may slide the target up to 10 feet instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Hoarfrost ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#0011A5&amp;quot;&amp;gt;Cold&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: Touch'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
For the next ten turns, the willing creature you touch grows spiked ice over their armor. Melee attacks that hit against the target from creatures within 5 feet automatically cause the attacker to take 1d4 piercing/cold damage. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Enfeeble===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#C4007C&amp;quot;&amp;gt;Necrotic&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 60 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Force a single target to make a strength saving throw. On a failure, the target's speed drops to 0 for their next turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Sonic Snap ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#FE930D&amp;quot;&amp;gt;Thunder&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 30 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Target one creature and automatically deal 1d4 thunder damage and deafen the target until the end of your next turn. This spell attack can only affect creatures that can hear.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 1st-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Contagion, Lesser ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#8DC700&amp;quot;&amp;gt;Poison&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: Touch'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S, M (a bit of moldy grain)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Force one creature to make a constitution saving throw. If they fail, the target contracts a mundane disease. This cannot have any immediate effect, but the target will fall ill normally through the passage of time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Itch ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#8DC700&amp;quot;&amp;gt;Poison&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 30 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S, M (a small piece of wool)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Force up to 2 creatures to make a wisdom saving throw. If they fail, they immediately drop prone and additionally drop anything carried in their hands. This does not provoke attacks of opportunity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 2nd-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chill Metal ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#0011A5&amp;quot;&amp;gt;Cold&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 30 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Concentration, up to 1 minute'''&amp;lt;br&amp;gt;&lt;br /&gt;
Target a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. This spell chills that item, forcing its wielder to drop it (if possible) or make a Constitution saving throw. If the target fails the throw, they immediately take 2d6 cold damage and their speed is halved. As a bonus action on your subsequent turns before the duration has expired, you can repeat the damage and slow effects on the target. In addition, if cast on a flaming object, this spell immediately quenches the flames. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 3rd-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 4th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 5th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Revoke ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#0011A5&amp;quot;&amp;gt;Ligntning&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 60 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instant'''&amp;lt;br&amp;gt;&lt;br /&gt;
Forcefully detonates some of the target's mana. Choose one target in range and force the target to make a saving throw against your spell save DC using their spell attack modifier. If the creature does not have any mana stores, the spell fails. If the creature has mana but does not have a spellcasting modifier, make a Constitution saving throw instead. If the target fails the saving throw and has mana, the target loses 4d4 mana points and suffers 2d6 points of damage per point of mana lost.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 6th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 7th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 8th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 9th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22497</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22497"/>
				<updated>2018-10-04T00:52:27Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Medical Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 acid damage to arrows or bolts, adds +2d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 thunder damage to arrows or bolts, adds +2d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 psychic damage to arrows or bolts, adds +2d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 lightning damage to arrows or bolts, adds +2d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 cold damage to arrows or bolts, adds +2d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vigor Tonic === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
http://i.imgur.com/6TkjbyA.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22496</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22496"/>
				<updated>2018-10-03T23:02:06Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Medical Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 acid damage to arrows or bolts, adds +2d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 thunder damage to arrows or bolts, adds +2d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 psychic damage to arrows or bolts, adds +2d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 lightning damage to arrows or bolts, adds +2d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 cold damage to arrows or bolts, adds +2d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poultice of Wound Closure === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vitality Tonic === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mana Tonic === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journeyman Serum === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
http://i.imgur.com/6TkjbyA.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22495</id>
		<title>TwinDevils/Crafting</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Crafting&amp;diff=22495"/>
				<updated>2018-09-02T01:59:15Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* Flast Pellet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Simple Weapon Smithing ===&lt;br /&gt;
Simple melee weapons found in the PHB can be created in '''30 minutes''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Martial Weapon Smithing ===&lt;br /&gt;
Martial melee weapons found in the PHB can be created in '''1 hour''' and only cost '''25% of their base cost'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Weapon Chains ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
'''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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stake Ballista ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burst Crossbow ===&lt;br /&gt;
'''Cost: 200gp - Manufacture Time: 6 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Scatterbow ===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chakram ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours - Produces: 5'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranseur === &lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kama ===&lt;br /&gt;
'''Cost: 2gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
A short hand sickle, Kama are '''Finesse''', '''Light''', '''Monk''', and '''Simple''' weapons that do '''1d4 slashing''' damage, and weigh '''2 lbs'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Scythe ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Double Morningstar ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Orcish Double Axe ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Claw Bracer ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Twinblade ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Piledriver ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Munitions (Arrow/Bolt/Stake/Canister - ABSC) ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Base Ammunition ===&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Corrosion ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 acid damage to arrows or bolts, adds +2d4 acid damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Knock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 thunder damage to arrows or bolts, adds +2d4 thunder damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Whisper ABSC ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 psychic damage to arrows or bolts, adds +2d4 psychic damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moss AB ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 5 minutes - Produces 1'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shock ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 lightning damage to arrows or bolts, adds +2d4 lightning damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Water ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Frost ABSC ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces 5'''&lt;br /&gt;
&lt;br /&gt;
Adds +1d4 cold damage to arrows or bolts, adds +2d4 cold damage to stakes and canisters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Light Armor Smithing===&lt;br /&gt;
Light armor from the PHB can be manufactured at '''25% of the base price''' and with '''2 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Medium Armor Smithing===&lt;br /&gt;
Medium armor from the PHB can be manufactured at '''25% of the base price''' and with '''4 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Heavy Armor Smithing===&lt;br /&gt;
Heavy armor from the PHB can be manufactured at '''25% of the base price''' and with '''8 hours of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Armor Blades===&lt;br /&gt;
'''Cost: Add 100gp to armor cost - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shield Smithing===&lt;br /&gt;
Shields from the PHB can be manufactured at '''50% of the base price''' and with '''1 hour of effort'''.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Wrist Buckler===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Aspis===&lt;br /&gt;
'''Cost: 300gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Crafting Materials ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Obsidian ===&lt;br /&gt;
'''Cost: Triple weapon cost and add 100gp - Manufacture Time: Add 2 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Cthonic Steel ===&lt;br /&gt;
'''Cost: Triple weapon cost, special - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Voidglass ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 800gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Crystal===&lt;br /&gt;
'''Cost: Quadruple weapon cost, add 2500gp - Manufacture Time: Add 10 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mithril ===&lt;br /&gt;
'''Cost: Quadruple armor cost, add 4000gp - Manufacture Time: Add 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Mawine ===&lt;br /&gt;
'''Cost: Triple weapon cost, add 2000gp - Manufacture Time: Add 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Adamantium ===&lt;br /&gt;
'''Cost: Quadruple cost, special - Manufacture Time: Add 24 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engineering Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ball Bearings ===&lt;br /&gt;
'''Cost: 5gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pocketwatch ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
Keeps accurate time... for at least a few weeks. Vends for higher than other crafted items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Screaming Flask ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Springjacks ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 4 hours'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Tanglefoot Bag ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Shrednet ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Powder=== &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash Pellet=== &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blasting Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smoke Pellets=== &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 1 hour - Produces 10'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red Wriggler === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pyrotechnics === &lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ammo Trap ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caltrops ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shardpot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Springrazor ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alchemical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemist's Kindness ===&lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Defoliant ===&lt;br /&gt;
'''Cost: 20gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Woodbane ===&lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Thunderstone ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Freefoot ===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Lantern Stars ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes - Produces: 3'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
'''Cost: 10gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chemical Silence ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Truth Wine ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Alchemical Fire ===&lt;br /&gt;
'''Cost: 100gp - Manufacture Time: 30 minutes - makes 2d6 flasks'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Bomb Powder ===&lt;br /&gt;
'''Cost: 50gp per unit - Manufacture Time: 1 hour, up to 20 units at a time'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Impact Foam ===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Stonebreaker Acid ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 10 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Blackfire Clay ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 15 minutes - produces 10 units'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Vapors of Sleep ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 20 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Healing Potion === &lt;br /&gt;
'''Cost: 30gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Healing Potion === &lt;br /&gt;
'''Cost: 75gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Healing Potion === &lt;br /&gt;
'''Cost: 125gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stabilization Tincture === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Antitoxin === &lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Basic Poison === &lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Jellyfish Sting ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Pale Tincture ===&lt;br /&gt;
'''Cost: 250gp - Manufacture Time: 12 hours'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Ole Jorgen's Tonic ===&lt;br /&gt;
'''Cost: 50gp - Manufacture Time: 2 hours - Produces 3 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Serpent Venom ===&lt;br /&gt;
'''Cost: 500gp - Manufacture Time: 4 hours - Produces 1d6+1 doses'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Burnt Othur Fumes === &lt;br /&gt;
'''Cost: 600gp - Manufacture Time:  1 hour'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Madness Spores === &lt;br /&gt;
'''Cost: 150gp - Manufacture Time: 30 minutes'''&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Enhancements ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Alchemical Silver===&lt;br /&gt;
'''Cost: 25gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;resistance to non-magical bludgeoning, slashing, and piercing damage&amp;quot; quality of creatures. You may also attack incorporeal creatures as if they were corporeal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
===Bloodletting Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rot Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whisper Oil===&lt;br /&gt;
'''Cost: 15gp - Manufacture Time: 15 minutes'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enchantments ==&lt;br /&gt;
'''NB: Equipping multiple items with Enchantments that give the same bonuses do not stack.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Blessings ===&lt;br /&gt;
'''Cost: 50gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets, Weapons'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Unbroken [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, this item gives you a +1 to Constitution saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Garnet [name] ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, reduce any fire damage you take by 2 points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of the Spider ===&lt;br /&gt;
'''Cost: 200gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may cast the Web spell as an action or reaction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Messages ===&lt;br /&gt;
'''Cost: 100gp - Enchantment Time: 1 hour - Applies to: Armor, Trinkets'''&lt;br /&gt;
&lt;br /&gt;
When equipped, once per day, you may use an action to cast the Message spell with a range of 100 miles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Faith ===&lt;br /&gt;
'''Cost: 400gp - Enchantment Time: 1 hour - Applies to: Trinkets'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== [name] of Warding ===&lt;br /&gt;
'''Cost: 300gp - Enchantment Time: 1 hour - Applies to: Armor'''&lt;br /&gt;
&lt;br /&gt;
When equipped, a creature wearing this armor cannot be possessed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
http://i.imgur.com/6TkjbyA.png&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Spell_List&amp;diff=22494</id>
		<title>TwinDevils/Spell List</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Spell_List&amp;diff=22494"/>
				<updated>2018-08-26T00:44:22Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* 7th-level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Unmarked spells are found in official Wizards material. Rituals are marked with a Pentacle ⛧, and any spell marked with a gear ⚙ is instead detailed on the [[TwinDevils/Custom_Spells|Custom Spells]] page. &lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Acid&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cold&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Fire&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Force&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Lightning&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Necrotic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Poison&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Psychic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Radiant&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Thunder&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Primal&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Veneficum&lt;br /&gt;
|-&lt;br /&gt;
| Acid Splash&lt;br /&gt;
| Frost Bite&lt;br /&gt;
| Fire Bolt&lt;br /&gt;
| Blade Ward&lt;br /&gt;
| Resistance&lt;br /&gt;
| Chill Touch&lt;br /&gt;
| Poison Spray&lt;br /&gt;
| Friends&lt;br /&gt;
| Dancing Lights&lt;br /&gt;
| Message&lt;br /&gt;
| Druidcraft&lt;br /&gt;
| Mage Hand&lt;br /&gt;
|-&lt;br /&gt;
| Rust⚙&lt;br /&gt;
| Hoarfrost⚙&lt;br /&gt;
| Produce Flame&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
| Shocking Grasp&lt;br /&gt;
| Spare the Dying&lt;br /&gt;
| Enfeeble⚙&lt;br /&gt;
| Minor Illusion&lt;br /&gt;
| Light&lt;br /&gt;
| Sonic Snap⚙&lt;br /&gt;
| Guidance&lt;br /&gt;
| Mending&lt;br /&gt;
|-&lt;br /&gt;
| Slide⚙&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Vicious Mockery&lt;br /&gt;
| Sacred Flame&lt;br /&gt;
| Thunderclap&lt;br /&gt;
| Shillelagh&lt;br /&gt;
| Prestidigitation&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Thorn Whip&lt;br /&gt;
| Thaumaturgy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 1st-level ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Acid&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cold&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Fire&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Force&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Lightning&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Necrotic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Poison&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Psychic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Radiant&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Thunder&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Primal&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Veneficum&lt;br /&gt;
|-&lt;br /&gt;
| Fog Cloud&lt;br /&gt;
| Armor of Agathys&lt;br /&gt;
| Burning Hands&lt;br /&gt;
| Catapult&lt;br /&gt;
| Color Spray&lt;br /&gt;
| Arms of Hadar&lt;br /&gt;
| Detect Poison &amp;amp; Disease&lt;br /&gt;
| Charm Person&lt;br /&gt;
| Bane/Bless&lt;br /&gt;
| Alarm⛧&lt;br /&gt;
| Absorb Elements&lt;br /&gt;
| Chromatic Orb&lt;br /&gt;
|-&lt;br /&gt;
| Grease&lt;br /&gt;
| Ice Knife&lt;br /&gt;
| Hellish Rebuke&lt;br /&gt;
| Hunter's Mark&lt;br /&gt;
| Faerie Fire&lt;br /&gt;
| Cure Wounds&lt;br /&gt;
| Itch⚙&lt;br /&gt;
| Command&lt;br /&gt;
| Compelled Duel&lt;br /&gt;
| Earth Tremor&lt;br /&gt;
| Animal Friendship&lt;br /&gt;
| Comprehend Languages⛧&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mage Armor&lt;br /&gt;
| Longstrider&lt;br /&gt;
| False Life&lt;br /&gt;
| Lesser Contagion⚙&lt;br /&gt;
| Dissonant Whispers&lt;br /&gt;
| Detect Good &amp;amp; Evil&lt;br /&gt;
| Featherfall&lt;br /&gt;
| Beast Bond&lt;br /&gt;
| Disguise Self&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Magic Missile&lt;br /&gt;
| Silent Image&lt;br /&gt;
| Healing Word&lt;br /&gt;
| Neutralize Poison&lt;br /&gt;
| Heroism&lt;br /&gt;
| Divine Favor&lt;br /&gt;
| Jump&lt;br /&gt;
| Create/Destroy Water&lt;br /&gt;
| Expeditious Retreat&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Protection from Good &amp;amp; Evil&lt;br /&gt;
| Witch Bolt&lt;br /&gt;
| Hex&lt;br /&gt;
| Ray of Sickness&lt;br /&gt;
| Sleep&lt;br /&gt;
| Guiding Bolt&lt;br /&gt;
| Thunderwave&lt;br /&gt;
| Ensnaring Strike&lt;br /&gt;
| Identify⛧&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Shield&lt;br /&gt;
| &lt;br /&gt;
| Inflict Wounds&lt;br /&gt;
| &lt;br /&gt;
| Tasha's Hideous Laughter&lt;br /&gt;
| Sanctuary&lt;br /&gt;
| &lt;br /&gt;
| Entangle&lt;br /&gt;
| Illusory Script⛧&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Shield of Faith&lt;br /&gt;
| &lt;br /&gt;
| Goodberry&lt;br /&gt;
| Tensor's Floating Disk⛧&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Hail of Thorns&lt;br /&gt;
| Unseen Servant⛧&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
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| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Purify Food &amp;amp; Drink⛧&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
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| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Speak with Animals⛧&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2nd-level ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Acid&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cold&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Fire&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Force&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Lightning&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Necrotic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Poison&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Psychic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Radiant&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Thunder&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Primal&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Veneficum&lt;br /&gt;
|-&lt;br /&gt;
| Acid Arrow&lt;br /&gt;
| Aganazzar’s Chiller&lt;br /&gt;
| Continual Flame&lt;br /&gt;
| Cloud of Daggers&lt;br /&gt;
| Blur&lt;br /&gt;
| Blindness/Deafness&lt;br /&gt;
| Protection from Poison&lt;br /&gt;
| Calm Emotion&lt;br /&gt;
| Aid&lt;br /&gt;
| Find Traps&lt;br /&gt;
| Animal Messenger⛧&lt;br /&gt;
| Alter Self&lt;br /&gt;
|-&lt;br /&gt;
| Maximilian's Acid Grasp&lt;br /&gt;
| Chill Metal⚙&lt;br /&gt;
| Flame Blade&lt;br /&gt;
| Cordon of Arrows&lt;br /&gt;
| Darkness&lt;br /&gt;
| Enhance Ability&lt;br /&gt;
| Ray of Enfeeblement&lt;br /&gt;
| Crown of Madness&lt;br /&gt;
| Augury⛧&lt;br /&gt;
| Gust of Wind&lt;br /&gt;
| Barkskin&lt;br /&gt;
| Arcane Lock&lt;br /&gt;
|-&lt;br /&gt;
| Misty Step&lt;br /&gt;
| Snilloc's Snowball Swarm&lt;br /&gt;
| Flaming Sphere&lt;br /&gt;
| Earthbind&lt;br /&gt;
| Darkvision&lt;br /&gt;
| Gentle Repose⛧&lt;br /&gt;
| Skywrite⛧&lt;br /&gt;
| Detect Thoughts&lt;br /&gt;
| Find Steed&lt;br /&gt;
| Locate Object&lt;br /&gt;
| Beast Sense⛧&lt;br /&gt;
| Enlarge/Reduce&lt;br /&gt;
|-&lt;br /&gt;
| Spider Climb&lt;br /&gt;
| Web&lt;br /&gt;
| Heat Metal&lt;br /&gt;
| Hold Person&lt;br /&gt;
| Invisibility&lt;br /&gt;
| Lesser Restoration&lt;br /&gt;
| &lt;br /&gt;
| Enthrall&lt;br /&gt;
| Prayer of Healing&lt;br /&gt;
| Magic Mouth⛧&lt;br /&gt;
| Dust Devil&lt;br /&gt;
| Knock&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Pyrotechnics&lt;br /&gt;
| Levitate&lt;br /&gt;
| Mirror Image&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Phantasmal Force&lt;br /&gt;
| Spiritual Weapon&lt;br /&gt;
| Shatter&lt;br /&gt;
| Locate Plants &amp;amp; Animals⛧&lt;br /&gt;
| Magic Weapon&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Scorching Ray&lt;br /&gt;
| Warding Bond&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Suggestion&lt;br /&gt;
| &lt;br /&gt;
| Silence⛧&lt;br /&gt;
| Moonbeam&lt;br /&gt;
| Nystul's Magic Aura&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Warding Wind&lt;br /&gt;
| Pass without Trace&lt;br /&gt;
| Rope Trick&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Spike Growth&lt;br /&gt;
| See Invisibility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 3rd-level ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Acid&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cold&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Fire&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Force&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Lightning&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Necrotic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Poison&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Psychic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Radiant&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Thunder&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Primal&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Veneficum&lt;br /&gt;
|-&lt;br /&gt;
| Dispel Magic&lt;br /&gt;
| Hunger of Hadar&lt;br /&gt;
| Fireball&lt;br /&gt;
| Conjure Barrage&lt;br /&gt;
| Call Lightning&lt;br /&gt;
| Animate Dead&lt;br /&gt;
| Stinking Cloud&lt;br /&gt;
| Fear&lt;br /&gt;
| Aura of Vitality&lt;br /&gt;
| Erupting Earth&lt;br /&gt;
| Conjure Animals&lt;br /&gt;
| Blink&lt;br /&gt;
|-&lt;br /&gt;
| Gaseous Form&lt;br /&gt;
| Sleet Storm&lt;br /&gt;
| Flame Arrows&lt;br /&gt;
| Fly&lt;br /&gt;
| Clairvoyance&lt;br /&gt;
| Bestow Curse&lt;br /&gt;
| Water Breathing⛧&lt;br /&gt;
| Hypnotic Pattern&lt;br /&gt;
| Beacon of Hope&lt;br /&gt;
| Sending&lt;br /&gt;
| Elemental Weapon&lt;br /&gt;
| Counterspell&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Tidal Wave&lt;br /&gt;
| Melf's Minute Meteors&lt;br /&gt;
| Glyph of Warding&lt;br /&gt;
| Daylight&lt;br /&gt;
| Feign Death⛧&lt;br /&gt;
| &lt;br /&gt;
| Major Image&lt;br /&gt;
| Create Food &amp;amp; Water&lt;br /&gt;
| Wind Wall&lt;br /&gt;
| Meld into Stone⛧&lt;br /&gt;
| Haste/Slow&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Wall of Water&lt;br /&gt;
| &lt;br /&gt;
| Protection from Energy&lt;br /&gt;
| Lightning Arrow&lt;br /&gt;
| Revivify&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Crusader's Mantle&lt;br /&gt;
| &lt;br /&gt;
| Plant Growth&lt;br /&gt;
| Leomund's Tiny Hut⛧&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Wall of Sand&lt;br /&gt;
| Lightning Bolt&lt;br /&gt;
| Spead with Dead&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mass Healing Word&lt;br /&gt;
| &lt;br /&gt;
| Speak with Plants&lt;br /&gt;
| Magic Circle&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Vampiric Touch&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Remove Curse&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Nondetection&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Spirit Guardians&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Phantom Steed⛧&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Tongues&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 4th-level ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Acid&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cold&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Fire&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Force&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Lightning&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Necrotic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Poison&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Psychic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Radiant&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Thunder&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Primal&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Veneficum&lt;br /&gt;
|-&lt;br /&gt;
| Freedom of Movement&lt;br /&gt;
| Control Water&lt;br /&gt;
| Fire Shield&lt;br /&gt;
| Banishment&lt;br /&gt;
| Greater Invisibility&lt;br /&gt;
| Polymorph&lt;br /&gt;
| Blight&lt;br /&gt;
| Compulsion&lt;br /&gt;
| Aura of Life&lt;br /&gt;
| Locate Creature&lt;br /&gt;
| Conjure Minor Elementals&lt;br /&gt;
| Arcane Eye&lt;br /&gt;
|-&lt;br /&gt;
| Vitriolic Sphere&lt;br /&gt;
| Ice Storm&lt;br /&gt;
| Lesser Meteor⚙&lt;br /&gt;
| Elemental Bane&lt;br /&gt;
| Storm Sphere&lt;br /&gt;
| Stoneskin&lt;br /&gt;
| &lt;br /&gt;
| Confusion&lt;br /&gt;
| Aura of Purity&lt;br /&gt;
| Stone Shape&lt;br /&gt;
| Conjure Woodland Beings&lt;br /&gt;
| Dimension Door&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Watery Sphere&lt;br /&gt;
| &lt;br /&gt;
| Otiluke's Resilient Sphere&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Hallucinatory Terrain&lt;br /&gt;
| Death Ward&lt;br /&gt;
| &lt;br /&gt;
| Dominate Beast&lt;br /&gt;
| Evard's Black Tentacles&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Phantasmal Killer&lt;br /&gt;
| Divination⛧&lt;br /&gt;
| &lt;br /&gt;
| Giant Insect&lt;br /&gt;
| Fabricate&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Guardian of Faith&lt;br /&gt;
| &lt;br /&gt;
| Grasping Vine&lt;br /&gt;
| Leomund's Secret Chest&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mordenkainen's Faithful Hound&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mordenkainen's Private Sanctum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 5th-level ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Acid&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cold&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Fire&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Force&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Lightning&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Necrotic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Poison&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Psychic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Radiant&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Thunder&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Primal&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Veneficum&lt;br /&gt;
|-&lt;br /&gt;
| Acid Storm&lt;br /&gt;
| Cone of Cold&lt;br /&gt;
| Flame Whips⚙&lt;br /&gt;
| Bigby's Hand&lt;br /&gt;
| Lucent Lance⚙&lt;br /&gt;
| Greater Restoration&lt;br /&gt;
| Cloudkill&lt;br /&gt;
| Dominate Person&lt;br /&gt;
| Circle of Power&lt;br /&gt;
| Control Winds&lt;br /&gt;
| Antilife Shell&lt;br /&gt;
| Animate Objects&lt;br /&gt;
|-&lt;br /&gt;
| Transmute Rock&lt;br /&gt;
| Maelstrom&lt;br /&gt;
| Immolation&lt;br /&gt;
| Hold Monster&lt;br /&gt;
| Mislead&lt;br /&gt;
| Mass Cure Wounds&lt;br /&gt;
| Mass Contagion&lt;br /&gt;
| Geas&lt;br /&gt;
| Commune&lt;br /&gt;
| Wall of Stone&lt;br /&gt;
| Awaken&lt;br /&gt;
| Conjure Volley&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Telekinesis&lt;br /&gt;
| Revoke⚙&lt;br /&gt;
| Raise Dead&lt;br /&gt;
| &lt;br /&gt;
| Modify Memory&lt;br /&gt;
| Dispel Evil &amp;amp; Good&lt;br /&gt;
| &lt;br /&gt;
| Commune with Nature&lt;br /&gt;
| Contact Other Plane&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Wall of Force&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Telepathic Bond&lt;br /&gt;
| Flame Strike&lt;br /&gt;
| &lt;br /&gt;
| Conjure Elemental&lt;br /&gt;
| Dream&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Hallow&lt;br /&gt;
| &lt;br /&gt;
| Insect Plague&lt;br /&gt;
| Legend Lore&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Reincarnate&lt;br /&gt;
| Passwall&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Swift Quiver&lt;br /&gt;
| Planar Binding&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Treestride&lt;br /&gt;
| Scrying&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Seeming&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Teleportation Circle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 6th-level ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Acid&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cold&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Fire&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Force&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Lightning&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Necrotic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Poison&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Psychic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Radiant&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Thunder&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Primal&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Veneficum&lt;br /&gt;
|-&lt;br /&gt;
|Acid Burst⚙&lt;br /&gt;
|Freezing Sphere&lt;br /&gt;
|Investiture of Flame&lt;br /&gt;
|Blade Barrier&lt;br /&gt;
|Chain Lightning&lt;br /&gt;
|Circle of Death&lt;br /&gt;
|Harm&lt;br /&gt;
|Eyebite&lt;br /&gt;
|Forbiddance⛧&lt;br /&gt;
|Bones of the Earth&lt;br /&gt;
|Conjure Fey&lt;br /&gt;
|Arcane Gate&lt;br /&gt;
|-&lt;br /&gt;
|Mass Melt Metal⚙&lt;br /&gt;
|Investiture of Ice&lt;br /&gt;
|&lt;br /&gt;
|Disintegrate&lt;br /&gt;
|True Seeing&lt;br /&gt;
|Create Undead&lt;br /&gt;
|&lt;br /&gt;
|Irresistible Dance&lt;br /&gt;
|Planar Ally&lt;br /&gt;
|Flesh to Stone&lt;br /&gt;
|Find the Path&lt;br /&gt;
|Contingency&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Wall of Ice&lt;br /&gt;
|&lt;br /&gt;
|Globe of Invulnerability&lt;br /&gt;
|Wind Walk&lt;br /&gt;
|Heal&lt;br /&gt;
|&lt;br /&gt;
|Mass Suggestion&lt;br /&gt;
|Sunbeam&lt;br /&gt;
|Investiture of Stone&lt;br /&gt;
|Heroes' Feast&lt;br /&gt;
|Guards and Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Investiture of Wind&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Programmed Illusion&lt;br /&gt;
|&lt;br /&gt;
|Move Earth&lt;br /&gt;
|Primordial Ward&lt;br /&gt;
|Instant Summons&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Transport via Plants&lt;br /&gt;
|Magic Jar&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Wall of Thorns&lt;br /&gt;
|Word of Recall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 7th-level ==&lt;br /&gt;
''Not all spells of this level are known yet''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Acid&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Cold&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Fire&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Force&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Lightning&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Necrotic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Poison&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Psychic&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Radiant&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Thunder&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Primal&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Veneficum&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Simulacrum&lt;br /&gt;
|Delayed Blast Fireball&lt;br /&gt;
|Forcecage&lt;br /&gt;
|Reverse Gravity&lt;br /&gt;
|Finger of Death&lt;br /&gt;
|&lt;br /&gt;
|Mirage Arcane&lt;br /&gt;
|Conjure Celestial&lt;br /&gt;
|Sympathetic Vibrations&lt;br /&gt;
|Regenerate&lt;br /&gt;
|Etherealness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Firestorm&lt;br /&gt;
|Mordenkainen's Sword&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Project Image&lt;br /&gt;
|Divine Word&lt;br /&gt;
|Whirlwind&lt;br /&gt;
|&lt;br /&gt;
|Mordenkainen's Magnificent Mansion&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Symbol&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Prismatic Spray&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sequester&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Teleport&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 8th-level ==&lt;br /&gt;
''Spells of this level are unknown.''&lt;br /&gt;
&lt;br /&gt;
== 9th-level ==&lt;br /&gt;
''Spells of this level are unknown.''&lt;br /&gt;
&lt;br /&gt;
== 10th-level ==&lt;br /&gt;
''Spells of this level are unknown, and may be beyond mortal ken.''&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

	<entry>
		<id>https://jaylapham.com/wiki/index.php?title=TwinDevils/Custom_Spells&amp;diff=22493</id>
		<title>TwinDevils/Custom Spells</title>
		<link rel="alternate" type="text/html" href="https://jaylapham.com/wiki/index.php?title=TwinDevils/Custom_Spells&amp;diff=22493"/>
				<updated>2018-08-26T00:29:40Z</updated>
		
		<summary type="html">&lt;p&gt;Bobboberton: /* 5th-Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;!--&lt;br /&gt;
.mana-acid { background-color: #FFC602; }&lt;br /&gt;
.mana-cold { background-color: #0011A5; }&lt;br /&gt;
.mana-fire { background-color: #FF6501; }&lt;br /&gt;
.mana-force { background-color: #00A3C2; }&lt;br /&gt;
.mana-lightning { background-color: #0161B5; }&lt;br /&gt;
.mana-necrotic { background-color: #C4007C; }&lt;br /&gt;
.mana-poison { background-color: #8DC700; }&lt;br /&gt;
.mana-primal { background-color: #03BA00; }&lt;br /&gt;
.mana-psychic { background-color: #6800B2; }&lt;br /&gt;
.mana-radiant { background-color: #FFFF01; }&lt;br /&gt;
.mana-thunder { background-color: #FE930D; }&lt;br /&gt;
.mana-veneficum { background-color: #FE0000; }&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Rust ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#FFC602&amp;quot;&amp;gt;Acid&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: Touch'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Make a melee touch spell attack against a single creature. If you hit, any damage resistance to &amp;quot;non-magical bludgeoning/piercing/slashing damage&amp;quot; on the target is suppressed until the end of your next turn. A damage immunity against the same is not affected by this cantrip.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Slide ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#FFC602&amp;quot;&amp;gt;Acid&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 30 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Forces a single creature to make a dexterity saving throw. If they fail, you may slide the target 5 feet in any direction. If the target fails the check by 5 or more, you may slide the target up to 10 feet instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Hoarfrost ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#0011A5&amp;quot;&amp;gt;Cold&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: Touch'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
For the next ten turns, the willing creature you touch grows spiked ice over their armor. Melee attacks that hit against the target from creatures within 5 feet automatically cause the attacker to take 1d4 piercing/cold damage. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Enfeeble===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#C4007C&amp;quot;&amp;gt;Necrotic&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 60 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Force a single target to make a strength saving throw. On a failure, the target's speed drops to 0 for their next turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Sonic Snap ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#FE930D&amp;quot;&amp;gt;Thunder&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 30 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Target one creature and automatically deal 1d4 thunder damage and deafen the target until the end of your next turn. This spell attack can only affect creatures that can hear.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 1st-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Contagion, Lesser ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#8DC700&amp;quot;&amp;gt;Poison&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: Touch'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S, M (a bit of moldy grain)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Force one creature to make a constitution saving throw. If they fail, the target contracts a mundane disease. This cannot have any immediate effect, but the target will fall ill normally through the passage of time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Itch ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#8DC700&amp;quot;&amp;gt;Poison&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 30 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S, M (a small piece of wool)'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instantaneous'''&amp;lt;br&amp;gt;&lt;br /&gt;
Force up to 2 creatures to make a wisdom saving throw. If they fail, they immediately drop prone and additionally drop anything carried in their hands. This does not provoke attacks of opportunity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 2nd-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Chill Metal ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#0011A5&amp;quot;&amp;gt;Cold&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 30 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Concentration, up to 1 minute'''&amp;lt;br&amp;gt;&lt;br /&gt;
Target a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. This spell chills that item, forcing its wielder to drop it (if possible) or make a Constitution saving throw. If the target fails the throw, they immediately take 2d6 cold damage and their speed is halved. As a bonus action on your subsequent turns before the duration has expired, you can repeat the damage and slow effects on the target. In addition, if cast on a flaming object, this spell immediately quenches the flames. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 3rd-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 4th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 5th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
=== Revoke ===&lt;br /&gt;
'''Mana type: &amp;lt;span style=&amp;quot;color:#0011A5&amp;quot;&amp;gt;Ligntning&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Casting Time: 1 action'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range: 60 feet'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Components: V, S'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration: Instant'''&amp;lt;br&amp;gt;&lt;br /&gt;
Forcefully detonates some of the target's mana. Choose one target in range and force the target to make a saving throw against your spell save DC using their spell attack modifier. If the creature does not have any mana stores, the spell fails. If the creature has mana but does not have a spellcasting modifier, make a Constitution saving throw instead. If the target fails the saving throw and has mana, the target loses 4d4 mana points and suffers 2d6 points of damage per point of mana lost.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 6th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 7th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 8th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 9th-Level ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;-webkit-column-break-inside:avoid;page-break-inside: avoid;break-inside: avoid-column;&amp;quot;&amp;gt;&lt;br /&gt;
''Unknown''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bobboberton</name></author>	</entry>

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