Arcanum Items
Arcanum Items
Arcanum Items
Eye Gear
Wonderous item, common
These very stylish cogs and gears fit over your eyes. When
worn, you have advantage on all Wisdom (Perception) checks
that rely on sight.
Flow Disruptor
Armor (shield), rare
While holding this shield, you have resistance against all
forms of magical damage.
Mechanical Arachnid
Small construct, true neutral
Tesla Rod
Weapon (Quarterstaff), rare
Sick of feeling inferior to the sorcerer next door? Well, envy
no more, now you too can harness the modern marvel of
elecrtricity. You gain a +1 bonus to attack and damage rolls
made with this staff as well as dealing an additional 1d6
lightning damage. This staff has 10 charges, expend 1 charge
to simulate the lightning bolt spell, the saving throw for this
ability is 8 + your proficiency bonus + your INT. Charges must
be regained manually through electrical means.
Weapons
Mechanical Dagger
Weapon (dagger), common
You gain a +1 bonus to attack and damage rolls made with
this weapon.
Charged Weapon
Weapon (any sword, axe, mace, or bow), uncommon
A shocking sensation for your enemies! You gain a +1
bonus to attack and damage rolls made with this weapon as
well as dealing an additional 1d6 lightning damage.
Pyrotechnic Weapon
Guns
Firearm types
Name Cost Damage Weight Properties
Blunderbuss 25gp 1d10 Piercing 3 lb. Ammunition (range 15/50), loading
Revolver 250gp 2d6 Piercing 3 lb. Ammunition (range 40/120), reload (6 shots)
Hunting Rifle 400gp 2d10 Piercing 8 lb. Ammunition (range 100/300), reload (5 shots), two-handed
Hand Cannon 300gp 2d8 Piercing 4 lb. Ammunition (range 15), reload (2 shots), special
Mechanized Gun 600gp 2d8 Piercing 8 lb. Ammunition (range 80/240), reload (30 shots), two-handed, burst
fire
Looking-Glass 500gp 2d10 Piercing 10 lb. Ammunition (range 300/900), reload (4 shots), two-handed, Special
Rifle
Grenade 650gp - 7 lb. Ammunition (range 200), loading, two-handed)
Launcher
Blade Laucher 1000gp - 10 lb. Ammunition (range 100/200), loading, two-handed
Pyrotechnic 750gp 1d8 Piercing, 2d6 5 lb. Ammunition (range 20/60), loading
Pistol fire
Acid Gun 750gp 2d8 Acid 12 lb. Ammunition (range 15), loading, two-handed, special
Tesla Gun 1250gp 3d6 Lightning 10 lb. Ammunition (range 50/100), reload (10 shots), two-handed, burst
fire, special
Tranquilizer Gun 1500gp 1d4 Piercing 8 lb. Ammunition (range 100/200), loading, two-handed, special
Molotov Cocktail
All creatures within a 15ft sphere of the target area must
make a DEX saving throw equal to 8 + your proficiency
modifier + your DEX Modifier, taking 3d6 fire damage on a
failed save, or half as much damage on a successful one.