Arcanum Items

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Arcanum Technology

Equipment Healing Jacket


Armor (Leather), uncommon
Chapeau of Magnetic Inversion While wearing this armor, the wearer may use a bonus
Wonderous Item, uncommon action to regain 2 hit die of health without spending any hit
When this top hat is worn, all ranged weapon attacks have die. You must finish a short or long rest before using this
disadvantage on their attack roll against you. ability again.

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.

Machined Platemail Electro- Armor


Armor (platemail), legendary
While wearing this armor you gain a +1 bonus to AC also Armor (platemail), rare
receive +2 Strength to your strength score. Strength While wearing this armor, you have a +1 bonus to AC as
increased by this item may exceed 20. well as resistance to lightning damage.

Auto Skeleton Key Flow Spectrometer


Wonderous item, rare Wonderous item, common
When used, this automatic lockpick grants advantage on all This glowing bulb between a forked apparatus has the
Dexterity (sleight of hand) checks to pick locks amazing ability to detect magical forces. The Flow
Spectrometer can contain 2 charges. Use a charge to detect
Charged Ring magic in a 20ft radius. The flow spectrometer will glow
brighter the closer it is to a source of magic. Charges must be
Ring, rare regained manually through electrical means.
When worn, this electrical marvel grants +1 to your
Dexterity score.
Mechanical Arachnid Pyrotechnic Weapon
Wonderous item, rare Weapon (any sword, axe, mace, or bow), uncommon
Use an action to place the mechanized arachnid on the The Power of fire, brought to a weapon near you! You gain
ground and activate it. It will attack all targets not previously a +1 bonus to attack and damage rolls made with this
designated by you until it is destroyed, deactivated, or all weapon as well as dealing an additional 1d6 fire damage.
enemies are defeated.

Mechanical Arachnid
Small construct, true neutral

Armor Class 18 (natural armor)


Hit Points 50
Speed 25 ft.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 14 (+2) 1 (-5) 1 (-5) 1 (-5)

Damage Immunities: Poison, Psychic


Condition Immunities: Charmed, deafened,
exhaustion, frightened, poisoned
Senses: Passive Perception 12
Envenomed Weapon
Multiattack. can make two melee attacks Weapon (any sword, axe, mace, or bow), uncommon
A slow, but effective killer. You gain a +1 bonus to attack
Pince. Melee Weapon Attack +4 to hit, reach 5ft, and damage rolls made with this weapon. The wielder may
one target. Hit: 6 (1d8+2) damage use a bonus action to activate this weapon's poison coating.
Creatures hit by this weapon must succeed on a DC15 CON
saving throw or take 1d10 poison damage and become
poisoned for 1 minute.

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

Hand Cannon Blade Launcher


The Hand Cannon fires in a 15 ft cone. Creatures targeted in Ammunition (range 100/200), loading, two-handed The Blade
the cone must make a DEX saving throw, taking full damage Launcher uses daggers as ammunition, any dagger launched
on a failed save, or half damage one a successful one. The DC by this weapon does double its regular damage.
for this saving throw is equal to 8 + your proficiency modifier
+ your WIS Modifier. Acid Gun
The Acid Gun fires in a 15 foot cone. Creatures targeted in
Looking-Glass Rifle the cone must make a DEX saving throw equal to 8 + your
The Looking-Glass Rifle has disadvantage on any attack rolls proficiency modifier + your WIS Modifier, taking full damage
against targets at ranges less than 100ft. on a failed save, or half damage on a successful one.

Grenade Launcher Tesla Gun


The Grenade launcher allows grenades to be thrown up to Attack rolls made with the Tesla Gun have advantage against
200 feet. targets wearing metal armor.

Burst Fire Tranquilizer Gun


Weapons with the burst fire property spray a 10-foot-cube Ammunition (range 100/200), loading, two-handed Creatures
area within normal range with shots. Each creature in the hit by an attack with this weapon must succeed on a DC 16
area must succeed on a DC 15 Dexterity saving throw or take CON saving throw or fall unconscious. The target will wake
the weapon's normal damage. This action uses ten pieces of after 10 minutes have passed, upon taking damage, or until
ammunition. someone uses their action to shake or slap the sleeper awake.
Undead, constructs, and creatures immune to being charmed
aren't affected by this weapon.
Grenades Mustard Gas Grenade
When a Mustard gas grenade lands, it emits a cloud of gas
Explosive Grenade that creates a heavily obscured area in a 20-foot radius.The
All creatures within a 15ft sphere of the target area must gas can be cleared by a moderate wind (10-20mph) in 2
make a DEX saving throw equal to 8 + your proficiency rounds, or by a strong wind (above 20mph) in one round,
modifier + your DEX Modifier, taking 5d6 Thunder damage otherwise the gas will last for 3 rounds. All Creatures who
on a failed save, or half as much damage on a successful one. end their turn within the cloud must make a DC 15 CON
saving throw, taking 5d6 poison damage on a failed save, or
Smoke Grenade half damage on a successful one.
When a smoke grenade lands, it emits a cloud of smoke that Hallucination Grenade
creates a heavily obscured area in a 20-foot radius. The
smoke can be cleared by a moderate wind (10-20mph) in 4 When a Hallucination grenade lands, it emits a cloud of gas
rounds, or by a strong wind (above 20mph) in one round, that creates a heavily obscured area in a 20-foot radius.The
otherwise the gas will last for 6 rounds. gas can be cleared by a moderate wind (10-20mph) in 2
rounds, or by a strong wind (above 20mph) in one round,
Stun Grenade otherwise the gas will last for 3 rounds. All Creatures who
end their turn within the cloud must make a DC 15 WIS
All creatures within a 15ft sphere of the target area must saving throw, becoming frightened on a failed save. This
make a DC 15 CON saving throw or be stunned until the end effect lasts for 1 minute, or until the target takes damage. The
of your next turn. source of their fear is a hallucination at the epicenter of the
gas cloud.

Fire Obstruction Grenade


When a fire obstruction grenade lands it creates a wall of fire.
The wall is 20 ft long, 10 ft high, and 1 ft thick. The wall is
opaque and lasts for 1 minute. Any creature inside the area of
the wall at its creation, or who attempts to pass through the
wall must make a DC 15 DEX saving throw. On a failed save,
a creature takes 5d8 fire damage, ar half as much damage on
a successful save.

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.

Knock Out Gas Grenade


When a Mustard gas grenade lands, it emits a cloud of gas
that creates a heavily obscured area in a 20-foot radius. The
gas can be cleared by a moderate wind (10-20mph) in 2
rounds, or by a strong wind (above 20mph) in one round,
otherwise the gas will last for 3 rounds. All creatures who
end their turn inside the cloud must make a DC 15 CON
saving throw, falling unconscious on a failed save. Targets will
wake after 10 minutes have passed, upon taking damage, or
until someone uses their action to shake or slap the sleepers
Credits
awake. Undead, constructs, and creatures immune to being All art from Arcanum: Of Steamworks and
charmed aren't affected by this weapon. Magick Obscura
https://www.gog.com/game/arcanum_of_steamworks_and_mag
Creation Tool: The Homebrewery
http://homebrewery.naturalcrit.com/
Homebrew by /u/crafticusprime

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