# Arcanum Technology
## Equipment
### Chapeau of Magnetic Inversion
***Wonderous Item, uncommon***
When this top hat is worn, all ranged weapon attacks have disadvantage on their attack roll against you.
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### Flow Disruptor
***Armor (shield), rare***
While holding this shield, you have resistance against all forms of magical damage.
### Machined Platemail
***Armor (platemail), legendary***
While wearing this armor you gain a +1 bonus to AC also receive +2 Strength to your strength score. Strength increased by this item may exceed 20.
### Auto Skeleton Key
***Wonderous item, rare***
When used, this automatic lockpick grants advantage on all Dexterity (sleight of hand) checks to pick locks
### Charged Ring
***Ring, rare***
When worn, this electrical marvel grants +1 to your Dexterity score.
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### Healing Jacket
***Armor (Leather), uncommon***
While wearing this armor, the wearer may use a bonus action to regain 2 hit die of health without spending any hit die. You must finish a short or long rest before using this 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.
### Electro- Armor
***Armor (platemail), rare***
While wearing this armor, you have a +1 bonus to AC as well as resistance to lightning damage.
### Flow Spectrometer
***Wonderous item, common***
This glowing bulb between a forked apparatus has the amazing ability to detect magical forces. The Flow Spectrometer can contain 2 charges. Use a charge to detect magic in a 20ft radius. The flow spectrometer will glow brighter the closer it is to a source of magic. Charges must be regained manually through electrical means.
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### Mechanical Arachnid
***Wonderous item, rare***
Use an action to place the mechanized arachnid on the ground and activate it. It will attack all targets not previously designated by you until it is destroyed, deactivated, or all enemies are defeated.
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> ### **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
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>**Multiattack.** can make two melee attacks
>**Pince.** Melee Weapon Attack +4 to hit, reach 5ft, one target. Hit: 6 (1d8+2) damage
## 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
***Weapon (any sword, axe, mace, or bow), uncommon***
The Power of fire, brought to a weapon near you! You gain a +1 bonus to attack and damage rolls made with this weapon as well as dealing an additional 1d6 fire damage.
### Envenomed Weapon
***Weapon (any sword, axe, mace, or bow), uncommon***
A slow, but effective killer. You gain a +1 bonus to attack and damage rolls made with this weapon. The wielder may 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.
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## Guns
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## Grenades
### Explosive Grenade
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 5d6 Thunder damage on a failed save, or half as much damage on a successful one.
### Smoke Grenade
When a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. The smoke can be cleared by a moderate wind (10-20mph) in 4 rounds, or by a strong wind (above 20mph) in one round, otherwise the gas will last for 6 rounds.
### Stun Grenade
All creatures within a 15ft sphere of the target area must make a DC 15 CON saving throw or be stunned until the end of your next turn.
### 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 awake. Undead, constructs, and creatures immune to being charmed aren't affected by this weapon.
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### Mustard 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 within the cloud must make a DC 15 CON saving throw, taking 5d6 poison damage on a failed save, or half damage on a successful one.
### Hallucination Grenade
When a Hallucination 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 within the cloud must make a DC 15 WIS saving throw, becoming frightened on a failed save. This effect lasts for 1 minute, or until the target takes damage. The 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.
>## Credits
>- All art from Arcanum: Of Steamworks and Magick Obscura https://www.gog.com/game/arcanum_of_steamworks_and_magick_obscura
>- Creation Tool: The Homebrewery http://homebrewery.naturalcrit.com/
>- Homebrew by ***/u/crafticusprime***