# 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. ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ### 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. ``` ``` ### 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. \page ### 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. ___ > ### **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 ___ >**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. ``` ``` \page ## 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 Rifle|500gp|2d10 Piercing|10 lb.| Ammunition (range 300/900), reload (4 shots), two-handed, Special | |Grenade Launcher|650gp|-|7 lb.|Ammunition (range 200), loading, two-handed)| |Blade Laucher|1000gp|-|10 lb. | Ammunition (range 100/200), loading, two-handed| |Pyrotechnic Pistol|750gp|1d8 Piercing, 2d6 fire|5 lb.| Ammunition (range 20/60), loading| |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 The Hand Cannon fires in a 15 ft cone. Creatures targeted in the cone must make a DEX saving throw, taking full damage on a failed save, or half damage one a successful one. The DC for this saving throw is equal to 8 + your proficiency modifier + your WIS Modifier. ### Looking-Glass Rifle The Looking-Glass Rifle has disadvantage on any attack rolls against targets at ranges less than 100ft. ### Grenade Launcher The Grenade launcher allows grenades to be thrown up to 200 feet. ### Burst Fire Weapons with the burst fire property spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition. ``` ``` ### Blade Launcher Ammunition (range 100/200), loading, two-handed The Blade Launcher uses daggers as ammunition, any dagger launched by this weapon does double its regular damage. ### Acid Gun The Acid Gun fires in a 15 foot cone. Creatures targeted in the cone must make a DEX saving throw equal to 8 + your proficiency modifier + your WIS Modifier, taking full damage on a failed save, or half damage on a successful one. ### Tesla Gun Attack rolls made with the Tesla Gun have advantage against targets wearing metal armor. ### Tranquilizer Gun Ammunition (range 100/200), loading, two-handed Creatures hit by an attack with this weapon must succeed on a DC 16 CON saving throw or fall unconscious. The target will wake after 10 minutes have passed, upon taking damage, or until 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. \page ## 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. ``` ``` ### 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***