Item name
|
Downtime
Cost
|
Effect
|
SparkDust Bomb
|
30
|
Can be thrown 20ft/60ft every
creature within 20ft of impact must take a dexterity test or be blinded for D3
rounds
|
Smoke Bomb
|
25
|
Can be thrown 20ft/60ft creates 20ft
smoke cloud that obscures vision
|
Acid Bomb
|
40
|
Can be thrown 20ft/60ft creatures in
5ft must make a DC12 dexterity save or take 2D6 Acid damage
|
Incendiary Bomb
|
40
|
Can be thrown 20ft/60ft creatures in
5ft must make a DC12 dexterity save or take 2D6 fire damage and be set on
fire.
Or on a success half damage and not
set on Fire
|
Gel Fuel Lamp
|
3/25/50
|
when in a lantern Provides bright
light 40ft dim light 40ft for fuel lasts 12 hours [bullseye] 80ft cone hooded
variant produces no light
|
Potion/Poison Injector
|
20
|
inject a potion/poison as a bonus
action instead of action
|
Saturday, 10 October 2015
Tinkerer
Alchemist
Potion name
|
Downtime
Cost
|
Cost
|
Effect
|
Oil of Slipperiness
|
15
|
150
|
takes 10mins to apply 1 creature
gains the effect of the freedom of movement spell or may be
used as a grease spell if thrown
lasts for 8 hours
|
potion of climbing
|
5
|
30
|
climb speed = walk speed for 1 hour
gain advantage on strength [athletic] checks when you climb
|
potion of fire breath
|
25
|
250
|
Gain a Breath attack. 30ft range. target
must make DC13 Dex check if failed they take 4D6 if they
passed they take half damage last for
1 hour or until you perform fire breath 3 attacks
|
potion of healing
|
5
|
50
|
Heal 2D4+2 Hit Points
|
potion of fire resistance
|
15
|
150
|
Gain resistance to Fire damage for 1
hour
|
potion of lightning resistance
|
15
|
150
|
Gain resistance to Lightning damage
for 1 hour
|
potion of poison resistance
|
15
|
150
|
Gain resistance to Poison damage for
1 hour
|
potion of water breathing
|
15
|
150
|
Can breathe underwater for 1 hour
|
Potion of Steady Healing
|
3
|
30
|
Gain D3 hit points back every round
for 5 rounds. If out of combat gain 2D6 hit points after a short rest
|
Potion of Constitution
|
5
|
50
|
advantage on all constitution checks
and saving throws [lasts 4 hours]
|
Potion of Magic Resistance
|
30
|
300
|
advantage on all saving throws
against magic [lasts 1 hour]
|
Razor Oil
|
15
|
150
|
roll 2 damage dice and pick the
highest two when rolling damage [last for 1 min]
|
Potion of Swimming
|
5
|
30
|
climb speed = walk speed for 1 hour
gain advantage on strength [athletic] checks when you Swim
|
Potion of Minor Mana Restoration
|
10
|
100
|
Restores 1 Spell Slot or 2 Sorcery
points
|
Blacksmith
Armour Upgrades
|
Cost
(GP)+ armour
|
Armour
Class
|
Effect
|
Adamantine armour
|
Adamantite
+500
|
The first critical hit each turn is
counted as a normal hit
|
|
Ablative armour
|
Armour
cost x1.5.
|
+1 of base
armour
|
The upgraded armour gains +1 AC, when a creature successfully hits
you with a melee or missile attack you may choose your armour loses 2 AC but
you take no damage for the rest of the round
|
Mariners armour
|
250
|
swim speed = walk speed start
underwater unconscious raise 60ft to surface
|
|
Mithral armour
|
Mithral
+500
|
weight is halved no disadvantage on
stealth checks no strength restriction
|
|
Spiked Armour
|
200
|
No chain. creatures that successfully
attack you take D4 damage disadvantage on
dexterity checks for stealth and
acrobatics
|
|
Elven Mail
|
500
|
+1AC
|
Chain shirt only. You are considered
proficient with the armour even if you arent
|
Weapon Upgrades
|
-------------------------------------
|
Att/Dam modifier
|
-----------------------------------------
|
Adamantine Weapon
|
Adamantite(2)
+500+weapon cost
|
Critical on 1 less than normal
|
|
Elven Weapon
|
500
|
+1
|
Short and long swords and bows only.
You are considered proficient with the weapon even if
you aren’t normally.
|
Mithral armour
|
Mithral(2)
+500
|
Weapon counts as light. if two handed
can be wielded single handed but not dual wielded
|
|
Tempered
|
costs
x2 Weapon cost
|
+1
to hit
|
for 1 adventure
|
Folded Steel
|
costs
x2 Weapon cost
|
+1
to damage
|
for 1 adventure
|
spiked or serrated
|
100
|
Roll 2 damage dice pick highest
|
|
silvered
|
100
|
counts as magical for resistances
|
|
Improved weapon
|
costs
x30 Weapon cost
|
+1
|
-
|
Ammo Upgrades
|
---------------------------------
|
Att/Dam modifier
|
---------------------------------------------
|
Adamantine Ammo
|
Adamantite
(1)=3 arrows 6gp per 3 arrows
|
Crit on 1 less than normal
|
|
Elven Ammo
|
20gp
per 20 arrows
|
Bows only, +2 to hit if using an
elven bow if not you count as proficient with the bow
|
|
Mithral Ammo
|
Mithril
(1)=3 arrows 40gp per 20 arrows/bolts
|
halves weight, elemental enchantments
roll double damage dice
|
|
Glass Arrows
|
10gp
for 20 arrows/bolts
|
1/2
|
Can contain any potion or poison.
Potion/poison is expended in process
|
Tempered
|
10gp
per 10 arrows/bolts
|
+1
|
for 1 adventure
|
Folded Steel
|
15gp
per 10 arrows/bolts
|
+1
|
for 1 adventure
|
spiked or serrated
|
10gp
per 10 arrows /bolts
|
Roll 2 damage dice pick highest
|
|
silvered
|
10gp
per 10 arrows /bolts
|
counts as magical for resistances
|
|
Improved weapon
|
30gp
per 20 arrows/bolts
|
+1
|
-
|
Shield upgrades
|
--------------------------
|
Armour class
|
--------------------------------------------
|
Improved Shield
|
1000
|
+1AC
|
-
|
Spiked shield
|
300
|
creatures that successfully attack
you take D4 damage
|
Poisoner
|
Potion name
|
Cost
|
Downtime Cost
|
Effect
|
|
Simple
Poison
|
100
|
10
|
DC10[Wound] if failed 1D4 damage for
10 rounds[1 min] DC10 Con check each turn to stop effect
|
|
Exhaustion
Poison
|
200
|
20
|
DC13 [Wound]if failed target gains 1 exhaustion
|
|
Sandman
Potion
|
200
|
20
|
DC11 [Inhaled] 5ft /thrown 20ft if
failed target falls asleep for 1D4 hours or until attacked
|
|
Vertigo
Poison
|
200
|
20
|
DC12[Wound]if failed target becomes
stunned DC10 Con check each turn to stop effect
|
|
Nightmare
Poison
|
200
|
20
|
DC11 [Wound/Ingested]if failed creature becomes
frightened
|
|
Rage
Powder
|
150
|
15
|
DC13 [Wound] target become frenzied and attacks closest
creature can make tests every turn to regain sanity gets 1
easier every turn
|
|
Gutwrencher
Poison
|
150
|
15
|
DC14[ingested] If failed after 5 minutes of stomach pain
target vomits uncontrollably and takes 4D12 Bludgeoning damage
|
|
Alchemists
Fire
|
50
|
5
|
5ft /thrown 20ft if a Hit target
takes 1d4 fire damage at the start of each of targets turns. DC 10 Dexterity check each turn to
stop effect
|
|
Basic
Acid
|
25
|
5
|
5ft /thrown 20ft if a Hit target
takes 2d6 acid damage.
|
|
Basic
Anti-toxin
|
50
|
5
|
Gain advantage on your next Constitution
save against Poison lasts 1min
|
|
Widowmaker
Poison
|
300
|
30
|
DC 13 Constitution saving throw, taking 4D6 poison damage and is
poisoned on a failed save, or half as much damage on a
successful one and not poisoned. While poisoned the creature takes D4
damage every turn (6 secs) while poisoned in this way.
After 10 turns or if the creature becomes unconscious the creature
gains 1 fatigue and is no longer poisoned.
|
Enchanter
*All enchantments last 1 adventure
unless otherwise stated and require the addition cost of 1 magicite each
*Elemental Lacrima can be expended as
a bonus action to do 2D6 extra damage with a spell
|
Enchantment
|
Level
|
Action
|
Downtime
Cost
|
Cost
|
Effect
|
|
Elemental
Enchantment
|
|
||||
|
Fire
[Weapon]
|
Lv1
|
Bonus
|
15
|
150
|
your weapon deals Fire elemental
damage and is considered magical
|
|
Cold[Weapon]
|
Lv1
|
Bonus
|
15
|
150
|
your weapon deals Cold/Ice elemental
damage and is considered magical
|
|
Lightning[Weapon]
|
Lv1
|
Bonus
|
15
|
150
|
your weapon deals Lightning elemental
damage and is considered magical
|
|
Force[Weapon]
|
Lv1
|
Bonus
|
15
|
150
|
your weapon deals Force elemental
damage and is considered magical
|
|
Martial
Enchantment
|
|
||||
|
Guiding[Weapon]
|
Lv1
|
-
|
20
|
200
|
when using this weapon you gain +1 to
hit on attack rolls
|
|
Rending[Weapon]
|
Lv1
|
-
|
20
|
200
|
when using this weapon you gain +1 to
Damage rolls
|
|
Repulsion
|
Lv1
|
Reaction
|
30
|
300
|
When a creature successfully hits you
expend the Lacrima to block 2D6 damage !one use only!
|
|
Intervention
|
Lv1
|
Bonus
|
20
|
200
|
Increase creatures saving throw DC by
3. !one use only!
|
|
Extension
|
Lv1
|
-
|
30
|
300
|
Your Melee weapon gains +5ft range/or
ranged weapon gains +10% range
|
|
Prevention
|
Lv1
|
Reaction
|
20
|
200
|
Decrease your saving throw DC by 3.
!one use only!
|
|
Rejuvenation
|
Lv1
|
Bonus
|
30
|
300
|
in combat recover 1D4 hit points per
round for 5 rounds. Out of combat user regains 5D4 hit points !one use only!
|
|
Conservation
|
Lv1
|
-
|
20
|
200
|
Gain 10 temporary hit points. !one
use only!
|
|
Expedition
|
Lv1
|
Bonus
|
25
|
250
|
count speed as double for 5mins (50 rounds) !one use only!
|
|
Interruption
|
Lv1
|
-
|
20
|
200
|
Gain +5 Initiative !one use only!
|
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