Devices

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Tinkering is where calculations meets with dreams.

Devices
There is a curious kind of twitch, where there were once tocks there are now ticks.
Devices are the result of a creative pseudo-magical process of design and construction that produce fantastical effects. All devices can be made using Engineering Tools, and benefit from a spacious area to operate, such as a mage’s study, an herbalist shop, a tavern cellar, or alchemy laboratory. Devices have extraordinary effects that can defy the laws of physics, and are understood largely through History, but they are not in of themselves magical. This means devices cannot be dispelled or disjointed, and function as normal in areas of Null and Wild Magic.
Purchased devices that involve a Saving Throw or that call for an Ability check have a DC based on it’s rarity (Simple 12, Common 13, Uncommon 14, Rare 15, Very Rare 16, Legendary 17). Crafted devices have a Save DC of 8 + Proficiency + Intelligence modifier.
Identifying devices requires a Strength (Engineering Tools) check of the same DC. An Intelligence (History) check made at disadvantage can also work.

In addition to unique objects, Engineering Tools can be used to craft Armory Modifications, which modify weapons and armor.

Name Description Rarity Market Price
Alchemical Baton A blunt weapon with a hollow center for incorporating grenade weapons. Uncommon 500 GP
Alchemical Blade A pointed weapon with a hollow center for incorporating grenade weapons. Uncommon 500 GP
Alchemical Blaster A metal cross-bow like weapon used to spray Grenade Weapons in a small cone. Uncommon 500 GP
Alchemical Handaxe A sharp weapon with a hollow center for incorporating grenade weapons. Uncommon 500 GP
Auto-Crossbow, Hand A compact hand crossbow that can fire bolts at an incredible speed. Uncommon 500 GP
Auto-Crossbow, Hand A bulky complex crossbow that can fire bolts at an incredible speed. Uncommon 500 GP
Camera Mechanica A peculiar little lens-box that captures the images on parchment. Common 100 GP
Clockwork Toy A windup toy that wanders across making a great din that can explode. Simple 25 GP
Extension Gauntlet An intricate gauntlet that can be extended and manipulated like a hand. Common 100 GP
Fire Starter A tiny handheld device that can produce a small powerful flame. Common 100 GP
Gyder A light weight gliding vehicle that can fly with the right operator Uncommon 500 GP
Gonne, Musket A two-handed device with a long barrel that launches round bullets by flintlock mechanism. Common 100 GP
Gonne, Pepperbox A two-handed device with several barrels that launches round bullets by flintlock mechanism. Common 100 GP
Gonne, Pistol A hand-held device with a short barrel that launches round bullets by flintlock mechanism. Common 100 GP
Gonne, Scatter A two-handed device with a wide barrel that launches several bullets by flintlock mechanism. Common 100 GP
Gonne-Glaive A long bladed polearm with a gonne-like barrel incorporated into the glaive blade. Uncommon 500 GP
Gonne-Hammer A long blunt polearm with a gonne-like barrel incorporated into the hammer head. Uncommon 500 GP
Gonne-Spear A long pointed polearm with a gonne-like barrel incorporated into the spear blade. Uncommon 500 GP
Hookshot A hand-held machine that consists of a spring-loaded chain and hook. Uncommon 500 GP
Kinetic Torch A light producing device that doesn’t rely on fire, fuel, or magic. Common 100 GP
Lantern, Bullseye A trivial device that burns oil to provides clear illumination in a short cone Trivial 5 GP
Lantern, Hooded A trivial device that burns oil to provides clear illumination in a wide radius Trivial 5 GP
Lantern, Signal A trivial device that burns oil to provides clear illumination in a long narrow path Trivial 5 GP
Lens, Antichromatic A dimly opalescent lens for a bulls-eye lantern that reveals Anitchromatic Wax. Simple 25 GP
Lens, Color A colorful flat lens for a bulls-eye lantern that filters the color of light. Simple 25 GP
Lens, Brilliant Flash A clear convex lens for a bulls-eye lantern that can blind enemies Rare 7,500 GP
Lens, Kaleidescope A colorful complex lens for a bulls-eye lantern that can dazzle enemies Rare 7,500 GP
Music Box An intricate box that plays a single beautiful song when opened Rare 7,500 GP
Ornithopter A clever vehicle built to flap and flutter to create flight and carry passengers Very Rare 25,000 GP
Puzzle Chest An ornate wooden or metal puzzle that reveals a fist sized compartment when solved. Common 100 GP
Puzzle Lock An complex metal puzzle of a pad-lock that cannot be directly picked. Common 100 GP
Quick-Trap, Scythe Blade An intricate armed device that swings a scything blade at anyone getting too close. Common 100 GP
Quick-Trap, Snap Jaw A cruel jagged device that snaps at the feet of anyone getting too close. Common 100 GP
Quick-Trap, Spring Board A curious flat device that smashes away at anyone getting too close. Common 100 GP
Quick-Trap, Snap Jaw A simple corded device that trips up anyone getting too close. Common 100 GP
Rock-bow A simple hand crossbow that can rocks or grenade weapons rather than bolts. Uncommon 500 GP
Spin-Drill A broad drill on a complex metal weapon with a pull chord that can punch through armor. Uncommon 500 GP
Spin-Saw A saw blade on a complex metal weapon with a pull chord that can do serious damage. Uncommon 500 GP
Telltale Metascope This peculiar mobile-like gathering of diverse measuring gyroscopes. Common 100 GP
Wheely Boots Hard leather boots with iron reinforcements and ball-barrings attached to the soles. Uncommon 500 GP

Alchemical Baton (Uncommon, 500gp)
This device resembles a broad truncheon with a narrow hollowing in its core, and an open handle. The Alchemical Baton functions as a Martial Melee Weapon that deals 1d6 bludgeoning damage and has the Finesse, Light, and Priming properties. The priming property allows the alchemical baton to be primed with an Injury poison or Grenade Weapon, this is considered manipulating an object. So long as the alchemical baton is primed, a successful hit also delivers the contents of the Injury Poison or Grenade Weapon to the target. No other creatures are affected by this grenade weapon and if the alchemical baton confirms a critical hit, the grenade weapon is treated as having had a critical as well. An Injury poison primed inside an alchemical baton does not begin to lose potency until it is used as part of an attack.

Alchemical Blade (Uncommon, 500gp)
This device resembles short sword with a narrow hollowing in its blade, and an open pommel. The Alchemical Blade functions as a Martial Melee Weapon that deals 1d6 piercing damage and has the Finesse, Light, and Priming properties. The priming property allows the alchemical blade to be primed with an Injury poison or Grenade Weapon, this is considered manipulating an object. So long as the alchemical blade is primed, a successful hit also delivers the contents of the Injury Poison or Grenade Weapon to the target. No other creatures are affected by this grenade weapon and if the alchemical blade confirms a critical hit, the grenade weapon is treated as having had a critical as well. An Injury poison primed inside an alchemical blade does not begin to lose potency until it is used as part of an attack.

Alchemical Blaster (Rare, 7,500gp)
A curious by product of a failed mechanical green dragon’s poison breath, the alchemical blaster appears to be a broad crossbow like construct held in two hands. The alchemical blaster may be primed with a Grenade Weapon, this is considered manipulating an object. So long as the alchemical blaster is primed, a character can use an Action to spray the Grenade Weapon in a Warded (15 ft) Cone, affecting those hit with it as if they had been successfully struck with the Grenade Weapon. Any creatures that succeeds on a Dexterity Save are not affected by the Grenade Weapon. No other creatures are affected by this grenade weapon. The Alchemical Blaster may have up to three (3) separate Grenade Weapons primed at any time, and may launch any single one of the primed grenade weapons at the character’s choice. If water is primed in the Alchemical Blaster, it can be used to immediately douse a Medium or smaller creature or object that is on fire. The creature may choose to fail their Dexterity Save if they choose.

Alchemical Handaxe (Uncommon, 500gp)
This device resembles handaxe with a narrow hollowing in its blade, and an open handle. The Alchemical Handaxe functions as a Martial Melee Weapon that deals 1d6 slashing damage and has the Finesse, Light, and Priming properties. The priming property allows the alchemical handaxe to be primed with an Injury poison or Grenade Weapon, this is considered manipulating an object. So long as the alchemical handaxe is primed, a successful hit also delivers the contents of the Injury Poison or Grenade Weapon to the target. No other creatures are affected by this grenade weapon and if the alchemical handaxe confirms a critical hit, the grenade weapon is treated as having had a critical as well. An Injury poison primed inside an alchemical handaxe does not begin to lose potency until it is used as part of an attack.

Auto-Crossbow, Hand (Uncommon, 500gp)
This compact improvement on the crossbow’s design provides a slot for a repeating bolt cartridge, and includes quick working break action for easy reloading in combat. The Hand Auto-Crossbow functions as a Martial Projectile (Medium/Long) Weapon that deals 1d6 piercing damage and has the Aquatic, Firearm, and Prone properties. Further, as an Action a character can release a spray of bolts in a Close (30 ft) cone. Any characters in this area suffers 2d6 Piercing damage, objects suffer half this damage. Characters may make a Dexterity save to reduce this damage by half.

Auto-Crossbow, Heavy (Uncommon, 500gp)
This bulky improvement on the crossbow’s design provides several rotating chambers that contain repeating bolt cartridges, and includes quick working break action for easy reloading in combat. The Heavy Auto-Crossbow functions as a Martial Projectile (Medium/Long) Weapon that deals 1d8 piercing damage and has the Aquatic, Firearm, Prone, and Two Handed properties. Further, as an Action a character can release a spray of bolts in a Close (30 ft) cone. Any characters in this area suffers 2d8 Piercing damage, objects suffer half this damage. Characters may make a Dexterity save to reduce this damage by half.

Camera Mechanica (Common, 100gp)
Through a strange combination of metal plates and the physical oddities of light, this device has been constructed as a means to can physically capture the appearance of an image on parchment. With ten minute’s work and rigid stability requiring concentration and no movement, a Camera Mechanica can create a gray-scale image of a still scene, object, or creature holding still. The image it produces is made on bit of parchment no larger than a human-hand in width and length. The image is easily ruined with oils of any sort, and thus should be well protected. The quality of the image is equal to that of a character making an Intelligence (Artisan Tools: Painting) with a check equal to the device’s save DC.

Clockwork Toy (Simple, 25gp)
Clockwork toys come in many different appearances and often look like a tiny creature, humanoid, though more fantastical shapes can be found or made. These devices are designed to make a mechanical tin-like noise that replicates any sound within a volume range between a whisper and a human shrieking. When released, the clockwork toy wanders around on the ground, moving in random directions at a Slow Walk Speed (4 paces, 20 ft), and repeatedly making it’s tinny mechanical noise. It requires a Wisdom (Perception) check with Advantage to note that the noise is artificial.
If desired, the clockwork toy can be made with a particularly nasty self-destruct sequence, designed to activate when coming in entering into the same space as another creature. Such a clockwork toy bursts into shrapnel that deals 1d4 Slashing damage to the creature it has come in contact with. A Dexterity check reduces this damage by half.
A clockwork toy can be loaded with a Grenade Weapon1 that is activated when it bursts.

Extension Gauntlet (Common, 100gp)
This clever tool is designed to allow a character to manipulate objects at a distance out to a Warded (15 ft) distance, and are occasionally favored by thieves who wish to pick locks or disarm traps at a safe distance. Though they can get a bit spendy if they are constantly being damaged by the traps they fail to disarm.
The extension gauntlet also functions as a Martial Melee Weapon that deals 1d6 Bludgeoning damage and has the Finesse, Reach, and Shoving properties.

Fire Starter (Common, 100gp)
This device produces a healthy flame, which can be used to instantly light a fire. Using this device to light a torch, candle or anything else with abundant exposed fuel is a Free Action. Lighting any other fire takes an [Action]. Further, this device provides Advantage on all Wisdom (Nature) checks made to start a fire. While in use, this device sheds light as a candle.
The fire starter also functions as a Martial Melee Weapon that deals 1d6 Fire damage and has the Finesse and Light properties, however a Character may not use their Strength Modifier for attack and damage with this weapon.
A Fire Starter requires a flask of oil to operate, and must be refilled after ten rounds of use.

Glyder (Uncommon, 500 gp)
This thin sky vehicle is constructed with small sail-like wings that catch the air and can produce lift and slow the falls of it’s occupant, reducing all falling damage to 1d6 damage. The glyder seats only its operator and grants them slow falling from any distance. An operate proficient with Sky Vehicles gains a swift glyde speed8. The glyder can carry up to 200 stones, however it’s reduced to a slow glyde speed (4 paces, 20 ft) while carrying over 100 stones.

Gonne, Musket (Common, 100 GP)
This two-handed device incorporates a long smooth barrel that launches round bullets by the action of an explosive force, ignited by a flintlock mechanism. The musket functions as a Martial Projectile (Medium/Long) Weapon that deals 1d8 piercing damage and has the Firearm, and Loading, and Prone properties.

Gonne, Pistol (Common, 100 GP)
This hand-held device incorporates a smooth barrel that launches round bullets by the action of an explosive force, ignited by a flintlock mechanism. The pistol functions as a Martial Projectile (Dash/Medium) Weapon that deals 1d6 piercing damage and has the Firearm, Light, Loading, and Prone properties.

Gonne, Pepperbox (Common, 100 GP)
This two-handed device incorporates several long smooth barrels clustered together that launches round bullets by the action of an explosive force, ignited by a flintlock mechanism. The pepperbox functions as a Martial Projectile (Medium/Long) Weapon that deals 1d6 piercing damage and has the Firearm and Prone properties.

Gonne, Scatter (Common, 100 GP)
This two-handed device incorporates a wide smooth barrels launches several sharp pellets by the action of an explosive force, ignited by a flintlock mechanism. The scatter gonne functions as a Martial Projectile (Close/Dash/Medium) Weapon that deals 3d4 piercing damage and has the Firearm, Prone, and Scatter properties. The Scatter property allows the scatter gonne to deal its full damage in its first range increment, one die less damage in its second range increment, and two dice less damage in its third range increment. Unlike other ranged weapons, scatter weapons do not infer Disadvantage on the attack when targeting creatures beyond the first range increment.

Gonne-glaive (Uncommon, 500gp)
This heavy device appears as a heavy glaive with an gonne like mechanism inside the glaive blade, and a trigger in the handle. The gonne-glaive functions as a Martial Melee Weapon that deals 2d6 slashing damage, and has the Polearm, Reach, Trigger-strike, and Two-Handed properties. The Trigger-strike property allows the character weilding the gonne-glaive use a Bonus Action to deal an extra 1d6 points of piercing damage once per round, requiring pistol ammunition.

Gonne-hammer (Uncommon, 500gp)
This heavy device appears as a long maul with an gonne like mechanism inside the hammer head, and a trigger in the handle. The gonne-hammer functions as a Martial Melee Weapon that deals 2d6 bludgeoning damage, and has the Polearm, Reach, Trigger-strike, and Two-Handed properties. he Trigger-strike property allows the character wielding the gonne-hammer use a Bonus Action to deal an extra 1d6 points of piercing damage once per round, requiring pistol ammunition.

Gonne-spear (Uncommon, 500gp)
This heavy device appears as a long spear with an gonne like mechanism inside the spear head, and a trigger in the handle. The gonne-spear functions as a Martial Melee Weapon that deals 2d6 piercing damage, and has the Polearm, Reach, Trigger-strike, and Two-Handed properties. The trigger-strike property allows the character wielding the gonne-spear use a Bonus Action to deal an extra 1d6 points of piercing damage once per round, requiring pistol ammunition.

Hookshot (Uncommon, 500gp)
This machine consists of a chain and hook. When a switch is snapped the device launches a grapple hook attached to a chain leading back to the device. The Hookshot functions as a Martial Projectile (Close/Medium) Weapon that deals 1d4 piercing damage and has the Aquatic, Barbed2, Firearm, Harpoon3, Loading, Prone properties.
Further, as an action a character can make a special Ranged Attack with Advantage to lodge the hookshot’s grapple into an object or bit of terrain4 at a Close (30 ft) distance, or without advantage at a Medium (180 ft) distance. Once lodged, the character may use a Bonus Action to rapidly reel-in the chain, pulling the character (the chain has 10 hp, a Burst DC of 25, and a maximum weight capacity of 8,000 st) directly to the hook. As an Action, the character can cause the hook to release whatever it may be lodged in at a distance, this cause extra damage to the object or target.

Kinetic Torch (Common, 100 gp)
This clockwork machination can be manipulated into three forms: Bullseye, Hooded, or Signal5. Changing the Kintetic Torch’s configuration requires an Action and both hands. Regardless of its form, A small crank extends from the kinetic torch, which can be turned as if by manipulating an object. Each turn the crank is operated, the Kinetic Torch produces light as a lit lantern of the type it is configured into (Bullseye, Hooded, or Signal) until the beginning of its operator’s next turn. If the crank isn’t operated after that, the kinetic torch only produces dim light out to where the bright light would go for 1d4+1 rounds. Holding a Kinetic Torch only requires one hand, but operating its crank requires two. The kinetic torch requires no fuel to remain lit.

Lantern, Bullseye (Trivial, 5 gp)
This easily crafted device has a small reservoir for a single dose of oil, and a slot for a lens. When lit the bullseye lantern provides clear light in a Dash (60 ft) cone and dim light in a Medium (180 ft) cone. A bullseye lantern can be carried in one hand.

Lantern, Hooded (Trivial, 5 gp)
This easily crafted device has a small reservoir for a single dose of oil. When lit the hooded lantern provides clear light in a Close (30 ft) radius and dim light in a Dash (30 ft) radius. It can be dampened with a Bonus Action, when dampened the hooded lantern casts dim light at a Warded (15 ft) radius. A hooded lantern can be carried in one hand.

Lantern, Signal (Trivial. 5 gp)
This easily crafted device has a small reservoir for a single dose of oil. When lit the signal lantern provides clear light in a Medium (180 ft) Line, and does not cast dim light any further. A signal lantern can be carried in one hand.

Lens, Antichromatic (Simple, 25gp)
A dimly opalescent glass lens with a convex surface that can be easily fit onto a bulls-eye lantern6. When light is cast through it, it causes Anitchromatic Wax to glow shimmer with a brilliant green hue that easily seen and reflects the light as brightly as a candle glows.

Lens, Color (Simple, 25gp)
A colorful glass lens with a flat surface that can be easily fit onto a bulls-eye lantern6. When light is cast through it, it filters that light to only cast light the color of the lens.

Lens, Brilliant Flash (Rare, 7,500 gp)
This clear convex glass lens that can be easily fit onto a bulls-eye lantern6. A character that has a Brilliant Flash Lens on a lit bulls-eye lantern may use an [Action] to shine a brilliant light in their enemies eyes. A single target that the character can see in a Close (30 ft) range must make a Dexterity saving throw or the target is Blinded until the end of their next turn.

Lens, Kaleidescope (Rare, 7,500gp)
A series of roasting colorful pieces of glass caught between mirrors two lenses that can be easily fit onto a bulls-eye lantern6. A character that has a Kaleidescope Lens on a lit bulls-eye lantern may use an [Action] to shine a distracting and confusing light in their enemies eyes. A single target that the character can see in a Close (30 ft) range must make a Wisdom saving throw or the target drops whatever they are holding and is Dazzled7 for 1d4+1 rounds.

Music Box (Rare, 7,500gp)
When opened, this intricately decorated device plays a single beautiful song at a moderate volume for one minute (10 turns).
The quality of the music is equal to that of a character making an Charisma (Language Arts: Percussion) with a check equal to the device’s save DC. A music box can be created to provide one of the following effects in those that can hear it.
The Music Box must be closed and opened again (2 manipulations of an object) before it will work again.

Common: This music box makes a pretty sound when it’s opened and is prized by nobles who have time and money for such luxuries. This music box only costs 100gp, and is considered of Common quality.

Dirge: While the dirge music box plays all characters that can hear it have Disadvantage on Saves against [Fear] effects.

Discord: While the discord music box plays all characters that can hear it have Disadvantage on Saves against [Sonic] effects.

Fanfare: While the fanfare music box plays all characters that can hear it have Advantage on Saves against [Fear] effects.

Harmony: While the harmony music box plays all characters that can hear it have Advantage on Saves against [Sonic] effects.

Lullaby: If a lullaby music box is played at the beginning of a Long Rest, all characters that can hear it gain +1 hp per Hit Die spent to recover hp.

Nocturne: While the nocturne music box plays all characters that can hear it have Disadvantage on Saves against [Sleep] effects.

Reveille: While the reveille music box plays all characters that can hear it have Advantage on Saves against [Sleep] effects.

Ornithopter (Very Rare, 25,000 gp)
This light-weight sky vehicle is constructed with great sail-like wings that flutter and flap to produce lift. While someone uses an Action to operate and steer the ornithopter the vehicle has a fly speed of 80 ft. If the Ornithopter is not operated, it continues to travel in the direction it was going with a slow glyde speed (20 ft). Operating an Ornithopter requires as much energy as travelling by foot (albeit being much smoother and occasionally faster).
Four sizes of Ornithopter exist, capable of seating different number of occupants and moving at different speeds.

1d4 Ornithopter Size Optimal Fly Speed Suboptimal Fly Speed Maximum Weight
1 Medium 80 ft (1 Operator) 40 ft (1 Operator, 2 Passengers) 100st / 300 st

Puzzle Chest (Common, 100gp)
This curious wood or metal puzzle contraption is difficult to understand at best. A Wisdom (Perception) check immediately reveals that the odd structure contains a hidden and complexly locked compartment, capable of hiding a fistful’s worth of goods. Ten minutes of close examination and a successful Intelligence (Investigation) check reveals the same information. Puzzle chests tend to be incredibly tricky to open through destruction or Strength and have their Burst DC increased by 5. While bursting the box will open the device, it does not open when damaged or destroyed due to hit point damage. A damaged puzzle chest simply won’t open until repaired. Any creature trying to open the puzzle chest can do so with ten minutes work and a successful Intelligence (Artisan Tool: Tinker) check, though the crafter of the device can always open it with an Action and no check.

Puzzle Lock (Common, 100gp)
This compact complex metal lock is difficult to understand at best. It is clearly a lock of sorts, but instead of a key or combination, this lock requires an incredibly tricky sequence to open. The Burst DC of the puzzle lock is increased by 5, and cannot be picked by thieves tools. While a damaged lock simply won’t open, it’s bonds can be destroyed. Any creature trying to open the puzzle lock can do so with ten minutes work and a successful Intelligence (Artisan Tool: Tinker) check, though the crafter of the device can always open it with an Action and no check.

Quick-Trap, Scythe Blade (Common, 100gp)
This intricate armed device is designed to swing a scything blade at opponents and discourage them from stepping out of line. This device can be thrown as a Grenade Weapon1, activating in whatever square it lands in. This device won’t deal any damage to any targets it directly hits, and instead lands in an adjacent unoccupied square as if the attack had missed. Any creature entering into this square must make a Dexterity Saving throw or suffer 2d6 Slashing Damage. Resetting this device requires little more than an object manipulation.

Quick-Trap, Snap Jaw (Common, 100gp)
This cruel jagged device is designed to ensnare opponents and discourage them from stepping out of line. This device can be thrown as a Grenade Weapon1, activating in whatever square it lands in. This device won’t deal any damage to any targets it directly hits, and instead lands in an adjacent unoccupied square as if the attack had missed. Any creature entering into this square must make a Dexterity Saving throw or suffer 2d4 Piercing Damage, flying creatures gain Advantage on this save. If the creature fails their saving throw, their movement speed is halved until they spend an Action to remove the device. Resetting this device requires little more than an object manipulation.
If a character spends an Action, they can hammer a Snap Trap into the ground causing it to effectively Grapple any opponents who fail their save against it.

Quick-Trap, Spring Board (Common, 100gp)
This curious flat device is designed to buffet opponents and discourage them from stepping out of line. This device can be thrown as a Grenade Weapon1, activating in whatever square it lands in. This device won’t deal any damage to any targets it directly hits, and instead lands in an adjacent unoccupied square as if the attack had missed. Any creature entering into this square must make a Strength Saving throw or suffer 1d10 Bludgeoning Damage, flying creatures gain Advantage on this save. If the creature fails their saving throw, they are also shoved 2 paces in a random direction, falling prone if any object or creature stands in their path. Resetting this device requires little more than an object manipulation.

Quick-Trap, Trip Wire (Simple, 100gp)
This simple corded device is designed to trip up opponents and discourage them from stepping out of line. This device can be thrown as a Grenade Weapon1, activating in whatever square it lands in. This device won’t deal any damage to any targets it directly hits, and instead lands in an adjacent unoccupied square as if the attack had missed. Any creature entering into this square must make a Dexterity Saving throw or suffer 1d4 Slashing Damage and fall Prone. Resetting this device requires little more than an object manipulation.
If desired, the Trip Wire can be loaded with a Grenade Weapon1 that is activated when someone fails their save against it, potentially destroying the tripwire quick-trap. If the Grenade Weapon allows for a Physical saving throw (Strength, Dexterity, or Constitution), the target is at Disadvantage for whatever saves that may be.
If a character spends an Action they may mount a single weapon with the Firearm property in a Close range of the Trip Wire. If a character fails their save against the Trip Wire, they must make a second Dexterity Save at disadvantage or suffer the base damage of the mounted Firearm. Only one firearm may be mounted to any one trip wire quick trap.

Rock-bow (Uncommon, 500gp)
This simple alteration on the hand crossbow’s design provides a guided chamber for loading literal rocks, round bullets, or grenade weapons. The Alchemical Launcher functions as a Martial Projectile (Medium/Long) Weapon that deals 1d6 bludgeoning damage and has the Aquatic, Dirt-Cheap Ammo, Firearm, and Prone properties. Further, a character can load Grenade Weapons into the Rock-bow just as they would load regular ammunition, allowing the rock-bow to launch the Grenade Weapon out to its range increments, and deal 1d6 bludgeoning damage on a successful hit as normal.

Spin-Saw (Uncommon, 500gp)
This device appears to be a circular saw blade at the end of a mechanical apparatus with a handle and pull chain. When the chain is pulled and pumped the saw blade begins to spin up to remarkable speeds.The Spin-Saw functions as a Martial Melee Weapon that deals 3d4 slashing damage and has the Two Handed property. Further, when a character uses a Bonus Action to pump the spin-saw’s pull chord, their next attack deals an additional 2d4 slashing damage (that is not multiplied on a Critical Hit).

Spin-Drill (Uncommon, 500gp)
This device appears to be a wide conical drill at the end of a mechanical apparatus with a handle and pull chain. When the chain is pulled and pumped the wide drill bit begins to spin up to remarkable speeds. The spin-drill functions as a Martial Melee Weapon that deals 1d12 Piercing damage and has the Two Handed property.
Further, a character may use an Action to make a special armor piercing attack with the spin-drill. If this attack hits, it deals damage as normal. If the target is wearing any armor or carrying a shield, one of these two objects takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Telltale Metascope (Common, 100gp)
The telltale metascope is a peculiar mobile-like gathering of gyroscopes, and serves a series of interesting functions. Depending on how it is spun, the telltale metascope can measure an incredibly diverse amount of data. By giving the telltale metascope a precises spin as an Action, a character capable of reading it with a successful Intelligence (Artisan Tools: TInker) or (Arcana) check can determine any one of the following measurements: acceleration of a visible object; angle of two intersecting lines or visible objects in degrees or radians; arithmetic calculations of up to four digits; blood pressure and heart rate of a creature spun upon; color scale of object spun upon; crystal structure of an object spun upon; density of object spun on; direction towards center of plane of existence (aka “True Down”); distance in area or length of a visible object; fermentation efficiency of yeast or other fungi; Force, torque, and power of an object spun upon; height in relationship to sea-level; local surface gravity; local atmospheric pressure; local force of seismic activity; local force of electromagnetism; local humidity; local temperature; ph balance of a liquid (enough Acid will destroy the Metascope); pitch and volume of local sounds; ratio of a visible curve’s circumference to its diameter (in relationship to pi); relationship to horizontally level; relationship to vertically plumb; relative age of object spun upon; spectrum of local light; status of local magic-fields (standard, wild, or null); sugar levels of a fluid; up to 30 minutes of time passing (measured in seconds or minutes); velocity of a visible object; and viscosity of a fluid.
Alternatively the telltale metascope may provide hours of entertainment as a odd top.

Tool Set (Simple, 25gp)
A tool set is a collection of devices that allow a character to do something they couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock.

Wheely Boots (Uncommon, 500 gp)
These hard leather boots have iron-reinforcements to provide incredible ankle support, and have large multidirectional ball-barrings attached to the soles. A character wearing wheely boots gains a Swift Walk Speed (40 ft), but have their walk speed reduced to a Common Walk Speed (30 ft) when going up hill. When going down hill, a character moves an additional 1d4+1 paces in addition to every move they make. A character wearing wheely boots has Disadvantage on all Strength checks made to move or resist being moved, but gains Advantage when making a Shove check after moving at least 2 paces before doing so.

  • Ballista
  • Cannon
  • Catapult
  • Gonne-Ballista?
  • Iron Tortoise
  • Siege Tower
  • Trebuchet
  • Gear-Clock: Common 100 GP: Watch, Moon-Phase Tracker, Stop-Watch. Small Ringing Alarm.
  • Infinite Lembic: Reroll when making Transfusions takes 10 minutes. (Rare/Uncommon)
  • Magnification Glass: Advantage on Investigation checks w/ extra ten minutes
  • Powered Armor: AC = 20? Disadvantage on Stealth. Rare? Requires Prof with Device Tools?
  • Quick Trap: Bell, Basically an Alarm Spell.
  • Quick Trap: Net, Entangle?
  • Spyglass

1 Grenade Weapon
A Grenade Weapon is a ranged simple weapon with a throwing range of (Close/Dash). Grenade Weapons that miss land in an adjacent square to their target. (Roll 1d8, and determine which square by starting with the square furthest from thrower as 1, and one square clockwise for each number after that.)

2 Barbed Property (1wpn pts)
When a weapon with the Barbed Property strikes a target, it lodges within them. Every hour that the weapon remains inside the target they suffer 1d8 piercing damage. The Target may remove the barbed weapon as a Bonus Action that deals 1d8 Piercing damage to their self. Another character may remove the barbed weapon from the target by making a successful Shove attack against them (the target may choose to fail this opposed check), again, dealing 1d8 Piercing damage to the target. Alternatively 10 minutes work with a successful DC 15 Medicine check can remove a barbed weapon

3 Harpoon Property (1wpn pts)
A harpoon weapon must have the Barbed Property. A Harpoon weapon includes a rope that trails back to the attacker. While the target has the barbed weapon lodged within their body, they cannot move away from the attacker unless they make a successful opposed Strength (Athletics) check, and even so every pace they move requires an additional pace of movement speed. The character holding the rope may make Shove attacks against the target even if they are not adjacent to them, as long as the Shove trips, or pulls the target closer to the attacker. The character holding the rope may make a Shove attack against their target as a Reaction at any time. A harpoon weapon may be used to make a ranged Disarm, if successful, the character may spend a Bonus Action to immediate retrieve the Disarmed Item.

4 Object/Terrain Armor Class

Object Armor Class
Cloth, Paper, Rope 11
Crystal, Glass, Ice 13
Wood, Bone 15
Stone 17
Iron, Steel 19
Mithral 21
Adamantine 23
Object Size Fragile Resilient
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Small (chest, lute) 3 (1d6) 10 (3d6)
Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
Large (cart, 10-ft.·by-10-ft. window) 5 (1d10) 27 (5d10)

5 Signal Lantern
A signal lantern casts bright light in a Medium (180 ft) line and does not cast dim light.

6 Bullseye Lantern
A bullseye lantern can only slot one lens at any given time.

8 Swift Glyde Speed (8 Paces, 40 ft)
Swift Glyde Speed: A swift glyde speed allows a character to glide, negating damage from a fall of any height and allowing for travel at 4 paces forward for every single pace of descent. A character with a glyde speed cannot hover due to the descent. Glyding is not possible while [Over Encumbered].
If the character becomes [Incapacitated] while in midair, their wings naturally unfurl and powerful ligaments stiffen the wings. The character descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall. When the character reaches 5th level, they become able to fly at a swift speed once per [Short Rest], they may do so for a number of rounds equal to their Constitution score (Not their modifier). The character can’t fly while suffering from [Exhaustion]. When they reach 10th level, the character has enough stamina and prowess to fly for longer periods, and with fatigue. There is no limit to the amount of time the character can fly, and they may do so with [Exhaustion] levels (but their speed is hampered as normal).

Devices

The Azure Triskele Vivika