Alchemist’s Medicine Maker Arcane Conduction Armor
Very Rare Wondrous Item Very Rare Light Armor (Leather)
Cure-All Potion. You can fill this flask with any type of Requires attunement by a Spellcaster
liquid that is not poisonous. After 24 hours have passed the AC. 10 + Intelligence modifier
liquid becomes imbued with the enchantment. You can use Configuration Modes. As a bonus action you can
a bonus action to speak a command word which causes the reconfigure this suit to change its features. You can
imbued liquid to gain or switch properties. The liquid takes reconfigure the suit once per round.
on the properties of one the potions or spells from the table You may choose one of the following modes.
below. The liquid loses the properties if left out of this flask Base Mode. You gain resistance to Force damage.
for over a minute. Fortified Mode. You gain a +2 bonus to your AC and your
movement speed is reduced to 10ft.
P ot i o n P ro pe rt i es Stealth Mode. Whenever you make a Stealth check you can
Option Origin Type add your Intelligence modifier to the roll. Additionally, you
can use the Hide action as a bonus action. However,
Freedom of Movement Spell you can not attack or cast spells in this mode.
Greater Restoration Spell Burst Mode. You gain a +2 bonus to spell attack rolls and
Lesser Restoration Spell your AC is reduced by 2.
Potion of Greater Healing Potion
Potion of Heroism Potion Arcanis Magnetica Gloves
Potion of Poison Resistance Potion Uncommon Wondrous Item
Magnetic Bond. You can spend 10 minutes to bind a
weapon or shield to these gloves. You can bind a maximum
Arcanamech Arm of 3 items. Additionally while holding weapons, you have
Very Rare Wondrous Item advantage on saving throws against being disarmed.
Requires attunement Magnetic Retrieval. You can call back bound items to your
Mechanical Prosthetic. This arm only functions when open hand from up to 90ft. away from you. The item travels
affixed to the shoulder as a replacement for a missing or harmlessly around obstacles on its path back to you. Once
amputated arm. Alternatively, it can be adjusted to be affixed per turn, you can call back a bound weapon after you make
on the elbow. You then gain access to the following abilities. an attack with it. You do this as part of your attack action.
Arcane Crystals. You gain a +2 bonus on your spell attack Alternatively, you can use a bonus action to call back a
modifier and you ignore half cover when making a spell attack maximum of two bound items. You call back one bound
with this arm. item to each of the gloves, provided you are not holding
Power Surge. The arm holds 10 charges. Before making a something else.
weapon or spell attack roll you can expend any number of
charges and add that number to your attack roll. The arm
regains 1d10 charges after you finish a long rest. Alchemist’s Arcane Conduction
Medicine Maker Armor
Arcanamech Arm
Arcanis Magnetica
Gloves
Arcane Inventions 1 Bonus Action
Arm of the Fire Genasi Veteran Blasting Key
Rare Wondrous Item Very Rare Wondrous Item
Requires attunement Single Use
Renewed Strength. While attuned to this prosthetic you Big Entrance. This explosive is designed to be attached to
gain a +2 bonus to your Strength score. Additionally, any a door or lock to blast it open with an explosion. It can blast
unarmed strikes you make with this arm also receive a +2 open doors or locks that require a Strength check of DC 30 or
bonus to the damage roll. lower to break. You can use an action to properly attach it to a
Fireproof. You receive no damage whenever you touch or surface and a bonus action to activate it. When activated, the
hold something with this arm that would otherwise deal Fire bomb explodes after 1 minute has passed.
or Cold damage. Every creature in a 15ft. radius of the blast has to make a
Blistering Grip. Once per day you can cast Heat Metal (3rd Dexterity saving throw (DC 20). On a failed save they take 6d6
level) on the hand of this arm. This requires no concentration Fire damage and 6d6 Force damage. On a successful save they
and lasts for 1 minute. take half damage. Items in the area that are not being worn or
Bonding Process. To bond to this arm, it requires you to carried may be damaged by the blast.
have an amputated arm (either at the elbow or upper arm)
to function. The arm will not function if it is attached in any
other way. Combustion Boots
Uncommon Wondrous Item
Lift-off. When you are standing on solid ground, you can
Bifocals of the Basilisk use a bonus action to activate these boots. When you do, you
Very Rare Wondrous Item launch up to 45ft. in a vertical line upward. After using this
Superior Darkvision. These goggles grant you Darkvision feature, you can not use it again for 1 minute.
up to 90ft. In darkness, instead of shades of grey you see in Absorbing Soles. While wearing these boots you do not
shades of green. suffer any falling damage and land on your feet when falling
Stonecold. While wearing these goggles you are immune 60ft. or less.
to petrifying effects that take hold of you through a visual
connection, such as with a basilisk or a medusa.
Petrifying Gaze. As an action you can activate the goggles’ Distraction Bullets
Petrifying Gaze. This effect lasts until the start of your next Uncommon Ammunition (Sling, Firearms)
turn. If a creature starts its turn within 30ft. of you and you Single Use
can see each other, you can force the creature to make a DC Distracting Sounds. These bullets
12 Constitution saving throw. On a failed save, the creature makes no noise upon firing. However, the bullet makes
magically begins to turn to stone and is restrained. It must a random sound upon impact. Roll on the table below to
repeat the saving throw at the end of its next turn. On a determine what sound it makes. The sound can be heard
success, the effect ends. On a failure, the creature is petrified 100ft. away from the point of impact. If you successfully hit a
until freed by a greater restoration spell or other magic. You creature with one of these bullets, they have disadvantage on
can use this feature only once every 3 days. all Concentration checks as well as Strength checks they make
to grapple other creatures, until the end of their next turn
Blasting Key R andom S ounds
d6 Sound
1 A cow mooing
Distraction Bullets 2 A pane of glass breaking
3 A wolf snarling
4 A single strum on a lute
5 A rattlesnake rattling
6 A door slamming.
Combustion Boots Bifocals of the Basilisk
Arm of the
Fire Genasi Veteran
Arcane Inventions 2 Bonus Action
Flashfire Bullets Frostnova Glypherine
Rare Ammunition (Firearms) Uncommon Wondrous Item
Single Use Range. 20/60
Close Combat Bullets. These bullets have a range of 5ft. Bottled Glyph. As an action you can pour out the contents
regardless of what weapon they are shot from. When using of this bottle or throw it at a point up to 60ft. away causing
these bullets you do not have disadvantage on the ranged it to shatter on impact. The liquid creates a magical glyph in
attack roll for being within 5ft. of your target. this location at the end of your turn. The glyph remains for 24
Scorching. When you shoot a bullet, it turns into a scorching hours or until activated or otherwise removed.
5ft. flame that shoots out of the barrel. On a successful hit a Frostlocked. If a creature is within 5ft. of the glyph, or when
creature takes 2d6 Fire damage and has to make a Wisdom it enters that space for the first time, they and all creatures
saving throw (DC 14). A creature without sight instantly within 15ft. of the glyph are blasted with an explosion of cold.
succeeds on this save. On a failed save they are momentarily All affected creatures have to make a Dexterity saving throw
dazed by the flash and can’t use their reaction to make an (DC 15). On a failed save they take 2d8+2 Cold damage and
opportunity attack against you if you move out of their range are Restrained until the end of their next turn. On a successful
during this turn. save they take half damage and are not Restrained.
Flashfire Glypherine Gapcloser 2000
Uncommon Wondrous Item Uncommon Wondrous Item
Bottled Glyph. As an action you can pour out the contents Damage. 1d4-1 (2x)Piercing
of this bottle or throw it at a point up to 60ft. away causing Range. 50 (Both ways)
it to shatter on impact. The liquid creates a magical glyph in Tightrope. As an action you lift the Gapcloser 2000
this location at the end of your turn. The glyph remains for 24 overhead and shoot 2 bolts attached to a 50ft. steel wire in
hours, until activated or otherwise removed. opposite directions. Make a ranged attack roll for both bolts.
Blaze of Fire. If a creature is within 5ft. of the glyph, or when On two successful hits you can hold on to the device and use
it enters that space for the first time, they have to make a your movement to travel between the two points at 50ft. per
Dexterity saving throw (DC 13). On a failed save they take round. As a bonus action you can make the device detach and
2d6+2 Fire damage and are Blinded until the end of their next reel in both bolts. If you hit a creature with one of the bolts
turn. On a successful save they take half damage and are not it can release itself by making a successful Strength saving
Blinded. throw (DC 10). When shooting at a material you can add a +2
When the glyph is activated all other creatures within 30ft. bonus to your attack roll. Refer to the AC’s below to determine
of the glyph also have to make a Dexterity saving throw (DC whether you hit or miss.
8). On a failed save they are also Blinded until the end of their
next turn. M aterial AC’ s
Material AC
Forceclasp Glypherine Crystal, Ice 13
Rare Wondrous Item Wood, Bone 15
Bottled Glyph. As an action you can pour out the contents Stone 17
of this bottle or throw it at a point up to 60ft. away causing
Iron, Steel 19
it to shatter on impact. The liquid creates a magical glyph in
this location at the end of your turn. The glyph remains for 24
hours, until activated or otherwise removed. Flashfire Bullets
Arcane Restraints. If a creature is within 5ft. of the glyph, or
when it enters that space for the first time, they have to make
a Dexterity saving throw (DC 15). On a failed save they take
4d6 Force damage and become magically Restrained. On a
successful save they take half damage and are not Restrained.
A Restrained creature can attempt to make a Strength saving
throw (DC 14) at the end of its turn, freeing itself on a success.
Alternatively the restraints can be dispelled with Dispel
Magic.
Forceclasp
Gapcloser 2000
Glypherine
Frostnova Flashfire
Glypherine Glypherine
Arcane Inventions 3 Bonus Action
Lance of Launching
Intervention Heart Guard
Pendant 2.0
Heart Guard Pendant 2.0
Very Rare Wondrous Item
Requires attunement
Reinforced Fortitude. While wearing this device you gain
a +2 bonus to Constitution saving throws. Additionally, when
rolling hit dice to heal, you may reroll dice you rolled a 1 on Inspectacles
once.
Shocking. If you drop to 0 hit points while wearing this Lich Breath
pendant, you may choose to trigger it. When you trigger it, Grenade
roll a d20. On a 1 the device fails to shock you, but you have Lance of Launching
advantage on the next death saving throw you make within Very Rare Lance (Reach, Special)
10 minutes. On any other roll you are shocked by the device Requires attunement
and heal for 5d8 hit points. You can trigger the device once Damage. 1d12+2 Piercing
per long rest. Aerodynamic. You gain a +2 bonus to attack rolls you make
with this weapon.
Launch. As an action you may point this lance at a target
Inspectacles you can see within 200ft. and activate it. The lance flies in a
Uncommon Wondrous Item straight line towards the target. If the target is a creature, they
Inspector’s Gadget. While wearing these glasses you gain a have to succeed on a Dexterity saving throw (DC 16). On a
+2 bonus on Investigation checks when inspecting anything failed save they take 3d12+2 Piercing damage. You can use this
that is within 5 ft. of you. However, you have disadvantage feature once per long rest.
on Perception checks for anything that is more than 5ft. away When firing the lance you may choose to let go or hold on,
from you. when you hold on you have to make an Athletics check (DC
Additionally, while wearing these glasses, the time needed 12). On a failed check the lance leaves your grip and continues
to transcribe spells into a spellbook or create a spell scroll is on its way. On a successful check you hold on and fly to the
reduced by half. target with the lance.
Arcane Detective. As an action you can activate these
glasses to see the presence of magic. You can see a faint aura
around any visible creature or object in the area that bears Lich Breath Grenade
magic, and can discern its school of magic, if any. This effect Rare Wondrous Item
lasts for 10 minutes. You can use this feature once per long Single Use
rest. Shade of Death. As an action, you can activate this grenade
and throw it at a point up to 60ft. away. The grenade explodes
in a cloud of dark purple vapors that spread in a 20ft. radius
Intervention sphere. The sphere spreads around corners, and its area
Rare Musket (Loading) is heavily obscured. It lasts for 1 minute or until a wind
Requires attunement of moderate or greater speed (at least 10 miles per hour)
Damage. 2d6+1 Piercing disperses it.
Range. 250/750 When a creature enters the area for the first time on a turn
Double Barrel. You gain a +1 bonus to attack rolls you make or starts its turn there, they have to make a Constitution
with this weapon. Each ranged attack with this weapon uses saving throw (DC 15). On a failed save they take 3d6 Necrotic
2 pieces of ammunition. damage. On a successful save they take half damage.
Ray Shot. As an action you may shoot a bolt of arcane energy Undead creatures are unaffected by the cloud. Their senses
from this gun. All creatures in a 5ft. wide 60ft. long line have are not obscured and they do not take damage. Additionally,
to make a Dexterity saving throw (DC 15). On a failed save they have advantage on all attack rolls while they are within
they take 2d6 Force damage and 2d6 Lightning damage. On the cloud.
a successful save they take half damage. You may use this
feature once per long rest.
Arcane Inventions 4 Bonus Action
Lockcrawler Lullaby Lamb
Rare Wondrous Item Rare Wondrous Item
Requires proficiency with Thieves’ Tools Sleepy Sheep. As an action, you can put this little
Tiny Thief. This arcane powered bug is able to unlock most mechanical sheep on the ground and activate it. When you
mechanical locks without effort. You can spend a bonus do, it starts walking forward and playing a soft lullaby. It
action to activate it and order it to do so. The crawler has a walks 20ft. forward in a straight line at the start of your turn
movement of 10ft., 5 hit points and is able to climb vertical for 5 rounds. For the duration, at the end of your turn the
surfaces. It can not carry anything. When unlocking a lock, lamb sounds out a cute bleat. All creatures that are within
roll a d20. On a 1 the crawler makes a fatal mistake and gets 15ft. of the sheep while it bleats, and are able to hear it, have
crushed by the lock mechanism, any subsequent rolls to to make a Wisdom saving throw (DC 15). On a failed save they
attempt to pick this lock are made with disadvantage. fall asleep and become Unconscious for 8 hours. The sleeper
If the lock has a DC of 20 or higher you roll with disadvantage. wakes up if they take damage, or someone uses an action to
If the lock has a DC of 30 or higher a 2 also causes a fatal shake or slap them awake. On a successful save they do not
mistake. fall asleep and can not be affected by this item for 12 hours.
The sheep stops moving if it encounters an obstacle or
rough terrain but keeps playing the lullaby and bleats every
Lockmelter time for the full duration. The sheep can be used again 24
Uncommon Wondrous Item hours after it has been activated.
Single Use
Breaking In. You can use a bonus action to put this key in a
lock and turn it, causing the acidic liquid in the key to pour Magitech Aviation Apparatus
into the lock. Rare Wondrous Item
The acid destroys the key itself and the inner workings of Requires attunement
the lock, making it harder to open by picking it but making it Arcane Propulsion. While this jet pack is on your back,
easier to open with force. A lock that has been destroyed in you can use an action to activate it. You gain a Flying speed
this way can no longer be opened by its key. of 60ft. The pack has energy for 2 hours of flight, all at once
Roll 4d4. The DC for picking the lock is increased by this or in several shorter flights, each one using a minimum of 1
amount while the DC for opening the lock with brute force is minute from the Duration. The pack can carry one Medium or
lowered by this amount. Small creature. It does not have enough lift to carry multiple
creatures. The pack recharges all energy after 24 hours have
passed since it was last activated.
Magitech Aviation Apparatus Jet Boost. When the jet pack is activated you can use your
bonus action to double the Flying speed you gain from this
item for one turn. The energy necessary to do this reduces
your available flight time by 25 minutes. You can not use this
feature if you have less than 25 minutes of flight time left.
Lockmelter
Lullaby Lamb
Lockcrawler
Arcane Inventions 5 Bonus Action
Oxidation Fog Dispenser Poison Ink Beads
Very Rare Wondrous Item Rare Ammunition (Sling, Firearms)
Single Use Single Use
Rust Gas. As an action, you can activate this cannister and Poisonous Contents. These small glass beads are filled with
throw it at a point up to 60ft. away. The cannister pops open a dark opaque poison. The beads deal 1d4 Piercing +2 Poison
and expels a cloud of brownish-orange gas in a 20ft. radius damage when shot from a sling.
sphere. The sphere spreads around corners. It lasts for 1 Aim for the Eyes. When you attack a creature you may
minute or until a wind of moderate or greater speed (at least choose to aim for their eyes, you make this attack with a
10 miles per hour) disperses it. -2 penalty to your attack roll. When you successfully hit a
All nonmagical items made of metal used within the sphere creature in their eyes, they have to make a Constitution saving
corrode. After dealing damage, a weapon takes a permanent throw (DC 14). On a failed save they take 1d4 additional
and cumulative -1 penalty to damage rolls. If its penalty drops Poison damage and are blinded until the end of their next
to -5, the weapon is destroyed. Nonmagical ammunition turn.
made of metal that hits a target in the cloud is destroyed after
it deals damage. All metal armor and shields in the cloud take
a permanent and cumulative -1 penalty to the AC they offer Poisonburst Glypherine
whenever the creature wearing them takes damage while in Rare Wondrous Item
the cloud. Armor reduced to an AC of 10 or a shield that drops Bottled Glyph. As an action you can pour out the contents
to a +0 bonus is destroyed. of this bottle or throw it at a point up to 60ft. away causing
it to shatter on impact. The liquid creates a magical glyph in
this location at the end of your turn. The glyph remains for 24
Spider Bullets hours, until activated or otherwise removed.
Arcane Infused Poison. When a creature is in the 5ft cube
Oxidation Fog the glyph is in, or enters it for the first time, the glyph is
Dispenser activated. All creatures that are within 20ft. of the glyph when
it is activated, have to make a Constitution saving throw (DC
15). On a failed save they take 3d8 Poison damage and become
Poisoned for 1 minute. A creature poisoned in this way also
has disadvantage on Concentration checks. On a successful
save they take half damage and are not Poisoned.
Scrapper’s Stormcharged Buckler
Rare Shield
Requires Attunement
AC. +1
Extended Barrier. You can use a bonus action to activate
a spherical transparent barrier. The barrier is a 10ft. radius
sphere centered on the buckler and lasts until the start of
your next turn. Ranged spell attacks and ammunition can not
Scrapper’s pass through the barrier from either side. Creatures can pass
Stormcharged Buckler through the barrier freely. You can use this feature twice per
long rest.
Overcharge. When you are the target of a successful melee
attack you may use your reaction to overcharge the shield.
The attacker takes 2d4 Lightning damage. You can use this
feature twice per long rest.
Spider Bullets
Rare Ammunition (Sling, Firearms)
Single Use
Web Shot. When you hit a target with one of these bullets, it
Poisonburst deals an amount of damage according to the weapon its shot
Glypherine from. Regardless of which weapon it is shot from this bullet
deals Bludgeoning damage.
If the target is a Large or smaller sized creature, they have to
make a Dexterity saving throw (DC 11). On a failed save they
Poison Ink Beads become Restrained by magical strands of spidersilk.
A creature can attempt to break free by making a successful
Athletics or Acrobatics check (DC 11) at the start of each of
their turns.
Arcane Inventions 6 Bonus Action
The Sharpest Shot - Mark 4 Trouble
Rare Musket (Loading) Very Rare Revolver (6 shots)
Damage. 1d10+1 Piercing Requires attunement by a Spellcaster
Range. 450/900 Damage. 1d10+1 Piercing
Long Distance Firearm. You gain a +1 bonus to attack rolls Range. 40/120
you make with this weapon. You have disadvantage on ranged Arcane Barrel. You gain a +1 bonus to attack rolls you make
attacks you make against targets within 15ft. of you. with this weapon.
Scoped Shots. If your target is more than 100ft. away from Overload. Before you make an attack roll, you may choose
you, and you roll a 19 on the die for the attack roll with this to expend a spell slot of 3rd level or lower. On a successful hit
weapon, it is also considered a critical hit. you deal extra damage depending on the level of spell slot you
Additionally, when you try to view something that is more expended. When you have used this feature, you can not use
than 100ft. away from you through the scope of this weapon, it again until the start of your next turn.
you have advantage on Perception checks.
O verload D amage
Thunderstrike Grenade Spell Slot Extra Damage
Rare Wondrous Item 1st 2d6 Force
Single Use 2nd 4d6 Force
Flash and Bang. As an action, you can pull the pin and throw
3rd 6d6 Force
this grenade at a point up to 60ft. away. When it hits the
ground, the grenade shatters and explodes in a flash of bright
light, emitting a thunderous bang that can be heard up to
1000ft. away. Wand of Remote Control
All creatures within 30ft. of the point of impact have to Very Rare Wand
make a Constitution saving throw (DC 16). On a failed save Requires attunement by a Spellcaster
they take 3d8 Thunder damage, and they are Blinded and Technomancer’s Wand. You gain a +2 bonus on your spell
Deafened until the end of their next turn. On a successful attack modifier whilst holding this wand. In addition, you
save they only take half damage and are neither Blinded nor ignore half cover when making a spell attack.
Deafened. Re-Wire. As an action you can choose a creature within 90ft.
of you that you can see, and force them to make a Wisdom
saving throw. The creature has disadvantage on this saving
throw if it is a Construct. On a failed save you may choose
Trouble what action and bonus action the creature takes on their
next turn (if they take any). You may also determine if and
how they spend their movement. A creature affected by this
ability can not harm itself. The creature may repeat their
saving throw at the end of their turn and whenever they take
damage. On a failed save you maintain control for their next
turn. On a successful save a creature is unaffected and can not
be affected by this ability for 1 hour. You can use this feature
twice per long rest.
The Sharpest Shot
Mark 4
Thunderstrike
Grenade
Wand of Remote Control
Arcane Inventions 7 Bonus Action