Magitech Gear
Elemental Powder [Type] - pouring this powder over yourself grants Resistance to the corresponding element type for one minute. While active, the powder glows brightly which causes Disadvantage on Stealth checks for the user. : 65sp - 1 lb
Saether Battery - This battery grants 2 charges to a Saether-powered Magitech device : 10sp - 1/2 lb
Chameleon Unit - You may activate this device to count as lightly obscured for 1 minute, letting you make Stealth checks to Hide even if observed. This unit has 1 charge that renews after a long rest : 20gp - 1 lb
Ammunition
Casterguns can be loaded with alternate ammo that changes the properties of their attacks. Each piece of ammunition is single use and is consumed when fired. If a round requires a saving throw, the Difficulty Class (DC) for that saving throw is equal to 8 + your proficiency bonus + the ability score modifier used for the attack roll. The cost of any given round of ammunition is 50sp and 10 pieces of ammunition weights 1 lb.
Battering Round - Your castergun deals Bludgeoning damage. Any creature damaged by the blast is pushed 5 feet from the point of origin of the effect. This movement does not provoke opportunity attacks. If the target is knocked into another creature or a solid object, the target and creature or solid object suffer 1d6 bludgeoning damage, + 1d6 for every 5 feet the target would have continued past the barrier.
Bramble Round - Your castergun deals Piercing damage. Any creature damaged by the blast must succeed on a Dexterity saving throw or be grappled as their space is filled with bramble vines. This condition lasts until the creature succeeds on a new Dexterity saving throw made as an action or until the bramble is destroyed. Each 5-foot square of bramble has 3 hit points per level of the caster and an AC of 10. The bramble disappears when destroyed or after the creature escapes. An affected creature whose space has been at least half cleared of the bramble has advantage on their saving throws to escape and may attempt them as a bonus action.
Bolt Round - Your castergun deals Lightning damage.You have advantage on any attack rolls made as part of the blast if the target is wearing armor made of metal. Any creature that takes damage can't take reactions until the start of its next turn.
Buddy Round - Your castergun deals Psychic damage. Any creature damaged by the blast must make a Charisma saving throw or be charmed until the start of your next turn. A creature charmed by this blast receives a new saving throw to end the condition any time they take damage.
Casterbane Round - Your castergun deals force damage. Creatures damaged by your blast suffer disadvantage on all concentration checks until the start of your next turn.
Corpsekiller Round - Your castergun deals Radiant damage. You have advantage on any attack rolls made as part of the castergun blast if the target is undead.
Corrosive Round - Your castergun attack deals Acid damage. Any creature damaged by the blast takes additional acid damage equal to the number of damage dice rolled at the beginning of its next turn; This additional acid damage does not count as part of the castergun’s initial damage for the purpose of interacting with other feats or abilities that would increase its damage.
Dazzle Round - Your castergun deals Radiant damage. Any creature damaged by the blast has disadvantage on all attack rolls made before the end of your next turn.
Drain Round - Your castergun deals Necrotic damage. Any creature damaged by the blast must succeed on a Constitution saving throw or have its exhaustion level increased by 1 for a number of rounds equal to your proficiency bonus. This effect stacks with itself.
Feyfire Round - Your castergun deals Radiant damage. Any creature damaged by the blast gains disadvantage on all Stealth checks and is made visible in dim light or only lightly obscured in darkness. These effects last until the start of your next turn.
Flayer Round - Your castergun deals Psychic damage. Any creature damaged by the blast has disadvantage on attack rolls made against you until the end of your next turn.
Glob Round - Your castergun attack deals Bludgeoning damage. Any creature damaged by the blast is grappled until the end of your next turn.
Gravwell Round - Your castergun deals Force damage. Other creatures have advantage on attack rolls made against any creature damaged by the blast until the start of your next round.
Hex Round - Your castergun deals Necrotic damage. Any creature damaged by the blast has disadvantage on its next ability check or saving throw made before the end of your next turn.
Horror Round - Your castergun deals Psychic damage. Any creature damaged by the blast must make a Wisdom saving throw or be frightened until the start of your next turn.
Impact Round - Your castergun deals Force damage. Any creature damaged by the blast must succeed on a Strength saving throw or become prone.
Incendiary Round - Your castergun deals Fire damage. Any creature damaged by the blast must succeed on a Dexterity saving throw or catch fire, taking 1d8 fire damage per round at the end of its turn until the flames are extinguished. Being on fire does not count as part of the castergun blast’s initial damage for the purpose of interacting with other feats or abilities that would increase its damage. Creatures may attempt a Dexterity saving throw to extinguish the flames at the end of each of their turns before the damage is incurred. Using an action to roll on the ground or to use a blanket to smother the flames automatically extinguishes the flame.
Mind Static Round - Your castergun deals Psychic damage. Any creature damaged by the blast must make an Intelligence saving throw or else for 1 round on its turn it can use either an action or a bonus action, not both.
Repulsion Round - Your castergun deals Force damage. Any creature damaged by the blast must succeed on a Strength saving throw or be unable to move any closer to you until the start of your next turn.
Saetherscorch Round - Your castergun deals Fire damage. Any creature damaged by the blast takes an additional amount of damage equal to your proficiency bonus; this additional damage is not subject to damage resistance, immunity, or vulnerability.
Saethersink Round - Your castergun deals Psychic damage. If your blast successfully deals damage to one or more spellcasters, spherecasters, or creatures with innate spellcasting or psionics, you gain a temporary spell point. Regardless of how many times you use a Saethersink blast in a round, you cannot gain more temporary spell points in a single round this way than half your proficiency bonus. All temporary spell points gained through this ammo type disappear at the start of your next turn.
Shadow Round - Your castergun deals Cold damage. Any creature damaged by the blast treats all creatures as having half cover (+2 AC and Dexterity saving throws) and takes disadvantage on all Perception checks that rely on vision until the start of your next turn. Creatures with darkvision or the ability to see through magical darkness ignore this effect.
Shard Round - Your castergun attack deals Slashing damage. The targets space (or spaces) is considered difficult terrain for 1 round.
Shield Disruptor Round - Your castergun deals Force damage. Any creature damaged by the blast has all attacks made against it treated as magical until the start of your next turn.
Siphon Round - Your castergun deals Radiant damage. Whenever you damage creatures with your blast, you gain temporary hit points equal to the number of damage dice rolled that last until the beginning of your next turn.
Slow Round - Your castergun deals Force damage. Any creature damaged by the blast must make a Wisdom saving throw or else for 1 round on its turn it can use either an action or a bonus action, not both.
Snail Round - Your castergun deals Bludgeoning damage. Any creature damaged by the blast has its move speed reduced by 10 feet (to a minimum of 5 feet) for 1 minute.
Specter Round - Your castergun attack deals Slashing damage. Any creature damaged by the blast is treated as having a non-incapacitated enemy within 5 feet of it until the start of your next turn.
Twitch Round - Your castergun attack deals Bludgeoning damage. Any creature damaged by the blast has disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks until the start of your next turn.
Venom Round - Your castergun attack does Poison damage. Any creature damaged by the blast is poisoned until the start of your next turn.
Ward Round - Your castergun deals bludgeoning damage. Choose a creature you damaged with your blast, you gain resistance to the next attack that creature makes before the start of your next turn.
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