Clockwork Workshop

The arrival of the PRIMUS has radically altered the future of manufacturing as technological advances begin to take hold across Erenel. While much of the new sophisticated clockwork devices are not particularly widespread, isolated pockets of inventors, navigators, and tinkerers make daily advances and usher in new and exciting weapons, armor and adventuring gear.
 

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Part 1

Part 1 of the workshop focuses on ammunition, explosives and tinker devices!   When Part 2 arrives in June, new weapons and attachments will become available for everyone.  

Living Erenel Only Items

The Music Box
150 GP, uncommon.
Requires 1 DT day to craft.   The Music Box allows an Archway Raid group to play a Music Sheet while inside an Archway Raid. After a Music Box plays a Music Sheet, the Music Box cannot be used until the next Weekly Update.

Explosives

Cluck Cluck Grenade

As an action, you pull the pin and throw this chicken shaped hand grenade up to 20 feet, breaking it on impact. Make a ranged attack gainst a creature, treating the Cluck Cluck Grenade as an improvised weapon. On hit, the target must make a DC 12 Wisdom saving throw or be transformed into a Chicken for 1-minute as if they were under the effects of the polymorph spell. A creature can repeat this saving throw at the end of each of its turns, ending this effect on a success.  

Concussive Grenade

As an action, you pull the pin and throw this hand grenade up to 30 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the Concussive Grenade as an improvised weapon. On hit, the target takes 1d6 thunder damage and is deafened until the beginning of your next turn. All creatures in a 10 foot radius of the grenades impact site must make a DC 12 Dexterity saving throw or be deafened until the beginning of your next turn.  

Gnome Needle Turret

As an action, you throw a small turret at a point up to 30 feet away. Immediately after throwing the Gnome Needle Turret and at the end of your turn for the next 1d6 rounds, the turret will fire at a creature of your choosing within 15 feet of the landing point. The creature must make a DC13 Dexterity saving throw or take 2d6 piercing damage on a failed save or half as much damage on a success. The turret has an AC of 12 and 20 hit points.  

Lightning in a Bottle

This glass canister is full of a spark of lightning. As an action, throw lightning in a bottle up to 20 feet, shattering it on impact. All creatures in a 5 foot radius of the impact site must make a DC 10 Dexterity saving throw, taking 1d8 lightning damage on a failed save.  

Wild Magic Hand Grenade

As an action, you pull the pin and throw this hand grenade up to 60 feet, shattering it on impact. All creatures in a 10 foot radius of the grenades impact site must make a DC 13 Wisdom saving throw. On a failed save, each creature rolls a d100 and refers to the Wild Magic Surge table, gaining the result rolled.

Firearm Ammunition

Acidic Bullet

Changes the damage type of the firearm to acid damage.  

Blaze Bullet

Changes the damage type of the firearm to fire damage.  

Blessed Bullet

Changes the damage type of the firearm to radiant damage.  

Explosive Bullet

On hit, every creature within 5 feet of the target, excluding the initial target, must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Dexterity modifier.) A creature takes half the damage dealt from the attack on a failed save. Taking damage in this way does not apply any extra weapon effects.  

Nitrogen Bullet

Changes the damage type of the firearm to cold damage.  

Tesla Bullet

Changes the damage type of the firearm to lightning damage.  

Tranquilizer Dart

Deals no damage on hit. On hit, the target must make a DC12 Constitution saving throw at the end of its next turn or fall unconscious for 1-minute. The target remains unconscious in this manner until a creature spends an action to rouse them, or they take damage. If the target succeeds on the saving throw, they are immune to Tranquilizer Dart for 24 hours. This ammunition has no effect on undead, constructs or creatures that cannot be put to sleep.

Adventuring Gear

Banner

A large flag or banner that can be set to a maximum of 10 feet tall and easily in combat thanks to its height. The banner can be affixed to a creature's torso with leather straps, allowing the banner to be carried without using hands. While a banner is fastened in this way, the creature cannot dash unless the creature has the Powerful Build feature or a Strength score of 15 or higher.  

Cup and String

This handheld device comes in a pair and resembles a small cup with a tiny string hanging out the bottom. While holding one of the cups and string, you can verbally communicate with any creature holding the other cup and string within 100-feet. To do so you must speak into the cup and hold the cup to your ear to listen.  

Emergency Oxygen Supply

A mask worn over the nose and mouth which grants oxygen, allowing the wearer to breath normally for 1 hour in an oxygen-less environment.  

Hypodermic Needle

This speciality syringe can inject a boosting substance into a target's bloodstream. As an action, inject yourself or a creature with the boosting substance. If the creature is unwilling, you must make a melee weapon attack, treating the needle as an improvised weapon. After being injected you feel a rush of energy and for the next 2-hours your exhaustion level temporarily decreases by 1. You can only be under the effect of one Hypodermic Needle at a time.  

Parachute

As a bonus action while falling, a medium size or smaller creature can pull the ripcord on the parachute backpack to release the parachute. Whilte the parachute is deployed, the creature falling speed is reduced by half, and they take no falling damage. While on the ground with a deployed parachute, the creatures movement speed is halved until they remove the parachute.


Cover image: by Bjorn Hurri

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