Magitech Personal Items
Magitech Charge and Discharge
Different from magical items that have a fixed number of charges and recharge them naturally with time, magitech items have a chance to lose charges called discharge.Everytime you use an item with the discharge property, you roll the appropriate die. On a 1 the item discharges.
If the die rolled die was a d4, that means the item is depleted and can not be used until charged. With other dice, you lower the die for the next discharge roll
For example: if the item has a discharge value of d6, that means you roll 1d6. On a 1, the next time you roll for a discharge it will be with a d4
To charge the item, you must load it with the appropriate catalyst, which takes 1 minute. Loading it gives it a discharge d4, you can continue to add more catalyst to increase the discharge die, until it reaches the original value.
Breathing Tube
Cost: 75 gpWeight: 1
Discharge: d6
Max Charges: Gas Catalyst
You may press the button of this tube and use it to extend the time you may hold your breath by 5 minutes
Catalyst
Sold in different physical states, the empire artificers hold monopoly over refined catalysts, but allow reselling. Liquid is an oily black substance, that is most commonly used in small items. Gas smells like intense burnt rubber and is sometimes transported through tubes between buildings. Solid holds more energy and is an onyx like stone, dense and brittle.Liquid: 10 gp per glass vial
Gas: 25 gp per liter container
Solid: 100 gp per pound
Conch Messenger
Cost: 250 gpWeight: 2
Discharge: d6
Charge: Liquid Catalyst
This device resembles a marine conch, attached with a liquid holder and a cranking dial.
As an action, you may cast Sending to another ConchMessenger of your choice whose sigil sequence you know.
Companion Tag
Cost: 150 gpWeight: 1
Discharge: d4
Charge: Liquid Catalyst
This oversized metal pin can be attuned to another Companion Tag, being held by a willing creature.
As an action, you sense the direction to a previoulsy attuned Tag's Location, as well as its distance, as long as that creature is within 10 miles of you. If the creature is moving, you know the direction of its Movement.
Deployable Spring
Cost: 120 gpWeight: 7
Discharge: d4
Charge: Gas Catalyst
This square metal board has an armed coil spring on one side, as well as extendable rods to allow it to be positioned at different angles. As an action you may position it against a surface and activate it. When a weight of more than 20 pounds is applied to the metal board its coil spring goes off, launching any creature or object that was on top of it 60 ft in the air. For each size larger than medium, the distance is halved. An unwilling creature may avoid it by succeeding on a Dexterity saving throw (DC 13).
Elemental Converger
Cost: 350 gpWeight: 20
Discharge: d10
Charge: Gas Catalyst
An elemental converger is carried as backpack and is able to shoot cones or lines of elemental energy. It carries a risk of malfunction each time you use it.
Before using it, you must use the pump, as an action, to charge the device for the next 10 minutes.
After pumped, as an action, you can cause the converger to project fire, ice, acid or lightning (depending on the model), in either a 15-foot cone or a 30 foot line. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d6 damage on a failed save, or half as much damage on a successful one. Each time you use the converger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the converger malfunctions: you take 4d6 fire damage, and you can’t use the converger again until you finish a long rest.
Everbright Lantern
Cost: 60 gpWeight: 3
Discharge: d12
Charge: Gas Catalyst
This bullseye lantern sheds light comparable to that produced by a Continual Flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
As most other magitech items, this latern continually produces a feint trail of smoke
Explopulsion Packs
Cost: 1250 gpWeight: 20
Discharge: d8
Charge: Gas Catalyst
An Explopulsion Packs is carried as backpack and is able to generate explosions that propulses the carrier quickly across terrain or air. They were used by Assault Troops during the Annexation Wars, as a surpised and flanking tactics.
As a movement action, you may instead of using normal movement, use the Explopulsion Pack to either move up to 50 ft in a straight line or jump 30ft.
While using it, you may roll discharge multiple times, increasing the distance by 10ft for each additional rolled discharge.
If you finish your turn still in the air, after using the Explopulsion Pack this turn, you may roll for discharge again, to avoid falling and to maintain the same position.
Featherfall Box
Cost: 150 gpWeight: 5
Discharge: Always discharges after 1 use
Charge: Liquid Catalyst
This small metal box is atttached to the top of a backpack. When you fall while the box is in your possession, it deploys a large sailand you descend 60 feet per round and take no damage from falling. While it’s an expensive form of insurance, non-birdfolk airship travelers often appreciate the security it provides.
Grappling Hookshot
Cost: 500 gpWeight: 5
Discharge: d10
Charge: Gas Catalyst
This hand crossbow-like device shoots an adamantine tipped grappling hook. As an attack or as an action, you may target a surface, object or creature within 30 feet. If the target is smaller than you may try to pull it to you and Grapple it. For the target of same size, you can choose to pull or be pulled to it, however, this does not grapple it. For targets larger than yourself, you may only be pulled to it.
For pulling a target towards you must pass an Athletics check, if you fail, the tip is returned and the target unaffected.
For pulling yourself towards a target you must pass an Acrobatics check, if you fail, you are prone and ed your turn.
Hunter's Spray
Cost: 1000 gpWeight: 20
Discharge: d8
Charge: Gas Catalyst
This large canister comes attached with a spray hose. When used, the spray can cover the body of a medium or smaller creature. Applyin the spray takes 10 minutes. The affected creature and its equipment warps in color to match its surrounding, granting a +10 bonus to Dexterity (Stealth) checks for 1 hour or until the creatures takes damage.
Long Scope
Cost: 350 gpWeight: -
Discharge: d4
Charge: Liquid
Any weapon may fitted with these small spyglasses with reticles. As you shoot a weapon equipped with a long scope, not only are you able to see far targets better, but it also infuses your ammunication with a pushing force. After activated, you do not suffer disadvantage at attacking beyond your weapon normal range. Its maximum long range remains unaffected
Magi Shooter
Cost: 200 gpWeight: 15
Discharge: d8
Charge: Liquid or Gas Catalyst
Wands and crossbow fused as a unique weapon, used by troops during the anexation wars. They shoot a variety of magic energy types and are self guided, removing the skill of the bearer as variable
All Magi Shooters use a +6 to attack roll, regardless of stats or proficiency bonus of the wielder. Attack range is 100ft/200ft and damage is 1d12 (liquid) or 2d12 (gas). Different shooters were developed to shoot fire, ice, acid or lightning.
Portable Translator
Cost: 250 gpWeight: 5
Discharge: d6
Charge: Gas Catalyst
The complex mechanism of this translator is often carried in a satchel and flexible tubes connect it to the user's ears.
After activating it, you are able to understand any spoken languages for 1 hour
Smoke Shooter
Cost: 40 gpWeight: 3
Discharge: d10
Charge: Gas Catalyst
This one hand shooter is able to shoot up to 500 ft and should be aimed at the sky, as it explodes at the end of its reach into a smoke signal. The shooter may be configured to have blue, green, yellow or red smoke. The explosion can also be previsouly set to be silent or loud, as well as bright or not.
Sleepwell Bedroll
Cost: 600 gpWeight: 15
Discharge: d6
Charge: Gas Catalyst
This extremelly confortable bedroll is desgined for all weathers, making the user immune to any adverse effects from environmental heat or cold when sleeping in it.
You may activate the massage option for the next 8 hours. After taking a long rest with the massage mode, you recover all your hit dice, instead of only half as normal
Stunning Rod
Cost: 75 gpWeight: 2
Discharge: d4
Charge: Gas Catalyst
This rod has one end with a metal fork, when activated, eletrical sparks are visible from the fork. By attacking a medium or smaller creature while activated, the target must succeed on a Constitution saving throw (DC 13) or be paralyzed until the end of its next turn.
Wayfinder
Cost: 500 gpWeight: 1
Discharge: d12
Charge: Liquid Catalyst
These small magical devices are typically made from silver with gold accents, and function as compasses.
As an action you may mark your current location as a homebeacon. Once you have a homebeacon, the Wayfinder will point to that direction for the next 24 hours
When using the Wayfinder while trying to find your way in the wilderness, you roll Survival checks with advantage
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