Items and Equipment

Falleron Weapons:

Weapon Cost Damage Weight Properties

Martial Melee Weapons

Knuckles 5 gp 2d4 bludgeoning 3 lb. Light
Reinforced Gloves 2 gp 1d4 bludgeoning 1/4 lb. Light, Finesse
Saber 5 gp 1d8 slashing 3 lb. Finesse

Martial Ranged Weapons

Hatarang 5 gp 1d6 slashing 1/4 lb. Thrown, Finesse, Returning (range 20/60)
Heavy Hatarang 10 gp 2d6 slashing 3 lb. Thrown, Returning (range 20/60)
Pistol 50 gp 1d10 piercing 3 lb. Ammunition (range 30/60), loading, light, firearm
Musket 150 gp 1d12 piercing 10 lb. Ammunition (range 100/400), loading, two-handed, firearm, special (musket)
Blunderbuss 100 gp 2d4 piercing 10 lb. Ammunition: Bullet (range 15/30), loading, heavy, two-handed, firearm, special (blunderbuss)

Falleron Weapon Properties:

Firearm

Firearms are weapons that use gunpowder to propel small bullets at high velocities. Firearms require a bullet cartridge to be loaded through the end of the weapon, called the muzzle, and to be secured in place before firing. This takes the untrained considerable time and coordination, and is reflected through the loading quality (a character must use an action or bonus action to reload a firearm). Unlike other forms of ranged weapons, bullets are destroyed upon use.

Special: Musket

The musket is a weapon that cannot be easily fired in melee. The long, rifled barrel is perfect for making long-range shots with great accuracy, but it makes for a clumsy weapon to fire at a target in close range. No class feature, feat, or ability can remove the disadvantage penalty for firing into melee with a musket.

Special: Blunderbuss

The Blunderbuss is a stout weapon, shorter than a musket but far heavier than a pistol. The wide, trumpet-like barrel may be overloaded with 10 bullets when you take the loading action. Upon firing a weapon with the scatter property, the weapon fragments all ten bullets as a single shot, dealing damage in a 15ft cone originating from the weapon. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. If there is no ammunition to be found, you may stuff rocks, bits or wood or metal, nails, or other objects readily at hand into your blunderbuss to accomplish the same effect, though if used in this fashion the Dexterity saving throw is only DC 10.

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Human Technology Items

These wondrous items require attunement, even though they are technological marvels.

Item Description
Hookshot A hookshot is a remarkable steam powered device that allows a user to, using both their bonus action and movement, point a small hand cannon in a specific direction, aim, and fire a high-speed harpoon into an object, then attempts to pull the target towards that target. Whenever you fire the hookshot, roll a d20. On a roll of 1, the item jams and becomes unusable. Unjamming this item requires a successful check by someone proficient and holding tinker’s tools.

When used upon an object, wall or enemy one size or more larger than the user it will pull the target towards the object shot until the player is at the point targeted. This may be used a total of 60ft in any direction and required a move action. If used on a creature or object one size category or smaller, it will pull the target to the user instead unless the target makes a DC17 dexterity save (or is willingly pulled). A successful hit of this deals 1d6 damage. Movement with the hookshot provokes opportunity attacks, as does moving to an enemy or pulling an enemy to you (from the shot enemy).

Personal Aerostat Device This personal aerostatic balloon ties to the player’s torso and allows the player to Fly vertically for up to 40ft in the air, though only allowing horizontal movement of up to 10ft while airborne. As an action, pull the cord to inflate the balloon, roll a d20. On a roll of 1, the item jams and becomes unusable. Unjamming this item requires a successful check by someone proficient and holding tinker’s tools.

The Personal Aerostatic device may support the weight of multiple targets, but each additional person carried halves the total height it may attain.

The aerostat may be disabled at any time with a bonus action. If disabled in midair, treat the wearer and those carried as having the effects of featherfall.

Modular Weapon System This miracle of engineering can be carried in a shoulder case. While in its case, it does not appear to be a weapon to any who have not previously encountered it.

As a bonus action you may roll a d20 hit a button on the case to transform it into a specific weapon (melee, ranged, simple, martial) of your choosing. If the weapon is a ranged weapon, it will automatically load any ammunition you have for that weapon, but will not create new ammunition. On a roll of 1, the item jams and becomes unusable. Unjamming this item requires a successful check by someone proficient and holding tinker’s tools.

The Modular Weapon System may be upgraded to a Modular Weapon System +1 over a long rest by tinkering with the item and at least two different +1 weapons to combine their effects into the weapon system. This requires a successful check by someone proficient and holding tinker’s tools. If successful, the item is upgraded, otherwise another long rest will be required with another save.

This pattern may be repeated for +2 and +3 weapons.

Yentz-Doorknocker This marvel of engineering has a rocket built into a pre-fabricated platform. This rocket, when activated as an action, will fly in a straight line for up to 100ft before exploding for 3d6 fire damage at the impact location and 6 fire splash damage to all targets within 10 ft. If a target is hit before 100ft, the rocket explodes and the target must make a Dexterity DC25 roll or be thrown backwards 10ft from the point of impact.

When you fire the rocket, roll a d20. On a roll of 1, the item jams after firing and becomes unable to load another rocket. Unjamming this item requires a successful check by someone proficient and holding tinker’s tools.

The rocket will open most doors instantly, though will destroy more delicate items such as chests along with all items inside it.

Reloading a Yentz-Doorknocker requires a delicate touch, and may only occur over a long rest.

Grandmill Rocket Boots These rocket boots specifically tailored to your feet. While wearing these boots, you gain the ability to rocket-jump as a move action a total distance equal to your movement (measure both length and height as part of this combination). Should you end your total movement in the air, you take fall damage as normal. Whenever you take this movement, roll a d20. On a roll of 1, the item jams and becomes unusable. Unjamming this item requires a successful check by someone proficient and holding tinker’s tools.

The first attack you make after this jump gains an additional +5 damage. If you use your rocket boots in combination with the Charger feat, the benefits from both stack.

Personal Mailbot This helpful, personal mailbot accompanies you on your adventures at a safe distance. With it you may, once per short rest, summon him to your side to deliver a message through the mailbot system, an item, or to deliver an attack or skill check to anywhere within 100ft of your location that you could directly walk to. When you summon the Personal Mailbot, roll a d20. On a roll of 1, the item jams and becomes unusable. Unjamming this item requires a successful check by someone proficient and holding tinker’s tools.

You roll the attack or skill check as normal, and the Mailbot moves to the location to deliver it in a path of your choosing of up to 100ft. The mailbot may be waylaid by hostile creatures, which if they make a successful opportunity attack against it’s AC17 will interrupt the effect.

Self-Camouflaging Bear Trap This trap, upon being set up, instantly hides itself on the ground as the same material it is placed upon. Upon placing the trap, roll a d20. On a roll of 1, the item jams and becomes unusable. Unjamming this item requires a successful check by someone proficient and holding tinker’s tools.

Upon being stepped upon, it deals 1d10+8 slashing damage unless the target makes a Dexterity Save DC17 or above (if successful it takes half damage). If the target fails their save, they are also immobilized until they make a Strength save DC15 or you release the trap. After actuating, the trap may be recovered without a check by someone proficient in tinker’s tools.

At 5th level this item may be upgraded to deal 2d10+8 damage, with an additional upgrade adding another d10 at levels 8, 12, 16, and 20. Each upgrade requires a long rest and a successful check with tinker’s tools.

Lifesaver This miracle of engineering appears as a harness with two thin boxes of brass carried on the front and back of the body. Each box has a number of dim lights that blink and minor gears that occasionally spin. While these aspects have a certain steampunk charm, the true purpose of the device is to keep the wearer alive regardless of their circumstances. Whenever any of the following circumstances occur, the item will trigger with the stated effect:

  • Magical Sleep. If the wearer is triggered by involuntary sleep, the device will release a brief, harmless volt of electricity to wake the wearer.
  • Parachute. If the wearer falls more than 10ft, the device will deploy a parachute to grant the wearer slowfall.
  • Ward. If the wearer is struck by a spell or effect with a dexterity save, it will deploy a magical shield which will negate the attack and damage.
  • Paddles. If the wearer drops to 0 health, it will engage a powerful volt of energy to resuscitate the wearer at 1 health.
  • Floatation Device. If the wearer falls completely underwater, the device will trigger an inflatable ring and propellor, granting a swim speed of 60 and keeping the wearer’s head above water.

Once any of these conditions are met, the triggered effect will actuate unless the wearer uses their reaction to presss the “all clear” button to prevent the effect. When the device actuates, roll a d20. On a roll of 1, the item jams and fails to actuate. Unjamming this item requires a successful check by someone proficient and holding tinker’s tools.

Once actuated, the device must be reset. Resetting the device requires someone proficient and holding tinker’s tools over a long rest.

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Consumable Supplies

Item Name Cost Purpose
Beer, Avalonian Pale Ale 2gp Gets you drunk & restores 1d3 hp.
Beer, Clontish Stout 6gp Gets you drunk & restores 1d3 hp.
Beer, King’s Own Ale 1gp Gets you drunk & restores 1d3 hp.
Beer, Lockwood Lager 2gp Gets you drunk & restores 1d3 hp.
Beer, Orlandian Bitter 3gp Gets you drunk & restores 1d3 hp.
Beer, Revalian Porter 5gp Gets you drunk & restores 1d3 hp.
Food, Snack (Assorted) 1gp Delicious food. Restores 1d2 hp
Food, Meal (Assorted) 3gp Delicious food. Restores 1d3 hp
Food, Feats (Assorted) 10gp Delicious food. Restores 1d6 hp
Juice (Assorted) 1gp Delicious and refreshing. Restores 1d2 hp.
Liquor, Bithlo Moonshine 2gp Gets you drunk & restores 1d5 hp.
Liquor, Carillon Calvados 22gp Gets you drunk & restores 1d5 hp.
Liquor, Roleto Rum 5gp Gets you drunk & restores 1d5 hp.
Liquor, Malundish Bourbon 10gp Gets you drunk & restores 1d5 hp.
Liquor, Winderi Whiskey 10gp Gets you drunk & restores 1d5 hp.
Liquor, Charm Mead 70gp Gets you drunk & restores 1d5 hp.
Liquor, Gladbaegol Reserve Whiskey 800gp Gets you drunk & restores 2d8 hp. May be used to revive stabilized creatures to 1 hp.
Milk 1gp Delicious and refreshing. Restores 1d2 hp.
Potion, Ether 50gp Restores 1 spell use per day (can be of any level), only can restore a spell use of a spell you have prepared or can otherwise cast that day.
Potion, Grand Ether 500gp Restores 1 spell use per day for each level of spell you can cast, only can restore a spell use of a spell you have prepared or can otherwise cast that day.
Potion, Luck 100gp Allows the player to reroll as single d20 he or she controls. May be consumed as an immediate action.
Repair Kit, Basic 50gp A package of spare parts and a handy, disposable allen-wrench to apply them. This item may be applied to a construct as an action to regain 2d4 + 2 hit points. Requires proficiency in tinker’s tools.
Repair Kit, Customized 100gp A package of spare parts that have been specially tailored to the user. Upon purchasing this item, or finding this item, you may spend 10 minutes to pre-fit this repair kit. Should you do so, you may use this kit as a reaction or bonus action. This item may be applied to a construct as an action to regain 2d4 + 2 hit points. Requires proficiency in tinker’s tools.
Wine, Adairian Plonk 1gp Gets you drunk & restores 1d5 hp.
Wine, Adairian Reserve 100gp Gets you drunk & restores 1d5 hp.
Wine, Adairian Sparkling 10gp Gets you drunk & restores 1d5 hp.
Wine, Brevardrim Sake 8gp Gets you drunk & restores 1d5 hp.
Wine, Lambrey Lambrusco 5gp Gets you drunk & restores 1d5 hp.
Wine, Revalian Reisling 5gp Gets you drunk & restores 1d5 hp.
Wine, Royal Ovid Reserve 2,000gp Gets you drunk & restores 1d5 hp.
Wine, Waterford Port 2gp Gets you drunk & restores 1d5 hp.