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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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.