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Steampunk Defense is another very good tower defense game which is very fun to play. In the game, you will be commanding your steampunk troops and you will have to come up with the strategy to take control of the towers (i thought about this) as well as to win the battle. The game comes with tons of tanks and guns and you will have a lot of time to showcase your battle skills. Steampunk Defense is completely free to play.
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Ondrous item, rarity varies depending on the spell This round is a spell bullet that holds a spell of the DM's choice. When fired out of a firearm, the spell is cast following the rules as detailed in the Spellshooter's Arcane Ammunition feature.
Take control of the skies in this 2D retro-aerial dogfighting game. Step into the cockpit of an ace pilot in the golden era of aviation, and destroy the invading forces. Featuring arcade style gameplay, the game is easy to learn yet difficult to master.
Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.
Eapon (any ranged weapon), uncommon This weapon has had its functional parts magically and mechanically sealed to allow the gun to function, even when immersed in deep water. You may use this ranged weapon normally underwater - that is, your attacks do not have disadvantage when attacking a creature within the weapon's normal range, and your attacks against creatures out to the weapon's maximum range do not automatically miss.
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You can use your action to fire all 7 barrels of this gun at once. Make an attack roll with disadvantage. If you succeed, roll 7d12 piercing damage. However, the recoil from making this attack deals 7d4 bludgeoning damage to you and forces you to make a DC 10 Strength saving throw or be knocked prone.
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The following is a list of new tools that a steampunk adventurer could choose to be proficient in. You can add these tools to the great tools already in the Player’s Handbook like Smith’s Tools and Tinker’s Tools. Proficiency with any of these artisan’s tools lets you add your proficiency bonus to any ability checks made using the tools of your craft. Each type of artisan’s tools requires a separate proficiency. Each of these kits provide the tools needed to pursue a craft or trade.
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Your do not suffer penalties to your speed with this prosthetic, and your movement speed increases by an additional 5 feet. However, a well-placed attack could break the prosthetic, as the material is more brittle than that of regular prosthetics.
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Also at 3rd level, you have +1 AC while wearing metal armor. This does not stack with the Defense (https://powered-paraglider.com/activation-key/?patch=7787) Fighting Style.
When you move, you can expend a superiority die to go sprinting at full speed across the battlefield. Your walking speed increases by 10 feet until you stop moving. You can spend additional superiority die, up to 2, to increase this distance by an additional 10 feet per point spent. If someone makes an opportunity attack against you, you can roll a superiority die you expended and add that number to your AC for that attack. You can do this as many times as you expended superiority die.
You have disadvantage when you use the lance to attack a target within 5 feet of you. You can wield the lance one handed when mounted.
Dreamgate Company’s Steampunk Tower (visit website) is one of those games that sort of catches your eye from across the room and gives you a flirty little wink, and with its polished presentation and classic vibe, it’s hard not to grin back. Unlike other games in the genre, this one revolves around a single, literal tower under siege that grows more complex with each level, and it’s your job to build defenses on each floor to contend with the enemies that come to attack. You can drag these cannons and other weapons around the tower to change their direction of fire or location, or pull them in to reload.
Also at 1st level, you create a blasting rod, a special wand imbued with destructive magic. You learn the fire bolt cantrip, which is an artificer cantrip for you and does not count toward your number of cantrips known. If you cast fire bolt through your blasting rod, it inflicts your choice of acid, cold, fire, lightning, or thunder damage, and deals additional damage equal to your artificer level. You can only have a single blasting rod at a time. If your rod is lost or destroyed, you can make a new one during a long rest with 50 gp of materials and 4 hours of work.
If the next ranged weapon attack you make hits, the target takes 1d8 necrotic damage and must make a Constitution saving throw. On a failed save, they take an additional 1d8 necrotic damage and have disadvantage on Strength ability checks and saving throws for the next minute.
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At 9th level, you are constantly on top of your game, and are always ready for action. You can use a single Basic Gun Stunt once per turn without using a bonus action. Once you use this feature, you cannot use it again until you complete a short or long rest. Your mind also becomes a bastion for quick thinking and creativity. You get proficiency in Intelligence saving throws. Additonally, once per long rest, when you are reduced to 0 HP, you can channel your inherent luck and focus to fly in the face of death itself. You can expend any number of superiority die to roll them and regain hit points equal to the result + your Constitution modifier.
Your Charisma score increases by 2. Hardened Scales. Your armor class while unarmored is 12+ your dex modifier.
You are often given the moniker of being nothing more than a boisterous coward who uses a fool's weapon. This couldn't be further from the truth. If anything, your weapon fills you with more courage than even the angriest barbarian or the most stalwart paladin. Starting at 1st level when you choose this class, you have advantage on saving throws against being frightened. If you are frightened, you can spend an action to gaze down at your firearm if you have it drawn, instilling you with a nearly supernatural courage, ending the effect on yourself and gaining temporary hit points equal to 1d8 + your gunslinger level.
Double barrel shotguns can be fired twice per attack. When you make an attack roll with a double barrel shotgun, you can make two attack rolls at the same creature. The second attack roll is made with disadvantage, and on a hit, you do not add your ability score modifier to the damage of that attack, unless your modifier is negative.
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When you take the attack action on your turn against a creature with 150 hit points or less, roll a d100. On a 10 or lower, a melody like a dramatic flourish fills the air, heralding the arrival of the Strange Guardian. This mysterious spectral figure manifests itself in an unoccupied space within 10 feet of you at the end of your turn. It then makes three hand cannon attacks (+19 to hit) against the creature that you attacked, tips its hat to you, and vanishes as the same dramatic musical stab resounds in the air. The Strange Guardian cannot be harmed or targeted by attacks, spells, or damaging areas of effect. The +3 hand cannon it wields looks identical to the one you hold. It deals 4d6+19 piercing damage and 3d4 force damage that ignores resistance and immunity on a hit.
Choose up to five creatures you can see within 20 feet of you. Each of them must make a Constitution saving throw. On a failed save, a creature takes 3d6 fire damage and catches fire. On a successful save, it takes half as much damage and does not catch fire.
While on fire, a creature takes 1d6 fire damage at the start of each of its turns. This fire cannot be extinguished normally, but the creature can retry the Constitution saving throw at the end of each of its turns, putting itself out on a successful save.
Armor (hide), very rare (requires attunment) This hide armor is made with a silken white, red, and brown mane taken from a body of a chimera and is imbued with magical enhancements. When a creature dons the armor for the first time, it must make a DC 16 Constitution saving throw. On a failed save, the wearer takes 10d4 psychic damage, fails to attune to the armor, and cannot try again for 48 hours. On a succeesful save they are deemed worthy and attune to the armor, gaining the following benefits; only one of the armor's abilities can be active at a time, and once used, it cannot be used again until the next dawn: Draconic Wings. As an action, large leathery dragon wings sprout from the armor, giving you a flying speed of 20 feet with the ability to hover for 1 minute. While this benefit is active, you have disadvantage on Dexterity-based saving throws.
A weapon with the hidden property is designed to be easily concealed by the holder. If you have proficiency with a hidden weapon, you also gain advantage on Dexterity (Sleight of Hand) checksto hide the weapon.
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Prerequisite: Intelligence 13, proficiency in smith's tools or tinker's tools Your proficiency bonus is doubled in tinker's tools and/or smith's tools, and you can now craft primitive firearms. You are assumed to have gotten the materials for the firearm you wish to craft before you took this feat. You craft these guns at a rate of 5 gp per hour. Variant Rule: Firearms Are Prominent If firearms are common in your world, you can craft dvanced firearms as well as primitive firearms hen you take the Gunsmith Initiate feat.
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This curse wracks their minds whenever they attempt to strike you. When this spell is cast, and for the duration of the spell, whenever the cursed creature targets you with an attack, it takes 1d4 psychic damage. As a bonus action during your turn or if the cursed creature is killed, you can move this curse to a new target.
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From the way they move, mannequins may seem to be shallow creatures, but they are highly intelligent in matters of economics and trade. They are experts in selling people things they don't need and getting them to pay more for the things they do need. This expertise also helps them when they are on the buying end of a transaction, making them effective hagglers and deft at spotting unfair prices and scams. They take great pride in their mercantile prowess. Nothing makes them feel better than a successful sale where everyone leaves happy. While their opinions on morality can vary from individual to individual, all mannequins have a strict, instinctual code of conduct when it comes to money and possessions. Stealing is the most terrible sin possible from their perspective. Large thefts can throw even the most gentle and good-natured mannequin into a murderous rage.
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Prerequisite: Pact of the Firearm, eldritch blast cantrip, 18th level As an action, you can concentrate the rays of your eldritch blast through the barrel of your pact weapon, focusing the crackling beams into one large ray of magical force. Make a ranged spell attack roll. If the attack hits, it deals force damage equal to 4d10 + your Dexterity modifier. This attack counts as casting eldritch blast for the sake of other invocations. In combat, your sheer force of will has an effect on your enemies and allies, giving you a unique edge. Add your Charisma modifier to your initiative rolls. Prerequisite: Great Old One patron, Pact of the Firearm You can create a blunderbuss (or shotgun if firearms are prominent, or when you reach 13th level) made from a black, inky marble and a sickly, green colored steel that seems to glow. Spectral tentacles writhe around the barrel of the shotgun, as slurping sounds following every shot you make with it. When you hit a creature an attack from this weapon, you can expend a spell slot to deal an additional 2d8 psychic damage to the target per slot level. If you do, the creature also becomes frightened of you until the end of your next turn.
You can show off its fine craftsmanship to another person to gain advantage on a single Charisma check against that person. However, due to the nature of the prosthetic, any Strength or Dexterity checks made that involve the prosthetic are made with disadvantage.
You gain ballistics resistance (BR 1) for the duration of the spell. This applies even if you are not wearing armor.
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Transmutation cantrip Casting Time: 1 action Range: Touch Components: S, M (a firearm) Duration: Instantaneous As part of the action used to cast this spell, you must make a ranged attack with a firearm against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and blood-red lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 5th level, the ammunition deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
Hen you reach 17th level, you are able to stop the most fearsome creatures right in their tracks with nothing but your bullets. If you make a successful overwatch attack against a creature, you can make it suffer the following effects: If the creature is moving, it is stunned until the end of your next turn. If the creature is making an attack roll, it automatically fails that attack roll and cannot make any more attacks until the end of your next turn. If it is casting a spell or forcing a creature or creatures to make a saving throw, the spell or area of effect attack automatically fails, dealing no damage if it would normally do so. If the creature was casting a spell, the spell slot is wasted. Once you use this feature, you cannot use it again until you complete a short or long rest.
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High elves have advantage on Wisdom (Perception) checks involving eyesight in direct sunlight. Moon elves have darkvision up to 60 feet in direct moonlight, as long as there are no other light sources within 60 feet. They also have advantage on Wisdom (Perception) checks in these conditions.
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Philosophers are highly concerned with thoughts, theories, and abstract concepts, and tend to view the world in a way that is tinted by this fixation. They may embrace the world around them as a fascinating manifestation of the universe's inner workings, or they may shun it in favor of their internal experience.
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They say that any sufficiently advanced technology is indistinguishable from magic. These items are unique enough in this highly technological age that they might as well be magic. Many of these unique are highly mechanical and have a lot of moving/working parts requiring delicate maintenance.
Mannequins are constructs, usually made out of either wood or metal. They are sometimes painted a solid color, but more expensive and well crafted ones may be allowed to show their true material. They have no real facial features. Some have a flat plane instead of a face, while others have a face carved into the head. Even when they appear to have facial features, none of them work, and they are incapable of facial expressions. Due to their lack of a mouth, they speak with a basic form of telepathy. While most resemble humans in form and build, they can be constructed to resemble any medium-sized humanoid race, from elves to dragonborn. The race they resemble will reflect the industry they were made to be employed in and what race they mostly sold to. Some mannequins have multiple interchangeable head casings that they can wear to resemble different races.
Ring, very rare This silver ring is an ornate band adorned with two green gemstones in the shape of an hourglass turned on its side. As an action you can tap the ring, instantly teleporting back to the space you occupied 1 round (6 seconds) ago. If that space is occupied, the creature in it is immediately pushed into the nearest available unoccupied space and must make a DC 15 Constitution saving throw, taking 2d8 force damage on a failed save or half as much damage on a successful one.
Ondrous item, artifact These black and silver gauntlets fill you with an oddly comforting warmth, despite their harsh appearance. There is a small notch on the ring finger of one of the gauntlets, and the longer you stare at that spot, the more you feel that something is meant to fit there. While wearing these gloves, you lose vulnerability to cold damage and gain resistance to cold damage.
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Rogues are proficient with sidearms, muskets, wheellock guns, carbines, and rifles. Additionally, a rogue can substitute proficiency with longswords, rapiers, and shortswords for proficiency with long arms.
Slaves will have been shaped by the way they were treated, and what kind of work they did. Their treatment and their relationships to both other slaves as well as their masters/mistresses affect their mannerisms and ideals. Their flaws might be a side effect of the trauma of their slavery.
I don't care about the means; as long as the criminal is behind bars it's okay with me. (Chaotic) 6 Aspiration. I want to follow in the footsteps of the officer who saved my life.
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Weapon (flintlock pistol), very rare (requires attunement) Ornate red and orange runes flicker across the surface of this dark steel weapon like embers. This +1 flintlock pistol deals an extra 1d8 fire damage on a hit. Additionally, after firing this weapon, a swirling cloud of gunsmoke and embers appears in a 5-foot radius around you. The cloud spreads around corners and is heavily obscured. The cloud remains until the start of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in its are except for you within it must make a DC 14 Dexterity saving throw. A creature must also make this saving throw when it enters the cloud for the first time or ends its turn there. A creature takes 3d8 fire damage on a failed save, or half as much on a successful one.
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Before making an attack with this setting, you must use a bonus action to speak the command word, "torrent". This attack is a large beam of water that shoots forward in a line 5 feet wide and 30 feet long. Each creature in that line must make a DC 14 Strength saving throw. A creature takes 3d12 bludgeoning damage and is knocked prone on a failed save. It takes half as much damage and isn't knocked prone on a successful save.
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You have trained your skill with firearms to the level of a performance, allowing you to use special tricks during combat. You gain the following benefits: You learn two tricks of your choice from among those available to the gunslinger's Virtuoso trail. If a trick requires your target to make a saving throw to resist the trick's effects, the saving throw DC equals 8 + your proficiency modifier + your Dexterity modifier. If you already have superiority dice, you gain two more, otherwise, you have two superiority dice. These are used to fuel your tricks. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. If a trick's effect includes a modifier that equals your Gunslinger level, you use your highest class level instead.
They are tall and thin to the point of occasionally being mistaken for a short elf. Their skin is typically either a near white with deep violet accents or a lavender with striking yellow highlights. In both cases, the colors are in branching patterns similar to cracks of lightning. Glimmer caste dromites have the following traits.
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Kobolds are aggressive, inward, yet industrious small humanoid creatures. They are noted for their skill at building traps, preparing ambushes, and mining. Kobolds are distantly related to dragons and are often found serving dragons as minions.
Hen wielding two light firearms, you can add your ability score modifier to the damage of the second attack. You can reload both light firearms at once using a bonus action.
To quickly build a gunslinger, make Dexterity your highest ability score, followed by Intelligence. Second, choose the Investigation and Acrobatics skills. Lastly, choose the Folk Hero, Guild Artisan, or Soldier background.
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For example, you might specify that an item infused with darkvision casts that spell when its wearer is plunged into darkness, consuming two charges. If you wish, you can instead use an action to set this trigger on one of your wonders. You must complete a short or long rest before you set another trigger.
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The glowing red and orange rune scribed on the palm allows this prosthetic to function as Energy Palm, Cold, though the additional damage is fire instead of cold, and you learn the produce flame cantrip. If you attack with the flame from this cantrip, you do so with an attack bonus of +5.
At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.
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Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous Your words blend with the gun's loud retort, creating a noise that pierces through the target's psyche. As part of the action used to cast this spell, you must make a ranged attack with a firearm within the spell's range, otherwise the spell fails. On a hit, the damage dealt by the attack is psychic instead of the normal damage type. This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d4 psychic damage to the target. This increases by 1d4 at 11th level (2d4), and 17th level (3d4).
The cloud occupies a 20-foot-radius sphere centered on the chosen point. A creature that starts its turn within the cloud or enters its area for the first time must make a Constitution saving throw, taking 2d8 fire damage and 2d8 acid damage on a failed save, or half that much damage on a successful one. A strong wind disperses this cloud after 4 rounds.
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The adventurer’s life is not an easy one, and odds are that sooner or later, someone is going to be missing something. There are many ways in which a character can lose a limb (such as an attack from a sword of sharpness) but not all are described in detail. It is mentioned that someone who is turned to stone, damaged, and then turned back to flesh suffers the same “deformities” that were suffered while petrified. Presumably this would mean a missing arm or leg. Others are more vague, but the description of the regenerate spell clearly states that it regenerates lost limbs, indicating that such a thing can happen. Additionally, some third party material spells out the possibility of loss of limbs - usually products that detail critical hits and fumbles. While magical healing is an amazing thing, the truth is that most parties aren’t going to have a healer of sufficiently advanced level to cast regenerate to reattach that missing limb. At lower levels, the amount of money required for such healing may be unattainable. In short, there are going to be times when someone’s going to need an artificial replacement for their own flesh and blood, at least in the short term. There are several different levels and types of replacements for a missing limb, from the incredibly basic, such as hook hands and peg legs, to mechanical and magical replacements that are nearly as capable as the genuine article.
Built to entertain, these Automatons are agile, small, and quick on their feet. Their purpose was to make all those around them adore their performance, be it dancing or otherwise.
At 10th level, you improve your arcanomechanical armor to stand up to effects both mundane and magical in nature. As a reaction while wearing your armor, you can expend a 1st-level spell slot to gain resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 minute. Additionally, while you are wearing and attuned to your arcanomechanical armor, you can expend a 1st or 2nd level spell slot to cast absorb elements. When cast this way, you add the extra damage to the damage roll of your next melee attack, ranged attack, or damaging spell not requiring an attack roll.
Prerequisite: Pact of the Blade/Pact of the Firearm, 5th level You can use any weapon you summon with your Pact Boon feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Prerequisite: Fiend patron, Pact of the Firearm You can create a musket (or a rifle if firearms are prominent, or when you reach 13th level) forged in the fires of Pandemonium. Its wood is a black, unbreakable charcoal, and its barrel is blood red.
Also at 1st level, choose two of your tool proficiencies. You double your proficiency bonus for any ability check you make that uses these tool proficiencies. Beginning at 11th level, this feature applies to all of your tool proficiencies.
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It is only capable of the crudest manipulation and does not have a grip. It is impossible to hold a tool or weapon with this hand, but it can be used for opening doors or loosely holding onto things. It is otherwise similar to a sculpted hand. A character wearing a gaff hand gets advantage on Charisma (Intimidation) checks so long as the hand is used as part of the intimidation.
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This does not bother the Pyre dromites greatly, as they prefer their own company anyway. Most of the other castes seem dull and unfeeling to the Pyre dromites. Although the Glimmer caste is as capable as the Pyres to dare to great feats of bravery (or foolishness if you ask the Ice dromites), the Glimmer ones do so more out of compulsion, whereas the Pyre dromites savor every breathtaking moment. They, along with the Glimmer caste, are typically the tallest of the dromites. However, their builds run the full range from slim to well muscled. The skin tones are typically a pale yellow with red, orange, and deep black streaks and stripes. Pyre caste dromites have the following traits.
At 13th level, spellshooters have become well learned in their magical studies, and can use this knowledge to create arcane blueprints containing new spells to cast or infuse into their ammunition. You get proficiency in Intelligence (Arcana) checks if you don't have it already. If you do, double your proficiency bonus for checks you make with that skill. You can create arcane blueprints for a number of spells equal to your Intelligence modifier. You may choose these spells from the wizard or cleric spell lists, and you create these blueprints using parchment and fine ink, following the rules for adding spells to a wizard's spellbook. You can keep arcane blueprints you create in a binder or stack that holds them all together. When preparing arcane ammunition, you can infuse one or more of your bullets with spells that you have blueprints for. You do so by expending a spell slot of that spell's level and providing the spell's components.
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Despite the lightness of the garment, it feels as if wearing it makes you feel like something is missing. You gain one level of exhaustion while wearing it. This level of exhaustion cannot be removed except if you possess two more pieces of the Tyrant's armor. A spell such as greater restoration can suppress this level of exhaustion for 4 hours.
Weapon (any firearm with the scatter property), legendary (requires attunement) This gun is molded in the fearsome image of a particular dragon, seeming to come alive in your hands. You get a +1 bonus to attack and damage rolls made with this weapon. Depending on which dragon it's made to look like, this weapon deals an additional 1d4 damage of the type associated with that dragon. As an action, you can speak this weapon's command word and fire out a burst of energy in a line or cone. The shape, damage, damage type, and saving throw of this attack is identical to that of the breath weapon of a young dragon of the appopriate color. After making this attack, as long as you have this firearm drawn, roll a d6 at the start of each of your subsequent turns. On a 6, the breath weapon recharges, and you can use it again.
In a world where firearms are more common, you may (at the DM's discretion) select from advanced sidearms and long arms when choosing starting items. Additionally, barbarians have proficiency with long arms.
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Ring, rare (requires attunement) This silver ring is has shards of jagged obsidian along the outside and has three small rubies inset at equal lengths away from each other that seem to glow even without any light around to reflect. Each gem holds a single charge, for a total of three charges. The ring regains 1d4 + 1 expended charges daily at dawn as long as you are not looking at it when it recharges. While wearing the Abyss Ring, you can expend a charge to cast invisibility on yourself.
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You have perfected the use of your revolver or hand cannon. Increase your Dexterity score by 1, to a maximum of 20. You get proficiency in revolvers and hand cannons if you don't have it already, as well as gain the following benefits: You cannot be disarmed while wielding a revolver or hand cannon in one hand and no weapons in your other hand. When you make an attack with your revolver or hand cannon and are not holding anything in your other hand, you can use your bonus action to make two additional attacks. You do not add your ability score modifier to the damage of these attacks, unless that modifier is negative.
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While maneuvering using the gear, as part of your movement, you can shift your body weight, displacing yourself in any direction up to 10 feet. This shift of weight requires a successful DC 16 Acrobatics check. The DC of this check is reduced by 2 if you are using two maneuver gears in conjunction. Your destination remains the same. Releasing the cables prior to landing. You can disengage the grappling hook before you land as a bonus action. If you do this in midair, you are now in free fall and have little control over your landing location. You will still keep your momentum, flying in the same direction as before unless you succeed a DC 20 Acrobatics check to displace yourself 5 feet. After this movement, you fall (and take damage) as normal.
The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.
Starting at 10th level, your golem incorporates a copy of each of your wonders into its body, and can use them in the same manner as yourself. It also counts as a single inanimate object for the purposes of infusion charges.
Prerequisite: Pact of the Firearm, 13th level Any firearm you create using your Pact Boon feature can start with one compatible attachment or custom part of your choice. This invocation doesn't affect a magic weapon you transformed into your pact weapon. When you reach 17th level, your pact weapon can start with your choice of two compatible attachments or custom parts.
Ondrous item, uncommon hen you light this candle and speak its command word, the flame turns a shimmering silver. The silver flame sheds bright light out to a 30-foot radius and dim light for an additional 10 feet. Only the holder of the candle can see this light. Additionally, the silver flame can be used to light ordinary light sources, such as lanterns and torches. The flame's properties transfer to the new light source.
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The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
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Ondrous item, legendary This golden key is sculpted in the likeness of a skull and long bones, with small rubies inlaid in the eye holes of the skull. It magically changes its size, shape, and configuration, allowing you to unlock any lock - including those on a door or chest without making any tool checks.
Wondrous Item, very rare Three golden bells sit in a small, leather-bound case that attaches to the waist. The first a pyramid-shaped bell with 4 triangular emeralds. The second is a cylindrical bell with 4 oval sapphires, and the last is a cube-shaped bell with 4 square rubies inset. The gems on the bells give off a faint glow, tinting them green, blue, and red respectively. Each bell holds four charges, represented by each of the four gemstones inlaid into its surface; as a bonus action, you can ring one of the bells, expending one charge. Each bell regains one expended charge daily at dawn. The sound of a bell can be heard clearly out to 15 feet, and faintly for another 15 feet.
A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a shortterm or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.
The School of Invention claims credit for inventing the other schools of magic - a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse. Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens. Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways. Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics.
Starting at 2nd level, you can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options: Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.
Wondrous item, uncommon When you attack with your firearm using this round, regardless of whether or not you hit, you can repeat the attack roll against the same target at the beginning of your next turn. If the creature was brought to 0 hit points by the round on the first attack, you can instead make the second attack roll at a different target within 30 feet of the of the original creature at the beginning of your next turn instead. If you don't, this ammunition drops to the ground harmlessly. This round retains its magic until two consecutive attacks made with it hit a target.
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The Artificer uses short rest spell slots, much like the Warlock's Pact Magic, but its ability to convert slots into infusion charges allows it to use preparation and forethought to supply buffs more flexibly and efficiently. The lack of concentration on these spells means Barbarians can use them, and allows Searing Smite and similar spells to be cast without interrupting the wielder's own concentration. This is not without precedent; potions allow the same thing. The Artificer spell list is limited to those spells which enhance the character who casts them or the object they're stored in, to let Artificers create a cloak of invisibility or a potion of cure wounds. This class' higher level features are roughly balanced against the Warlock's Mystic Arcana spells.
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Or was it simply that fighting was all you knew growing up? Who was your battle company, or did you work alone? What made you give it up. or are you still for hire? Did you make any allies or enemies along the way? What wars or battles were you involved in?
Cosmetic Prosthetics Sculpted Foot 80 gp This prosthetic is a wooden or stone foot which resembles a real foot. Sculpted feet are often /Sculpted Leg painted in flesh tones to match the skin of the character wearing them and can only be identified as a prosthetic with a successful DC 13 Wisdom (Perception) check. If the character is wearing socks, shoes or boots, no one can identify the prosthetic. The sculpted foot or leg is not at all fully functional. It is otherwise similar to a blunt foot. Sculpted Hand 80 gp This prosthetic is a wooden or ceramic hand, usually in a generally relaxed pose, which looks real at /Sculpted Arm first glance. Sculpted hands are often painted in flesh tones to match the skin of the character wearing it and can only be identified as a prosthetic with a successful DC 13 Wisdom (Perception) check. It can hold mundane objects weighing 10 pounds or less, such as cups and pouches, between its opened fingers, but cannot be used to wield weapons. Any Strength or Dexterity checks made that involve the prosthetic are made with disadvantage.
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Undeath is effectively immortality, a strong reason why many mortal spellcasters of a certain moral bent consider it a viable alternative to actually dying. Still, it is not immortality without price - senses and emotions dull, food and drink no longer have taste, and often an undead state comes alongside a subservience of will and unthinking service to a master who likely does not have the world's best intentions at heart.
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Pact Firearm Your connection to your patron shapes the appearance of your weapon of choice. If your patron is the Archfey, your weapon might be a rifle made of polished redwood, decorated with gold plating shaped in complex leaf designs. A warlock drawing his power from a fiend might have a dark steel shotgun that is constantly smoldering, embers drifting off its stock. If you draw your magic from The Great Old One, your gun might resemble a pepperbox, hewn of ancient stone, engraved everywhere with glowing, yellow-orange eyes.
Additionally, your carrying capacity triples, as does the weight you can push, drag, or lift. It otherwise functions as a normal arm.
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The most basic of all the engines, this engine is the namesake of the current age. It is powered by two things - water and heat. Regardless of configuration, steam engines consist of a large boiler filled with water, hundreds of pounds of coal to bring the water to temperature, and a condenser to minimize the loss of energy to the open air. Steampowered vehicles typically require a full crew to power and steer, and their construction has many points of failure requiring skilled technicians to repair.
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Mannequins are named by their owners, so their names can follow the pattern of any culture in the world. Often they will lack a family or clan name, or their family or clan name will be based on the store they worked for or the noble family they served. Their names tend to be elegant and trendy. A single mannequin may go through many names in their lifetime. For mannequin name options, look at the name section for the race of your character's previous owners.
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This serrated blade causes grievous wounds when used correctly, as its jagged edge shreds and deepens cuts. When you make an attack with this weapon, if you roll a 19 or 20 and hit, the target begins bleeding out, taking 1d4 slashing damage at the beginning of each of its turns until it takes an action to stop the bleeding. Stiletto Knife and Switch Blade. These are knives with spring-loaded blades.
Your skill with a gun can send big monstrosities reeling. When a ranged weapon attack you make with a firearm hits a creature that's Large or larger, you can stagger them back 10 feet from you in the direction you hit them. This forced movement can only be applied once per turn.
In order to craft an advanced firearm, special firearm, attachment, or custom part, you must first obtain blueprints. Once per long rest, you can make an Intelligence check, adding your proficiency bonus. The DC of this check depends on the part you are trying to craft, as listed on the appropriate table. If you succeed, you manage to craft the blueprints for the gun or part; if you fail, the DC decreases by 1 for subsequent checks, to a minimum of 10. When the blueprints are created, you can then make the gun or parts. It is assumed that during your travels you came across the required materials to make these items before you took this feat. You craft these items at a rate of 5 gp per hour. Additionally, the cost to craft primitive firearms is reduced by half (rounded up), and the rate at which you can craft them is doubled (to 10 gp per hour). Finally, when you make a tinker's tools check to reduce a primitive firearm's misfire number, you can reduce it to a minimum of 1, regardless of its original misfire number.
Crossbow 1,100 gp The crossbow arm is a light crossbow designed to be loaded and fired with one hand. The crossbow Arm folds into the main body of the prosthetic when at rest. Bolts fired from the crossbow arm deal 1d6 piercing damage.
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As a child, you dreamed of serving your city with pride and protecting it from evil and injustice. When you were old enough, you headed to your recruiting station to begin the training to become a member of law enforcement. This background is suitable for uniformed police, military or federal police, government agents, and special forces.
You can spend an action to charge this pistol with swirling energy. When you next take the attack action on your next turn, the first shot fired from this pistol that hits a target forms an unstable barometric and gravitic anomaly that draws creatures into it. If you miss with the weapon, you must charge it again. The vortex forms in the same space as the target of the attack, and fills a 10-foot-radius sphere originating from that point. Any creature that starts its turn within 5 feet of the vortex must succeed a DC 13 Strength saving throw or be pulled into the closest unoccupied space within the vortex's area. A creature within the vortex must remake this saving throw if it wishes to leave its boundaries. If a creature ends its turn within the vortex, it takes 1d6 force damage. The vortex collapses on itself at the start of your next turn, releasing a burst of lightning and energy. When the vortex detonates, each creature within its boundaries takes 2d6 lightning and 2d6 force damage.
Once per day, you can change into a wendigo, taking on its physical and mental characteristics. When you do this, you can also summon two additional wendigo in unoccupied spaces up to 10 feet away from you. These wendigo act immediately after you in initiative order and are considered allies, but are not under your control. They will attack anything you consider hostile at the time you summon them, and will leave your allies alone as long as they are not attacked. When all creatures you consider hostile have been eliminated, you return to your normal form and the wendigo you summoned disappear. Whenever you use this ability, make a DC 16 Wisdom saving throw. On a failed save, you temporarily see your allies as hostile creatures to you, making them open to attack by your wendigo allies. You can remake the saving throw at the end of each of your turns, ending the effect on a success.
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The power armor runs on a protected enchanted crystal that fits into a specialized slot in the back of the armor. This crystal's magic lasts for a total of 24 hours of continued use before it shatters and the armor is rendered immobile. The armor gives off a series of faint pulses when the crystal's magic is reduced to only 4 hours remaining. A replacement crystal can be purchased for 2,200 gp. Alternatively, if you are a spellcaster, you can use your action to expend one 3rd-level spell slot, two 2nd-level slots, or three 1st-level slots to instantly recharge the battery to full capacity.
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There are 4 main types of prosthetics, differing from the quality of the materials, the craftsmanship and functionality: Basic, Intermediate, Mechanical and Magical. There are also 2 sub-types, which are add-ons to prosthetics, which are combat and cosmetic. Combat add-ons are pieces of tech that replace parts, or add combat centered mechanics and functions such as blades, ranged weapons, etc. Cosmetic add-ons are just pieces that are added to one's prosthetics to change its appearance, either making it more natural looking, disguising it, or by making it more menacing looking.
Running forward with his cloak billowing behind him, a human draws three cards from his deck - one green, one red, one orange. Once within range, he throws the cards forward. Each card strikes a different target, embedding into the flesh like a razor blade. An orc becomes wreathed by flame, another covered in acid, and the last one collapses and lets out screams of agonizing pain. Pulling out an intricately crafted card embedded with gold, he lifts his hand into the air. He speaks a single word, and the card glows a blindly bright gold. All around him, meteors fall from the sky, exploding into giant balls of flame and light. With eyes closed and a hand over mouth a woman shivers in terror, having witnessed the death of the men around her. The card master calmly picks up his dealt cards and says to her coolly, "Ma'am, I sure am lucky but not everyone around me can say the same.
With the increase in the effectiveness of ranged weaponry, armorers needed to follow suit. Improvements in metallurgy and engineering have created better, stronger materials designed to withstand the force of a bullet. Armor developers have devised many different ways to minimize the damage from firearms. Some use thicker metal plating; others use multiple layers of thick cloth and tightly woven metal; still others use magical means. Regardless of the method, these improvements are all represented by a new property: ballistics resistance. Armor with ballistics resistance have the designation BR followed by a number. When an enemy makes an attack with a firearm against you, your get a bonus to your AC equal to this BR number. For example, if you are wearing a Light Undercover Shirt, your base armor class is 11 + your Dexterity modifier. With a modifier of 3, you have an armor class of 14. When you are attacked with a firearm, the shirt's ballistics resistance gives you a +2 bonus, so now your armor class is 16 against that attack. Of course, ballistics resistance doesn't do much against a sword!
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Wood elves are likely to have spent most of their time living outside of the “civilized” world. They have adapted to using electrical lighting with modern technology, but still retain an uncanny familiarity with the “uncivilized” world. Thus, they will notice small differences in natural environments and will have advantage on Wisdom (Perception) checks outside of civilization as long as they can see.
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At 1st level, you adopt a tactic with your guns that emphasizes your unique skill with them. You can’t take a gun tactic more than once, even if you get the option to choose again.
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When included, backgrounds help you create a more believable character. Work with your DM to determine an appropriate background for your character.
Ondrous item, rare (requires attunement by a card master) This white-collared, long-sleeved button down shirt seems to stay immaculately clean, even in the dirtiest and dustiest conditions. Additionally, one of the sleeves holds a very small extradimensional space, accessed by reaching into the space between the forearm and the sleeve. This space has enough room to hold a single card, or an item of a similar shape and size. A card master attuned to this garment can place a single spell card from their collection in this space as part of the same rest used to prepare their deck. As a bonus action, you can perform a DC 11 Dexterity (Sleight of Hand) check to switch one of the cards in your hand with the one hidden up your sleeve, enabling you to cast that spell as if it were in your hand. Alternatively, you can perform a DC 16 Dexterity (Sleight of Hand) check to simply add the card in your sleeve to your hand, so long as you do not exceed your maximum hand size.
The tinkling chime of this bell sounds like a set of keys. When rung, a single nonmagical lock or simple trap you can see glows a faint blue. If the DC to unlock the lock or disarm the trap is 15 or lower, the bell's magic unlocks or disarms it. The object affected this way can be no larger than 10 feet in any dimension.
You are a soldier of fortune, a fighter who sells his services to the highest bidder. You roam towns and cities in search of a place where your unique set of talents are useful; whether for a lord hunting a group of bandits, or a local barkeep tired of the goblin infestation in his cellar, you can always find some work if you look hard enough. The job itself doesn't matter, so long as you get paid - at least, that's what people tend to think. Sometimes, the jobs you find tend to be of the seedier sort, giving you the choice and the problem of figuring a way to compromise between your ethics and your job.
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These are a machine-gun bunker and an ice bunker, a flame thrower position, a rocket launcher, a Tesla tower and a sniper tower. We also provide the latest news and exclusive coverage of the MMO gaming genre. Our anti-malware engine filter applications and classifies them according to our parameters. Some codes also need you to join the group. Fun: Duration: GFX: 1 Land of Eggs 2 (Tower Defense Games) Defend the land of eggs and let exciting creatures hatch as towers. Fight on tropical islands, in mountains, and in deserts. Lives: 100; Armor: 30; Speed: 60; Attack: 8; Weak point: no; Defense from: Machine guns -20% damage Vulnerability from: Heavy cannons: +20% damage.
A pair of goggles can block out the soot and wind while traveling or protect the vision of the wearer from smoke, sparks and other hazards. They also help your character look the part.
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A glowing blue evocation rune is scribed onto the palm. While wearing this prosthetic, a nonmagical melee weapon wielded with that hand deals an additional 1d4 cold damage on a hit. You also learn the frostbite cantrip (save DC 13).
Due to your vow, you are expected to cure the ill, regardless of morals or prejudice, even if they are your enemy. Likewise, it is considered a horrid evil to intentionally kill a doctor for no reason. As such, intelligent enemies are less likely to target you, provided they are not overwhelmingly evil or lack a code of honor. Your patients who are enemies will even stay their hand, not attacking you directly while they are under your care.
Starting at 3rd level, you can alter the properties of spells you infuse into your bullets. When you prepare a spell bullet with a spell that deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with another damage type from this list by altering the spell's properties before you infuse it into the bullet. Altering Spell Examples hile the Flexible Preparation feature offers increased versatility, at the table its effects can be ifficult to spot by the other players. If you're laying a spellshooter, take a moment to describe ow you alter your spells. For example, if you ltered the burning hands spell to deal force amage instead of fire, perhaps it creates a wide, hin, pulsating beam. As another example, a blight pell set for cold damage may cause sharp shards f ice to crystallize in the target.
Ankle/foot prosthetics can be attached to its ankle end. The hinged calf improves mobility to the point that your speed is no longer halved, though you now walk with a limp (see the Loss of Limb sidebar above).
These modern vehicles are fitted with engines consisting of heavy boilers and condensers. The power of the vehicle is intrinsically tied to the size of the boiler. A larger boiler is heavier, but produces more power. The machinery of a steam-powered car is intricate and prone to damage at higher speeds, and the wheels and axles are not tuned for 'off-roading'.
As a prosthetic, it allows the wearer to wield a weapon twohanded. Adjusting a haft lock takes an action. It is otherwise identical to the clamp.
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Wondrous item, very rare When you make an attack roll with a ranged weapon using this piece of ammunition, it has advantage. On a hit, the round begins to glow with white-green light, drawing further attacks towards the same spot. The next creature that makes an attack roll against a creature hit by this ammunition makes the roll with advantage, and on a hit, the creature's attack deals an extra 1d8 damage. The ammunition then loses its magic. This ammunition can always be recovered after a combat if it does not hit a creature.
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For the duration of the spell, ranged weapon attacks made against that creature have advantage, as long as the attack is made within the maximum range of the weapon used to make the attack. At the start of the creature's turn, it can make a Perception check against your spell save DC to notice the dot. Once it does, it can use its action to make a Dexterity saving throw to move out of the way of the light, ending the spell on a successful save.
If the spell requires you to make a saving throw to resist its effects, you make the save with advantage. After the spell is cast, roll an Intelligence (Arcana) check. The DC is 10 + twice the spell's level. On a successful check, you immediately create a spell bullet with the spell infused in it, or an arcane blueprint with the spell scribed on it. This effect occurs even if the spell reduces your hit points to 0, as long as you are not killed outright. The bullet or blueprint contains the spell for 8 hours, after which point the magic in a bullet fades or a blueprint becomes unreadable. When you cast a spell captured this way, it is a wizard spell for you. It is cast at the same level as the original spell, but uses your spell attack bonus and save DC.
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Wondrous item, rare This piece of ammunition can take the form of an arrow, sling bullet, crossbow bolt, or gun round. The first time you make an attack with a ranged weapon or firearm using this piece of ammunition, it teleports back into your hands or directly into your firearm, regardless of whether the attack hit or not. After this, every time you fire this piece of ammunition, it has a 50% chance of returning to your inventory. This ammunition can always be recovered after a combat.
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Wisps of shadow material pulled from the Shadowfell form and knit themselves into a tough, yet light and flexible vest, fitted perfectly to the creature. The vest is considered light armor with ballistics resistance (BR 3), though proficiency with it is not required to use it. While wearing the armor, a creature's base AC becomes 12 + its Dexterity modifier. The spell ends if the creature doffs the armor or if you dismiss the spell as an action.
Onks may take proficiency with primitive firearms, but they do not count as monk weapons, and their starting items do not change accordingly. The Deflect Missiles feature gained at 3rd level cannot be used against ranged attacks from firearms, unless the monk is wielding a simple melee weapon with which to deflect the attack. Additionally, or as an alternative to the Deflect issiles feature entirely, a monk can gain this feature: Bullet Time. Starting at 3rd level, when you are hit with a ranged weapon attack from a firearm, you can use your reaction to expertly weave out of the bullet's path. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can spend 1 ki point to move up to 10 feet without provoking attacks of opportunity.
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The mask has no negative benefit while worn, but if it is removed voluntarily, the wearer gains vulnerability to poison damage and the poisoned condition, and his or her hit point maximum is reduced by half until his or her next long rest. This effect can be suppressed with the use of dispel magic. The dispel DC is equal to the wearer's spell save DC. Once dispelled, the caster takes poison damage equal to half the wearer's current hit points. The curse remains suppressed until the next dawn.
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Any creature that starts its turn within the vortex or enters its area for the first time takes 2d10 force damage. The vortex is considered difficult terrain; additionally, creatures within the vortex cannot take the Dash action. Any creature attempting to leave the vortex's area must succeed a Strength saving throw. On a failed save, they are unable to use their movement to leave the vortex's area for the rest of their turn. Any creature that starts its turn within 5 feet of the vortex must succeed a Strength saving throw or be pulled into an unoccupied space within its boundaries. If there is no unoccupied space in the vortex, the creature is not pulled in. The vortex dissipates harmlessly if you do not maintain concentration on this spell for the full duration. However, at the start of your turn on the fourth round, the spell ends as the vortex implodes, releasing a massive amount of arcane energy. Anyone within the vortex's area when this happens must make a Dexterity saving throw. On a failed save, a creature takes 4d10 force damage and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.
Though they can show loyalty to religions and organizations, typically they become loyal to a small group of comrades. Automatons built for war understand duty, the chain of command, and conflict. But aside from this, many Automatons often have little life experience as they have spent most of their time working towards one specific duty.
Consisting of a length of cord with weights on each end, this weapon can entangle a target. A Large or smaller creature hit by a bola must succeed on a DC 12 Dexterity saving throw or become grappled until it is freed. A bola has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.
Voice caste dromites are an interesting blend of the passion of the Pyre caste and the calm of the Ice caste. Their emotional lives are as rich as any Pyre dromites, but it is an introspective richness, every bit as analytical as the Ice dromite’s logic, but focused more on the ephemeral emotions within them and the subtle wisdom in the world around. Voice dromites express their emotion through works of art that range from the life-alteringly enlightening to the utterly nonsensical. In the later cases, Voice dromites merely shake their heads in realization that the other castes can never see the world as they do and experience the things they can experience. Even though they prefer contemplation and creative expression to seeking positions of authority within their community, many Voice dromites view themselves as greater than their brethren. They only wish that their art, whether it is a song or a sculpture, helps elevate the other castes toward the serenity and superiority of the Voice dromites. They are small and thin, making them typically the meekest of the dromites. They are often various shades of grey with one other highlight color, but this color can be virtually anything. These accents ripple over their chitin skin like waves. Voice Caste dromites have the following traits.
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Choose another living race besides this one. Before your death, you were a member of this race and appear as an undead version of it. Your size, height, and movement speed are the same as a typical member of that race. You do not retain special movement speeds from this race (such as swimming or flying), and, though you may choose to have formerly been a member of a subrace of a particular race, you derive no benefits from doing so. Undead. Raised from the dead as a beaing of undeath, you count as an undead creature for all spells and abilities that affect the undead. You are immune to disease and treat exhaustion as if it was one level less. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
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When you reach 3rd level, the personal effect you chose at 1st level, such as a cigar, a trench coat or a ten gallon hat, has become a defining aspect of your personality. Choose from one of the following traits below. If your lucky item is lost or destroyed, it mysteriously reappears on you at the end of your next long rest. You cannot choose the Gunslinging Trail specific Lucky Item options until 13th level. When you reach 13th level, you can choose one additional trait.
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On a result of 25 or lower, the wings are locked and immobile. You must use your action each turn to glide at a rate of 30 feet per round, descending a maximum of 10 feet per round until you reach the ground. On a result over 25, or if you do not use your action to glide as above, you fall to the ground and must make a DC 15 Dexterity saving throw to land safely. On a failed save, you take falling damage as normal for your height, landing prone. On a successful save, you take half as much damage and do not land prone. After the wings break, you must use tinker's tools to spend at least 1 hour and 80 gp worth of parts to restore partial functionality to the device, When partially repaired, the device's flight time is limited to 4 hours and your flight speed becomes 25 feet. Only when you spend a total of 2 hours and 160 gp worth of raw materials repairing it will you restore full functionality. If you use the wings in combat, your ranged attack rolls have disadvantage unless you are hovering. If you are knocked prone while flying, you can make a DC 15 Dexterity save to avoid falling.
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. If you do, you may also start with one primitive firearm, which does not count against your starting gold.
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Ring, rare (requires attunement) This rusted iron band has a forked protrusion on it shaped like the sights of a gun. While attuned to this item, the maximum range of firearms you wield increases by half. Additionally, the ring has four charges. While wearing it, you can use your bonus action and expend one charge to sight a target within the maximum range of your firearm. If you do, you do not have disadvantage on the attack roll if the target is beyond the gun's normal range. The ring regains 1d4 expended charges after a short or long rest.
Prerequisite: Pact of the Firearm, 13th level You can summon a special firearm when you invoke your pact weapon. You can change your current weapon to become one of these special firearms when you take this invocation.
The beam shoots forth from you in a 30-foot long, 15-foot wide line in a direction of your choosing. Creatures within the line must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone.
As an action, you can expend three charges to cause molten lava to erupt from the earth. Five bursts of lava erupt from the ground at points up to 60 feet away from you, each one filling a 10-foot-high cylinder 10 feet in diameter. The bursts cannot be more than 15 feet apart. Each creature in the affected areas must make a DC 16 Dexterity saving throw, taking 10d8 fire damage on a failed save or half as much on a successful one. The crimson blade of Pyre's Anguish shifts to a cold light blue alongside the setting of the sun and the rise of the moon, seeming to be formed entirely of ice. Pyre's Anguish undergoes the transformation into Frost Pain automatically at sunset. While attuned to the blade while it has become Frost Pain, it deals an additional 1d6 cold damage on a hit, and you have resistance to cold damage. Frost Pain also has 4 charges, regaining 1d4 + 1 expended charges daily at sunset. These charges can be used for the following abilities: Spell Blade. You can expend one charge to cast ray of frost, two charges to cast Snilloc's snowball swarm, and three to cast ice storm (spell attack bonus +7, save DC 15).
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When you make a successful weapon attack, you can expend a superiority die to cause the creature to begin bleeding from the wound. The target of your attack takes necrotic damage equal to the number your roll your superiority die for a number of turns equal to your Dexterity or Intelligence modifier, whichever is higher. They take this damage on the beginning of their turns. They can make a Constitution saving throw in order to halve this damage. Creatures that do not bleed are not affected by this trick, and simply suffer extra damage equal to your superiority die + half your gunslinger level (rounded down).
When you reach 9th level, you have become adept at creating your magic munitions far more quickly than normal. As long as you have spell slots and mundane ammunition left, you can prepare a number of spell bullets equal to half your Intelligence modifier (rounded up) over the period of a short rest. Additionally, you have improved your gun to be able to handle spell bullet magic far more easily. When you take the attack action during your turn, you can replace one of the attacks with a spell bullet attack.
The round conjures many firearms aimed at creatures of your choice within 30 feet of the point chosen that all fire at once and then disappear. Each creature of your choice within 30 feet of the point must make a Dexterity saving throw. A target takes 10d6 piercing damage on a failed save, or half as much damage on a successful one.
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You get the lucky feat if you do not have it already while attuned to this firearm. Additionally, once per turn, when rolling this weapon's damage, you can reroll any number of dice that had a result of 1 or 2. Seven of Clovers. If you roll a natural 7 on an attack roll made with this revolver, you hear the sound of bells and jingling coins as the weapon begins to glow. This attack automatically hits its target, is considered a critical hit, and deals maximum damage. For the next 7 minutes, attacks made with this weapon (including this one) deal an extra 7 force damage.
Prerequisite: Pact of the Firearm, 11th level hen you make a successful attack against a creature with your pact firearm, you can choose to drain that creature of life and transfer it to you. A dark crimson line leads back to the barrel of your gun, giving you temporary hit points equal to half the amount of damage dealt.
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Beginning at 6th level, you can spend 10 minutes working on an object to end all curses affecting it. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement so it can be removed. You can also end any spells affecting the object, a process which occupies a number of additional minutes equal to the total combined spell levels of each removed spell.
You can cast the color spray spell once with this trait, requiring no material or Somatic components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Myth Breakers specialize in using their firearms to hunt down the most dangerous of beasts. They hunt down anything from ancient dragons and beholders with extreme precision and skill. Determined and well researched in a variety of lore, myth breakers are experts in hunting down that which makes the average person tremble in fear.
You have trained yourself in the delicate art of using ranged weapons in close quarters combat. You get he following benefits: Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Your ranged attack rolls against any creature within 30 feet of you cannot have disadvantage for any reason. However, if a situation would normally cause you to have disadvantage on such an attack (such as obscured vision or the effect of a spell), you cannot gain advantage on this attack roll. You can make opportunity attacks with ranged weapons.
Some warlocks summon blades into their waiting hands to cut down their foes. Others rely on their patron to fuel arcane incantations; still others manifest their connection to their patron in the form of a familiar. You, however, have taken a slightly different approach. You can use your action to create a pact firearm in your empty hand. You can only summon a primitive firearm as your pact weapon until you reach 13th level, when you can now summon advanced firearms. Besides this limitation, you can choose the form that this firearm takes each time you create it. You are proficient with it while you wield it. This firearm counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This firearm uses a magical reserve of ammunition supplied by your patron that does not run out, though you still need to reload it as normal. Your pact firearm disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic firearm into your pact weapon by performing a special ritual while you hold the firearm.
As a bonus action you can grow large spiral ram-like horns for 1 minute. While this benefit is active, if you move at least 20 feet towards a creature, you can make a charge attack with the horns with a +7 attack bonus. On a hit, the target takes 2d10 force damage and is pushed 5 feet away from you.
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Your Strength and Dexterity scores each increase by 2, to a maximum of 20. Sentience. The weapon is imbued with the consciousness of its previous wielders. The collective consciousness speaks to the current wielder, teaching and guiding their actions to make them truly worthy to hold the blade. Destroying the Sworn Pactbreaker. Only a Demon Lord can truly destroy the Sworn Pactbreaker. This can be done by defeating its wielder in combat, then lighting it ablaze with hellfire.
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They have advantage on any checks that involve manipulating a mechanical or electric item. Forest gnomes typically avoid the bustle of the cities, instead choosing to hone and maintain their knowledge of the world outside their walls. They have advantage on Wisdom (Perception) checks outside of civilization as long as they can see.
In games where firearms are prominent, you can use this optional rule. Primitive Firearms with the loading property are not properly built for combat. If you make more than two attacks with these weapons in a single round, the firearm's misfire number goes up by 1, to a maximum of 10. Reload & Long Load. The reload and long load properties specify the number of attacks that can be made with the weapon before it runs out of ammunition. After making the number of attacks specified by the gun's reload/long load number, you must reload the weapon using ammunition on hand before it can be used again. Ranged weapons with the reload property must be reloaded using an action or bonus action. Ranged weapons with the long load property take an action to reload its ammunition. If you wield two light ranged weapons with the reload property, you can reload them both at once as an action during your turn. If you are wielding a light ranged weapon with the reload property in one hand and have your hand occupied by something other than another light ranged weapon with the reload property, the ranged weapon takes an action to reload.
You master the art of wielding two firearms at once. You gain the following benefits: You gain proficiency in sidearms if you don't have it already. You can wield two sidearms at once, even if they do not have the light property. You can draw or holster two sidearms when you would normally be able to draw or holster only one. Before you make an attack roll, you can choose to fire both guns as part of a single attack, taking a -5 penalty. If the attack hits, roll damage for each of your firearms and add +5 to each damage roll. You cannot use your bonus action to attack with the offhand gun if you use this feature for any number of attack rolls you make on your turn.
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Increases the normal and maximum range of the firearm by 30 feet. This part can only be added to bulky rifles or anti-material rifles.
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THE MISTS CLING TO THE TALL CHARRED PINES of the valeheart woods like clawed spectral fingers, as the billowing breeze breathing through the trees give this miasma a sinister semblance of life. At once menacing and warding against outside visitors to this deathly realm, the locals know well of the evil nature of this forest, and how willing the very air of this place is to choke the live out of those foolish mortals that venture inside. Nevertheless, a gnarled dwarf by the name Blidwenn gazes into the opaque vapor streaming from the trees, his eyes more accustomed to the dim light of this place than the pure sunshine found in more wholesome lands. Braiding a few errant strands of beard, Blidwenn continues his vigil for well on an hour, tracing the elusive forms in the mist for any sign of living movement. Clasping his braid in a ruddy, calloused hand, the dwarf lets loose a sigh and slowly rises to his feet. His sharp dwarven eyes snap open and he pauses instantly mid-motion. Movement in the mists, shadows, a shape emerging from the woods. His vision traces the outline of a lean, solitary figure, set bone white against the grey fog.
Prerequisite: Proficiency in shields You have become quite adept at crowd control using your shield. When you make an attack against a creature while wielding your shield, you are considered to be in half cover when they attack you, and you are resistant to piercing, slashing and bludgeoning damage from that creature until the start of your next turn. More than one target can be affected this way if you can attack more than once during your turn.
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All artificers invest themselves in their creations, but the wandslingers are those who obsess over a single tool of destruction, pouring their soul into every minor adjustment. The wandslingers are legendary as wandering warriors, everready to test their blasting rods against a new foe.
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You close your fist and flash freeze the air around them in an attempt to lock their joints up and freeze them in place. The creature must succeed a Constitution saving throw. On a failed save, it takes 2d6 cold damage and has its movement speed reduced to 0 for 1 minute. At the end of each of its subsequent turns, the creature can remake the saving throw in order to end the spell's effects on itself.
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At 18th level, a you have sharpened your reflexes to supersonic proportions. You now get the following benefits: You can take the Disengage action as a bonus action, except when in final stand. Once per short or long rest, when taking the Dodge action, you can reduce the damage you take from ranged weapon and ranged spell attacks to 0. Once per short or long rest, you can use two Advanced Gun Stunts as a bonus action. You can go into overwatch as a bonus action once per short or long rest. When you make a successful overwatch attack, you can make one additional attack against the same creature. You have advantage on this attack roll, but you do not add your ability score modifier to the damage of this attack, unless that modifier is negative.
The artifacts presented here are provided as examples. Use them as guides when creating your own artifacts, or modify them as you see fit.
You are used to bowing, scraping and apologizing for even slight offenses. While more prideful slaves are loathe to do it, you can earn enough through begging to live a Poor lifestyle in most cities, and you can usually find someone who is willing to take you in - though there may be a price, and it may not be gold.
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The runes glow with protective magic that wards them from debilitating effects. The first time the target would be subjected to the paralyzed, petrified, prone, restrained, or stunned condition due to an attack, spell, or effect, if it is not at 0 hit points, it ignores that condition instead, and the spell ends.
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Prerequisite: Dueling fighting style or Gun Duelist gun tactic You have mastered the art of dueling with gun and sword, and gain the following benefits: If you have a one-handed melee weapon in one hand and a light firearm in the other, when you make an attack with either of those weapons, you can use your bonus action to attack with the other. Wielding a light firearm or finesse melee weapon in your offhand does not count against the Dueling fighting style or Gun Duelist gun tactic. You can ignore the loading time and reload action for a light firearm in one hand if you are holding nothing in the other hand.