Equipment

Main Page |

Rarity

  • Common: Can be found almost everywhere
  • Uncommon: A few locations will usually have it, usually based on need or usage.
  • Rare: Usually limited to specific locations or use is uncommon.
  • Legendary: Likely only a hand full of these exist.

Magi-Tech Equipment

This equipment doesn’t quite follow the standard rules of D&D weapons or items, and thus gets it’s own section.
Magi-Tech Equipment

Psionic Equipment

This equipment doesn’t quite follow the standard rules of D&D weapons or items, and thus gets it’s own section.
Psionic Equipment

Equipment Modifiers

Equipment Accessories

Certain items can be modified in a variety of different ways, some have effect in game others are simply for style.
Water-Tight (+ 10 Gold): Throw an extra 10 gold at a piece of equipment like a Flashlight, and it’ll function underwater as long as it’s not damaged. Some functionallity won’t be available, like swapping batteries, but it’s a case by case basis. This can not be applied to weapons or armor.
Pressure Resistant (+ 20 Gold per 50 feet): Pressure effects more than just a character, all water-tight items will work down to 150 feet before they start having problems. Solid objects like Swords or Armor is unaffected by pressure as there’s no air pressure difference to worry about. For every 50 feet below 150 feet, pay an extra 10 gold to ensure the item will work properly under these pressures. This can not be applied to weapons or armor.
Engraved (+ 5 – 150 Gold): Depending on the level of intricacy you can have your name or an image engraved onto an item. From a simple engraving to replacing parts with engraved, stained, or even colored and painted ivory. It’s a way to personalize an item and mark it as your own. It can also be used to impress members of high society, or to fit in with them.
Armor Integrated (After other enhancements, double total cost): Item becomes integrated into a piece of armor. Item no longer needs to be held, and can be interacted with as usual. Usually seen on heavy armor, Electric Heaters connected to plate armor for cold weather soldiers, or flashlights attached to a breast plate for the night watch. Items can be integrated into armor after the armor has been bought. Once an item has been integrated, it can be salvaged for half price but not removed from the armor in working condition. This can not be applied to weapons or armor.

Simple Melee Weapons

Ohm Gauntlet

Cost: 250 gp
Weight: 3 lbs
Rarity: Legendary (Victoria Ohm)
Damage: Add 1d4 lightning damage to Unarmed Strikes.
Description: A single electrified glove that amplifies the damage a standard melee strike would deal. The attack is still considered an unarmed strike. Target makes a Constitution save DC 13 or become stunned for a round.
Created by and only purchasable from Victoria Ohm

Martial Melee Weapons

Whale Butchers Saw

Cost: 160 gp
Weight: 26 lbs
Rarity: Uncommon (Whaling towns)
Damage: 2d6 Slashing Damage
Properties: Ammunition, Two-Handed, Heavy
Description: This whale oil powered mechanical saw is used for carving up whales to collect their meats, oil, and bone. The saw is driven by processed whale oil, held in a glass cylinder which is loaded into the saw. Each Whale oil cylinder lasts for about 4 hours, it takes a standard action to start or stop the saw. Being extremely noisy the user can always be heard with a DC 5 perception while the saw is on. The wielder also suffers disadvantage on perception checks while the saw is on as it’s hard to hear over.

Chakain Dragon Slayer Ax

Cost: 95 gp
Weight: 12 lbs
Rarity: Rare (Chakain Trick Armorers)
Trick Weapon: As a bonus action you may change weapon modes.
Ax Mode
Damage: 1d12 Slashing
Properties: Two Handed, Dragon Slaying + 2 (Gain a bonus to hit and damage against Draconic targets, and the weapon is considered magic when considered damage reduction for Draconic targets).
Crossbow Mode
Damage: 2d8 Piercing
Properties: Two Handed, Ammunition (60/240)
Description: A large trick weapon which is wielded with both hands, in one form it’s a large double bladed ax with a heavily re-enforced bowstave that seems out of place near the top of the ax. When tricked, the ax blades rotate down providing a a bi-pod for the Crossbow, which is designed to fire comparatively massive bolts. The trigger for the crossbow is built into the grip between the normal hand positioning for holding an ax. These weapons saw their main use during the near extinction of the Dragons. The strength and training required to wield the weapon properly, caused it to eventually fall out of favor.

Chakain Three-Sectioned Catch-Pole

Cost: 85 gp
Weight: 5 lbs
Rarity: Rare (Chakain Trick Armorers)
Trick Weapon: As a bonus action you may change weapon modes.
Strangle: While a target is grappled by this weapon, the wielder may spend their action tightening the noose and strangle the target. Make an opposed grapple check, success results in the target taking 2d6 + strength bludgeoning damage, and the target is incapacitated until the start of your next turn.
Catch-Pole mode
Damage: 1d8 Bludgeoning
Ability: May grapple at reach.
Properties: Two handed, Reach, Reaction Grapple.
Sectioned mode
Damage: 1d6 Bludgeoning
Ability: Grappling a target with the staff, still leaves the staff available as a weapon.
Properties: Finesse, Versatile (1d8), Reaction Grapple.
Description: This Chakain trick weapon resembles a three sectioned staff held together with a metal cable that has a noose at one end and a small loop of cable at the other. While segmented, the noose is designed to quickly slip around an opponents neck, leaving the rest of the segmented staff available as a weapon. Those individual segments can be quickly locked together to create a longer catch pole, allowing the wielder to restrain a target safely from a distance. Then a pull on the smaller loop will tighten the noose around a grappled opponent, cutting off air and blood flow to render the opponent unconscious.

Martial Ranged Weapons

Spear Gun

Cost: 80 gp
Weight: 6 lbs
Rarity: Common (Fishing towns)
Damage: 1d8 piercing
Properties: Ammunition (10/40), Aquatic (40/160), Loading.
Description: A rubber slingshot designed to fire small iron spears underwater.

Light Armor

Duster

Cost: 20 gp
Weight: 15 lbs
Rarity: Common
AC: 11 + Dex Modifier
Description: The wild west special, this stylish leather also provides a decent armor bonus. The larger duster provides advantage to hiding items on your person. The Duster can be donned and doffed as a move action. Due to their coverage and quick removal, you can remove the Duster to succeed a Dexterity save against acid or fire attacks, or to remove ongoing fire or acid damage. Every time the Duster is used this way, roll a D20, on a 1-5 the Duster is destroyed by the damage, and is reduced to just damaged clothing.

Aviator’s Jacket

Cost: 15 gp
Weight: 15 lbs
Rarity: Uncommon (Mountain Regions)
AC: 11 + Dex Modifier
Description: Used to keep Pilots warm with a mixture of leather and warm furs.
Effect: Grants Advantage on Constitution Saves against Cold Environments (Excluding water environments).

Wet Suit

Cost: 240 gp
Weight: 8 lbs
Rarity: Uncommon (Coastal Locations)
AC: 11 + Dex Modifier
Description: A Neoprene rubber dive suit, it’s skin tight and is designed to keep the wearer warm when in cold water. The price comes from the rarity and high production costs of Neoprene, as well as needing to be sized to the individual.
Effect: Grants Advantage on Constitution Saves against Cold Aquatic Environments.
Special: Can be worn under other armor, to grant it’s effect but not it’s AC.

Medium Armor

Trench Coat

Cost: 140 gp
Weight: 30 lbs
Rarity: Common
AC: 13 + Dex (Max 2)
Description: This leather coat contains bands of metal between the leather exterior and cloth interior. The coat’s expense comes from the amount of work that goes into it, the properly sized metal bands, all the sewing of the bands into the coat lining, and the leather working. Provides advantage to hiding items on your person. The Trench coat can be donned and doffed as a move action. Due to their coverage and quick removal, you can remove the Trench Coat to succeed a Dexterity save against electric, acid or fire attacks, or to remove ongoing fire or acid damage. Everytime the Trench Coat is used this way, roll a D20, on a 1-2 the Trench Coat is destroyed by the damage, and is reduced to just damaged clothing.

Diving Suit

Cost: 500 gp
Weight: 60 lbs
Rarity: Uncommon (Coastal)
Speed: 20
AC: 13 + Dex (Max 2)
Description: A mixture of Leathers, Neoprene, and an Iron Dive helmet.
Effect: Grants + 5 to Constitution Saves against Cold Aquatic Environments. Disadvantage on Stealth. Immune to Poison status effect. Able to remain submerged for an hour before needing to refill oxygen supply.

Heavy Armor

Atmospheric diving suit

Cost: 2500 gp
Weight: 280 lbs
Rarity: Rare (Coastal Locations that do Salvage)
Required Strength: 18
Speed: 10
AC: 20
Description: An iron suit that provides a pressurized atmosphere for the wearer so they can perform actions deep under water. They’re heavy and cumbersome, each suit is designed for a specific height and weight, and can only vary in height by an inch and weight by 50 lbs. Due to the specific needs and size restrictions, the ADS is rarely seen outside of well funded dive rigs.
Effect: Requires a Strength score above 18 to move above water, a strength score of 15 is requires to move underwater. Immune to Poison status effect. Disadvantage on Stealth and Stealth capped at 10. Able to remain submerged for an hour before needed to refill it’s oxygen supply.

Equipment

Diving Equipment

With all the sea ports and water travel, there’s been a lot of sunken ships cargo that need to be recovered. A small industry has started around diving and salvage. There’s also a strong water sport culture around coastal downs, especially around the South Western Orion and The Coastal Kingdoms of the 13 Kingdoms.

Spare Breath Canister

Cost: 5 gp
Weight: 3 lbs
Rarity: Uncommon (Coastal Towns)
Description: A metal canister with a valve.
Effect: Recover your full breath once. Useful for reviving unconscious characters underwater, if you have a means of clearing their lungs.

Water Breathing Mask

Cost: 325 gp (3rd level permanent spell)
Weight: 5 lbs
Rarity: Rare (Coastal Towns Wizards…)
Description: A face mask with a curved glass plate to see through, a seal around the face, and lips carved into the front.
Effect: Provides the wearer with Water Breathing.

Aviator Goggles

Cost: 25 gp
Weight: 1 lbs
Rarity: Rare (Towns with Airships)
Description: Glass goggles that protect the wearers eyes from dust and high winds.

Oil Driven Equipment

Whale oil burns surprisingly clean if properly refined. It has a unique smell, and its an easy perception check to smell whale oil being burned.

Vehicle Engines

Liquid Residuum 1 oz

Cost: 5 sp
Weight: ~.025 lbs
Rarity: Uncommon
Description: Refined Residuum into a more fuel like material. Highly volatile in large quantities, every 8 oz of Liquid residuum deals 1d6 fire damage. In large quantities, usually 32 oz (1/4 of a gallon) or more, the Residuum has been known to detonate from agitation or temperature changes, and thus is usually stored in shielded containers when in large quantities.

Liquid Residuum Cylinder (8 oz)

Cost: 5 gp (Refill for 4 gp)
Weight: .5 lbs
Rarity: Uncommon
Description: A capsule of Whale Oil designed for use in mobile devices like the Whale Butchers Saw.

1 Gallon Jerry can of Liquid Residuum

Cost: 68 gp (Refill for 64 gp)
Weight: 10 lbs full, 2 lbs empty.
Rarity: Uncommon
Description: A Dark red metal can with yellow lines which carries 1 gallon of Liquid Residuum. This much Residuum together becomes unstable, and is prone to combustion with little effort, sudden agitation or quick changes in temperature can set off Liquid Residuum when it’s stored in large quantities. Every 8 oz of Liquid Residuum adds 1d6 damage to the explosive blast.

1/4 Gallon Shielded Jerry can of Liquid Residuum

Cost: 24 gp (Refill for 16 gp)
Weight: 6 lbs full, 4 lbs empty.
Rarity: Common
Description: A Green metal can with yellow painted lines, the Residuum inside is stored in separated, magical sealed areas to prevent the Liquid Residuum from detonating. Unlike non-shielded Jerry cans, Shielded Jerry can won’t detonated if rolled off a cliff or magically heated and cooled quickly. Only once the Liquid Residuum is removed from the can does it become volatile again.

Whale Oil Cylinder (8 oz)

Cost: 2 gp (Refill for 1 gp)
Weight: .5 lbs
Rarity: Common
Description: A capsule of Whale Oil designed for use in mobile devices like the Whale Butchers Saw.

1 Gallon Jerry can of Whale Oil

Cost: 18 gp (Refill for 16 gp)
Weight: 10 lbs full, 2 lbs empty.
Rarity: Common
Description: A bright green metal can which carries 1 gallon of Whale Oil. Used to fuel Whale Oil Engines or refill Whale Oil Cylinders.

5 Gallon Jerry can of Whale Oil

Cost: 85 gp (Refill for 80 gp)
Weight: 45 lbs full, 5 lbs empty.
Rarity: Uncommon (Whaling Towns)
Description: A bright red metal can which carries 5 gallons of Whale Oil. Used to fuel Whale Oil Engines or refill Whale Oil Cylinders.

The Oil Heater

Cost: 35 gold
Rarity: Common
Details: Requires one free hand. A portable whale oil heater, keeps the user and adjacent creatures warm enough to gain a + 5 to Cold Weather Constitution saves, the user also gains resistance to cold damage. Holds a gallon of oil, each gallon lasts eight hours.
Can have the Water-Tight property added to them, this allows the heater to operate underwater however the heat only effects the person wearing holding the item and not adjacent creatures.
Heaters can be Armor Integrated, these provide safe hands free heat for the armor wearer and any adjacent creatures.

Electrical Items

Basic Power usage and energy recording. Any time you use an electric item, instead of trying to record the exact amount of time used record in units of 15 minutes.

The Electric Torch (Flashlight)

Cost: 30 gold
Rarity: Uncommon (Towns invested in electricity)
Details: Requires one free hand. The first electrical light bulb was made mobile with the discovery of the chemical battery. This provides a 40 ft cone of bright light and a 80 ft cone of dim light for 10 hours. The Electric Torch does not work underwater and will short out any batteries if fully submerged.
Can have the Water-Tight property added to them, this means when submerged operates normally and the battery is not discharged, but you can’t change the battery while submerged.

The Electric Heater

Cost: 50 gold
Rarity: Rare (Cold Towns invested in electricity)
Details: Requires one free hand. The first electric heater, keeps the user and adjacent creatures warm enough to gain a + 5 to Cold Weather Constitution saves, the user also gains resistance to cold damage. Holds two batteries, each batter runs out after 30 minutes.
Can have the Water-Tight property added to them, this allows the heater to operate underwater however the heat only effects the person wearing holding the item and not adjacent creatures.
Heaters can be Armor Integrated, these provide safe hands free heat for the armor wearer and any adjacent creatures.

The Chemical Battery

Cost: 8 gold
Rarity: Uncommon (Towns invested in electricity)
Details: Generates power for most electrical devices for ten hours before running dry. If Batteries are submerged in water, they’ll deal 1d6 electrical damage to anyone in 5ft of the batteries and instantly discharge them.
Can have the Water-Tight property added to them, this means if they are submerged they will not discharge unless the protective caps are removed.
Batteries can be Armor Integrated, these provide power for other integrated items from a single source, so instead of having to recharge each item individually, they can all be recharged at once.

Equipment

Age of Orion The_Vaporite The_Vaporite