TEXT: 117 
  magehandpress.com 
   
   
  Across the ‘verse, new advances are constantly pushing 
  the pinnacle of technology. Fundamental limitations, like 
  the speed of light or the forces of gravity, have long been 
  broken by magic, but with the advent of magical 
  technology, anyone can sidestep the bounds of physics. In 
  most of the galaxy, spacefaring vessels are commonplace, 
  blasters have replaced conventional firearms, and 
  constructs, living and otherwise, have become a mundane 
  sight. 
       Such high-technology will be invaluable to adventurers 
  and explorers, who risk their lives daily in the harsh 
  expanse of space. This chapter details new options for 
  magical technology, which ranges from essential gear to 
  blasters and other weapons. The most advanced magical 
  equipment is more potent and unique―essentially magic 
  items in their own right. Additionally, this contains a 
  section of upgrade components, which can be installed 
  directly into the bodies of vect or other creatures. 
  Weapons 
  Weapons in the Dark Matter setting range from traditional 
  swords and shields to advanced pieces of technology, 
  powered by void crystals or arcane batteries. There are 
  many who believe that, despite advancing technology, the 
  old weapons are more elegant, more civilized in some 
  important way, yet others maintain that a simple blaster is 
  reliable enough for almost any engagement. As a result, 
  axes, blasters, bows, and energy blades crisscross the 
  universe―a culmination of eras and fighting styles all 
  contending in combat. 
       This section introduces a few of the high-technology 
  options available to players, including blasters and laser 
  swords. All of the following weapons except for the 
  skathári warclub count as magical technology. 
  Blasters 
  Blasters are arcane weapons that eschew traditional 
  projectiles in favor of energetic pulses, powered by arcane 
  batteries and focused through specialized apertures.  
  Because they self-recharge, blasters  
   
   
  need not ever be reloaded, even though some of them are 
  prone to overheating. 
  Damage Rolls with Blasters 
  Unlike other weapons, you don't add your ability modifier 
  to the damage roll of a blaster unless otherwise stated.  
  Two-Weapon Fighting with Blasters 
  Unlike other ranged weapons, you can engage in two-
  weapon fighting with two light blasters. When you do so, 
  you subtract 2 from the damage roll of the bonus attack, to 
  a minimum of 1 damage. 
  Melee Weapons 
  Many in the 'verse, including quite experienced spacers, 
  prefer the reliability of a sword or the heft of an axe. After 
  all, for all their dazzle, blasters and energy weapons are 
  fallible: they can malfunction, be disabled by Dead Magic 
  Zones, and simply fall to pieces. None of these apply to 
  good old-fashioned weapons. As such, every weapon in 
  the SRD has a place in Dark Matter. 
       Of course, even among those who would eschew a 
  blaster in favor of a close-quarters weapon, there are many 
  who prefer high-tech options. The laser sword is an 
  extremely popular choice with everyone from backwater 
  hermits to trained sepulcher knights, as it combines the 
  traditionalism of a steel sword with the advantages of 
  modern technology. Most high-tech melee weapons in 
  Dark Matter share a similar appeal, since exotic materials 
  and fixed-length energy blades have novel properties not 
  found elsewhere.  
       Other weapons, such as the plasma cutter, thermal 
  lance, and wrenchinator, are more tools than weapons, but 
  have become a favorite with spacers everywhere, due in 
  part to their availability, and part to their brutal 
  effectiveness.  
   
   
  CHAPTER  5 
  EQUIPMENT 
  
  118 
  5: Equipment 
   
   
   
  WEAPONS 
   
   Name 
  Cost 
  Damage  
  Weight 
  Properties 
  Simple Blasters 
  Avia-Ra Sunstaff 
  150 gp 
  2d6 radiant 
  6 lb. 
  Blaster (range 60/180), special, two-handed 
  Ion Cannon 
  250 gp 
  2d6 radiant 
  6 lb. 
  Blaster (range 30/90), scatter (2d8), two-handed 
  Phaser 
  75 gp 
  2d4 radiant 
  2 lb. 
  Blaster (range 60/180), light, nonlethal 
  Repeater   
  100 gp 
  2d6 radiant 
  3 lb. 
  Blaster (range 60/180) 
  Standard Carbine 
  250 gp 
  2d6 radiant 
  7 lb. 
  Automatic, blaster (range 60/180), two-handed 
  Swarm Pistol 
  100 gp 
  2d4 radiant 
  2 lb. 
  Automatic, blaster (range 30/90), foregrip, light 
  Martial Blasters 
  Blitz Cannon 
  800 gp 
  2d8 lightning 
  7 lb. 
  Blaster (range 10/30), heavy, scatter (2d10), two-handed 
  Concussion Rifle  
  800 gp 
  2d8 thunder 
  8 lb. 
  Blaster (range 160/480), heavy, sighted, two-handed 
  Diode Beam 
  2,000 gp 
  2d8 radiant 
  80 lb. 
  Blaster (range 80/240), heavy, mounted, special, two-handed 
  Impactor Cannon 
  1,250 gp 
  2d10 force 
  12 lb. 
  Blaster (range 20/60), heavy, overheat, scatter (2d12), two-
  handed 
  Magnus Opum 
  800 gp 
  2d10 radiant 
  6 lb. 
  Blaster (range 60/180), heavy, overheat 
  Plasma Launcher 
  1,000 gp 
  2d6 fire 
  8 lb. 
  Blaster (range 80/240), explosive, heat, two-handed 
  Psionic Helm 
  750 gp 
  2d6 psychic 
  3 lb. 
  Blaster (range 80/240), special 
  REC Gun 
  1,500 gp 
  2d8 radiant 
  120 lb. 
  Automatic, blaster (range 80/240), heavy, mounted, two-
  handed 
  Singularity Emitter 
  2,500 gp 
  1d20 force 
  400 lb. 
  Blaster (range 80/240), heavy, overheat, special, two-handed 
  Volcanic 
  1,000 gp 
  2d6 fire 
  10 lb. 
  Blaster (range 15-foot cone), heat, heavy, two-handed, special 
  Simple Melee Weapons 
  Antimatter Dagger 
  100 gp 
  1d4 necrotic 
  1 lb. 
  Finesse, light 
  Ballistic Gloves 
  50 gp 
  1d4 force 
  1 lb. 
  Fist, light 
  Laser Claws 
  75 gp 
  1d4 radiant 
  1 lb. 
  Fist, light, finesse 
  Skathári Warclub 
  10 gp 
  1d8 piercing 
  10 lb. 
  Two-handed 
  Void Shackles 
  50 gp 
  1d4 necrotic 
  1 lb. 
  Fist, light 
  Martial Melee Weapons  
  Arc Baton 
  150 gp 
  1d6 lightning 
  2 lb.  Special 
  Battlefist 
  75 gp 
  1d8 bludgeoning 
  3 lb. 
  Special 
  Crystalline Rod 
  175 gp 
  1d6 force 
  4 lb. 
  Finesse, reach 
  Laser Halfsword 
  150 gp 
  1d6 radiant 
  2 lb. 
  Finesse, light 
  Laser Sword 
  450 gp 
  1d8 radiant 
  3 lb. 
  Finesse, special, versatile (1d10) 
  Photonic Lash 
  150 gp 
  1d4 radiant 
  2 lb. 
  Finesse, reach 
  Plasma Cutter 
  175 gp 
  1d10 slashing 
  10 lb.  Special, two-handed 
  Repulsor Gauntlet 
  150 gp 
  1d10 force 
  4 lb. 
  Heavy 
  Rocket Hammer 
  200 gp 
  1d10 bludgeoning 18 lb. 
  Heavy, special, two-handed 
  Thermal Lance 
  150 gp 
  1d8 fire 
  6 lb. 
  Versatile (1d10) 
  Wrenchinator 
  30 gp 
  1d12 bludgeoning 10 lb. 
  Heavy, two-handed 
  
  119 
  magehandpress.com 
   
   
  EQUIPMENT 
   
  Weapon Descriptions 
  These weapons might be found on a starship, in storage 
  lockers aboard the Solar Citadel, or scattered across a 
  battle-scarred moon. 
       Antimatter Dagger. Favored by assassins and 
  infiltrators, the antimatter dagger produces a short blade 
  of crackling energy. With some skill, this weapon can be 
  hidden up a sleeve, stashed in a belt, or secreted away in a 
  hidden compartment, to be revealed at the right moment 
  for a precision kill.  
       Arc Baton. The weighted end of this steel baton 
  contains a trio of crackling electrodes which send a surge 
  of electricity through any creature they touch. 
       Avia-Ra Sunstaff. This long staff, forked at its end 
  near a prominent gemstone, is a blaster in its own right. 
  When used in expert hands, the sunstaff can bludgeon, 
  trip, and strike foes as a quarterstaff, only to be squeezed 
  in both hands to fire a burst of hot plasma seconds later. 
       Ballistic Gloves. These gloves feature a cylindrical 
  grip in the palms, which strengthens the fists and charges 
  the thunder cells on the knuckles. On a strike, the gloves 
  magnify kinetic energy at the knuckles and issue a 
  deafening crack.  
       Battlefist. A mechanical, articulating gauntlet, this 
  weapon slips over a hand and mimics its movements. A 
  battlefist can deliver crushing blows on its own, but is 
  usually paired with another weapon, such as a blaster, to 
  be employed when enemies draw too near. This weapon is 
  especially favored by the vect, who can integrate one in 
  place of a hand to ensure a weapon is always nearby.  
       Blitz Cannon. With its imposing rectangular muzzle, 
  this brutalist weapon has a clear right and wrong-end to be 
  on. Pulling its trigger unleashes a torrent of lightning bolts 
  in a wide, imprecise spray, making it extremely dangerous 
  at point-blank range.  
       Concussion Rifle. A series of arcane capacitors run the 
  length of this rifle, terminating in a thick condenser that 
  compresses its blast into a precise burst. A concussion 
  rifle is especially deadly at long ranges, and its damage 
  bypasses most emergently resistant armor. 
       Crystalline Rod. The strange, two-foot long rod 
  wielded by wrothians is composed of a glistening, exotic 
  crystal which pulls against an underlying field in the 
  universe. Moving it around reveals a strange resistance to 
  its movement, as if the rod is anchored to an unseen mass. 
  If swung with any speed, an invisible wave of force 
  extends feet from the rod, bashing any obstacles in front 
  of it.  
       Diode Beam. A scaled-down version of a pulse 
  cannon, the diode beam is best used mounted weapon. 
  Though it can be fired in accurate pulses, it's also possible 
  to lock the weapon's fire mode, creating a continuous 
  stream of deadly energy. 
       Impactor Cannon. The impactor cannon is a 
  cumbersome, intimidating blaster, designed with the 
  express intent of putting holes in armored things. This 
  weapon is infamous for its punishing recoil and long 
  overheat duration, which it makes up for in sheer 
  firepower. 
       Ion Cannon. The ion cannon always fires its bright, 
  energetic blast is a diffuse cone, making it far deadlier up 
  close. Between shots, it always makes a quiet zipping 
  noise, as the arcane battery charges the ion cell for another 
  blast. 
       Laser Claws. When activated, these gloves project 
  dazzling, razor-sharp claws from the fingers, which can be 
  used to shred a foe to ribbons. 
       Laser Halfsword. This laser sword of shorter grip and 
  half-blade length is normally wielded in pairs for an agile 
  two-weapon fighting style. 
       Laser Sword. An elegant weapon, for a more 
  enlightened age, the laser sword consists of a metal hilt 
  which projects a fixed-length laser when activated. Its 
  weightless blade makes for an agile, deadly weapon 
  capable of cutting through many materials. The sword 
  could even stop a blaster bolt, but alas, one would need 
  precognition and superhuman reflexes to do so. 
       Magnus Opum. This impressive handgun, almost 
  twice the weight of a repeater, is infamous for its heft, 
  Gnomish Blasters 
  In the extensive Dead Magic Zones, prevalent 
  throughout the 'verse, gnomes have thrived 
  using blasters powered by technological means, 
  rather than magical ones. In fact, nearly all of 
  gnomish technology forgoes magic in place of 
  their strange and complex technologies, for 
  gnomish science sees itself as equal to all 
  arcana. 
       A gnomish blaster is functionally much the 
  same as an ordinary one, but costs twice as 
  much, deals force damage instead of the 
  blaster's normal damage type, and functions 
  normally in Dead Magic Zones. 
       Gnomish technology still counts as magical 
  technology for the purposes of spells and 
  magical effects that influence such technology. 
  
  120 
  5: Equipment 
   
   
  recoil, and stopping-power. Nevertheless, it is favored by 
  gunslingers that accept no compromises in their blasters. 
       Phaser. Phasers are not designed for effectiveness so 
  much as portability and non-lethality. These blasters are 
  often issued to peace-keepers and emissaries that require 
  personal defense but have no intent to kill others.  
       Photonic Lash. A wicked weapon favored by the 
  elves, the photonic lash produces a bright tendril of energy 
  from its metal hilt. The lash leaves painful, burning 
  lacerations on its victims, along with lasting scars, a tell-
  tale sign that one has defied the whims of the high elves. 
       Plasma Cutter. Few things are as intimidating as a 
  plasma cutter’s circular, white-hot blade. When used in 
  normal operation to carve up high-density metal plates, it 
  can easily remove careless fingers or limbs, but if wielded 
  with lethal intent, it can cleanly dissect someone from end 
  to end.  
       Plasma Launcher. This shoulder-fired blaster ejects a 
  semi-stable orb of superheated plasma. Upon reaching its 
  target, the plasma explodes, popping like a balloon in a 
  dazzling fireball of sparks and expanding gas. 
       Psionic Helm. The nodes mounted on this helmet’s 
  dome emit an invisible psionic field, amplified by the 
  mind of anyone who wears it. By concentrating on the 
  helm and extending a hand, the user can even direct the 
  field into a blast of psionic force. 
       REC Gun. The Revolving Exothermic Cannon (or 
  REC gun, for short) operates on the same principle as a 
  conventional blaster, with an arcane battery hooked up to 
  an aperture barrel and so forth, but mounts several blasters 
  on a revolving cylinder, each firing in rapid succession. 
       Repeater. The quintessential handheld blaster, the 
  repeater is a staple on the galactic frontier. Solid, reliable, 
  and packing just enough firepower to bring down an 
  assailant, nearly every explorer worth their salt has one of 
  these strapped to their hip. 
       Repulsor Gauntlet. Similar to a battlefist, but larger in 
  scale, this hulking gauntlet invariably throws its users off-
  balance. Concealed within it is an arcane battery from a 
  blaster, which the gauntlet channels into the knuckles to 
  augment its blows with layered forcefields. 
       Rocket Hammer. Only the dwarves would conceive of 
  a weapon so unwieldy as the rocket hammer. As its name 
  implies, it is very much a conventional warhammer with a 
  rocket thruster built into the head to magnify its 
  bludgeoning potential.  
       Singularity Emitter. Less a blaster in the conventional 
  sense, and more a stripped-down Dark Matter engine 
  designed to rip a contained hole in the universe, the 
  singularity emitter is a singularly destructive weapon. 
  After being fired, however, the weapon must cool down, 
  venting exceptional amounts of heat to maintain a stable 
  Dark Matter core. 
       Skathári Warclub. True to their nature, skathári 
  warriors prefer simple, straightforward weapons, such as 
  their traditional warclubs. These clubs are fitted with a 
  row of large spikes for punching through invertebrate 
  shells, as well as discouraging huge predators.  
       Standard Carbine. As its name might suggest, the 
  standard carbine is the standard-issue blaster for all 
  Hegemony and Coalition troops, which by default makes 
  it one of the most pervasive weapons in the galaxy. Some 
  soldiers praise the weapon's accuracy and durability, 
  while others decry its difficult-to-control automatic fire, 
  but on the battlefield, there's no questioning this weapon's 
  efficacy. 
       Swarm Pistol. This handheld blaster, styled much like 
  a repeater, has a wickedly fast automatic fire, capable of 
  spewing dozens of rays in seconds. The most dexterous 
  users might even find it possible to use one in each hand. 
       Thermal Lance. When a button on this metal tube is 
  pressed, a persistent foot-long, blue stream of flame erupts 
  from its end, scorching those it touches. Though this tool 
  was fashioned for mining asteroids for precious minerals, 
  it has become a favorite (albeit eccentric) choice of 
  weapon for avia-ra warriors. 
       Wrenchinator. Though different models exist, the 
  most common by far is the Wrenchinator 9000, a tool 
  used by starship mechanics the ‘verse-over. This 
  incredible, oversized wrench can fasten bolts, loosen 
  bolts, and clobber people over the head. 
       Void Shackles. These heavy wristbands wither at the 
  space in front of its user's fists, creating microscopic holes 
  to the Void that tear into the target. 
       Volcanic. The flame-throwing volcanic consists of a 
  set of tanks and a hefty arcane battery arranged into a 
  backpack, connected by a hose to the gun, which is little 
  more than a nozzle and trigger for the weapon's volatile 
  incendiary spray. 
  Weapon Properties 
  As shown in the Weapons table, weapons in Dark Matter 
  share a number of special properties: 
       Automatic. When you make an attack with this 
  weapon on your turn, you can choose to make two attacks 
  with disadvantage instead. These attacks always have 
  disadvantage, regardless of circumstance. 
       Blaster. A weapon with the Blaster property is a 
  ranged weapon that requires no ammunition. Blasters are 
  considered firearms for the purpose of class features and 
  abilities. Like firearms, you don’t add your ability score 
  modifier to blasters’ damage rolls. 
  
  121 
  magehandpress.com 
   
   
  EQUIPMENT 
       Explosive. When this weapon’s projectile hits a target, 
  it explodes in a 5-foot radius. The projectile can be fired at 
  an unoccupied space within its range. Each creature other 
  than the target within the blast radius must succeed on a 
  DC 14 Dexterity saving throw, taking half the damage 
  rolled on a failed save or no damage on a successful one. 
       Finesse. When making an attack with a finesse 
  weapon, you use your choice of your Strength or 
  Dexterity modifier for the attack and damage rolls. You 
  must use the same modifier for both rolls. 
       Fist. Attacks made with this weapon are treated as 
  unarmed strikes. 
       Foregrip. This weapon can be used with one or two 
  hands. If used in two hands, its normal and long ranges 
  double. 
        Heat. This weapon gains a heat point whenever an 
  attack is made with it and loses one heat point whenever 
  you begin your turn. If the weapon gains 3 heat points, it 
  overheats and loses all heat points. An overheated weapon 
  can't be used to make an attack again until the end of your 
  next turn. 
       Heavy. Small creatures have disadvantage on attack 
  rolls with heavy weapons. A heavy weapon’s size and 
  bulk make it too large for a Small creature to use 
  effectively. 
       Light. A light weapon is small and easy to handle, 
  making it ideal for use when fighting with two weapons. 
       Mounted. This weapon is normally used while 
  attached to a tripod, vehicle, or other bracing mount. You 
  can mount or unmount this weapon as an action. While it 
  is mounted, it can't be moved. It can only be used to make 
  an attack while unmounted if held by a Medium or larger 
  creature with a Strength score of at least 15. 
       Nonlethal. When you reduce a creature to 0 hit points 
  using this weapon, you can choose to knock the creature 
  out, rendering it unconscious, rather than deal a killing 
  blow. 
       Overheat. Once you make an attack with this weapon, 
  it can't be used again to make an attack until the end of 
  your next turn. 
       Reach. This weapon adds 5 feet to your reach when 
  you attack with it, as well as when determining your reach 
  for opportunity attacks with it. 
       Scatter. If you make an attack against a target that is 
  within half this weapon’s normal range, you deal the 
  damage value listed in parentheses instead of the 
  weapon’s normal damage dice. 
       Sighted. This weapon has disadvantage on attack rolls 
  made against targets within 20 feet. 
       Special. A weapon with the special property has 
  unusual rules governing its use, explained in the weapon’s 
  description (see “Special Weapons” below). 
       Two-Handed. This weapon requires two hands when 
  you attack with it. 
       Versatile. This weapon can be used with one or two 
  hands. A damage value in parentheses appears with the 
  property―the damage when the weapon is used with two 
  hands to make a melee attack. 
  Special Weapons 
  Weapons with special properties are described here. 
       Avia-Ra Sunstaff. This weapon can also be used as a 
  quarterstaff. 
      Arc Baton. When a creature is hit with this weapon, it 
  can't take reactions until the start of its next turn. 
       Battlefist. This weapon acts as an oversized, articulated 
  gauntlet. It can hold and manipulate objects, though you 
  can’t attack with your battlefist while you’re holding an 
  object with it. 
       Diode Beam. As an action, this weapon can be fired 
  continuously in a beam, affecting a 100-foot long, 5-foot 
  wide line in a direction you choose. When a creature 
  enters the area for the first time on a turn or starts its turn 
  there, it must make a DC 14 Dexterity saving throw or 
  take 4d6 radiant damage. 
       At the beginning of each of your subsequent turns, roll 
  a d20. On a 5 or lower, the weapon overheats and can’t be 
  fired until the end of your next turn. If you roll higher than 
  5, you can use your action to continue firing the beam and 
  can change the direction the line faces from you. 
       Laser Sword. Depending on this weapon’s 
  construction, it can deal force, necrotic, or radiant 
  damage. Once the weapon is created, this damage type 
  does not change. 
       Plasma Cutter. This weapon ignores the damage 
  threshold of nonmagical objects that it cuts.  
       Psionic Helm. You can use your choice of 
  Intelligence, Wisdom, or Charisma, instead of Dexterity 
  for this weapon’s attack rolls. 
       Rocket Hammer. Once per turn, when you make an 
  attack with this weapon, you can engage its thrusters to 
  deal an additional 1d4 bludgeoning damage on a hit.  
       Singularity Emitter. When this weapon hits a target, 
  each creature within 10 feet of the target is pulled up to 5 
  feet toward it. 
       Volcanic. Whenever you make an attack with this 
  weapon, it spews flames in a 15-foot radius cone. Each 
  creature within that radius must make a DC 14 Dexterity 
  saving throw or take 2d6 fire damage. 
   
   
   
  
  122 
  5: Equipment 
   
   
   
   
  Armor 
  Just as the onward march of technology has pushed 
  handheld weapons from crossbows to blasters, so too has 
  it improved and iterated on armor from plate mail to high-
  tech nanofiber materials. These more complex materials 
  are mostly constructed to absorb and deflect hazardous 
  energies, but still provide ample defense from physical 
  damage.  
       The gradient of armors on offer in the SRD are more 
  than sufficient to outfit characters of any class, and most 
  classes are designed with these statistics in mind. 
  Therefore, to maintain the game’s balance, Dark Matter 
  doesn’t employ any additional armor options, but rather 
  suggests alternative names for them, in keeping with the 
  science-fiction setting. The Armor table below shows 
  these new names and also restates the armors’ statistics, 
  for convenience. 
   
   
  Gear 
  High technology comes a wide degree of forms, from 
  legendary artifacts of unspeakable complexity, to the 
  humble life suit. Practical technology might not be the 
  most glamourous, but it’s certainly indispensable: no ship 
  could travel far in the ‘verse without functioning life suits, 
  and explorers would literally be in the dark without 
  flashlights. Of course, adventurers and explorers still 
  make use of conventional gear, much of which had 
  evolved with the march of progress: healer’s kits, locks, 
  and manacles have all changed considerably, but they still 
  serve the same purpose. Other things, like backpacks, 
  have hardly changed at all. 
       The following devices are considered magical 
  technology: bottled lightning, comm sets, concussion 
  grenades, datapads, flashlights, interface rigs, holo-
  spheres, life suits, log keepers, igniters, quadcorders, and 
  wristwatchs. All of these should be considered 
  commonplace in any science fiction setting. 
  Gear Descriptions 
  This section describes items that have special rules or 
  require further explanation. 
       Bandolier. This shoulder strap contains six pouches 
  large enough to hold a potion, grenade, or similarly-sized 
  item within easy reach. It can hold 10 pounds of gear. 
  ARMOR 
   
   
   Armor 
  SRD Name 
  Cost 
  Armor Class (AC)  
  Strength 
  Stealth 
  Weight 
  Light Armor 
   
  Flight Jacket 
  Padded  
  5 gp 
  11 + Dex modifier 
  ― 
  Disadvantage 
  8 lb. 
  Nanofiber Vest 
  Leather 
  10 gp 
  11 + Dex modifier 
  ― 
  ― 
  10 lb. 
  Tactical Nanofiber Vest 
  Studded Leather 
  45 gp 
  12 + Dex modifier 
  ― 
  ― 
  13 lb. 
  Medium Armor 
   
  Environ Suit 
  Hide  
  10 gp 
  12 + Dex modifier (max 2) 
  ― 
  ― 
  12 lb. 
  Carbonic Suit 
  Chain Shirt 
  50 gp 
  13 + Dex modifier (max 2) 
  ― 
  ― 
  20 lb. 
  Monoplate Suit 
  Scale Mail 
  50 gp 
  14 + Dex modifier (max 2) 
  ― 
  Disadvantage 
  45 lb. 
  Triplate Suit 
  Breastplate 
  400 gp 
  14 + Dex modifier (max 2) 
  ― 
  ― 
  20 lb. 
  Hexaplate Suit 
  Half Plate 
  750 gp 
  15 + Dex modifier (max 2) 
  ― 
  Disadvantage 
  40 lb. 
  Heavy Armor 
   
  Ferrofiber Hardsuit 
  Ring Mail 
  30 gp 
  14 
  ― 
  Disadvantage 
  40 lb. 
  Tactical Carbonic Hardsuit 
  Chain Mail 
  75 gp 
  16 
  Str 13 
  Disadvantage 
  55 lb. 
  Starshield Hardsuit 
  Splint 
  200 gp 
  17 
  Str 15 
  Disadvantage 
  60 lb. 
  Adamant Hardsuit 
  Plate 
  1,500 gp 
  18 
  Str 15 
  Disadvantage 
  65 lb. 
  Calculating AC 
  Some class features (such as the Gadgeteer's 
  Experimental Frame) and equipment (such as 
  the Spiked Plating construct graft) give you a 
  different way to calculate your AC. If you have 
  multiple features that give you different ways to 
  calculate your AC, you choose which one to use. 
  
  123 
  magehandpress.com 
   
   
  EQUIPMENT 
  Gear 
  Item 
  Cost 
  Weight 
  Bandolier 
  3 gp 
  1 lb. 
  Binoculars 
  15 gp 
  1/2 lb. 
  Bottled Lightning  
  75 gp 
  1 lb. 
  Comm Set 
  10 gp 
  1 lb. 
  Concussion Grenade 
  75 gp 
  2 lb. 
  Data Book 
  125 gp 
  4 lb. 
  Datapad 
  50 gp 
  1 lb. 
  Flare 
  1 gp. 
  1 lb. 
  Flashlight 
  35 gp 
  1 lb. 
  Holo-Sphere 
  150 gp 
  2 lb. 
  Holster 
  1 gp 
  1/2 lb. 
  Hypodermic Needle 
  175 gp 
  ― 
  Interface Rig 
  25 gp 
  3 lb. 
  Krash (1 can) 
  2 sp 
  1 lb. 
  Life Suit 
  200 gp 
  20 lb. 
  Log Keeper 
  25 gp 
  3 lb. 
  Igniter 
  5 gp 
  ― 
  Omnitool 
  25 gp 
  1 lb. 
  Quadcorder 
  85 gp 
  1 lb. 
  Roach 
  100 gp 
  ― 
  Sling 
  5 sp 
  ― 
  Tactical Vest 
  15 gp 
  6 lb. 
  Vent Tape 
  1 sp 
  1/2 lb. 
  Wristwatch 
  5 gp 
  ― 
   
       Binoculars. Objects viewed through binoculars are 
  magnified to ten times their size. 
       Bottled Lightning. This glass canister is filled with a 
  constantly surging bolt of magic lightning and sheds 
  bright light in a 10-foot radius, and dim light for an 
  additional 10 feet. 
       As an action, you can throw this canister up to 20 feet, 
  breaking it on impact. Make a ranged attack against a 
  creature or object, treating the bottled lightning as an 
  improvised weapon. On a hit, the target takes 1d8 
  lightning damage. 
       Comm Set. Using this handheld device, you can 
  verbally communicate with any creature within 1-mile 
  that also has a comm set. A comm set can be connected to 
  a headset worn on the ear or can be talked into directly. Its 
  signal can penetrate most barriers, but is blocked by 1 foot 
  of stone, 1 inch of common metal, a thin sheet of lead, or 
  3 feet of wood or dirt. 
       Concussion Grenade. This spherical device, dotted 
  with blinking lights, explodes in a wave of concussive 
  force. As an action, you can throw this grenade up to 20 
  feet, detonating a moment after impact. Make a ranged 
  attack against a creature or object, treating the grenade as 
  an improvised weapon. On a hit, the target takes 1d8 
  thunder damage and is deafened until the beginning of 
  your next turn. Additionally, each creature within 10 feet 
  of the target must make a DC 12 Dexterity saving throw 
  or also take this damage and be deafened for the same 
  duration. 
       Data Book. This 10-inch-long rectangular drive can 
  hold a massive quantity of information―ten times as 
  much as a datapad can hold. Over the course of a minute, 
  you can transfer information between a data book and an 
  arcane terminal, a datapad, or ship’s computer, uploading 
  or downloading any information you have access to, but 
  information cannot be directly read from a data book. 
       Like a datapad, a data book can be locked with a secret 
  password.  
       Datapad. A common gadget is used to store personal 
  information, search for data on arcane terminals, 
  communicate with others, and transfer credits. You can 
  enter text by hand into a datapad or draw in it using a 
  stylus as if it were a notebook with 2,000 pages. You can 
  also search these notes with one-word queries. If the 
  datapad is within 1 mile of an arcane terminal or ship's 
  computer, you can use it to communicate with other 
  datapads that are also within that range, provided both 
  datapads have exchanged a comm number. This 
  communication is limited to one text-based message (128 
  characters) every minute. Lastly, datapads are often used 
  to access an account with the Galactic Bank, where your 
  wealth is stored as credits on their server. 
       When you get a datapad, you also lock it with a 
  password that you likely keep secret. Only someone with 
  the password can access the datapad (barring unauthorized 
  access, which can be accomplished with a successful DC 
  18 Intelligence (Data) check to hack the datapad).  
       If the datapad is connected by cable to an arcane 
  terminal or ship's computer, you can use it to perform 
  advanced operations on systems connected to it. This 
  might be necessary to operate some systems, like the 
  research devices on a science satellite. 
       Flare. A flare is a foot-long, brightly colored stick 
  with a plastic cap. You can strike the bottom of the flare 
  as an action, causing the flare to bursts into a bright, 
  colored flame, matching that of the stick. This flame burns 
  for 10 minutes, emitting a 40-foot radius of bright light 
  and dim light for an additional 20 feet. A flare will still 
  burn underwater or in a vacuum. 
       Flashlight. This device produces a 60-foot cone of 
  bright light, and dim light for an additional 15 feet. It can 
  provide light for 4 up to hours, after which it must 
  recharge for 8 hours. 
  
  124 
  5: Equipment 
   
   
       Holo-Sphere. As an action, you can activate this 6-
  inch wide sphere and deploy within 15 feet of you. The 
  sphere then captures a 5-foot cube holographic recording 
  of the events of the next 30 seconds, which can be 
  replayed on it later. In spite of the high technology, the 
  image leaves something to be desired: the sphere produces 
  a roughly one-foot high monochromatic hologram of the 
  subject it recorded, often with a considerable amount of 
  static. High volumes of magic disrupts recording with 
  even more static, often creating an unrecognizable 
  holographic mess. 
       Holster. A holster is a specially-made holder which 
  allows a blaster which lacks the Two-Handed property to 
  be held on a belt or under the arm. 
       Hypodermic Needle. This syringe can directly inject a 
  substance into someone’s bloodstream. You can load a 
  liquid, such as a potion of healing, into a hypodermic 
  needle as a bonus action, then administer it to another 
  creature as an action on your turn. If the creature is 
  unwilling, you must make a melee weapon attack to do so. 
       Interface Rig. An interface rig includes everything 
  necessary to connect to a device without an accessible 
  interface: a datapad accessor loaded with complicated 
  algorithms, a plethora of wires and connectors, and a 
  heavy magnet, in case things get dire. Such a rig is 
  necessary to gain unauthorized access to many systems. 
       Krash. When you drink this can of sugary liquid as an 
  action, you feel a rush of sugar to your head and 
  temporarily feel awake. For the next hour, your 
  exhaustion level temporarily decreases by 1. You can only 
  be under the effect of one can of krash at a time.   
       Life Suit. This one-piece jumpsuit comes equipped 
  with a glass, domed helmet. While wearing it, you can 
  breathe normally and survive 
  underwater or in the vacuum of space without ill effect for 
  up to 24 hours at a time. You are immune to the effects of 
  inhaled poisons, gases, and pathogens. Additionally, the 
  suit insulates you from extreme environmental 
  temperatures (see Appendix A). The suit only prevents 
  fire or cold damage caused by exposure to space or harsh 
  environments. You can wear a life suit under armor, but to 
  replenish its air supply it must be removed for two hours.  
       Log Keeper. This 1-foot long device records and 
  replays audio, organizing entries by date. It can maintain 
  up to 48 hours of audio before it automatically begins 
  purging the earliest entries. 
       Igniter. The device produces a small flame, which you 
  can use to light a candle, torch, or campfire. 
       Omnitool. This multipurpose gadget contains a 
  plethora of useful tools: small knives of various sizes, a 
  small hammer, screwdrivers, a file, a bottle opener, a 
  small saw, a wrench, a can opener, a wire-cutter, and a 
  small set of pliers. 
       Quadcorder. This handheld scanning device has four 
  prominent sensors (each looking like a small radar dish) 
  on its operating end. When directed at an object within 5 
  feet as an action, the device measures many of that 
  object's intrinsic properties, and displays the object's 
  temperature, density, boiling point, freezing point, 
  conductivity, and viscosity.  
       Roach. Ocoulori Radavitis, an insectlike creature that 
  is consumed to improve the results of a void jump. 
       Sling. A sling is a strap which attaches to a two-
  handed ranged weapon (usually a blaster) and it worn on 
  the body, usually over a shoulder, making the weapon's 
  weight easier to bear and keeping it close if it falls. When 
  you drop a weapon attached to a sling you are wearing, it 
  falls to your side and continues to hang within reach. 
       Tactical Vest. This light vest is covered in pouches, 
  straps, and holsters. The vest has two holsters, can 
  carry a two-handed melee weapon on its back, and a 
  dagger or an antimatter dagger on its front. One sling 
  can attach to the vest. The tactical vest can be worn 
  atop armor. 
       Vent Tape. This durable adhesive tape is useful for 
  basically any application that involves sticking two 
  things together. While more creative minds might use 
  large quantities of vent tape for other uses, most 
  people use it for quick repairs, and to affix flashlights 
  to blasters in a pinch. A single roll of vent tape 
  contains 60 feet of 2-inch wide tape. 
       Wristwatch. A simple device with a simple 
  purpose, this watch reports the time in a way that is 
  consistent with all major galactic factions. 
  
  125 
  magehandpress.com 
   
   
  EQUIPMENT 
  Tools 
  A tool helps you to do something you couldn't otherwise 
  do, such as craft or repair an item, forge a document, or 
  pick a lock. In many science fiction settings, tools such as 
  cartographer’s tools and weaver’s tools are rendered 
  almost entirely obsolete by high-tech alternatives. The 
  following tools are considered artisan’s tools, and can be 
  selected whenever your race, class, or background gives 
  you proficiency with a tool. 
  Tools 
  Item 
  Cost 
  Weight 
  Artisan’s Tools 
   
   
  Circuitry Kit  
  50 gp 
  5 lb. 
  Mechanist’s Tools 
  85 gp 
  30 lb. 
  Ship Maintenance Tools 
  150 gp 
  50 lb. 
       Circuitry Kit. A circuitry contains a soldering iron, 
  spare wire, and dozens of spare arcane components, such 
  as abjuators, illusiomotors, evocation shifters, and 
  conjuration processors—everything necessary to rewire a 
  piece of magical technology. Proficiency with this kit 
  allows you to add your proficiency bonus to any checks 
  you make to build, modify, and repair handheld gadgets, 
  such as blasters, which contain an arcane battery. 
       Mechanist's Tools. This kit contains a wide variety of 
  tools used for metalworking and robotics, including a 
  compact saw-grinder-mill tool, a welding torch and mask, 
  an auto-hammer, and a lathe. It also includes enough scrap 
  metal to begin and end most inexpensive projects. 
  Proficiency with this kit lets you add your proficiency 
  bonus to any ability checks you make to build, repair, and 
  modify constructs and complex machines. 
       Ship Maintenance Tools. These tools are essential for 
  keeping starships spaceworthy and repairing them after 
  combat. Each component in this extensive set of tools is 
  all intricate and extremely specialized, and can be used to 
  fix virtually every part of a ship, from disabled systems, to 
  external hull damage, to problems in the Dark Matter 
  engine itself. Proficiency with this kit helps your repair 
  ships more quickly and easily, adding your proficiency 
  bonus to checks you make to repair your ship. 
  Services 
  On your adventures, you can pay nonplayer characters to 
  assist you or act on your behalf in a variety of 
  circumstances. Most hirelings have ordinary, but useful 
  skills, whereas some are experts in spacing, exploration, 
  or dungeoneering. 
       Spacers include anyone hired to perform a service that 
  involves a proficiency that is useful aboard a spaceship: a 
  technician, medic, pilot, or so on. The pay shown is a 
  minimum; some expert hirelings require more pay. By 
  contrast, untrained hirelings can be hired for menial work 
  that requires no particular skill. 
       Enlisting a hireling does not mean they foreswear their 
  life to your cause. Hirelings—even mercenaries—are 
  payed to perform a job, and will endure reasonably 
  dangerous circumstances, but will rarely (if ever) 
  undertake a suicide mission or place themselves in 
  unnecessary mortal peril for you. 
  Spellcasting Services 
  People who are able to cast spells don't fall into the 
  category of ordinary hirelings. Such individuals are arcane 
  specialists, and charge for their services by the spell. 
  Unfortunately, every spellcaster charges different rates for 
  their services; no established pay rates exist.  
       Hiring someone to cast a relatively common spell of 
  1st or 2nd level, such as identify, might only cost 50 gp 
  (plus the price of material components), whereas higher 
  levels of spells might cost thousands of gold, or might be 
  exchanged for a favor to the spellcaster. Astrogators are 
  special spellcasters that use the astrogation spell to guide 
  starships safely and quickly through the stars. 
  Services 
  Service 
  Pay 
  Astrogator 
  750 gp/day 
  Hireling 
   
  Mercenary (Grax's Guys) 
  10 gp/day or a cut of 
  profits 
  Mercenary (Scale and Fang) 
  25 gp/day 
  Mercenary (The Coalition) 
  50 gp/day 
  Smuggler 
  5 gp/day + 10% cost 
  of goods smuggled 
  Spacer 
  2 gp/day 
  Untrained 
  2 sp/day 
  Medical Care 
   
       Remove Curse 
  500 gp 
       Remove Disease 
  150 gp 
       Remove Exhaustion 
  100 gp 
       Remove Poison  
  150 gp 
  Shuttle 
   
       On a Planet 
  5 gp 
       Across a System 
  15 gp 
  Starship Passage 
   
       Dark Matter Class 1-3 
  25 gp/day 
       Dark Matter Class 4-5 
  75 gp/day 
  
  126 
  5: Equipment 
   
   
  Trinkets 
  Many great characters possess a trinket, a small item 
  connected to their past in some important way, whether 
  it’s a valuable clue to a mystery that haunts them, a 
  reminder of a horrible tragedy they survived, or a 
  memento of a loved one. When you create your character, 
  you can roll once on the Trinkets table below to gain a 
  trinket, which can be folded into your backstory. These 
  items can also be used to fill an NPCs pockets or stashed 
  in the recesses of a dungeon. 
  Trinkets 
  d100 Trinket 
  1 
  A handheld glass tube which, when shaken, 
  produces a dim light 
  2 
  The serial number plate from a discontinued model 
  of automaton 
  3 
  A shipping label, stamped many times, implying 
  the package has traveled the 'verse 
  4 
  A small replica starship. The model depicted only 
  recently became obsolete. 
  5 
  A burned-out servo engraved with "3942A 2.5dm 
  Pell Mtech" 
  6 
  The very last page from a manual of golems 
  7 
  A ring bearing the insignia of the Galactic Bank 
  8 
  A lead-lined box engraved with “235”. Inside is a 
  small clump of metal that is warm to the touch 
  9 
  A small jar containing a preserved amoeboid 
  eyespot 
  10 
  A bell enchanted to be silent. In Dead Magic 
  Zones, the enchantment breaks and the bell rings 
  normally 
  11 
  A dwarven seal which etches a coat of arms into 
  metal plate 
  12 
  A rolled-up poster of the galaxy's most famous 
  popstar, Elvish Prestley 
  13 
  A wooden mask painted to resemble a vect 
  14 
  A list of dozens of android serial numbers, many of 
  which have been crossed out 
  15 
  A key whose head is shaped like an avia-ra holy 
  symbol. It must fit a bizarre lock 
  16 
  A carefully folded star chart for an unidentified part 
  of space 
  17 
  A datapad containing thoroughly encrypted data. It 
  has only three access attempts remaining. 
  18 
  A metallic leaf from an elven tree-ship 
  19 
  A space marine’s helmet, pierced clean through 
  with a blaster bolt 
  20 A spacer’s small, leather-bound diary. Reading it 
  feels like deja vu 
  21 
  A steel bat used for the popular sport, siegeball 
  22 
  A piece of amber containing a perfectly-preserved 
  exoskeleton from a roach that has molted 
  23 
  A pair of spectacles which block starlight, revealing 
  an inky, black night sky 
  24 
  An immense keyring, brimming with keys 
  25 
  An empty glass vial, bearing the insignia of Old 
  Poseidon 
  26 
  A silver omnitool, engraved with decorative initials; 
  evidently a gift 
  27 
  A necklace adorned with the teeth from various 
  alien beasts 
  28 
  An archaic device that plays a small number of 
  extremely catchy songs through headphones 
  29 
  A golden stole belonging to an avia-ra priest 
  30 
  Playing cards from the glamourous space casino, 
  Hotel Horizon, which orbits planet Concordia 
  31 
  A unique electrum coin, marked with an arcane 
  sigil on one side, and a tower on the other 
  32 
  A screwdriver that makes loud noises whenever it’s 
  activated 
  33 
  The owner’s manual for a commercial starship 
  34 
  A lucky thwirrel’s foot 
  35 
  A set of three broken power converters, each dusty 
  and filled with sand 
  36 
  A piece of unidentified metal that glows during 
  void jumps 
  37 
  A written contract from the Firm, promising 
  monetary compensation 
  38 
  An instrument like a horn carved from the smallest 
  tooth of an eternal dragon 
  39 
  A gilded finger bone taken from a gold skeleton 
  40 A white badge belonging to a crew member of the 
  S.S. Saint Vincent 
  41 
  A novella detailing an apocryphal assault of tripods 
  on a small world 
  42 
  An ever-reliable towel 
  43 
  A jar containing a green fungus. It seems to move 
  and react to nearby humanoids 
  44 A compass whose needle points to an unknown 
  location far across the stars 
  45 
  An elaborate nonmagical device that creates a mild 
  gravitational field when activated 
  46 An unusual map of oceans and continents painted 
  on the back of a ceramic turtle 
  47 A detonator from an arcane warhead. Its bomb is 
  nowhere to be found  
  48 A timeworn phaser whose blasts neither stun nor 
  kill; they merely tickle 
  49 A commemorative beer stein, reading “Grax’s Guy 
  of the Month” 
  50 
  A blank white business card. Looking directly at it 
  causes headaches and nausea 
  51 
  A potato battery, which looks like it came from a 
  science fair 
  
  127 
  magehandpress.com 
   
   
  EQUIPMENT 
  52 
  A pair of shooting gloves, taken from a coalition 
  fighter’s uniform 
  53 
  A set of seven bizarrely shaped dice 
  54 
  A cube that’s supposed to be a different color on 
  every face, but is currently scrambled 
  55 
  A vect hand, severed violently at the wrist 
  56 
  Three keycards: one red, one green, and one 
  yellow, the latter of which is splattered with blood 
  57 
  A skathari arrowhead crafted from obsidian that is 
  perpetually warm to the touch 
  58 
  A tiny pinpoint of light suspended in a glass ball 
  59 
  An ancient avia-ra prayer book, whose pages are 
  vandalized in a fervent scrawl 
  60 A holo-sphere whose recording was corrupted by 
  powerful magic. Through the static, it depicts a 
  faceless humanoid standing among flames 
  61 
  A map to a huge Lakshayan weapons cache, lost 
  within the Warzone 
  62 
  The log keeper of a long dead pirate captain, 
  apparently marooned by his crew 
  63 
  A pair of dinosaur figurines 
  64 A small bronze sphere whose various 
  constellations point to an eternal dragon’s hoard 
  65 
  A black domino mask, of the type worn by 
  costumed vigilantes 
  66 An official document from the Hegemony ordering 
  the execution of several mawstone psions 
  67 
  A bracelet with a blinking light on its face. 
  Evidently, the bracelet is constantly transmitting or 
  receiving data 
  68 
  The focusing array from a laser sword 
  69 A school textbook, which seems to be for a 
  xenobiology class 
  70 
  A toy vect with “Will” written on the foot 
  71 
  The skull of an unknown species, hollowed into a 
  mug 
  72 
  A charcoal drawing of a stygian wroth ship 
  73 
  An armband composed of hardlight 
  74 
  An experimental blaster attachment that appears to 
  be partially melted 
  75 
  A list of spare parts required to fix a damaged Dark 
  Matter engine 
  76 
  An orcish war flag, pockmarked with blaster holes 
  77 
  An empty canister marked “Danger Do Not Open”. 
  A wide crack runs along its length 
  78 
  A recipe book filled with ingredients found on a 
  distant planet 
   
   
   
   
   
   
  79 
  A flute that produces simple holographic displays 
  when played 
  80 An ornate thimble with traces of poison inside it 
  81 
  A toy Lakshayan battle frame in one of several 
  bright colors. If 5 differently colored ones are 
  found, all 5 can be combined into a larger frame. 
  82 
  A tiny pink umbrella which once accompanied a 
  tropical cocktail on Paradise 1 
  83 
  A spherical, crystal pendant. On close inspection, a 
  small galaxy can be seen swirling within. 
  84 
  A solid, copper key with a numbered keychain, 
  stamped with the symbol for a local Heartstation 
  85 
  A mithral-plated locket displaying the seal of one of 
  the elven houses 
  86 
  A wooden ring carved in the shape of a Var’zuul. 
  When not looking at it, it slowly crawls around the 
  finger it is worn on. 
  87 
  A pouch with dozens of coins from different 
  planets 
  88 
  An original model wrenchinator, far smaller than 
  the Wrenchinator 9000 
  89 
  A pair of contact lenses that have constellations 
  dancing across their surfaces 
  90 An amulet in the shape of a Maw station. Every 
  now and then, the center of the maw glows gently, 
  as if a ship were making a void jump. 
  91 
  A sealed vial of what appears to be grey sand, but 
  potentially could be hazardous nanobots 
  92 
  A map rendered with ink on parchment of a planet 
  containing valuable old-world magic items 
  93 
  A book entitled “An Idiot’s Guide to Laser Swords” 
  94 A smooth rock with strange vein-like patterns 
  crisscrossing its surface. “G-seed” is etched into it 
  in elven. 
  95 
  A log keeper, filled with the recordings of an 
  enterprising captain on a mission to explore 
  strange new worlds 
  96 An elaborate gnomish board game, with dozens of 
  pieces, mock currency, a foldable game board, and 
  a packet of lengthy and confusing instructions 
  97 A signed and sealed contract from the Cabal, 
  promising 3% of someone's soul to the Lower 
  Planes upon death 
  98 
  A laser sword the length and shape of a butter knife 
  which toasts bread as you cut it 
  99 A star chart detailing a perilous, narrow channel 
  through the Dead Magic Zone, terminating at a 
  medium yellow star with eight planets 
  100 A device which, when activated, creates a 
  holographic projection of the maw network 
   
   
   
   
   
   
  
  128 
  5: Equipment 
   
   
  Construct Grafts 
  Mechanical hands, robotic eyes with an unnerving red 
  glow, ports and wires running down the length of 
  someone's arm; construct grafts (also called embedded 
  components) are a popular, if invasive, way of garnering 
  an advantage over one's foes. After all, constructs parts 
  are more robust and customizable than any organic limb. 
  Sometimes, these components are obtained from deceased 
  vect to serve as replacement parts, and other times, they're 
  intentional upgrades, built to fit the recipient's needs.  
       All the items presented in this section are considered 
  magical technology the purposes of spells and magical 
  effects that influence such technology. 
       Attaching a Graft. Attaching a graft for the first time 
  always requires a laborious surgical procedure, normally 
  removing an original body part. This procedure takes one 
  hour and requires a healer's kit, a set of mechanist’s tools, 
  and a knife (or a facility with access to such tools), as well 
  as someone to perform the operation. A construct graft is 
  permanent until another graft is provided to replace it.  
       You can only have once component in each of your 
  body slots. 
       This surgery is intensive and necessitates recovery 
  time. When you finish installing a construct graft into 
  your body, you lose half your hit points and all of your hit 
  dice. For 24 hours after installation, you can't use the 
  graft's abilities, as you adjust to its presence. Replacing a 
  graft or adding a new graft in its body slot takes only 30 
  minutes. You still lose half your hit points when replacing 
  a graft, but you don't lose hit dice. 
       Vect Components. Vect can replace sections of their 
  bodies with customized or improved components with 
  ease. A vect can install a construct graft on themselves 
  with 10 minutes of work, requiring the vect to disable a 
  part of its body, remove it, and install the new component. 
  A vect can install construct grafts without assistance, 
  unless the graft is installed into the Head or Arm slots.  
       Vect require no recovery time and suffer no penalties 
  after adding a construct graft. 
       Body Slots. Each graft takes up one of the following 
  slots: Arms, External, Head, Internal, or Legs. You cannot 
  have more than one graft in the same slot. For instance, if 
  you already have an arm graft, you must remove it before 
  you can attach a different arm graft. 
       Cost. The cost of obtaining and installing construct 
  grafts are shown on the Graft Cost table below. Most of 
  these can be acquired at far cheaper rates, if one is willing 
  to track down a disreputable establishment specializing in 
  dealing grafts and accept the risks inherent to an 
  unsanitary operation. 
  Graft Cost 
  Graft 
  Cost 
  Adamantine Plating 
  2,250 gp 
  Arcane Synapses 
  325 gp 
  Arm Blade 
  200 gp 
  Arm Cannon 
  450 gp 
  Battlefist 
  200 gp 
  Concentration Module 
  1,500 gp 
  Embedded Phaser 
  250 gp 
  Embedded Translator 
  500 gp 
  Final Word 
  50,000 gp 
  Finger Picks 
  150 gp 
  Heart of Steel 
  2,250 gp 
  Heavy Legs 
  800 gp 
  Impulse Unit 
  200 gp 
  Infrasight Eyes 
  450 gp 
  Logic Unit 
  150 gp 
  Mithral Plating 
  1,500 gp 
  Overdrive Module 
  750 gp 
  Replacement 
  400 gp 
  Shield Module 
  550 gp 
  Spiked Plating 
  750 gp 
  Tesla Module 
  350 gp 
  Thermoregulator 
  500 gp 
  Traction Spikes 
  250 gp 
  Wings 
  7,500 gp 
  Grafts 
  The following construct grafts are listed alphabetically. 
  Adamantine Plating 
  Slot: External 
  Prerequisite: Vect race 
  Your Armor Class equals 17 and any critical hit against 
  you becomes a normal hit.  
       You can't wear conventional armor while you have this 
  graft installed. You can only install this graft if you are 
  proficient with heavy armor. 
  Arcane Synapses 
  Slot: Head 
  You have stolen a bit of arcane potential by inserting 
  some additional arcane nerves into your brain. You learn 1 
  cantrip of your choice from the wizard spell list. 
  Intelligence is your casting ability for this cantrip. 
  Arm Blade 
  Slot: Arms 
  Whenever you would normally be able to draw a weapon, 
  you can collapse your mechanical hand into your forearm  
  
  129 
  magehandpress.com 
   
   
  EQUIPMENT 
   
   
  with a flick of the wrist, extending 
  a wide shortsword in its place. You 
  can revert it to its normal form 
  whenever you could normally stow 
  a weapon. While this weapon is installed, you 
  are proficient with it and can't be disarmed of it. You 
  can't hold or otherwise manipulate a weapon, shield, or 
  other object with an arm that is transformed.  
  Arm Cannon 
  Slot: Arms 
  One of your arms is replaced wholesale with a powerful 
  blaster cannon. This arm cannon lacks any hand or 
  manipulator, so you cannot use that arm to hold or 
  manipulate objects while the arm cannon is installed. Only 
  one of your arms can be an arm cannon. An arm cannon is 
  a blaster that deals 2d8 radiant damage on a hit and has 
  the blaster (range 30/90) property. You are proficient with 
  it and can't be disarmed of it. 
  Concentration Module 
  Slot: Internal 
  Prerequisite: Spellcasting feature 
  Your body houses a mechanical mind, secondary to your 
  true mind, to assist in arcane focus. Whenever you make a 
  Constitution saving throw to maintain concentration on a 
  spell, you can add your spellcasting ability modifier, 
  instead of your Constitution modifier, to the roll. 
  Embedded Battlefist 
  Slot: Arms 
  You replace one of your hands (your choice) with an 
  imposing, articulated gauntlet, a battlefist. While this 
  weapon is installed, you are proficient with it and can't be 
  disarmed of it. Additionally, it has the Light property.  
  Embedded Phaser 
  Slot: Arms 
  One of your hands is mechanical and can transform into a 
  phaser. You can transform your hand into a phaser any 
  time you would normally be able to draw a weapon, and 
  can revert it to its normal form when you could normally 
  stow a weapon. You are proficient with this weapon and 
  can't be disarmed of it. You can't hold or otherwise 
  manipulate a weapon, shield, or other object with an arm 
  that is transformed. 
  Embedded Translator 
  Slot: Head 
  You have a universal translator magic item installed 
  within your skull and can use the effects of it at will. 
   
   
   
  Final Word 
  Slot: Internal 
  Deep within your body, you have installed a devastating 
  arcane warhead, whose trigger is linked to your life. When 
  you die, this bomb detonates, destroying your body 
  completely; as a result, you can be restored to life only by 
  means of a true resurrection or a wish spell. Each creature 
  within 180 feet must make a DC 18 Dexterity saving 
  throw. Creatures within 60 feet that have Evasion or 
  similar features can’t avoid this damage with a successful 
  saving throw. On a failed save, a creature takes 1d4 mega 
  (1d4 × 100) force damage, of half as much on a successful 
  save. 
  Finger Picks 
  Slot: Arms 
  Your mechanical hand has retractable thieves’ tools built 
  directly into the fingers. You are always considered to 
  have these thieves’ tools on your person and can conceal 
  them perfectly. If you are proficient with thieves’ tools, 
  you can add an additional +2 to ability checks you make 
  using them. 
  Heart of Steel 
  Slot: Internal 
  You have replaced your heart with the core from a 
  construct. As a result, you can ignore the effects of 1 level 
  of exhaustion, and you only need to rest for 4 hours to 
  gain the same benefit that a human does from 8 hours of 
  sleep. Because vect already have construct cores, they 
  can’t install this graft. 
  Heavy Legs 
  Slot: Legs 
  A mechanical exoskeleton, rooted in your legs, helps carry 
  your weight. Your lifting and carrying capacity doubles. 
  Impulse Unit 
  Slot: Legs 
  You have installed thrusters into your legs and back. On 
  your turn, you can use 10 feet of your movement to leap 
  10 feet vertically. In zero-gravity environments, this 
  allows you to move 20 feet in any direction on your turn. 
  
  130 
  5: Equipment 
   
   
  Infrasight Eyes 
  Slot: Head 
  You have replaced your eyes with sensors that can see in 
  the dark. You gain darkvision, the ability to see in dim 
  light within 60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can't discern color in 
  darkness, only shades of gray. 
  Logic Unit 
  Slot: Head 
  You have augmented your brain with an algorithmic 
  processing unit and have advantage on Intelligence checks 
  to perform mathematical operations and solve logical 
  dilemmas. 
  Mithral Plating 
  Slot: External 
  Prerequisite: Vect race 
  Your Armor Class equals 14 + your Dexterity modifier. 
  Additionally, you have resistance to lightning damage. 
       You can only install this graft if you are proficient with 
  light armor. 
  Overdrive Module 
  Slot: Internal 
  You have installed an internal generator, which can 
  accelerate your metabolism for a short while. You can use 
  your bonus action to fire up your overdrive module. For 
  up to the next minute, whenever you roll an ability check, 
  attack roll, or saving throw, rolling a 19 counts as rolling a 
  20. This effect ends early if you roll a 1. Once you use this 
  ability, you must complete a short or long rest before 
  using it again. 
  Replacement  
  Slot: Any 
  One or more of your organs or limbs has been 
  interchanged with an efficient mechanical version. A 
  replacement can effectively solve any amputation or organ 
  failure, but they cannot return to life someone that has 
  died; such work is solely the domain of necromancy. 
  Replacement limbs can look like the original limb, or can 
  appear metallic or otherwise mechanical. A replacement 
  organ or limb takes up one body slot relevant to it; for  
  example, a robotic hand takes the Arms slot and a 
  replacement kidney takes up the Internal slot. 
  Shield Module 
  Slot: External 
  You can use a bonus action to activate this mechanical 
  plate installed near your spine. When you do so, you can 
  cast the spell mage armor, targeting yourself, without  
  using a spell slot. Once you do so, you can’t 
  cast the spell again using this graft until you 
  finish a long rest. 
  Spiked Plating 
  Slot: External 
  Your Armor Class equals 14 + your Dexterity modifier 
  (maximum +2). Additionally, your unarmed strikes deal 
  1d4 piercing damage and, whenever you begin your turn 
  grappling another creature, that creature takes 1d4 
  piercing damage. 
       This graft counts as embedded armor for vect 
  characters. You can only install this graft if you are 
  proficient with medium armor. 
  Tesla Module 
  Slot: Internal 
  This device, installed in your chest, electrically polarizes 
  your skin and discharges a shock of electricity to 
  attackers. Whenever a creature within 5 feet of you hits 
  you with an attack, you can use your reaction to deal 1d6 
  lightning damage to each creature within 5 feet of you. 
  Thermoregulator 
  Slot: Internal 
  This component protects your body from extremely hot or 
  cold conditions, allowing you to endure the Extreme 
  Temperatures (see Appendix E) of space and other harsh 
  environments without taking damage. 
  Traction Spikes 
  Slot: Legs 
  Retractable spikes in your legs and feet allow you to climb 
  more quickly. Climbing no longer halves your speed and 
  you have advantage on saving throws against being 
  moved against your will (such as by being shoved) or to 
  avoid being knocked prone. 
  Wings 
  Slot: External 
  Folded into your back and resembling a hump when not in 
  use, these silver, clockwork wings allow you to soar. You 
  can deploy these wings as a bonus action, granting you a 
  fly speed equal to your base movement speed, and can 
  retract them on your turn (no action required.) You can fly 
  with these wings for a total of 10 minutes, after which, to 
  allow them to recharge, you must finish a short or long 
  rest before using them again. 
       Additionally, if you are falling, you can deploy your 
  wings as a reaction. Even if you have no time remaining 
  to use your wings, you can use them to glide gently to the 
  ground, such that you land on your feet without taking 
  falling damage. 
  
  131 
  magehandpress.com 
   
   
  EQUIPMENT 
   
   
   
   
   
   
   
   
  Magic Items 
  Starships, blasters, construct cores, and jetpacks are all 
  fueled by magic, which is harnessed through technology, 
  resulting in the hybrid of magical tech that is prevalent 
  throughout the ‘verse. At its most sophisticated, these 
  devices straddle the line between machine and magic 
  item, even as the latter becomes rarer and the former 
  becomes exponentially more abundant.  
       This section contains many magic items, ranging from 
  the extremely rare, like the incredibly powerful doom 
  gauntlet, to the increasingly commonplace, such as 
  defense drones. Items which are of Common and 
  Uncommon rarities can typically be bought and sold in 
  well-stocked marketplaces. 
       All the items presented in this section are considered 
  magical technology the purposes of spells and magical 
  effects that influence such technology. 
  Ankh of Ra 
  Wondrous item, uncommon (requires attunement) 
  This golden holy symbol, blessed by the Sun Above, 
  shields you from death. When you drop to 0 hit points as a 
  result of taking damage while you are attuned to the ankh, 
  you instead regain 4d10 hit points. The ankh then loses its 
  luster and becomes nonmagical.  
  Arcane Terminal 
  Wondrous item, very rare 
  Arcane terminals are essential units of computing in the 
  'verse. Most information, from public databanks to private 
  financial records, are stored on arcane terminals. These 
  terminals weigh 800 pounds and come equipped with a 
  keyboard, monitor, and antenna. 
   
   
   
   
   
   
   
   
   
       An arcane terminal can store data, 
  search for it, and transfer it to other terminals. 
  You can enter text into a terminal using the 
  keyboard and search for data using queries of any 
  length. A terminal can hold an arbitrarily large amount of 
  data; the equivalent of several encyclopedia's worth of 
  text, but its storage of images and video is much more 
  strictly limited. If you connect an arcane terminal by cable 
  to another arcane terminal, a ship's computer, or a 
  datapad, you can transfer between these devices.  
       With permission, it is possible to use one terminal to 
  search the data of another. The most common use of this 
  is to query the extensive amoeboid Compendium, which is 
  located on a network of arcane terminals spread across 
  dozens of maws, accessible from any given maw.  
       You can also use an arcane terminal to compute 
  mathematical problems, process data sets, and perform 
  simulations using extensive amount of recorded data.  
       The arcane terminal's antenna enables datapads within 
  1 mile of it to communicate with short messages.  
       Arcane terminals are also generally locked with a 
  password associated with each user. Only someone with 
  the password can access the terminal (barring 
  unauthorized access, which can be accomplished with a 
  successful DC 20 Intelligence (Data) check to hack the 
  terminal). 
  Arcane Warhead  
  Wondrous item, legendary 
  This 4,000-pound bomb is capable of cataclysmic 
  destruction. You can arm the warhead over the course of a 
  minute if you know the warhead's command code and 
  have a specially-made key attuned to it. Once the warhead 
  is armed, you can set its method of detonation: Timed or 
  Impact. If you choose a timed detonation, you enter a 
  delay time of 1 minute, 10 minutes, or 1 hour, after which 
  the warhead detonates. If you choose impact, the bomb 
  lays dormant until it takes 1 mega hit point of damage, 
  which might happen if it falls a suitable distance. 
       When the arcane warhead detonates, each creature and 
  object within a 10-mile radius takes 10d10 + 200 mega 
  radiant damage. This damage bypasses resistance and  
  
  132 
  5: Equipment 
   
   
  immunity to damage. Each creature within a 100-mile 
  radius must make a DC 20 Dexterity saving throw or take 
  10d10 + 50 radiant damage, or half as much on a 
  successful save. A creature that takes damage from this 
  warhead becomes poisoned for 24 hours. 
       The epicenter of the blast becomes a permanent, 
  localized Dead Magic Zone 5d10 + 5 feet wide. 
  Attractor Mine 
  Wondrous item, uncommon 
  As an action, you can prime this small metallic disk by 
  pressing a button on its face and throw it to a space within 
  40 feet. Upon landing in that space, the disk crackles with 
  electricity and draws objects within a 5-foot cube toward 
  it. If a creature enters the affected area for the first time on 
  a turn or starts its turn there, it must make a DC 14 
  Strength saving throw. On a failed save, the creature can't 
  move or use reactions until the start of its next turn. After 
  1 minute, the mine burns out and becomes nonmagical. 
  BEG-3000 
  Weapon (singularity emitter), legendary 
  An experimental singularity emitter of unrivaled power, 
  the BEG is perhaps several iterations away from being 
  completely stable. You gain a +3 bonus to attack and 
  damage rolls made with this magic weapon. 
      Additionally, this weapon has 4 charges and regains 
  1d4 expended charges daily at dawn. You can use your 
  action and expend a charge to fire an unstable singularity 
  from this weapon. When you do so, roll a d20. On a roll 
  of 5 lower, the weapon expends all of its remaining 
  charges, instead of only one. 
      The singularity travels up to 60 feet to a point you can 
  see within range, then explodes. Each creature within a 
  20-foot radius sphere centered on that point must make a 
  DC 17 Dexterity saving throw or take 10d10 force 
  damage, or half as much on a successful save. After this, 
  the weapon overheats and can't be used to make an attack 
  or expend a charge until the end of your next turn. 
  Cryogenic Pod  
  Wondrous item, very rare  
  This capsule, large enough to fit for one Medium-size 
  creature, can provide air and heat for its occupant 
  indefinitely. When a creature inside the pod activates it as 
  an action, the pod cryogenically freezes them over the 
  course of a minute, petrifying them as well as the rest of 
  the pod's contents. The pod then locks. Petrified creatures 
  do not age. Another creature can use their action to un-
  petrify the creature, which unfreezes over the course of a 
  minute. The pod then unlocks. 
  Death Ray 
  Weapon (repeater), very rare (requires attunement) 
  You gain a +2 bonus to attack and damage rolls made 
  with this magic weapon. The weapon also has two 
  charges, and regains 1d2 expended charges daily at dawn. 
  While attuned to it, you can spend one charge to cast the 
  spell disintegrate (DC 16) at a target you can see within 
  range. 
  Deconstructive Nanobots 
  Wondrous item, rare 
  This capsule, which looks identical to that which contains 
  reconstructive nanobots, contains a swarm of extremely 
  dangerous nanobots, designed to reduce complex objects 
  to their basic materials. You can use your action to open 
  the canister and administer it, or throw it up to 15 feet 
  (treating the canister as an improvised weapon). If the 
  nanobots hit a creature, that creature takes an irreducible 
  1d4 necrotic damage at the beginning of each of its turns 
  for the next minute. If the nanobots hit an object, that 
  object an irreducible 1d10 necrotic damage at the 
  beginning of each of its turns for the next minute. At the 
  end of this duration, the nanobots deactivate. 
  Dome Projector 
  Wondrous item, uncommon 
  Throwing this egg-shaped device at the ground as an 
  action activates it, creating a dome of force as if you had 
  cast the spell geodesic shield. You do not need to 
  concentrate on this spell. The projector burns out and 
  becomes nonmagical when the spell ends. 
  Doom Gauntlet 
  Weapon (repulsor gauntlet), legendary (requires 
  attunement) 
  You have a +3 bonus to attack and damage rolls made 
  with this magic weapon. The gauntlet contains a single 
  charge. When you hit a target with an attack made with 
  this weapon, you can expend this charge to deal an 
  additional 1d4 mega (1d4 × 100) force damage. Once this 
  charge is expended, roll a d4. On a roll of 1, the weapon 
  collapses into dust. On any other roll, the weapon takes 
  3d6 days to regain its charge. 
  Double Laser Blade 
  Weapon (laser sword), rare 
  The long hilt of this laser sword projects a second blade 
  from its far end. You have a +1 bonus to attack and 
  damage rolls with this magic weapon. Instead of having 
  the Versatile property, this weapon has the Two-Handed 
  property. Additionally, when you use the Attack action 
  
  133 
  magehandpress.com 
   
   
  EQUIPMENT 
  with this weapon, you can make a second attack using it 
  as a bonus action. 
  Drive Disk 
  Wondrous item, rare 
  This foot-wide disk has two handles on its sides. By 
  grasping the handles firmly, you can cast the spell 
  Telaros's speedcycle from the disk. The disk then 
  becomes the wheel of the speedcycle, which materializes 
  beneath you. 
       Once Telaros's speedcycle is cast from the disk, it can't 
  be used again until the following dawn. 
  Drone Controller 
  Wondrous item, common (requires attunement) 
  This set of controls, either installed in a glove, integrated 
  onto a datapad, or linked into a visor, allows you to 
  control a drone. Each controller is linked to a single drone, 
  either a defense drone, a medical drone, or a recon drone 
  (see Monsters chapter for statistics). You can be attuned to 
  up to three drone controllers at one time, as long as each 
  controller is linked to a different type of drone.  
       While attuned to the controller, you can use your bonus 
  action to command the drone to use its reaction to move to 
  a location within 60 feet of you and use an action it is 
  capable of. Unless commanded, drones do not act. You 
  can also use your action to see and hear through its sensor 
  array until the start of your next turn, gaining the benefit 
  of the drone’s special senses, but becoming blind and deaf 
  with regard to your own senses during that time.  
  Encyclopedia Multiplanaria 
  Wondrous item, legendary 
  This datapad is enchanted to hold an incredible wealth of 
  information. However, the data is not indexed, so the 
  datapad only provides data that it believes will be useful at 
  any given moment. The datapad has 3 charges, and 
  regains all charges daily at dawn. You can use your action 
  to access the datapad when you make an Intelligence 
  check to gain a +20 bonus to the roll.   
  Energy Shield Bracer 
  Armor (shield), common (requires attunement) 
  This metal bracer has a sophisticated energy projector on 
  its back. While wearing it, you can use a bonus action on 
  your turn to cause a shield composed of shimmering, 
  translucent energy to appear on your wrist. While in this 
  form, it functions like a normal shield, except you cannot 
  drop it or be disarmed of it. The shield lasts until you use 
  a bonus action to collapse it again. 
  Enigma Ring 
  Wondrous item, common 
   
   
   
   
  This ring, which 
  has two rows of letters and numbers running 
  around its circumference, can be used to encrypt 
  or decrypt messages using complicated cyphers. When 
  you speak a command word to the ring, the letters and 
  numbers reorganize into a configuration unique to that 
  command word. Messages can only be decrypted if 
  encrypted using the same command word. 
  Etheradio 
  Wondrous item, very rare 
  An essential tool for galactic communication, an etheradio 
  transmits and receives its messages though the Ethereal 
  Plane. This device stands over 6-feet tall (with an antenna 
  that extends its length by an additional 3 feet) and weighs 
  over 1,000 pounds. 
       A single operator can man the device, sending audio 
  messages to other etheradios on the same plane of 
  existence, or listening to messages sent to it. By 
  broadcasting on an emergency channel, an etheradio can 
  send a message to all other etheradios on the same plane 
  of existence, but it can only send such a message once per 
  day. No matter the distance to the receiver, messages tend 
  to take 10 minutes to propagate. 
      An etheradio only works if it is calibrated according to 
  its location in the universe. Calibrating this device takes 
  an hour, and it must be recalibrated if it is ever moved 
  more than 100 miles. Calibration takes into account 
  regular cosmic motion, such as a planet's orbit. 
  Gamestation-7331 
  Wondrous item, common 
  This special version of datapad is scaled down and packed 
  with dozens of digital amusements and diversions that test 
  your reflexes and puzzle-solving skills. If you spend a 
  short rest playing on this gamestation, you gain a +1 
  bonus to the next attack roll you make until you take a 
  short or long rest. 
  
  134 
  5: Equipment 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Golem Skin 
  Armor (light), very rare (requires attunement) 
  This light armored suit is traced in intricate, glowing 
  arcane circuitry, and has a series of attachment points and 
  nodes covering its surface. You can install construct grafts 
  into this suit, which has four body slots: Arms, External,  
  Head, and Legs. While wearing this armor, you gain a +1 
  bonus to your AC, and you gain the benefits of any 
  construct grafts installed in the suit, though you lose the 
  benefits of any grafts you have attached to your own body 
  (except those in the Internal slot). 
       Additionally, this suit comes with an arm blade graft 
  attached to its Arm slot. 
  Grasshopper  
  Weapon (phaser), rare 
  On a hit, this magic weapon deals an additional 2d10 
  radiant damage and the target is pushed 10 feet away from 
  you. The weapon then overheats. An overheated weapon 
  can't be used to make an attack again until the end of your 
  next turn. 
  Gravity Nullifier 
  Wondrous item, uncommon 
  As an action, this fist-sized, metal device can be attached 
  to an object weighing less than 2,000 pounds and 
  activated, nullifying the object’s mass temporarily, as if it 
  were targeted by the levitate spell. This effect can be 
  activated and deactivated as an action by pressing a button 
  on the side of the device. If the gravity nullifier is 
  removed from the object, it permanently ceases to 
  function 
  Hivemaster Pistol 
  Weapon (swarm pistol), rare 
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon. Once per turn, when you fire this 
  swarm pistol automatically, you can choose to fire 6 times 
  with disadvantage instead of twice. The pistol then deals 
  1d4 radiant damage, instead of 2d4, on a hit. 
  Holo-Companion 
  Wondrous item, uncommon  
  When the button set into the top of this small, faceted ball 
  is pressed, holo-emitters set into the facets generate a 
  translucent humanoid figure around the ball, which floats 
  inside. This figure functions identically to the spell unseen 
  servant, though it is visible (with an appearance 
  determined by the crafter). The holo-companion remains 
  active indefinitely, answering to the orders of whomever 
  activated the sphere, until either the companion takes 
  damage or the activator speaks a command word; doing 
  either causes the companion to deactivate. 
  Hoverboard 
  Wondrous item, rare 
  This 3-foot long metal board, pulsing with circuitry and 
  producing a low hum, curiously hovers above any surface. 
  You can mount or dismount this board as a bonus action. 
  While mounted, you ignore nonmagical difficult terrain 
  and can move above the surface of liquids without 
  sinking. Additionally, if you move at least 15 feet in a line 
  downhill on your turn, your speed increases by 10 feet 
  until the end of your turn. The board cannot scale any 
  angle greater than 45 degrees, unless it is moving in a 
  zero-gravity environment. In zero gravity, the board 
  moves across any surface as if it were downhill.  
       Lastly, you can use a Dexterity (Acrobatics) check, 
  instead of a Charisma (Performance) check, to perform 
  tricks on the board. 
  Hullcutter 
  Weapon (plasma cutter or thermal lance), rare 
  When this weapon hits a ship or a creature of mega size, it 
  deals 1 mega hit point of damage. 
  Hyper-Krash 
  Potion, rare 
  This legendary can of Krash-branded energy drink was 
  discontinued decades ago for being too extreme (as well 
  
  135 
  magehandpress.com 
   
   
  EQUIPMENT 
  “Can you absolutely, positively 
  assure me that potion isn't 
  irradiated?”  
  ―Barrakus Rifgan, bartender and 
  adventurer, before drinking a potion of 
  solar radiance  
  as for possibly having hazardous side effects from its 
  magical additives.) After you drink this potion, a jittery 
  feeling rushes through your extremities. On your 
  following turn, you can take one additional action on top 
  of your regular action and a possible bonus action. 
  Additionally, you have advantage on all attack rolls and 
  ability checks on that turn. Once that turn is over, you feel 
  more exhausted than you did before and can't gain the 
  benefits of this potion for 24 hours. 
  Jetpack  
  Wondrous item, uncommon  
  This device is a miniature version of the impulse engines 
  used in starships, which has been fitted with straps and a 
  small handheld controller. While wearing it on your back, 
  you gain a flying speed equal to your walking speed. You 
  can fly with a jetpack for a total of 1 minute each day, 
  after which it can’t be used until it recharges at dawn.  
  Motion Tracker  
  Wondrous item, rare 
  This device is a small metal tablet with an illuminated 
  screen on one side of it. While holding it, you can use it to 
  determine the location of any creatures or objects within 
  60 feet of you that has moved during the last round, even 
  if they are invisible or otherwise hidden from view. A 
  creature can avoid detection by the motion tracker by 
  succeeding on a DC 15 Dexterity (Stealth) check at the 
  beginning of its turn. If the creature moves within the 
  motion tracker’s range, it must make a DC 10 Dexterity 
  (Stealth) check for every 5 feet it moves to avoid 
  detection.  
  Personal Shield Emitter  
  Wondrous item, rare (requires attunement) 
  This small, jeweled amulet resembles a tiny shield. While 
  wearing it, your AC is equal to 13 + your Dexterity 
  modifier. Additionally, you can use a reaction when you 
  are hit by an attack to momentarily overcharge the shield, 
  granting you a +5 bonus to AC, including against the 
  triggering attack, until the start of your next turn. After 
  being used it in this way, the shield emitter must recharge 
  for 24 hours before it can be overcharged again. 
  Potion of Quantum Effect  
  Potion, rare 
  When you drink this potion, your body falls out of phase 
  with reality and gains bizarre quantum properties for one 
  hour. During this time, you are uninfluenced by gravity 
  and gain a flying speed of 5 feet and you can move 
  through creatures and objects as if they were difficult 
  terrain. Additionally, you can use your bonus action to 
  teleport up to 10 feet to an unoccupied location you can 
  see. This potion contains a small animal (usually an 
  insect) suspended in the liquid in a quantum state of life 
  and death, which is broken when the bottle is opened. 
  Potion of Solar Radiance 
  Potion, uncommon 
  When you drink this potion, your body sheds bright white 
  light in a 20-foot radius and dim light for an additional 20 
  feet for the next hour. The light is sunlight. Until this 
  duration ends, you can use a bonus action on your turn to 
  deal 1d8 radiant damage to each creature within the bright 
  light. Its liquid is an opaque silver and glows brightly 
  when shaken. 
  Rebounding Blade 
  Weapon (laser sword), very rare (requires attunement) 
  You gain a +3 bonus to attack and damage rolls made 
  with this magic weapon. It has the Thrown property with a 
  normal range of 40 feet and a long range of 120 feet. 
  Additionally, you can use your action to throw the sword 
  in a whirling arc before it returns to your hand. When you 
  do so, you can make two attacks against different targets 
  within range, with a separate attack roll for each target. 
  Immediately after any thrown attack, the weapon flies 
  back to your hand. 
  Reconstructive Nanobots 
  Wondrous item, rare 
  This capsule contains a swarm of short-lived nanobots that 
  will set about repairing anything once released. You can 
  use your action to open the canister and administer it, or 
  throw it up to 15 feet (treating the canister as an 
  improvised weapon). If the nanobots hit a creature, that 
  creature regains 1d4 hit points at the at the beginning of 
  each of its turns for the next minute. At the end of this 
  duration, the nanobots deactivate. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  136 
  5: Equipment 
   
   
  Reflex Holster 
  Wondrous item, common 
  This holster can be adapted to hold any blaster at your hip, 
  thigh, shoulder, or back. A blaster holstered in this way 
  can be drawn at a moment's notice, even outside of your 
  turn, without using a reaction. When you draw a weapon 
  from this holster on your turn, it doesn't count against the 
  number of objects you can interact with. 
  Relay Station 
  Wondrous item, uncommon 
  This device extends the range of nearby signals. Comm 
  sets within 100 miles of this device can communicate with 
  each other and with communication systems within that 
  range. Multiple relay stations can be placed to extend this 
  signal further, as long as each relay station is within range 
  of each other.  
  Remote Piloting Apparatus  
  Wondrous item, rare 
  This interconnected array of devices can be installed in a 
  fighter class ship with 1 hour of work and a DC 15 
  Intelligence (Technology) check. Once the apparatus is 
  installed, the fighter can be deployed and piloted remotely 
  from a controller unit included with the apparatus, which 
  relays visual and sensor information from the fighter. A 
  character can enter the fighter ship role by using his 
  controller unit. If the fighter strays more than 10 miles 
  from the controller, it loses connection and falls dormant 
  until the controller unit is within signal range. 
  Ring of Paradoxes  
  Ring, legendary 
  While wearing this ring, you can use an action to expend 1 
  of its 3 charges to cast the spell paradox from it. The ring 
  becomes nonmagical when you use the last charge. 
  Ring of Spacewalking  
  Ring, uncommon (requires attunement) 
  While attuned to this ring, you can breathe normally and 
  survive underwater or in the vacuum of space without ill 
  effect. While in a zero-gravity environment, you can fly 
  with a speed of 15 feet. 
  Shoulder Cannon 
  Wondrous item, rare (requires attunement) 
  This cannon has 4 charges, and it regains 1d4 expended 
  charges daily at dawn. The cannon apparatus is worn on 
  the back and produces a shoulder-mounted blaster above 
  your left shoulder when activated. While attuned to the 
  cannon, you use an action and expend one of its charges to 
  attack one creature you can see within 120 feet. The 
  cannon makes an attack roll with a +7 bonus and can see 
  invisible creatures. On a hit, the target takes 3d10 force 
  damage. 
       If you begin your turn incapacitated or unconscious, 
  the cannon will automatically attack the closest hostile 
  creature it can see within its range without requiring an 
  action. 
  Skeleton Keycard 
  Wondrous item, legendary 
  This black keycard, emblazoned with a white skull, is 
  imbued with magic that can unlock any door. As an 
  action, you can use this keycard on any door which could 
  be hacked, such as those on a ship, even if such a door 
  does not have a keycard reader. The door becomes 
  unlocked, as if targeted by the knock spell, and opens. 
  Sorting Beast 
  Wondrous item, rare 
  The sorting beast is a six-legged construct with eyes, legs, 
  and antennae at both ends and an array of measuring 
  devices near its center. It can manipulate and hold objects 
  up to 30 pounds in weight. 
       When activated as an action, the sorting beast sets 
  about collecting and sorting all loose valuable items 
  within 100 feet. It sorts all gold pieces, silver pieces, and 
  copper pieces into neat stacks of 10. For material goods, 
  such as precious stones, the sorting beast can appraise 
  value by weight and quality, before producing sorting the 
  goods appropriately and printing the result on a fine paper 
  strip. The sorting beast continues sorting until finished or 
  deactivated as an action. 
       Additionally, the sorting beast can cast the spell 
  identify, without using material components, on one 
  object you designate each day. 
  Spider Pod   
  Wondrous item, common 
  When you throw this oblong metal container as an action, 
  it unfolds into a mechanical spider (see Monsters chapter 
  for statistics). Your spider acts independently of you, but 
  it always obeys your commands. In combat, it rolls its 
  own initiative and acts on its own turn. If the spider is 
  reduced to 0 hit points, it can't be repaired. Furthermore, 
  the spider can't collapse back down into its pod and you 
  can only have 3 spiders under your control at any time. 
  Tachyon Missile 
  Weapon (special), uncommon 
  This shoulder-mounted cannon fires a heat-seeking rocket 
  designed to penetrate a ship's hull. This martial weapon 
  has the Blaster (range 2,000/6,000), Heavy, and Two-
  Handed properties. Before firing this weapon, you must 
  
  137 
  magehandpress.com 
   
   
  EQUIPMENT 
  first use your action to lock on to a ship or mega creature 
  you can see within range. You remain locked on to that 
  target as long as it remains within range and does not take 
  Evasive Maneuvers. On a hit, the target takes 2d10 mega 
  necrotic damage. 
  Taser Net 
  Weapon (net), rare 
  This net of woven cables is fixed with dozens of crackling 
  electrodes. You have a +1 bonus to attack rolls with this 
  magic weapon. When you hit a creature with this net, it 
  takes 1d8 lightning damage. Additionally, while its target 
  is restrained, it takes an additional 1d8 lightning damage 
  at the beginning of each of its turns and it can't take 
  reactions. Because this net is a magic item, slashing it 
  does not destroy it or free a creature restrained by it. 
  Terraforming Engine 
  Wondrous item, legendary 
  This extraordinary machine, standing 40 feet tall and 
  weighing tens of thousands of pounds, can breathe life 
  into entire worlds. The engine, set on treads with great 
  smokestacks rising from its chassis, transmutes minerals 
  and balances the atmosphere to support life. The engine 
  can be activated or deactivated with 1 minute of work. If 
  set down on a tier 4 or higher planet, activated, and 
  allowed to do process the planet's water, atmosphere, and 
  soil for a year, the engine raises the planet's Tier by 1. The 
  engine has no effect on a Tier 1 or Tier X world, and two 
  terraforming engines can't raise a planet's Tier by more 
  than 1 (though multiple engines might provide an 
  attractive redundancy, should one fail.) If the engine is 
  deactivated or removed from the planet, the planet 
  degrades to its original condition over the course of a 
  week. 
   
  Thaumatonic Rifle, +1, +2, or +3 
  Blaster (standard carbine), rare (+1), very rare (+2), or 
  legendary (+3) (requires attunement by a spellcaster) 
  This magical standard carbine gains a bonus to attack and 
  damage rolls as determined by its rarity. Additionally, it 
  functions as a spell focus. When you cast a spell while 
  holding the rifle, you can add its magical bonus to the 
  spell’s attack roll and saving throw DC. 
  Thunder Rifle 
  Weapon (concussion rifle), rare 
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon. When you hit a target with an 
  attack made with this weapon, any creature within a 5-
  foot-radius centered on the target must make a DC 15 
  Dexterity saving throw or take the same damage as the 
  target and be pushed up to 5 feet away from it. Objects 
  within this radius that are not being worn or carried also 
  take this damage and are pushed.  
  Titan Frame 
  Armor (heavy), legendary (requires attunement) 
  This Large frame, which weighs in excess of 4,000 
  pounds, seems less like a suit of armor and more like a 
  mechanized, bipedal vehicle. While wearing this armor, 
  you gain the following benefits: 
  • You gain a +2 bonus to AC. 
  • Your Strength score becomes 23, if it were lower. 
  • You are considered a Large creature, if you were 
  smaller. 
  • Your base walking speed increases to 30 feet, if it 
  were lower.  
  • The armor counts as a life suit. 
  You can don and doff the armor as an action, entering and 
  exiting through a series of hatches on the front of the suit. 
  
  138 
  5: Equipment 
   
   
  Transmat Deck 
  Wondrous item, uncommon 
  The transmat deck is a handheld device with a large, flat 
  screen that is connected to an extradimensional space. As 
  an action, you can touch an object that isn't being worn or 
  carried to the deck, teleporting it to the extradimensional 
  space. The object must be less than four feet across in any 
  dimension and weigh less than 150 pounds. The transmat 
  deck can hold up to 500 pounds, not exceeding a volume 
  of 64 cubic feet. Its inventory can be viewed on its screen. 
  As an action while holding the deck, you can select any 
  item stored in the space and teleport it to your hands or an 
  unoccupied space on the ground within 5 feet of you.  
       A deck is also generally locked with a password 
  associated with its owner. Only someone with the 
  password can store or retrieve items from the space 
  (barring unauthorized access, which can be accomplished 
  with a successful DC 18 Intelligence (Data) check to hack 
  the device).  
       If the transmat deck is destroyed, its contents are 
  scattered in the Astral Plane.  
       Placing the deck in an extradimensional space created 
  by a bag of holding or similar item (or storing such an 
  item in the transmat deck) instantly destroys both items 
  and opens a gate to the Astral Plane. The gate originates 
  where the one item was placed inside the other. Any 
  creature within 10 feet of the gate is sucked through it to a 
  random location on the Astral Plane. The gate then closes. 
  The gate is one-way only and can't be reopened. 
  Universal Translator  
  Wondrous item, rare 
  This handheld device, a necessity for distant voyages, 
  translates any spoken language. While you hold it, you 
  can understand any spoken language you hear. Moreover, 
  any creature that knows at least one language and can hear 
  you can understand what you say. 
  Vari-Blaster 
  Blaster (any), rare 
  This magical blaster has a revolving set of five power 
  cells. As an action or bonus action on your turn, you can 
  change the blaster’s damage type to cold, fire, lightning, 
  necrotic, or radiant damage. As well, this blaster deals an 
  additional 1d6 damage on a hit. 
  Void Beacon 
  Wondrous item, uncommon 
  This device transmits an ultra-high frequency signal 
  through the Void. As such, this beacon can be detected 
  tens of thousands of lightyears away on most 
  communication systems. However, its signal is so 
  compressed that only 16 characters of information can be 
  encoded in its transmission (spaces count as characters). 
  Once activated, the beacon transmits its repeated message 
  for one week and then burns out permanently. Its message 
  can manually be changed as an action. 
  Weapon Wheel 
  Wondrous item, uncommon 
  This device, a bracer with an affixed rotary dial and 
  several buttons lining its circumference, is connected to 
  nine small extradimensional spaces. While wearing this 
  bracer, you can use an action to deposit any weapon or 
  object you are holding that weighs no more than 100 
  pounds and which can fit into a 10-foot cube into one of 
  the extradimensional spaces, linking that item to the 
  wheel. The wheel can be linked to up to 9 items at a time, 
  one in each extradimensional space. You can use an action 
  to unlink an item from the wheel. 
       Once on each of your turns, as an object interaction 
  when you take an action, you can cause one of the wheel's 
  linked items to appear in your open hands. Doing so also 
  causing any other items linked to the wheel to return their 
  extradimensional spaces. 
  W-REC 
  Weapon (REC gun), rare 
  You have a +2 bonus to attack and damage rolls made 
  with this magic weapon, which is fitted with dozens of 
  absurd and unnecessary modifications. When you attack 
  with this weapon automatically, you can make up to six 
  attacks with it, but each attack made after the second rolls 
  a cumulative additional d20s and takes the lowest result. 
  For example, the weapon fires twice with disadvantage, 
  makes a third attack by rolling three d20s and taking the 
  lowest, makes a fourth attack by rolling four d20s and 
  taking the lowest, and so on. 
  Zipgun 
  Weapon (special), uncommon 
  This one-handed blaster is designed to be fired only once, 
  but at far above nominal power. You can only fire it by 
  first charging it as an action on your turn, during which 
  time is makes a quiet zipping sound. On your next turn, 
  you can use your action to make an attack with the blaster. 
  If you do not make an attack with the blaster when it is 
  charged, it harmlessly discharges and overheats.  
       An attack with the blaster creates a blast 100-foot-long 
  by 5-foot-wide line in a direction that you choose. Each 
  creature in the line must make a DC 14 Dexterity saving 
  throw. A creature takes 6d6 radiant damage on a failed 
  save, or half as much damage on a successful one. After 
  the blaster is fired, it smolders and becomes nonmagical. 
  
  139 
  magehandpress.com 
   
   
  EQUIPMENT 
  Artifacts 
  Campaign-shaking magic items, artifacts are utterly 
  unique and singularly powerful objects. Whereas a normal 
  magic item might be transformative to a character or a 
  kingdom, artifacts are woven into the universe itself. 
  Uncovering or vying to control and artifact can form the 
  basis for entire campaigns, prompting the ascension of 
  new villains and staunch allies around the player 
  characters. 
       Some artifacts are merely objects in ruinous power, 
  imbued with arcana from the very conception of the 
  universe, when magic was still lithe and youthful. Others 
  are stained with divine magic or are intertwined with the 
  fabric of the universe itself. In most cases, however, an 
  artifact's power is simply too great for mortal hands. Even 
  if its might were placed in the right hands, the eventuality 
  of sinister forces gaining control over it would spell 
  inevitable doom. Adventurers, therefore, often make it 
  their mission to destroy artifacts they encounter, a task 
  which normally entails a grant quest of its very own, for 
  artifacts can't be sundered easily. 
       No artifact should be placed in a campaign lightly. 
  These items are as much plot devices as they are treasure; 
  they appear when the GM desires and leave when the 
  story demands it. For better or for worse, stories featuring 
  artifacts will gravitate around the item's incredible power, 
  so they should be used carefully, conservatively, and 
  deliberately.  
       This chapter contains three artifacts, all of which are 
  key to Dark Matter and its universe: the Blaster Prototype, 
  which is both a sentient item and an artifact, a link to the 
  very core of the advanced technologies of the 'verse, the 
  Gamma Pendant, an artifact which proves that hardlight 
  magic was once mastered by an ancient and benevolent 
  force, and Un's Codex, a gateway to the universe tied to 
  Old Un himself. 
  Blaster Prototype 
  Weapon (repeater), artifact (requires attunement) 
  Every blaster in the 'verse, from pocket-sized phasers to 
  ship-mounted pulse cannons, operate on the same basic 
  principle: focusing the energy from an arcane battery 
  through an aperture, creating an intense burst of radiation. 
  However, the progenitor of these designs, an artifact of 
  immense power, predates the invention of arcane 
  batteries, and instead utilized a more potent power source: 
  a mortal soul. 
       The Blaster Prototype was the magnum opus of 
  legendary dwarven inventor Metzer Glimwrought. In his 
  life, Glimwrought contributed to nearly every field of 
  science, mathematics, and arcana, proving unsolved 
  arcane conjectures, proposing new physical theories, and 
  furnishing new designs for construct servants (which 
  would later lead to the creation of the vect.) However, his 
  final invention is considered to be his greatest and his 
  most costly. In the final weeks of the Blaster Prototype's 
  construction, Metzer had consolidated its major 
  components, including his new focus aperture and chassis, 
  but lacked the critical power source for the device. His 
  notes indicate that he might have planned to capture 
  numerous elemental spirits, undead specters, or even 
  demons in a void crystal capacitor installed into the 
  device, but his actual plan was never implemented. 
       Before the device was completed, Metzer's daughter, 
  Vantha Glimwrought, suddenly took ill. Metzer traveled 
  from temple to temple, but it seems no cleric could heal 
  her. Unabated, the unnamed disease ravaged the young 
  woman, and she soon laid upon her death bed. With no 
  other options, Metzer resigned from the Jormund 
  University of Magic and Science and turned to 
  necromancy. Metzer drew his daughter's soul into the 
  Prototype, using a ritual similar to that which binds a 
  lich's phylactery. As a result, Vantha was spared death 
  indefinitely, for her soul resided within the Prototype. 
       Magic Weapon. The Blaster Prototype is a magic 
  weapon that grants a +3 bonus to attack and damage rolls 
  made with it. 
       Random Properties. The blaster has the following 
  randomly determined properties: 
  • 2 minor beneficial properties 
  • 1 major beneficial property 
       Blaster Configuration. The blaster can be configured 
  in a number of different ways to change its mode of fire. 
  You can use a bonus action to switch its configuration. 
  Automatic. The blaster gains the Automatic property and 
  its damage dice become 2d8. 
  Lock-On. You can use your action to deal 2d6 + 3 radiant 
  damage to a creature within 30 feet. 
  Overheat. The blaster gains the Overheat property and 
  deals twice as many damage dice (4d6) on a hit. 
  Ricochet. Unless a target has total cover on all sides, the 
  blaster ignores cover. Also, its damage dice become 
  2d8. 
  Scatter. The blaster gains the Scatter property. 
  Additionally, you don't suffer disadvantage from 
  attacking with a firearm while you are within 5 feet of a 
  hostile creature. 
  Sniper. The blaster's range doubles (becoming 120/360 
  feet) and its damage dice become 2d8. 
  
  140 
  5: Equipment 
   
   
       Sentience. The Blaster Prototype is a sentient chaotic 
  neutral weapon with an Intelligence of 16, a Wisdom of 
  10, and a Charisma of 15. It has hearing and darkvision 
  out to a range of 120 feet.  
       The weapon communicates telepathically with its 
  wielder and can speak, read, and understand Common and 
  Dwarven. It can also speak with constructs and machines 
  as if it shared a language with them, and can communicate 
  over comm sets within 1 mile of it. 
       Personality. Though the blaster itself is ageless, its 
  personality belongs to a young woman, Vantha 
  Glimwrought, and speaks in an upbeat, chipper tone. The 
  Prototype urges its user to travel to explore and travel to 
  new places, to feed its voracious appetite for meeting new, 
  interesting people; by contrast, it hates being holstered, 
  hidden away, or left alone for too long. It would seem that 
  even in life, Vantha was shut away, and built up an 
  insatiable wanderlust as a result. 
       Vantha has complex feelings about her father. She 
  didn't know him exceptionally well when she was alive, 
  for Metzer spent most of his time working or teaching at 
  the university. Without question, she's grateful to be alive, 
  but feels like her present, captive circumstances are 
  somehow an extension of her father's overbearing nature, 
  even after death. 
       Vantha has extreme reservations about being used on 
  humanoids and will never fire on an innocent person. 
       Destroying the Blaster. The Prototype Blaster is 
  protected by all manner of enchantments from one of 
  history's most talented and ingenious arcanists, rendering 
  it impervious to damage. However, if the blaster is 
  connected to a sufficiently large power source, like a 
  Class 7 or 8 Dark Matter engine at the moment of a void 
  jump, the power surge would be enough to overload the 
  blaster, destroying it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gamma Pendant 
  Wondrous item, artifact (requires attunement by a 
  spellcaster) 
  As far as arcane science is concerned, the discovery of 
  hardlight is second only to the discovery of Dark Matter 
  engines. While the use of pure magical force had been 
  used for eons to create simple, intangible constructs, 
  hardlight allowed mages of all stripes to create 
  monuments of magical majesty, brilliant constructs of 
  solid, crystalline light, and delicate, complex machines 
  with but a thought. Modern hardlight magics were 
  uncovered through experimentation and happenstance, 
  like many technological advancements; however, it would 
  seem this was not the first time they had been discovered, 
  mastered, and harnessed, as evidenced by the Gamma 
  Pendant.  
       This pendant is a gleaming, mithral medallion, set with 
  what appears to be a large emerald or some other of green 
  crystal. However, on closer inspection, the gem reveals 
  itself to be a permanent hardlight construct of staggering 
  complexity. Found near the very edge of the ‘verse, the 
  pendant’s first owner (an elf whose name has been lost to 
  time) discovered that the tiny object not only possessed 
  immense magical power, but held an intelligence as well.  
       Shortly thereafter, a being known only as the Nomad 
  began appearing across the galaxy. Though the Nomad’s 
  description varied drastically, the creature always 
  possessed glowing green eyes, a unique pendant adorning 
  its chest, and an incredible, complex wealth of magic. In 
  truth, the Nomad was none of these creatures; it was the 
  pendant itself. More precisely, it is a being from a plane of 
  existence far outside our own, whose power and 
  consciousness somehow became entwined within the 
  pendant’s intricate hardlight lattice.  
       Magic Item. The Gamma Pendant is a hexagonal 
  mithral pendant which attaches itself to the chest of the 
  attuned user and always appears on the outermost layer of 
  clothing or armor.  
       Hardlight Constructs. You can use your action to 
  create a melee weapon made of hardlight in your empty 
  hand. You can choose the form that this weapon takes 
  each time you create it. You are proficient with it while 
  you wield it and can use your spellcasting modifier 
  instead of your Strength or Dexterity modifier on attack 
  rolls made with it. Additionally, you gain a +2 bonus to 
  attack and damage rolls made with this weapon, and it 
  deals force damage instead of its normal damage type.  
       Flight. While attuned to the pendant, you have a fly 
  speed equal to your movement speed. Additionally, you 
  
  141 
  magehandpress.com 
   
   
  EQUIPMENT 
  can breathe normally and survive underwater or in the 
  vacuum of space without ill effect. 
       Spells. The pendant has 50 charges. It regains 4d6 + 10 
  expended charges daily at dawn. If you expend the last 
  charge, roll a d20. On a 20, the pendant regains 1d12 + 1 
  charges.  
       While attuned to the pendant, you can use an action to 
  expend some of its charges to cast one of the following 
  spells from it, using your spell save DC and spellcasting 
  ability: hardlight blaster (7th level, 10 charges), hardlight 
  construction (7 charges), hardlight frame (7 charges), 
  hardlight gauntlet (7th level, 10 charges), hardlight nails 
  (3 charges), major image (5 charges), mega image (5 
  charges), orbital hardlight cannon (35 charges), shield (2 
  charges), spiritual weapon (4th level, 6 charges), 
  telekinesis (7 charges), or wall of force (7 charges). 
       You can also use an action to cast one of the following 
  spells from the pendant without using any charges: detect 
  magic, eldritch blast, hardlight needle, light, mage armor, 
  or mage hand.  
       Spell Absorption. While attuned to the pendant, you 
  have advantage on saving throws you make against spells. 
  In addition, you can use your reaction when another 
  creature casts a spell that targets only you to cause the 
  pendant to absorb the magic of the spell, canceling its 
  effect. The pendant regains a number of charges equal to 
  the absorbed spell's level, up to a maximum of 50 charges. 
  Once you cancel and absorb a spell with the pendant, you 
  can’t do so again until the next dawn. 
       Sentience. The Gamma Pendant is a sentient lawful 
  good wondrous item with an Intelligence of 18, a Wisdom 
  of 14, and a Charisma of 20. It has hearing and darkvision 
  out to a range of 120 feet.  
       The weapon communicates telepathically with its 
  wielder and can speak, read, and understand any language 
  its bearer understands. 
       Personality. Nomad is an extraplanar entity of 
  formidable intellect and power, but lacks a corporeal form 
  with which to influence and observe the world. 
  Importantly, whatever dimension from which Nomad 
  hails is completely foreign to our own; as such, Nomad 
  has yet to learn many basic facts about our universe and 
  its prominent lifeforms, though it has acquired a few 
  insights in its time. For example, Nomad might know that 
  living creatures can’t pass through solid material and that 
  they generally die if exposed to the vacuum of space, but 
  it might not yet understand that environments with 
  extremely high gravity or lethal levels of radiation will 
  have similar effects. 
       How Nomad became trapped in the pendant or who put 
  it there is unknown, (Nomad either doesn’t know or isn’t 
  willing to tell), but it doesn’t seem particularly bothered 
  by its current situation. Nomad’s true motivations are 
  grand and generally cryptic, pertaining to an unspoken, 
  existential threat to the multiverse, including its home 
  dimension. As such, it views most conflicts as petty 
  squabbles in the scheme of things. 
       Nomad is staunchly neutral on most matters. It 
  generally scoffs at the perils faced by mortals and abhors 
  the melodrama of adventure, though it will follow its 
  bearer along in such quests as long as it is permitted to 
  time to conduct experiments with hardlight geometry in 
  the interim. While it is certainly more than capable of 
  taking over a given bearer, it is generally loath to do so, as 
  the process imparts a general sense of mortality that 
  Nomad seems to find distasteful. As such, it only ever 
  actively chooses to possess its bearer in the interest of 
  self-preservation. 
       Destroying the Pendant. The Gamma Pendant seems 
  to be impervious to both damage and wear, both from 
  magical and nonmagical sources. However, the lattice can 
  be shattered by smashing it between two sufficiently large 
  hardlight constructs: each would need to be roughly the 
  size of a small planet to achieve the desired effect. 
       Nomad also makes it known to the bearer that there is a 
  much simpler way to destroy the pendant should they 
  choose to do so: by allowing Nomad to possess them 
  fully, obliterating their own soul in the process. The 
  bearer in question must be both fully aware of the 
  consequences and be completely willing to accept their 
  fate.  
  Un's Codex 
  Wondrous item, artifact (requires attunement) 
  This 6-inch wide mechanical disc, consisting of 
  innumerable layers of gears and technological ephemera, 
  might seem innocuous at first. After all, it could easily be 
  a spare component for any ship or magical device, albeit a 
  strange one. But on further inspection, rotating one of its 
  layers causes other layers to rotate, counter-rotate, or 
  become locked. The disc itself is an intricate puzzle, and 
  to solve it means to unlock the doors of the universe. 
       The disc, called Un's Codex, might have a storied 
  history, but much of it is lost to time. It is comprised of 
  rare, exotic metals, of the very same type that can be 
  found on maw stations and within the heart of the 
  Sepulcher Star. Like all other antediluvian relics of such 
  make, its creation is attributed to Old Un. After all, there 
  are few others so venerable. 
       Finding solutions to the codex is challenging, but each 
  creates a unique magical effect. A creature attuned to the 
  codex spends can spend 10 hours to uncovering one of the  
  
  142 
  5: Equipment 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Codex's solutions through experimentation, gaining the 
  use of one of Codex's traits of their choice (other than the 
  Random Properties trait, which applies as soon as the 
  creature attunes to the Codex.) 
    
  Random Properties. The codex has the following 
  randomly determined properties: 
  • 2 minor beneficial properties 
  • 1 major beneficial property 
  • 2 minor detrimental properties 
       Magic Resistance. While attuned to the Codex, you 
  have advantage on saving throws against spells and other 
  magical effects. 
       Slip Gate. The codex has 4 charges and regains 1 
  charge daily at dawn. As an action, you can expend one of 
  its charges to open a 10-foot diameter portal between two 
  precise points in the multiverse that you choose. These 
  two locations can be anywhere in the 'verse, including on 
  different planes of existence. These locations must be 
  known to you, or you can specify a general location, such 
  as a particular maw or the Elemental Plane of Fire. You 
  can orient the portal in any direction that you choose. The 
  portal lasts for up to a minute, and you can dismiss it as an 
  action. 
       The portal has a front and a back in each location 
  where it appears. Travel through the portal is possible 
  only by moving through its front. Anything that does so is 
  instantly transported to the other location, appearing in the 
  unoccupied space nearest to the portal. 
       Deities and other planar rulers can prevent portals 
  created by this spell from opening in their presence or 
  anywhere within their domains. 
   
       Extradimensional Lodge. You and up to 4 willing 
  creatures within 30 feet that you choose are transported to 
  a demiplane containing a rustic, yet stately lodge. The 
  lodge appears to be within a scenic, coniferous forest, but 
  leaving the lodge teleports you back to the location from 
  which you entered. The lodge has several floors and 
  comfortable accommodations for dozens of individuals. It 
  would seem that previous owners of the codex have taken 
  up residence here, for nonmagical weapons and equipment 
  are stashed in a few of the rooms. Moreover, it seems that 
  the lodge contains numerous hidden compartments and 
  secret passages. 
       The lodge is attended by dozens of near-transparent 
  servants, who obey all who enter. Each servant can 
  perform any task a normal human servant could perform, 
  but they can't attack or take any action that would directly 
  harm another creature. Thus, the servants can fetch things, 
  clean, mend, fold clothes, light fires, serve food, pour 
  wine, and so on. The servants can go anywhere in the 
  lodge but can't leave it. 
       Blink Step. You can cast the spell misty step at will, 
  without using a spell slot or spell components. When you 
  cast this spell, you can choose to teleport to a space 
  occupied by a creature. When you do so, that creature 
  must make a DC 17 Dexterity saving throw. On a failed 
  save, the creature takes 4d6 force damage and moves to an 
  adjacent space. On a success, the creature takes half as 
  much damage and doesn’t move; you instead move to an 
  adjacent space. 
       Universal Function. You can use your action using the 
  codex to overwrite some fundamental law of the universe 
  in a 15-foot radius sphere. You can use this ability to 
  increase or decrease gravity in the area, to change the 
  boiling or melting point of a particular material within the 
  area, to increase or decrease the flow of time in the area 
  (as per the haste or slow spell), or to make the region 
  breathable (as per zone of atmosphere), or to change 
  another fundamental law of your choice, at the GM’s 
  discretion. If you attempt to change something that is too 
  fundamental (such as attempting to reverse the flow of 
  time in the area), the codex does nothing and your action 
  is wasted. This change lasts for 1 minute or until you use 
  this ability again. 
       Destroying the Codex. Though the codex seems to be 
  made of fragile components, its strange metallic 
  composition makes it impervious to damage. The artifact 
  can only be destroyed by Old Un itself, but casting it into 
  the Sepulcher Star or any black hole will be sufficient to 
  banish it for 1d100 years, after which time it will reappear 
  somewhere in the 'verse. 
   
  “For all the existential mysteries 
  wrapped up in this Codex thingy, 
  it's nice that it includes a vacation 
  spot to think it all over.” 
  ―Lune, half-elf bard, upon visiting the  
  Extradimensional Lodge 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Dark Matter/Starter Kit/Dark Matter Equipment.pdf