Enhanced Items

RuleExpanded Content

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Expanded Content
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Consumables (Ammunition) Torpedoes

ItemRarity
Ammunition
 Torpedo, Fragmentation (Average)Premium
 Torpedo, Plasma (Average)Premium
 Torpedo, Fragmentation (Major)Prototype
 Torpedo, Plasma (Major)Prototype
 Torpedo, Fragmentation (Deadly)Advanced
 Torpedo, Plasma (Deadly)Advanced
 Torpedo, Fragmentation (Lethal)Legendary
 Torpedo, Plasma (Lethal)Legendary
 Torpedo, Fragmentation (Devastating)Artifact
 Torpedo, Plasma (Devastating)Artifact
Blaster
 Torpedo Launcher (Fine)Premium
 Torpedo Launcher (Improved)Prototype
 Torpedo Launcher (Superior)Advanced

Torpedo Launcher (Fine)

Weapon (torpedo launcher), premium You have a +1 bonus to attack rolls made with this enhanced weapon. Additionally, the damage of torpedoes fired by this weapon increases by one step (from d4 to d6, d6 to d8, d8 to d10, d10 to d12, or d12 to d20). If this would increase the damage die above a d20, instead add an additional five dice to the torpedo's damage for each step above a d20.

Torpedo Launcher (Improved)

Weapon (torpedo launcher), prototype You have a +2 bonus to attack rolls made with this enhanced weapon. Additionally, the damage of torpedoes fired by this weapon increases by two steps (from d4 to d8, d6 to d10, d8 to d12, or d10 to d20). If this would increase the damage die above a d20, instead add an additional five dice to the torpedo's damage for each step above a d20.

Torpedo Launcher (Superior)

Weapon (torpedo launcher), advanced You have a +3 bonus to attack rolls made with this enhanced weapon. Additionally, the damage of torpedoes fired by this weapon increases by three steps (from d4 to d10, d6 to d12, or d8 to d20). If this would increase the damage die above a d20, instead add an additional five dice to the torpedo's damage for each step above a d20.

Torpedo, Fragmentation (Average)

Consumable (ammunition), premium You have a +1 bonus to attack rolls made with this enhanced torpedo launcher ammunition, which deals 20d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the torpedo is depleted, it no longer gives a bonus.

Torpedo, Fragmentation (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack rolls made with this enhanced torpedo launcher ammunition, which deals 20d8 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the torpedo is depleted, it no longer gives a bonus.

Torpedo, Fragmentation (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack rolls made with this enhanced torpedo launcher ammunition, which deals 20d10 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the torpedo is depleted, it no longer gives a bonus.

Torpedo, Fragmentation (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack rolls made with this enhanced torpedo launcher ammunition, which deals 20d12 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the torpedo is depleted, it no longer gives a bonus.

Torpedo, Fragmentation (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack rolls made with this enhanced torpedo launcher ammunition, which deals 20d20 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the torpedo is depleted, it no longer gives a bonus.

Torpedo, Plasma (Average)

Consumable (ammunition), premium You have a +1 bonus to attack and damage rolls made with this enhanced torpedo launcher ammunition, which deals 20d6 energy damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the torpedo is depleted, it no longer gives a bonus.

Torpedo, Plasma (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack and damage rolls made with this enhanced torpedo launcher ammunition, which deals 20d8 energy damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the torpedo is depleted, it no longer gives a bonus.

Torpedo, Plasma (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack and damage rolls made with this enhanced torpedo launcher ammunition, which deals 20d10 energy damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the torpedo is depleted, it no longer gives a bonus.

Torpedo, Plasma (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack and damage rolls made with this enhanced torpedo launcher ammunition, which deals 20d12 energy damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the torpedo is depleted, it no longer gives a bonus.

Torpedo, Plasma (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack and damage rolls made with this enhanced torpedo launcher ammunition, which deals 20d20 energy damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the power generator is depleted, it no longer gives a bonus.

Consumables (Explosive) Charges

ItemRarity
 Charge, Fragmentation (Average)Premium
 Charge, Plasma (Average)Premium
 Charge, Fragmentation (Major)Prototype
 Charge, Plasma (Major)Prototype
 Charge, Fragmentation (Deadly)Advanced
 Charge, Plasma (Deadly)Advanced
 Charge, Fragmentation (Lethal)Legendary
 Charge, Plasma (Lethal)Legendary
 Charge, Fragmentation (Devastating)Artifact
 Charge, Plasma (Devastating)Artifact

Charge, Fragmentation (Average)

Consumable (explosive), premium A device used to blow holes in larger constructs and structures, a charge creates a devastating explosion focused in a specific direction. Installing a charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the charge explodes in a 15-foot cone. Each creature within the cone must make a DC 16 Dexterity saving throw, taking 20d6 kinetic damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Charge, Fragmentation (Major)

Consumable (explosive), prototype A device used to blow holes in larger constructs and structures, a charge creates a devastating explosion focused in a specific direction. Installing a charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the charge explodes in a 15-foot cone. Each creature within the cone must make a DC 18 Dexterity saving throw, taking 20d8 kinetic damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Charge, Fragmentation (Deadly)

Consumable (explosive), advanced A device used to blow holes in larger constructs and structures, a charge creates a devastating explosion focused in a specific direction. Installing a charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the charge explodes in a 15-foot cone. Each creature within the cone must make a DC 20 Dexterity saving throw, taking 20d10 kinetic damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Charge, Fragmentation (Lethal)

Consumable (explosive), legendary A device used to blow holes in larger constructs and structures, a charge creates a devastating explosion focused in a specific direction. Installing a charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the charge explodes in a 15-foot cone. Each creature within the cone must make a DC 22 Dexterity saving throw, taking 20d12 kinetic damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Charge, Fragmentation (Devastating)

Consumable (explosive), artifact A device used to blow holes in larger constructs and structures, a charge creates a devastating explosion focused in a specific direction. Installing a charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the charge explodes in a 15-foot cone. Each creature within the cone must make a DC 24 Dexterity saving throw, taking 20d20 kinetic damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Charge, Plasma (Average)

Consumable (explosive), premium A device used to blow holes in larger constructs and structures, a charge creates a devastating explosion focused in a specific direction. Installing a charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the charge explodes in a 15-foot cone. Each creature within the cone must make a DC 16 Dexterity saving throw, taking 20d6 energy damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Charge, Plasma (Major)

Consumable (explosive), prototype A device used to blow holes in larger constructs and structures, a charge creates a devastating explosion focused in a specific direction. Installing a charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the charge explodes in a 15-foot cone. Each creature within the cone must make a DC 18 Dexterity saving throw, taking 20d8 energy damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Charge, Plasma (Deadly)

Consumable (explosive), advanced A device used to blow holes in larger constructs and structures, a charge creates a devastating explosion focused in a specific direction. Installing a charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the charge explodes in a 15-foot cone. Each creature within the cone must make a DC 20 Dexterity saving throw, taking 20d10 energy damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Charge, Plasma (Lethal)

Consumable (explosive), legendary A device used to blow holes in larger constructs and structures, a charge creates a devastating explosion focused in a specific direction. Installing a charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the charge explodes in a 15-foot cone. Each creature within the cone must make a DC 22 Dexterity saving throw, taking 20d12 energy damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Charge, Plasma (Devastating)

Consumable (explosive), artifact A device used to blow holes in larger constructs and structures, a charge creates a devastating explosion focused in a specific direction. Installing a charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the charge explodes in a 15-foot cone. Each creature within the cone must make a DC 24 Dexterity saving throw, taking 20d20 energy damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Adventuring Gear

ItemRarity
 Binders (Fine)Premium
 Camtono (Fine)Premium
 Credit Chip (Fine)Premium
 Remote Detonator (Fine)Premium
 Restraining Bolt (Fine)Premium
 Binders (Improved)Prototype
 Camtono (Improved)Prototype
 Credit Chip (Improved)Prototype
 Remote Detonator (Improved)Prototype
 Restraining Bolt (Improved)Prototype
 Binders (Superior)Advanced
 Camtono (Superior)Advanced
 Credit Chip (Superior)Advanced
 Remote Detonator (Superior)Advanced
 Restraining Bolt (Superior)Advanced
 Binders (Exceptional)Legendary
 Camtono (Exceptional)Legendary
 Credit Chip (Exceptional)Legendary
 Remote Detonator (Exceptional)Legendary
 Restraining Bolt (Exceptional)Legendary
 Binders (Champion)Artifact
 Camtono (Champion)Artifact
 Credit Chip (Champion)Artifact
 Remote Detonator (Champion)Artifact
 Restraining Bolt (Champion)Artifact
Back
Body

Binders (Fine)

Adventuring gear, premium Binders can be used to restrain a Small or Medium creature with appropriate appendages. Applying binders takes an action, and the target must make a DC 16 Strength or Dexterity saving throw (the target chooses the ability to use). A hostile creature makes this save with advantage. A set of binders comes with one key. Breaking the binders requires a DC 22 Strength check. Escaping them requires a DC 22 Dexterity check. Without the key, unlocking the binders requires a DC 18 security kit to force open. Binders have an AC of 11 and 30 hit points. Destroying the binders frees the creature without harming it.

Binders (Improved)

Adventuring gear, prototype Binders can be used to restrain a Small or Medium creature with appropriate appendages. Applying binders takes an action, and the target must make a DC 18 Strength or Dexterity saving throw (the target chooses the ability to use). A hostile creature makes this save with advantage. A set of binders comes with one key. Breaking the binders requires a DC 24 Strength check. Escaping them requires a DC 24 Dexterity check. Without the key, unlocking the binders requires a DC 21 security kit to force open. Binders have an AC of 12 and 45 hit points. Destroying the binders frees the creature without harming it.

Binders (Superior)

Adventuring gear, advanced Binders can be used to restrain a Small or Medium creature with appropriate appendages. Applying binders takes an action, and the target must make a DC 20 Strength or Dexterity saving throw (the target chooses the ability to use). A hostile creature makes this save with advantage. A set of binders comes with one key. Breaking the binders requires a DC 26 Strength check. Escaping them requires a DC 26 Dexterity check. Without the key, unlocking the binders requires a DC 24 security kit to force open. Binders have an AC of 13 and 60 hit points. Destroying the binders frees the creature without harming it.

Binders (Exceptional)

Adventuring gear, legendary Binders can be used to restrain a Small or Medium creature with appropriate appendages. Applying binders takes an action, and the target must make a DC 22 Strength or Dexterity saving throw (the target chooses the ability to use). A hostile creature makes this save with advantage. A set of binders comes with one key. Breaking the binders requires a DC 28 Strength check. Escaping them requires a DC 28 Dexterity check. Without the key, unlocking the binders requires a DC 27 security kit to force open. Binders have an AC of 14 and 75 hit points. Destroying the binders frees the creature without harming it.

Binders (Champion)

Adventuring gear, artifact Binders can be used to restrain a Small or Medium creature with appropriate appendages. Applying binders takes an action, and the target must make a DC 24 Strength or Dexterity saving throw (the target chooses the ability to use). A hostile creature makes this save with advantage. A set of binders comes with one key. Breaking the binders requires a DC 30 Strength check. Escaping them requires a DC 30 Dexterity check. Without the key, unlocking the binders requires a DC 30 security kit to force open. Binders have an AC of 15 and 90 hit points. Destroying the binders frees the creature without harming it.

Camtono (Fine)

Adventuring gear, premium A camtono is a secured, handle container used for transporting valuable goods. A camtono comes with one key. Without the key, unlocking the camtono requires a DC 18 security kit to force open. It stores 6 lb., not exceeding 1/4 cubic foot, has an AC of 11, and 30 hit points. Destroying the camtono risks damaging any goods stored inside.

Camtono (Improved)

Adventuring gear, prototype A camtono is a secured, handle container used for transporting valuable goods. A camtono comes with one key. Without the key, unlocking the camtono requires a DC 21 security kit to force open. It stores 7 lb., not exceeding 1/4 cubic foot, has an AC of 12, and 45 hit points. Destroying the camtono risks damaging any goods stored inside.

Camtono (Superior)

Adventuring gear, advanced A camtono is a secured, handle container used for transporting valuable goods. A camtono comes with one key. Without the key, unlocking the camtono requires a DC 24 security kit to force open. It stores 8 lb., not exceeding 3/8 cubic foot, has an AC of 13, and 60 hit points. Destroying the camtono risks damaging any goods stored inside.

Camtono (Exceptional)

Adventuring gear, legendary A camtono is a secured, handle container used for transporting valuable goods. A camtono comes with one key. Without the key, unlocking the camtono requires a DC 27 security kit to force open. It stores 9 lb., not exceeding 3/8 cubic foot, has an AC of 14, and 75 hit points. Destroying the camtono risks damaging any goods stored inside.

Camtono (Champion)

Adventuring gear, artifact A camtono is a secured, handle container used for transporting valuable goods. A camtono comes with one key. Without the key, unlocking the camtono requires a DC 30 security kit to force open. It stores 10 lb., not exceeding 3/8 cubic foot, has an AC of 15, and 90 hit points. Destroying the camtono risks damaging any goods stored inside.

Credit Chip (Fine)

Adventuring gear, premium The credit chip is a small, flat card that features a security code and algorithm memory stripes. The chip can be preloaded with a specified number of credits, or it can draw directly from a specific account held by the user. The credit chip can be accessed with a pin, or by a DC 18 slicer's kit check.

Credit Chip (Improved)

Adventuring gear, prototype The credit chip is a small, flat card that features a security code and algorithm memory stripes. The chip can be preloaded with a specified number of credits, or it can draw directly from a specific account held by the user. The credit chip can be accessed with a pin, or by a DC 21 slicer's kit check.

Credit Chip (Superior)

Adventuring gear, advanced The credit chip is a small, flat card that features a security code and algorithm memory stripes. The chip can be preloaded with a specified number of credits, or it can draw directly from a specific account held by the user. The credit chip can be accessed with a pin, or by a DC 24 slicer's kit check.

Credit Chip (Exceptional)

Adventuring gear, legendary The credit chip is a small, flat card that features a security code and algorithm memory stripes. The chip can be preloaded with a specified number of credits, or it can draw directly from a specific account held by the user. The credit chip can be accessed with a pin, or by a DC 27 slicer's kit check.

Credit Chip (Champion)

Adventuring gear, artifact The credit chip is a small, flat card that features a security code and algorithm memory stripes. The chip can be preloaded with a specified number of credits, or it can draw directly from a specific account held by the user. The credit chip can be accessed with a pin, or by a DC 30 slicer's kit check.

Restraining Bolt (Fine)

Adventuring gear, premium Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.

Installing a restraining bolt takes 1 minute. The droid must make a DC 16 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.

Restraining Bolt (Improved)

Adventuring gear, prototype Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.

Installing a restraining bolt takes 1 minute. The droid must make a DC 18 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.

Restraining Bolt (Superior)

Adventuring gear, advanced Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.

Installing a restraining bolt takes 1 minute. The droid must make a DC 20 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.

Restraining Bolt (Exceptional)

Adventuring gear, legendary Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.

Installing a restraining bolt takes 1 minute. The droid must make a DC 22 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.

Restraining Bolt (Champion)

Adventuring gear, artifact Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit.

Installing a restraining bolt takes 1 minute. The droid must make a DC 24 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.

Remote Detonator (Fine)

Adventuring gear, premium A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can pair the detonator with up to four mines within 10 feet. As an action, you can remotely detonate all of the paired mines. You must be within 60 feet of the mines to detonate them.

Remote Detonator (Improved)

Adventuring gear, prototype A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can pair the detonator with up to six mines within 10 feet. As an action, you can remotely detonate all of the paired mines. You must be within 90 feet of the mines to detonate them.

Remote Detonator (Superior)

Adventuring gear, advanced A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can pair the detonator with up to eight mines within 10 feet. As an action, you can remotely detonate all of the paired mines. You must be within 150 feet of the mines to detonate them.

Remote Detonator (Exceptional)

Adventuring gear, legendary A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can pair the detonator with up to ten mines within 10 feet. As an action, you can remotely detonate all of the paired mines. You must be within 300 feet of the mines to detonate them.

Remote Detonator (Champion)

Adventuring gear, artifact A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can pair the detonator with up to 12 mines within 10 feet. As an action, you can remotely detonate all of the paired mines. You must be within 1,000 feet of the mines to detonate them.

Consumable (Ammunition) Projector Canisters and Tanks

ItemRarity
Ammunition
 Projector Canister, Corrosive (Average)Premium
 Projector Canister, Cryo (Average)Premium
 Projector Canister, Incendiary (Average)Premium
 Projector Tank, Corrosive (Average)Premium
 Projector Tank, Cryo (Average)Premium
 Projector Tank, Incendiary (Average)Premium
 Projector Canister, Corrosive (Major)Prototype
 Projector Canister, Cryo (Major)Prototype
 Projector Canister, Incendiary (Major)Prototype
 Projector Tank, Corrosive (Major)Prototype
 Projector Tank, Cryo (Major)Prototype
 Projector Tank, Incendiary (Major)Prototype
 Projector Canister, Corrosive (Deadly)Advanced
 Projector Canister, Cryo (Deadly)Advanced
 Projector Canister, Incendiary (Deadly)Advanced
 Projector Tank, Corrosive (Deadly)Advanced
 Projector Tank, Cryo (Deadly)Advanced
 Projector Tank, Incendiary (Deadly)Advanced
 Projector Canister, Corrosive (Lethal)Legendary
 Projector Canister, Cryo (Lethal)Legendary
 Projector Canister, Incendiary (Lethal)Legendary
 Projector Tank, Corrosive (Lethal)Legendary
 Projector Tank, Cryo (Lethal)Legendary
 Projector Tank, Incendiary (Lethal)Legendary
 Projector Canister, Corrosive (Devastating)Artifact
 Projector Canister, Cryo (Devastating)Artifact
 Projector Canister, Incendiary (Devastating)Artifact
 Projector Tank, Corrosive (Devastating)Artifact
 Projector Tank, Cryo (Devastating)Artifact
 Projector Tank, Incendiary (Devastating)Artifact

Projector Canister, Corrosive (Average)

Consumable (ammunition), premium When triggered, this enhanced wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 16 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Corrosive (Major)

Consumable (ammunition), prototype When triggered, this enhanced wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 18 Constitution saving throw. On a failed save, a creature takes 3d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Corrosive (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 20 Constitution saving throw. On a failed save, a creature takes 4d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Corrosive (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 22 Constitution saving throw. On a failed save, a creature takes 5d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Corrosive (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 24 Constitution saving throw. On a failed save, a creature takes 6d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Cryo (Average)

Consumable (ammunition), premium When triggered, this enhanced wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 16 Constitution saving throw. On a failed save, a creature takes 2d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Cryo (Major)

Consumable (ammunition), prototype When triggered, this enhanced wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 18 Constitution saving throw. On a failed save, a creature takes 3d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Cryo (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 20 Constitution saving throw. On a failed save, a creature takes 4d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Cryo (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 22 Constitution saving throw. On a failed save, a creature takes 5d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Cryo (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 24 Constitution saving throw. On a failed save, a creature takes 6d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Incendiary (Average)

Consumable (ammunition), premium When triggered, this enhanced wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 16 Dexterity saving throw, taking 2d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Incendiary (Major)

Consumable (ammunition), prototype When triggered, this enhanced wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 18 Dexterity saving throw, taking 3d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Incendiary (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 20 Dexterity saving throw, taking 4d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Incendiary (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 22 Dexterity saving throw, taking 5d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Canister, Incendiary (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 24 Dexterity saving throw, taking 6d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Projector Tank, Corrosive (Average)

Consumable (ammunition), premium When triggered, this enhanced vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 16 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.

Projector Tank, Corrosive (Major)

Consumable (ammunition), prototype When triggered, this enhanced vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 18 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.

Projector Tank, Corrosive (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 20 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.

Projector Tank, Corrosive (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 22 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.

Projector Tank, Corrosive (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 24 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.

Projector Tank, Cryo (Average)

Consumable (ammunition), premium When triggered, this enhanced vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 16 Constitution saving throw. On a failed save, a creature takes 3d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Projector Tank, Cryo (Major)

Consumable (ammunition), prototype When triggered, this enhanced vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 18 Constitution saving throw. On a failed save, a creature takes 4d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Projector Tank, Cryo (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 20 Constitution saving throw. On a failed save, a creature takes 5d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Projector Tank, Cryo (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 22 Constitution saving throw. On a failed save, a creature takes 6d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Projector Tank, Cryo (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 24 Constitution saving throw. On a failed save, a creature takes 7d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Projector Tank, Incendiary (Average)

Consumable (ammunition), premium When triggered, this enhanced vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 16 Dexterity saving throw, taking 3d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Projector Tank, Incendiary (Major)

Consumable (ammunition), prototype When triggered, this enhanced vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 18 Dexterity saving throw, taking 4d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Projector Tank, Incendiary (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 20 Dexterity saving throw, taking 5d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Projector Tank, Incendiary (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 22 Dexterity saving throw, taking 6d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Projector Tank, Incendiary (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 24 Dexterity saving throw, taking 7d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Consumable (Ammunition) Missiles and Rockets

ItemRarity
Ammunition
 Missile, Fragmentation (Average)Premium
 Missile, Incendiary (Average)Premium
 Missile, Ion (Average)Premium
 Rocket, Fragmentation (Average)Premium
 Rocket, Incendiary (Average)Premium
 Rocket, Ion (Average)Premium
 Missile, Fragmentation (Major)Prototype
 Missile, Incendiary (Major)Prototype
 Missile, Ion (Major)Prototype
 Rocket, Fragmentation (Major)Prototype
 Rocket, Incendiary (Major)Prototype
 Rocket, Ion (Major)Prototype
 Missile, Fragmentation (Deadly)Advanced
 Missile, Incendiary (Deadly)Advanced
 Missile, Ion (Deadly)Advanced
 Rocket, Fragmentation (Deadly)Advanced
 Rocket, Incendiary (Deadly)Advanced
 Rocket, Ion (Deadly)Advanced
 Missile, Fragmentation (Lethal)Legendary
 Missile, Incendiary (Lethal)Legendary
 Missile, Ion (Lethal)Legendary
 Rocket, Fragmentation (Lethal)Legendary
 Rocket, Incendiary (Lethal)Legendary
 Rocket, Ion (Lethal)Legendary
 Missile, Fragmentation (Devastating)Artifact
 Missile, Incendiary (Devastating)Artifact
 Missile, Ion (Devastating)Artifact
 Rocket, Fragmentation (Devastating)Artifact
 Rocket, Incendiary (Devastating)Artifact
 Rocket, Ion (Devastating)Artifact

Missile, Fragmentation (Average)

Consumable (ammunition), premium You have a +1 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 16 Dexterity saving throw, taking 2d10 kinetic damage on a failed save or half as much on a successful one.

Missile, Fragmentation (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 18 Dexterity saving throw, taking 3d10 kinetic damage on a failed save or half as much on a successful one.

Missile, Fragmentation (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 20 Dexterity saving throw, taking 4d10 kinetic damage on a failed save or half as much on a successful one.

Missile, Fragmentation (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 22 Dexterity saving throw, taking 5d10 kinetic damage on a failed save or half as much on a successful one.

Missile, Fragmentation (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 3d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 24 Dexterity saving throw, taking 6d10 kinetic damage on a failed save or half as much on a successful one.

Missile, Incendiary (Average)

Consumable (ammunition), premium You have a +1 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Missile, Incendiary (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Missile, Incendiary (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 4d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Missile, Incendiary (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 22 Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Missile, Incendiary (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 3d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 6d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Missile, Ion (Average)

Consumable (ammunition), premium You have a +1 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 16 Dexterity saving throw, taking 2d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Missile, Ion (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 18 Dexterity saving throw, taking 3d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Missile, Ion (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 20 Dexterity saving throw, taking 4d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Missile, Ion (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 22 Dexterity saving throw, taking 5d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Missile, Ion (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack rolls made with this enhanced wrist launcher ammunition, which deals 3d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 24 Dexterity saving throw, taking 6d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Rocket, Fragmentation (Average)

Consumable (ammunition), premium You have a +1 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the rocket is fired, it no longer gives a bonus. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 16 Dexterity saving throw, taking 4d10 kinetic damage on a failed save or half as much on a successful one.

Rocket, Fragmentation (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the rocket is fired, it no longer gives a bonus. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 18 Dexterity saving throw, taking 6d10 kinetic damage on a failed save or half as much on a successful one.

Rocket, Fragmentation (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the rocket is fired, it no longer gives a bonus. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 20 Dexterity saving throw, taking 8d10 kinetic damage on a failed save or half as much on a successful one.

Rocket, Fragmentation (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 3d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the rocket is fired, it no longer gives a bonus. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 22 Dexterity saving throw, taking 10d10 kinetic damage on a failed save or half as much on a successful one.

Rocket, Fragmentation (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 4d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the rocket is fired, it no longer gives a bonus. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 24 Dexterity saving throw, taking 12d10 kinetic damage on a failed save or half as much on a successful one.

Rocket, Incendiary (Average)

Consumable (ammunition), premium You have a +1 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 4d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Rocket, Incendiary (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 6d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Rocket, Incendiary (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 8d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Rocket, Incendiary (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 3d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 22 Dexterity saving throw. On a failed save, the creature takes 10d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Rocket, Incendiary (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 4d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 12d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Rocket, Ion (Average)

Consumable (ammunition), premium You have a +1 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 16 Dexterity saving throw, taking 4d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Rocket, Ion (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 18 Dexterity saving throw, taking 6d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Rocket, Ion (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 2d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 20 Dexterity saving throw, taking 8d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Rocket, Ion (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 3d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 22 Dexterity saving throw, taking 10d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Rocket, Ion (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack rolls made with this enhanced rocket launcher ammunition, which deals 4d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 24 Dexterity saving throw, taking 12d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Consumable (Ammunition) Darts and Snares

ItemRarity
Ammunition
 Deafening Dart (Average)Premium
 Electrifying Dart (Average)Premium
 Snare (Fine)Premium
 Panic Dart (Average)Premium
 Deafening Dart (Major)Prototype
 Electrifying Dart (Major)Prototype
 Snare (Improved)Prototype
 Panic Dart (Major)Prototype
 Deafening Dart (Deadly)Advanced
 Electrifying Dart (Deadly)Advanced
 Panic Dart (Deadly)Advanced
 Snare (Superior)Advanced
 Deafening Dart (Lethal)Legendary
 Electrifying Dart (Lethal)Legendary
 Snare (Exceptional)Legendary
 Panic Dart (Lethal)Legendary
 Snare (Champion)Artifact
 Deafening Dart (Devastating)Artifact
 Electrifying Dart (Devastating)Artifact
 Panic Dart (Devastating)Artifact

Snare (Champion)

Consumable (ammunition), artifact When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 18 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 15, 30 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare's effects.

Deafening Dart (Average)

Consumable (ammunition), premium You have a +1 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 16 Constitution saving throw, taking 1d4 sonic damage on a failed save.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Deafening Dart (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 18 Constitution saving throw, taking 1d4 sonic damage on a failed save.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Deafening Dart (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 20 Constitution saving throw, taking 1d4 sonic damage on a failed save.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Deafening Dart (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 22 Constitution saving throw, taking 1d6 sonic damage on a failed save.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Deafening Dart (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 24 Constitution saving throw, taking 1d8 sonic damage on a failed save.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Electrifying Dart (Average)

Consumable (ammunition), premium You have a +1 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 16 Dexterity saving throw, taking 1d4 lightning damage on a failed save.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Electrifying Dart (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 18 Dexterity saving throw, taking 1d4 lightning damage on a failed save.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Electrifying Dart (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 20 Dexterity saving throw, taking 1d4 lightning damage on a failed save.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Electrifying Dart (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 22 Dexterity saving throw, taking 1d6 lightning damage on a failed save.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Electrifying Dart (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 24 Dexterity saving throw, taking 1d8 lightning damage on a failed save.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Snare (Exceptional)

Consumable (ammunition), legendary When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 18 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 14, 25 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare's effects.

Snare (Fine)

Consumable (ammunition), premium When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 14 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 11, 10 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare's effects.

Snare (Improved)

Consumable (ammunition), prototype When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 16 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 12, 15 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare's effects.

Panic Dart (Average)

Consumable (ammunition), premium You have a +1 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 16 Wisdom saving throw, taking 1d4 psychic damage on a failed save.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Panic Dart (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 18 Wisdom saving throw, taking 1d4 psychic damage on a failed save.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Panic Dart (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 20 Wisdom saving throw, taking 1d4 psychic damage on a failed save.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Panic Dart (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 22 Wisdom saving throw, taking 1d6 psychic damage on a failed save.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Panic Dart (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack and damage rolls made with this wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a DC 24 Wisdom saving throw, taking 1d8 psychic damage on a failed save.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Snare (Superior)

Consumable (ammunition), advanced When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 16 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 13, 20 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare's effects.

Consumable (Ammunition) Mags and Clips

ItemRarity
Ammunition
 Flechette Clip, Fragmentation (Average)Premium
 Flechette Clip, Ion (Average)Premium
 Flechette Clip, Plasma (Average)Premium
 Flechette Mag, Fragmentation (Average)Premium
 Flechette Mag, Ion (Average)Premium
 Flechette Mag, Plasma (Average)Premium
 Flechette Clip, Fragmentation (Major)Prototype
 Flechette Clip, Ion (Major)Prototype
 Flechette Clip, Plasma (Major)Prototype
 Flechette Mag, Fragmentation (Major)Prototype
 Flechette Mag, Ion (Major)Prototype
 Flechette Mag, Plasma (Major)Prototype
 Flechette Clip, Fragmentation (Deadly)Advanced
 Flechette Clip, Ion (Deadly)Advanced
 Flechette Clip, Plasma (Deadly)Advanced
 Flechette Mag, Fragmentation (Deadly)Advanced
 Flechette Mag, Ion (Deadly)Advanced
 Flechette Mag, Plasma (Deadly)Advanced
 Flechette Clip, Fragmentation (Lethal)Legendary
 Flechette Clip, Ion (Lethal)Legendary
 Flechette Clip, Plasma (Lethal)Legendary
 Flechette Mag, Fragmentation (Lethal)Legendary
 Flechette Mag, Ion (Lethal)Legendary
 Flechette Mag, Plasma (Lethal)Legendary
 Flechette Clip, Fragmentation (Devastating)Artifact
 Flechette Clip, Ion (Devastating)Artifact
 Flechette Clip, Plasma (Devastating)Artifact
 Flechette Mag, Fragmentation (Devastating)Artifact
 Flechette Mag, Ion (Devastating)Artifact
 Flechette Mag, Plasma (Devastating)Artifact

Flechette Clip, Fragmentation (Average)

Consumable (ammunition), premium When triggered, this enhanced wrist launcher ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 16 Dexterity saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Fragmentation (Major)

Consumable (ammunition), prototype When triggered, this enhanced wrist launcher ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 18 Dexterity saving throw. A creature takes 3d10 kinetic damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Fragmentation (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced wrist launcher ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 20 Dexterity saving throw. A creature takes 4d10 kinetic damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Fragmentation (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced wrist launcher ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 22 Dexterity saving throw. A creature takes 5d10 kinetic damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Fragmentation (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced wrist launcher ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 24 Dexterity saving throw. A creature takes 6d10 kinetic damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Ion (Average)

Consumable (ammunition), premium When triggered, this enhanced wrist launcher ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 16 Dexterity saving throw. A creature takes 2d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Ion (Major)

Consumable (ammunition), prototype When triggered, this enhanced wrist launcher ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 18 Dexterity saving throw. A creature takes 3d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Ion (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced wrist launcher ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 20 Dexterity saving throw. A creature takes 4d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Ion (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced wrist launcher ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 22 Dexterity saving throw. A creature takes 5d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Ion (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced wrist launcher ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 24 Dexterity saving throw. A creature takes 6d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Plasma (Average)

Consumable (ammunition), premium When triggered, this enhanced wrist launcher ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 16 Dexterity saving throw. A creature takes 2d10 energy damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Plasma (Major)

Consumable (ammunition), prototype When triggered, this enhanced wrist launcher ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 18 Dexterity saving throw. A creature takes 3d10 energy damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Plasma (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced wrist launcher ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 20 Dexterity saving throw. A creature takes 4d10 energy damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Plasma (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced wrist launcher ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 22 Dexterity saving throw. A creature takes 5d10 energy damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Clip, Plasma (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced wrist launcher ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 24 Dexterity saving throw. A creature takes 6d10 energy damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Flechette Mag, Fragmentation (Average)

Consumable (ammunition), premium When triggered, this enhanced flechette cannon ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 16 Dexterity saving throw. A creature takes 3d10 kinetic damage on a failed save, or half as much as on a successful one.

Flechette Mag, Fragmentation (Major)

Consumable (ammunition), prototype When triggered, this enhanced flechette cannon ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 18 Dexterity saving throw. A creature takes 4d10 kinetic damage on a failed save, or half as much as on a successful one.

Flechette Mag, Fragmentation (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced flechette cannon ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 20 Dexterity saving throw. A creature takes 5d10 kinetic damage on a failed save, or half as much as on a successful one.

Flechette Mag, Fragmentation (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced flechette cannon ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 22 Dexterity saving throw. A creature takes 6d10 kinetic damage on a failed save, or half as much as on a successful one.

Flechette Mag, Fragmentation (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced flechette cannon ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 24 Dexterity saving throw. A creature takes 7d10 kinetic damage on a failed save, or half as much as on a successful one.

Flechette Mag, Ion (Average)

Consumable (ammunition), premium When triggered, this enhanced flechette cannon ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 16 Dexterity saving throw. A creature takes 3d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Flechette Mag, Ion (Major)

Consumable (ammunition), prototype When triggered, this enhanced flechette cannon ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 18 Dexterity saving throw. A creature takes 4d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Flechette Mag, Ion (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced flechette cannon ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 20 Dexterity saving throw. A creature takes 5d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Flechette Mag, Ion (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced flechette cannon ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 22 Dexterity saving throw. A creature takes 6d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Flechette Mag, Ion (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced flechette cannon ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 24 Dexterity saving throw. A creature takes 7d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Flechette Mag, Plasma (Average)

Consumable (ammunition), premium When triggered, this enhanced flechette cannon ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 16 Dexterity saving throw. A creature takes 3d10 energy damage on a failed save, or half as much as on a successful one.

Flechette Mag, Plasma (Major)

Consumable (ammunition), prototype When triggered, this enhanced flechette cannon ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 18 Dexterity saving throw. A creature takes 4d10 energy damage on a failed save, or half as much as on a successful one.

Flechette Mag, Plasma (Deadly)

Consumable (ammunition), advanced When triggered, this enhanced flechette cannon ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 20 Dexterity saving throw. A creature takes 5d10 energy damage on a failed save, or half as much as on a successful one.

Flechette Mag, Plasma (Lethal)

Consumable (ammunition), legendary When triggered, this enhanced flechette cannon ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 22 Dexterity saving throw. A creature takes 6d10 energy damage on a failed save, or half as much as on a successful one.

Flechette Mag, Plasma (Devastating)

Consumable (ammunition), artifact When triggered, this enhanced flechette cannon ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 24 Dexterity saving throw. A creature takes 7d10 energy damage on a failed save, or half as much as on a successful one.

Consumable (Ammunition) Cartridges and Cells

ItemRarity
Ammunition
 Corrosive Cartridge (Average)Premium
 Cryo Cell (Average)Premium
 Deafening Cell (Average)Premium
 Electrifying Cartridge (Average)Premium
 Gas Cartridge (Average)Premium
 Incendiary Cell (Average)Premium
 Power Generator (Average)Premium
 Corrosive Cartridge (Major)Prototype
 Cryo Cell (Major)Prototype
 Deafening Cell (Major)Prototype
 Electrifying Cartridge (Major)Prototype
 Gas Cartridge (Major)Prototype
 Incendiary Cell (Major)Prototype
 Power Generator (Major)Prototype
 Corrosive Cartridge (Deadly)Advanced
 Cryo Cell (Deadly)Advanced
 Deafening Cell (Deadly)Advanced
 Electrifying Cartridge (Deadly)Advanced
 Gas Cartridge (Deadly)Advanced
 Incendiary Cell (Deadly)Advanced
 Power Generator (Deadly)Advanced
 Corrosive Cartridge (Lethal)Legendary
 Cryo Cell (Lethal)Legendary
 Deafening Cell (Lethal)Legendary
 Electrifying Cartridge (Lethal)Legendary
 Gas Cartridge (Lethal)Legendary
 Incendiary Cell (Lethal)Legendary
 Power Generator (Lethal)Legendary
 Corrosive Cartridge (Devastating)Artifact
 Cryo Cell (Devastating)Artifact
 Deafening Cell (Devastating)Artifact
 Electrifying Cartridge (Devastating)Artifact
 Gas Cartridge (Devastating)Artifact
 Incendiary Cell (Devastating)Artifact
 Power Generator (Devastating)Artifact

Corrosive Cartridge (Average)

Consumable (ammunition), premium You have a +1 bonus to attack and damage rolls made with this enhanced corrosive cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the corrosive cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 16 Constitution saving throw, taking 1d8 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Corrosive Cartridge (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack and damage rolls made with this enhanced corrosive cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the corrosive cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 18 Constitution saving throw, taking 1d8 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Corrosive Cartridge (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack and damage rolls made with this enhanced corrosive cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the corrosive cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 20 Constitution saving throw, taking 1d8 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Corrosive Cartridge (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack and damage rolls made with this enhanced corrosive cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the corrosive cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 22 Constitution saving throw, taking 1d10 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Corrosive Cartridge (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack and damage rolls made with this enhanced corrosive cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the corrosive cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 24 Constitution saving throw, taking 1d12 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Electrifying Cartridge (Average)

Consumable (ammunition), premium You have a +1 bonus to attack and damage rolls made with this enhanced electrifying cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the electrifying cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 1d4 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn't shocked.

Electrifying Cartridge (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack and damage rolls made with this enhanced electrifying cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the electrifying cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 1d4 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn't shocked.

Electrifying Cartridge (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack and damage rolls made with this enhanced electrifying cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the electrifying cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 1d4 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn't shocked.

Electrifying Cartridge (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack and damage rolls made with this enhanced electrifying cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the electrifying cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 22 Dexterity saving throw. On a failed save, the creature takes 1d6 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn't shocked.

Electrifying Cartridge (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack and damage rolls made with this enhanced electrifying cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the electrifying cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 1d8 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn't shocked.

Gas Cartridge (Average)

Consumable (ammunition), premium You have a +1 bonus to attack and damage rolls made with this enhanced gas cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the gas cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 16 Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn't poisoned.

Gas Cartridge (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack and damage rolls made with this enhanced gas cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the gas cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 18 Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn't poisoned.

Gas Cartridge (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack and damage rolls made with this enhanced gas cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the gas cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 20 Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn't poisoned.

Gas Cartridge (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack and damage rolls made with this enhanced gas cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the gas cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 22 Constitution saving throw. On a failed save, the creature takes 1d8 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn't poisoned.

Gas Cartridge (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack and damage rolls made with this enhanced gas cartridge. This bonus is in addition to any bonuses granted by the weapon. Once the gas cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a DC 24 Constitution saving throw. On a failed save, the creature takes 1d10 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn't poisoned.

Cryo Cell (Average)

Consumable (ammunition), premium You have a +1 bonus to attack and damage rolls made with this enhanced cryo cell. This bonus is in addition to any bonuses granted by the weapon. Once the cryo cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 16 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage and gains 1 slowed level until the end of its next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Cryo Cell (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack and damage rolls made with this enhanced cryo cell. This bonus is in addition to any bonuses granted by the weapon. Once the cryo cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 18 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage and gains 1 slowed level until the end of its next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Cryo Cell (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack and damage rolls made with this enhanced cryo cell. This bonus is in addition to any bonuses granted by the weapon. Once the cryo cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 20 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage and gains 1 slowed level until the end of its next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Cryo Cell (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack and damage rolls made with this enhanced cryo cell. This bonus is in addition to any bonuses granted by the weapon. Once the cryo cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 22 Constitution saving throw. On a failed save, the creature takes 1d6 cold damage and gains 1 slowed level until the end of its next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Cryo Cell (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack and damage rolls made with this enhanced cryo cell. This bonus is in addition to any bonuses granted by the weapon. Once the cryo cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 24 Constitution saving throw. On a failed save, the creature takes 1d8 cold damage and gains 1 slowed level until the end of its next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Deafening Cell (Average)

Consumable (ammunition), premium You have a +1 bonus to attack and damage rolls made with this enhanced deafening cell. This bonus is in addition to any bonuses granted by the weapon. Once the deafening cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 16 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn't deafened.

Deafening Cell (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack and damage rolls made with this enhanced deafening cell. This bonus is in addition to any bonuses granted by the weapon. Once the deafening cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 18 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn't deafened.

Deafening Cell (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack and damage rolls made with this enhanced deafening cell. This bonus is in addition to any bonuses granted by the weapon. Once the deafening cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 20 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn't deafened.

Deafening Cell (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack and damage rolls made with this enhanced deafening cell. This bonus is in addition to any bonuses granted by the weapon. Once the deafening cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 22 Constitution saving throw. On a failed save, the creature takes 1d8 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn't deafened.

Deafening Cell (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack and damage rolls made with this enhanced deafening cell. This bonus is in addition to any bonuses granted by the weapon. Once the deafening cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 24 Constitution saving throw. On a failed save, the creature takes 1d10 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn't deafened.

Incendiary Cell (Average)

Consumable (ammunition), premium You have a +1 bonus to attack and damage rolls made with this enhanced incendiary cell. This bonus is in addition to any bonuses granted by the weapon. Once the incendiary cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Incendiary Cell (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack and damage rolls made with this enhanced incendiary cell. This bonus is in addition to any bonuses granted by the weapon. Once the incendiary cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Incendiary Cell (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack and damage rolls made with this enhanced incendiary cell. This bonus is in addition to any bonuses granted by the weapon. Once the incendiary cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Incendiary Cell (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack and damage rolls made with this enhanced incendiary cell. This bonus is in addition to any bonuses granted by the weapon. Once the incendiary cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 22 Dexterity saving throw. On a failed save, the creature takes 1d10 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Incendiary Cell (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack and damage rolls made with this enhanced incendiary cell. This bonus is in addition to any bonuses granted by the weapon. Once the incendiary cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 1d12 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Power Generator (Average)

Consumable (ammunition), premium You have a +1 bonus to attack and damage rolls made with this enhanced power generator. This bonus is in addition to any bonuses granted by the weapon. Once the power generator is depleted, it no longer gives a bonus.

Power Generator (Major)

Consumable (ammunition), prototype You have a +2 bonus to attack and damage rolls made with this enhanced power generator. This bonus is in addition to any bonuses granted by the weapon. Once the power generator is depleted, it no longer gives a bonus.

Power Generator (Deadly)

Consumable (ammunition), advanced You have a +3 bonus to attack and damage rolls made with this enhanced power generator. This bonus is in addition to any bonuses granted by the weapon. Once the power generator is depleted, it no longer gives a bonus.

Power Generator (Lethal)

Consumable (ammunition), legendary You have a +3 bonus to attack rolls and deal an additional 1d8 damage with this enhanced power generator. This bonus is in addition to any bonuses granted by the weapon. Once the torpedo is depleted, it no longer gives a bonus.

Power Generator (Devastating)

Consumable (ammunition), artifact You have a +3 bonus to attack rolls and deal an additional 1d10 damage with this enhanced power generator. This bonus is in addition to any bonuses granted by the weapon. Once the power generator is depleted, it no longer gives a bonus.

Consumable (Ammunition) Calibrators and Collimators

ItemRarity
Ammunition
 Deafening Calibrator (Average)Premium
 Deafening Collimator (Average)Premium
 Electrifying Calibrator (Average)Premium
 Electrifying Collimator (Average)Premium
 Panic Calibrator (Average)Premium
 Panic Collimator (Average)Premium
 Deafening Calibrator (Major)Prototype
 Deafening Collimator (Major)Prototype
 Electrifying Calibrator (Major)Prototype
 Electrifying Collimator (Major)Prototype
 Panic Calibrator (Major)Prototype
 Panic Collimator (Major)Prototype
 Deafening Calibrator (Deadly)Advanced
 Deafening Collimator (Deadly)Advanced
 Electrifying Calibrator (Deadly)Advanced
 Electrifying Collimator (Deadly)Advanced
 Panic Calibrator (Deadly)Advanced
 Panic Collimator (Deadly)Advanced
 Deafening Calibrator (Lethal)Legendary
 Deafening Collimator (Lethal)Legendary
 Electrifying Calibrator (Lethal)Legendary
 Electrifying Collimator (Lethal)Legendary
 Panic Calibrator (Lethal)Legendary
 Panic Collimator (Lethal)Legendary
 Deafening Calibrator (Devastating)Artifact
 Deafening Collimator (Devastating)Artifact
 Electrifying Calibrator (Devastating)Artifact
 Electrifying Collimator (Devastating)Artifact
 Panic Calibrator (Devastating)Artifact
 Panic Collimator (Devastating)Artifact

Deafening Calibrator (Average)

Consumable (ammunition), premium As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 14 property. If it already has the sonorous property, its sonorous number increases by 2, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Deafening Calibrator (Major)

Consumable (ammunition), prototype As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +2 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 15 property. If it already has the sonorous property, its sonorous number increases by 3, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Deafening Calibrator (Deadly)

Consumable (ammunition), advanced As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +3 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 16 property. If it already has the sonorous property, its sonorous number increases by 4, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Deafening Calibrator (Lethal)

Consumable (ammunition), legendary As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d8 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 17 property. If it already has the sonorous property, its sonorous number increases by 5, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Deafening Calibrator (Devastating)

Consumable (ammunition), artifact As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d10 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 18 property. If it already has the sonorous property, its sonorous number increases to 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Electrifying Calibrator (Average)

Consumable (ammunition), premium As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 14 property. If it already has the shocking property, its shocking number increases by 2, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Electrifying Calibrator (Major)

Consumable (ammunition), prototype As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +2 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 15 property. If it already has the shocking property, its shocking number increases by 3, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Electrifying Calibrator (Deadly)

Consumable (ammunition), advanced As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +3 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 16 property. If it already has the shocking property, its shocking number increases by 4, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Electrifying Calibrator (Lethal)

Consumable (ammunition), legendary As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d8 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 17 property. If it already has the shocking property, its shocking number increases by 5, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Electrifying Calibrator (Devastating)

Consumable (ammunition), artifact As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d10 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 18 property. If it already has the shocking property, its shocking number increases to 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Panic Calibrator (Average)

Consumable (ammunition), premium As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 14 property. If it already has the neuralizing property, its neuralizing number increases by 2, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Panic Calibrator (Major)

Consumable (ammunition), prototype As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +2 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 15 property. If it already has the neuralizing property, its neuralizing number increases by 3, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Panic Calibrator (Deadly)

Consumable (ammunition), advanced As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +3 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 16 property. If it already has the neuralizing property, its neuralizing number increases by 4, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Panic Calibrator (Lethal)

Consumable (ammunition), legendary As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d8 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 17 property. If it already has the neuralizing property, its neuralizing number increases by 5, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Panic Calibrator (Devastating)

Consumable (ammunition), artifact As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d10 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 18 property. If it already has the neuralizing property, its neuralizing number increases to 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Deafening Collimator (Average)

Consumable (ammunition), premium As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 14 property. If it already has the sonorous property, its sonorous number increases by 2, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Deafening Collimator (Major)

Consumable (ammunition), prototype As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +2 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 15 property. If it already has the sonorous property, its sonorous number increases by 3, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Deafening Collimator (Deadly)

Consumable (ammunition), advanced As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +3 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 16 property. If it already has the sonorous property, its sonorous number increases by 4, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Deafening Collimator (Lethal)

Consumable (ammunition), legendary As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d8 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 17 property. If it already has the sonorous property, its sonorous number increases by 5, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Deafening Collimator (Devastating)

Consumable (ammunition), artifact As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d10 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 18 property. If it already has the sonorous property, its sonorous number increases to 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Electrifying Collimator (Average)

Consumable (ammunition), premium As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 14 property. If it already has the shocking property, its shocking number increases by 2, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Electrifying Collimator (Major)

Consumable (ammunition), prototype As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +2 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 15 property. If it already has the shocking property, its shocking number increases by 3, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Electrifying Collimator (Deadly)

Consumable (ammunition), advanced As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +3 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 16 property. If it already has the shocking property, its shocking number increases by 4, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Electrifying Collimator (Lethal)

Consumable (ammunition), legendary As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d8 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 17 property. If it already has the shocking property, its shocking number increases by 5, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Electrifying Collimator (Devastating)

Consumable (ammunition), artifact As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d10 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 18 property. If it already has the shocking property, its shocking number increases to 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Panic Collimator (Average)

Consumable (ammunition), premium As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 14 property. If it already has the neuralizing property, its neuralizing number increases by 2, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Panic Collimator (Major)

Consumable (ammunition), prototype As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +2 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 15 property. If it already has the neuralizing property, its neuralizing number increases by 3, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Panic Collimator (Deadly)

Consumable (ammunition), advanced As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +3 bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 16 property. If it already has the neuralizing property, its neuralizing number increases by 4, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Panic Collimator (Lethal)

Consumable (ammunition), legendary As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d8 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 17 property. If it already has the neuralizing property, its neuralizing number increases by 5, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Panic Collimator (Devastating)

Consumable (ammunition), artifact As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +3 bonus to attack rolls and dealing an additional 1d10 damage for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 18 property. If it already has the neuralizing property, its neuralizing number increases to 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Ship

ItemRarity
Ship equipment
 Ship Armor (Fine)Premium
 Ship Shield (Fine)Premium
 Ship Weapon (Fine)Premium
 Ship Armor (Improved)Prototype
 Ship Shield (Improved)Prototype
 Ship Weapon (Improved)Prototype
 Ship Armor (Superior)Advanced
 Ship Shield (Superior)Advanced
 Ship Weapon (Superior)Advanced

Ship Armor (Fine)

Ship armor (any), premium Your ship has a +1 bonus to AC while this armor is installed.

Ship Armor (Improved)

Ship armor (any), prototype Your ship has a +2 bonus to AC while this armor is installed.

Ship Armor (Superior)

Ship armor (any), advanced Your ship has a +3 bonus to AC while this armor is installed.

Ship Shield (Fine)

Ship shield (any), premium Your ship has a +1 bonus to Strength, Dexterity, and Constitution saving throws while this shield is installed.

Ship Shield (Improved)

Ship shield (any), prototype Your ship has a +2 bonus to Strength, Dexterity, and Constitution saving throws while this shield is installed.

Ship Shield (Superior)

Ship shield (any), advanced Your ship has a +3 bonus to Strength, Dexterity, and Constitution saving throws while this shield is installed.

Ship Weapon (Fine)

Ship weapon (any), premium Your ship has a +1 bonus to attack and damage rolls made with this enhanced ship weapon.

Ship Weapon (Improved)

Ship weapon (any), prototype Your ship has a +2 bonus to attack and damage rolls made with this enhanced ship weapon.

Ship Weapon (Superior)

Ship weapon (any), advanced Your ship has a +3 bonus to attack and damage rolls made with this enhanced ship weapon.

Consumables (Explosives) Grenades

ItemRarity
Explosives
 Grenade, Corrosive (Average)Premium
 Grenade, Cryo (Average)Premium
 Grenade, Defeaning (Average)Premium
 Grenade, Electrifying (Average)Premium
 Grenade, Flash (Average)Premium
 Grenade, Gas (Average)Premium
 Grenade, Incendiary (Average)Premium
 Grenade, Ion (Average)Premium
 Grenade, Panic (Average)Premium
 Grenade, Plasma (Average)Premium
 Grenade, Stun (Average)Premium
 Thermal Detonator (Average)Premium
 Grenade, Corrosive (Major)Prototype
 Grenade, Cryo (Major)Prototype
 Grenade, Defeaning (Major)Prototype
 Grenade, Electrifying (Major)Prototype
 Grenade, Flash (Major)Prototype
 Grenade, Gas (Major)Prototype
 Grenade, Incendiary (Major)Prototype
 Grenade, Ion (Major)Prototype
 Grenade, Panic (Major)Prototype
 Grenade, Plasma (Major)Prototype
 Grenade, Stun (Major)Prototype
 Thermal Detonator (Major)Prototype
 Grenade, Corrosive (Deadly)Advanced
 Grenade, Cryo (Deadly)Advanced
 Grenade, Defeaning (Deadly)Advanced
 Grenade, Electrifying (Deadly)Advanced
 Grenade, Flash (Deadly)Advanced
 Grenade, Gas (Deadly)Advanced
 Grenade, Incendiary (Deadly)Advanced
 Grenade, Ion (Deadly)Advanced
 Grenade, Panic (Deadly)Advanced
 Grenade, Plasma (Deadly)Advanced
 Grenade, Stun (Deadly)Advanced
 Thermal Detonator (Deadly)Advanced
 Grenade, Corrosive (Lethal)Legendary
 Grenade, Cryo (Lethal)Legendary
 Grenade, Defeaning (Lethal)Legendary
 Grenade, Electrifying (Lethal)Legendary
 Grenade, Flash (Lethal)Legendary
 Grenade, Incendiary (Lethal)Legendary
ItemRarity
Explosives
 Grenade, Ion (Lethal)Legendary
 Grenade, Panic (Lethal)Legendary
 Grenade, Plasma (Lethal)Legendary
 Grenade, Stun (Lethal)Legendary
 Grenade, Corrosive (Lethal)Legendary
 Thermal Detonator (Lethal)Legendary
 Grenade, Corrosive (Devastating)Artifact
 Grenade, Cryo (Devastating)Artifact
 Grenade, Defeaning (Devastating)Artifact
 Grenade, Electrifying (Devastating)Artifact
 Grenade, Flash (Devastating)Artifact
 Grenade, Gas (Devastating)Artifact
 Grenade, Incendiary (Devastating)Artifact
 Grenade, Ion (Devastating)Artifact
 Grenade, Panic (Devastating)Artifact
 Grenade, Plasma (Devastating)Artifact
 Grenade, Stun (Devastating)Artifact
 Thermal Detonator (Devastating)Artifact

Grenade, Corrosive (Average)

Consumable (explosive), premium Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 16 Constitution saving throw. A creature takes 4d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Grenade, Corrosive (Major)

Consumable (explosive), prototype Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 18 Constitution saving throw. A creature takes 6d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Grenade, Corrosive (Deadly)

Consumable (explosive), advanced Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 20 Constitution saving throw. A creature takes 8d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Grenade, Corrosive (Lethal)

Consumable (explosive), legendary Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 22 Constitution saving throw. A creature takes 10d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Grenade, Corrosive (Devastating)

Consumable (explosive), artifact Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 24 Constitution saving throw. A creature takes 12d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Grenade, Cryo (Average)

Consumable (explosive), premium Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 16 Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Cryo (Major)

Consumable (explosive), prototype Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 18 Constitution saving throw. A creature takes 6d6 cold damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Cryo (Deadly)

Consumable (explosive), advanced Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 20 Constitution saving throw. A creature takes 8d6 cold damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Cryo (Lethal)

Consumable (explosive), legendary Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 22 Constitution saving throw. A creature takes 10d6 cold damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Cryo (Devastating)

Consumable (explosive), artifact Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 24 Constitution saving throw. A creature takes 12d6 cold damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Deafening (Average)

Consumable (explosive), premium Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 16 Constitution saving throw. A creature takes 4d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Deafening (Major)

Consumable (explosive), prototype Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 18 Constitution saving throw. A creature takes 6d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Deafening (Deadly)

Consumable (explosive), advanced Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 20 Constitution saving throw. A creature takes 8d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Deafening (Lethal)

Consumable (explosive), legendary Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 22 Constitution saving throw. A creature takes 10d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Deafening (Devastating)

Consumable (explosive), artifact Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 24 Constitution saving throw. A creature takes 12d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Electrifying (Average)

Consumable (explosive), premium Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 16 Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Electrifying (Major)

Consumable (explosive), prototype Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 18 Dexterity saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Electrifying (Deadly)

Consumable (explosive), advanced Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 20 Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Electrifying (Lethal)

Consumable (explosive), legendary Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 22 Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Electrifying (Devastating)

Consumable (explosive), artifact Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 24 Dexterity saving throw. A creature takes 12d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Flash (Average)

Consumable (explosive), premium Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 16 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Flash (Major)

Consumable (explosive), prototype Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 18 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Flash (Deadly)

Consumable (explosive), advanced Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 20 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Flash (Lethal)

Consumable (explosive), legendary Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 22 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Flash (Devastating)

Consumable (explosive), artifact Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 24 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Gas (Average)

Consumable (explosive), premium Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 16 Constitution saving throw. The creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

Grenade, Gas (Major)

Consumable (explosive), prototype Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 18 Constitution saving throw. The creature takes 6d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

Grenade, Gas (Deadly)

Consumable (explosive), advanced Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 20 Constitution saving throw. The creature takes 8d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

Grenade, Gas (Lethal)

Consumable (explosive), legendary Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 22 Constitution saving throw. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

Grenade, Gas (Devastating)

Consumable (explosive), artifact Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 24 Constitution saving throw. The creature takes 12d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

Grenade, Incendiary (Average)

Consumable (explosive), premium Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, setting the ground in a 10-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.

When a creature enters the fire or starts its turn there, it creature must make a DC 16 Dexterity saving throw. The creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Grenade, Incendiary (Major)

Consumable (explosive), prototype Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, setting the ground in a 10-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.

When a creature enters the fire or starts its turn there, it creature must make a DC 18 Dexterity saving throw. The creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one.

Grenade, Incendiary (Deadly)

Consumable (explosive), advanced Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, setting the ground in a 10-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.

When a creature enters the fire or starts its turn there, it creature must make a DC 20 Dexterity saving throw. The creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one.

Grenade, Incendiary (Lethal)

Consumable (explosive), legendary Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, setting the ground in a 10-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.

When a creature enters the fire or starts its turn there, it creature must make a DC 22 Dexterity saving throw. The creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one.

Grenade, Incendiary (Devastating)

Consumable (explosive), artifact Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, setting the ground in a 10-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.

When a creature enters the fire or starts its turn there, it creature must make a DC 24 Dexterity saving throw. The creature takes 12d8 fire damage on a failed save, or half as much damage on a successful one.

Grenade, Ion (Average)

Consumable (explosive), premium Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 16 Dexterity saving throw. A creature takes 4d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Grenade, Ion (Major)

Consumable (explosive), prototype Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 18 Dexterity saving throw. A creature takes 6d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Grenade, Ion (Deadly)

Consumable (explosive), advanced Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 20 Dexterity saving throw. A creature takes 8d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Grenade, Ion (Lethal)

Consumable (explosive), legendary Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 22 Dexterity saving throw. A creature takes 10d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Grenade, Ion (Devastating)

Consumable (explosive), artifact Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 24 Dexterity saving throw. A creature takes 12d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Grenade, Panic (Average)

Consumable (explosive), premium Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 16 Wisdom saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Panic (Major)

Consumable (explosive), prototype Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 18 Wisdom saving throw. A creature takes 6d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Panic (Deadly)

Consumable (explosive), advanced Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 20 Wisdom saving throw. A creature takes 8d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Panic (Lethal)

Consumable (explosive), legendary Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 22 Wisdom saving throw. A creature takes 10d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Panic (Devastating)

Consumable (explosive), artifact Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 24 Wisdom saving throw. A creature takes 12d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Plasma (Average)

Consumable (explosive), premium Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 16 Dexterity saving throw. A creature takes 4d10 energy damage on a failed save, or half as much as on a successful one.

Grenade, Plasma (Major)

Consumable (explosive), prototype Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 18 Dexterity saving throw. A creature takes 6d10 energy damage on a failed save, or half as much as on a successful one.

Grenade, Plasma (Deadly)

Consumable (explosive), advanced Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 20 Dexterity saving throw. A creature takes 8d10 energy damage on a failed save, or half as much as on a successful one.

Grenade, Plasma (Lethal)

Consumable (explosive), legendary Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 22 Dexterity saving throw. A creature takes 10d10 energy damage on a failed save, or half as much as on a successful one.

Grenade, Plasma (Devastating)

Consumable (explosive), artifact Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 24 Dexterity saving throw. A creature takes 12d10 energy damage on a failed save, or half as much as on a successful one.

Grenade, Stun (Average)

Consumable (explosive), premium Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 16 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Stun (Major)

Consumable (explosive), prototype Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 18 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Stun (Deadly)

Consumable (explosive), advanced Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 20 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Stun (Lethal)

Consumable (explosive), legendary Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 22 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Stun (Devastating)

Consumable (explosive), artifact Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 24 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Thermal Detonator (Average)

Consumable (explosive), premium Thermal detonators are unique in that can only be turned off by whoever turned them on. They can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 20 feet must make a DC 16 Dexterity saving throw. A creature takes 4d6 fire and 4d10 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

Thermal Detonator (Major)

Consumable (explosive), prototype Thermal detonators are unique in that can only be turned off by whoever turned them on. They can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 20 feet must make a DC 18 Dexterity saving throw. A creature takes 6d6 fire and 6d10 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

Thermal Detonator (Deadly)

Consumable (explosive), advanced Thermal detonators are unique in that can only be turned off by whoever turned them on. They can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 20 feet must make a DC 20 Dexterity saving throw. A creature takes 8d6 fire and 8d10 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

Thermal Detonator (Lethal)

Consumable (explosive), legendary Thermal detonators are unique in that can only be turned off by whoever turned them on. They can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 20 feet must make a DC 22 Dexterity saving throw. A creature takes 10d6 fire and 10d10 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

Thermal Detonator (Devastating)

Consumable (explosive), artifact Thermal detonators are unique in that can only be turned off by whoever turned them on. They can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 20 feet must make a DC 24 Dexterity saving throw. A creature takes 12d6 fire and 12d10 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

Consumables (Explosives) Mines

ItemRarity
Explosives
 Mine, Corrosive (Average)Premium
 Mine, Cryo (Average)Premium
 Mine, Defeaning (Average)Premium
 Mine, Electrifying (Average)Premium
 Mine, Flash (Average)Premium
 Mine, Gas (Average)Premium
 Mine, Incendiary (Average)Premium
 Mine, Ion (Average)Premium
 Mine, Panic (Average)Premium
 Mine, Plasma (Average)Premium
 Mine, Stun (Average)Premium
 Mine, Corrosive (Major)Prototype
 Mine, Cryo (Major)Prototype
 Mine, Defeaning (Major)Prototype
 Mine, Electrifying (Major)Prototype
 Mine, Flash (Major)Prototype
 Mine, Gas (Major)Prototype
 Mine, Incendiary (Major)Prototype
 Mine, Ion (Major)Prototype
 Mine, Panic (Major)Prototype
 Mine, Plasma (Major)Prototype
 Mine, Stun (Major)Prototype
 Mine, Corrosive (Deadly)Advanced
 Mine, Cryo (Deadly)Advanced
 Mine, Defeaning (Deadly)Advanced
 Mine, Electrifying (Deadly)Advanced
 Mine, Flash (Deadly)Advanced
 Mine, Gas (Deadly)Advanced
 Mine, Incendiary (Deadly)Advanced
 Mine, Ion (Deadly)Advanced
 Mine, Panic (Deadly)Advanced
 Mine, Plasma (Deadly)Advanced
 Mine, Stun (Deadly)Advanced
 Mine, Corrosive (Lethal)Legendary
 Mine, Cryo (Lethal)Legendary
 Mine, Defeaning (Lethal)Legendary
 Mine, Electrifying (Lethal)Legendary
 Mine, Flash (Lethal)Legendary
ItemRarity
Explosives
 Mine, Incendiary (Lethal)Legendary
 Mine, Ion (Lethal)Legendary
 Mine, Panic (Lethal)Legendary
 Mine, Plasma (Lethal)Legendary
 Mine, Stun (Lethal)Legendary
 Mine, Corrosive (Lethal)Legendary
 Mine, Corrosive (Devastating)Artifact
 Mine, Cryo (Devastating)Artifact
 Mine, Defeaning (Devastating)Artifact
 Mine, Electrifying (Devastating)Artifact
 Mine, Flash (Devastating)Artifact
 Mine, Gas (Devastating)Artifact
 Mine, Incendiary (Devastating)Artifact
 Mine, Ion (Devastating)Artifact
 Mine, Panic (Devastating)Artifact
 Mine, Plasma (Devastating)Artifact
 Mine, Stun (Devastating)Artifact

Mine, Corrosive (Average)

Consumable (explosive), premium Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 16 Constitution saving throw. A creature takes 4d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Mine, Corrosive (Major)

Consumable (explosive), prototype Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 18 Constitution saving throw. A creature takes 6d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Mine, Corrosive (Deadly)

Consumable (explosive), advanced Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 20 Constitution saving throw. A creature takes 8d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Mine, Corrosive (Lethal)

Consumable (explosive), legendary Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 22 Constitution saving throw. A creature takes 10d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Mine, Corrosive (Devastating)

Consumable (explosive), artifact Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 24 Constitution saving throw. A creature takes 12d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Mine, Cryo (Average)

Consumable (explosive), premium Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 16 Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Cryo (Major)

Consumable (explosive), prototype Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 18 Constitution saving throw. A creature takes 6d6 cold damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Cryo (Deadly)

Consumable (explosive), advanced Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 20 Constitution saving throw. A creature takes 8d6 cold damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Cryo (Lethal)

Consumable (explosive), legendary Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 22 Constitution saving throw. A creature takes 10d6 cold damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Cryo (Devastating)

Consumable (explosive), artifact Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 24 Constitution saving throw. A creature takes 12d6 cold damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Deafening (Average)

Consumable (explosive), premium Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 16 Constitution saving throw. A creature takes 4d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Deafening (Major)

Consumable (explosive), prototype Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 18 Constitution saving throw. A creature takes 6d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Deafening (Deadly)

Consumable (explosive), advanced Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 20 Constitution saving throw. A creature takes 8d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Deafening (Lethal)

Consumable (explosive), legendary Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 22 Constitution saving throw. A creature takes 10d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Deafening (Devastating)

Consumable (explosive), artifact Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 24 Constitution saving throw. A creature takes 12d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Electrifying (Average)

Consumable (explosive), premium Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 16 Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Electrifying (Major)

Consumable (explosive), prototype Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 18 Dexterity saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Electrifying (Deadly)

Consumable (explosive), advanced Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 20 Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Electrifying (Lethal)

Consumable (explosive), legendary Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 22 Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Electrifying (Devastating)

Consumable (explosive), artifact Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 24 Dexterity saving throw. A creature takes 12d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Flash (Average)

Consumable (explosive), premium Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 16 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Flash (Major)

Consumable (explosive), prototype Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 18 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Flash (Deadly)

Consumable (explosive), advanced Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 20 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Flash (Lethal)

Consumable (explosive), legendary Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 22 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Flash (Devastating)

Consumable (explosive), artifact Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 24 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Gas (Average)

Consumable (explosive), premium Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine fills the air in a 15-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 16 Constitution saving throw. The creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

Mine, Gas (Major)

Consumable (explosive), prototype Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine fills the air in a 15-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 18 Constitution saving throw. The creature takes 6d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

Mine, Gas (Deadly)

Consumable (explosive), advanced Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine fills the air in a 15-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 20 Constitution saving throw. The creature takes 8d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

Mine, Gas (Lethal)

Consumable (explosive), legendary Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine fills the air in a 15-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 22 Constitution saving throw. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

Mine, Gas (Devastating)

Consumable (explosive), artifact Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine fills the air in a 15-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 24 Constitution saving throw. The creature takes 12d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

Mine, Incendiary (Average)

Consumable (explosive), premium Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine sets the ground in a 15-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.

When a creature enters the fire or starts its turn there, it creature must make a DC 16 Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

Mine, Incendiary (Major)

Consumable (explosive), prototype Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine sets the ground in a 15-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.

When a creature enters the fire or starts its turn there, it creature must make a DC 18 Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

Mine, Incendiary (Deadly)

Consumable (explosive), advanced Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine sets the ground in a 15-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.

When a creature enters the fire or starts its turn there, it creature must make a DC 20 Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

Mine, Incendiary (Lethal)

Consumable (explosive), legendary Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine sets the ground in a 15-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.

When a creature enters the fire or starts its turn there, it creature must make a DC 22 Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

Mine, Incendiary (Devastating)

Consumable (explosive), artifact Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine sets the ground in a 15-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.

When a creature enters the fire or starts its turn there, it creature must make a DC 24 Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

Mine, Ion (Average)

Consumable (explosive), premium Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 16 Dexterity saving throw. A creature takes 4d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Mine, Ion (Major)

Consumable (explosive), prototype Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 18 Dexterity saving throw. A creature takes 6d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Mine, Ion (Deadly)

Consumable (explosive), advanced Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 20 Dexterity saving throw. A creature takes 8d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Mine, Ion (Lethal)

Consumable (explosive), legendary Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 22 Dexterity saving throw. A creature takes 10d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Mine, Ion (Devastating)

Consumable (explosive), artifact Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 24 Dexterity saving throw. A creature takes 12d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Mine, Panic (Average)

Consumable (explosive), premium Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 16 Wisdom saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Panic (Major)

Consumable (explosive), prototype Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 18 Wisdom saving throw. A creature takes 6d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Panic (Deadly)

Consumable (explosive), advanced Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 20 Wisdom saving throw. A creature takes 8d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Panic (Lethal)

Consumable (explosive), legendary Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 22 Wisdom saving throw. A creature takes 10d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Panic (Devastating)

Consumable (explosive), artifact Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 24 Wisdom saving throw. A creature takes 12d6 psychic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Plasma (Average)

Consumable (explosive), premium Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 16 Dexterity saving throw. A creature takes 4d10 energy damage on a failed save, or half as much as on a successful one.

Mine, Plasma (Major)

Consumable (explosive), prototype Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 18 Dexterity saving throw. A creature takes 6d10 energy damage on a failed save, or half as much as on a successful one.

Mine, Plasma (Deadly)

Consumable (explosive), advanced Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 20 Dexterity saving throw. A creature takes 8d10 energy damage on a failed save, or half as much as on a successful one.

Mine, Plasma (Lethal)

Consumable (explosive), legendary Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 22 Dexterity saving throw. A creature takes 10d10 energy damage on a failed save, or half as much as on a successful one.

Mine, Plasma (Devastating)

Consumable (explosive), artifact Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 24 Dexterity saving throw. A creature takes 12d10 energy damage on a failed save, or half as much as on a successful one.

Mine, Stun (Average)

Consumable (explosive), premium Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 16 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Stun (Major)

Consumable (explosive), prototype Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 18 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Stun (Deadly)

Consumable (explosive), advanced Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 20 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Stun (Lethal)

Consumable (explosive), legendary Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 22 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Mine, Stun (Devastating)

Consumable (explosive), artifact Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 24 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.

Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Item Modifications (Lightweapon)

ItemRarity
 Krayt Dragon Pearl (Regular)Advanced
 Ostrine Crystal (Regular)Advanced
 Ghostfire CrystalLegendary
 Krayt Dragon Pearl (Flawless)Legendary
 Ostrine Crystal (Flawless)Legendary
 Krayt Dragon Pearl (Perfect)Artifact
 Ostrine Crystal (Perfect)Artifact

Byrothsis Adept Cell

Item modification (lightweapon), advanced When this weapon is levitated by the Force to deal damage through a class feature or force power you use, it deals additional damage equal to one of its weapon damage dice.

Byrothsis Ancient Cell

Item modification (lightweapon), artifact When this weapon is levitated by the Force to deal damage through a class feature or force power you use, it deals additional damage equal to two of its weapon damage dice.

Telgorn Jolt Stabilizer (Improved)

Item modification (lightweapon), advanced When you cast a force power or use a class feature that requires a melee weapon attack, you can spend 1 force point to change the weapon's damage type to lightning and deal an additional 1d8 lightning damage.

Ghostfire Crystal

Item modification (lightweapon), legendary This weapon loses the luminous property, if it has it. Additionally, you gain a +2 bonus to damage rolls made with this weapon, when you attack a creature with it, the creature can't take reactions until the end of the current turn.

These crystals are so transparent that they are nigh invisible. The blade formed by this form of kyber makes no noise, is dim and may form illusory images as it is used.

Krayt Dragon Pearl (Regular)

Item modification (lightweapon), advanced You gain a +1 bonus to damage rolls made with this weapon. Additionally, you gain a +1 bonus to damage rolls you make with force powers when using this weapon as your focus. If the power would damage multiple targets, you can only apply this damage bonus to one of them.

Krayt Dragon Pearl (Flawless)

Item modification (lightweapon), legendary You gain a +2 bonus to damage rolls made with this weapon. Additionally, you gain a +2 bonus to damage rolls you make with force powers when using this weapon as your focus. If the power would damage multiple targets, you can only apply this damage bonus to one of them.

Krayt Dragon Pearl (Perfect)

Item modification (lightweapon), artifact You gain a +3 bonus to damage rolls made with this weapon. Additionally, you gain a +3 bonus to damage rolls you make with force powers when using this weapon as your focus. If the power would damage multiple targets, you can only apply this damage bonus to one of them.

Ostrine Crystal (Regular)

Item modification (lightweapon), advanced When you deal damage with this weapon, you deal an additional 1d4 force, lightning, necrotic, poison, psychic, or sonic damage (chosen by the GM when generating this item).

Ostrine Crystal (Flawless)

Item modification (lightweapon), legendary When you deal damage with this weapon, you deal an additional 1d6 force, lightning, necrotic, poison, psychic, or sonic damage (chosen by the GM when generating this item).

Ostrine Crystal (Perfect)

Item modification (lightweapon), artifact When you deal damage with this weapon, you deal an additional 1d8 force, lightning, necrotic, poison, psychic, or sonic damage (chosen by the GM when generating this item).

Item Modifications (Wristpad)

Careful Subroutine

Item modification (wristpad), Premium When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional tech point and choose a number of those creatures up to your Intelligence modifier (minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.

You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.

Distant Subroutine

Item modification (wristpad), Premium When you cast a power that has a range of 5 feet or greater, you can spend 1 additional tech point to double the range of the power.

Alternatively, when you cast a power that has a range of touch, you can spend 1 additional tech point to make the range of the power 30 feet.

You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.

You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.

Extended Subroutine

Item modification (wristpad), Premium When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional tech point to double its duration, to a maximum duration of 24 hours.

You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.

You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.

Heightened Subroutine

Item modification (wristpad), Prototype When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional tech points to give one target of the power disadvantage on its first saving throw made against the power.

You can only spend a number of tech points in this way equal to your proficiency bonus (minimum of once). You regain the ability to do so when you complete a long rest.

You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.

Improved Subroutine

Item modification (wristpad), Premium When you roll damage for a power, you can spend 1 additional tech point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.

You can use Improved Subroutine even if you have already used a different Subroutine modification during the casting of the power.

Lingering Subroutine

Item modification (wristpad), Prototype When you cast a power that requires concentration to maintain you can choose to spend 3 additional tech points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

You can only spend a number of tech points in this way equal to your proficiency bonus (minimum of once). You regain the ability to do so when you complete a long rest.

You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.

Pinpoint Subroutine

Item modification (wristpad), Premium When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 tech point and make a ranged tech attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.

You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.

Quickened Subroutine

Item modification (wristpad), Prototype When you cast a power that has a casting time of 1 action, you can spend 2 additional tech points to change the casting time to 1 bonus action for this casting.

You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.

You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.

Refocused Subroutine

Item modification (wristpad), Prototype When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 tech points to automatically succeed on the saving throw.

You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.

You can use Refocused Subroutine even if you have already used a different Subroutine modification during the casting of the power.

Seeking Subroutine

Item modification (wristpad), Prototype If you miss with a tech power that calls for an attack roll, you can spend 2 tech points to reroll the attack. You must use the new roll.

You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.

You can use Seeking Subroutine even if you have already used a different Subroutine modificatio during the casting of the power.

Twinned Subroutine

Item modification (wristpad), Prototype When you cast a power that can only have one target and doesn’t have a range of self, you can spend a number of additional tech points equal to the power’s level to choose a second target in range with the same power (1 tech point if the power is at-will).

You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.

You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.