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Steampunk Magic Items

Clockwork Prostheses

All the prostheses require attunement. Once in place, these prostheses cannot be removed except with 1 hour spent with proficiency on Tinker's Tools, or using a DC20 Strenght check to forcibly remove them, causing 4d8 piercing damage to the wearer.   Uncommon:
  • Clockwork Arm: Can only be equipped to replace a missing arm. You gain advantage on Strength (Athletics) checks made with the arm, e.g. when you attempt to Grapple or Shove a creature.
  • Clockwork Ear: Can only be equipped to replace a missing ear. You gain advantage on Wisdom (Perception) checks that rely on hearing. You also cannot become deafened.
  • Clockwork Eye: Can only be equipped to replace a missing eye. You gain darkvision up to 30 feet and advantage on Intelligence (Investigation) checks that rely on sight while searching an area within 5 feet of you. If both of your eyes are replaced with Clockwork Eyes, you gain darkvision up to 60 feet and advantage on searching an area within 10 feet of you.
  • Clockwork Hand: Can only be equipped to replace a missing hand. You gain advantage on Dexterity (Sleight of Hand) checks made with the hand.
  • Clockwork Nose: Can only be equipped to replace a missing nose. You gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on smell. You also have advantage on saving throws made against poisonous and hazardous gasses, as you can shut your nostrils.
  • Clockwork Leg: Can only be equipped to replace a missing leg. You gain +5 feet to your movement and your jumping distance is doubled. If your both legs are replaced with Clockwork Legs, you gain +10 feet to your movement and your jumping distance is tripled.
  • Rare:
  • Clockwork Coils: Two sparking coils are attached to the back of your head that give you electric power. Whenever you make an unarmed attack, you can add the damage and effects of the shocking grasp cantrip to it, including advantage against creatures wearing metal armor. Whenever a creature attacks you with a melee attack, it takes 1d8 lightning damage from the coils.
  • Clockwork Extra Arm: An extra metallic arm is mounted on your shoulder. You can use this arm like normal, but it can only wield one-handed weapons or a shield. You do not gain extra attacks with this arm, but can use it for two-weapon fighting.
  • Clockwork Feet of Hovering: A pair of metallic feet embedded with Glimspar that can only be equipped to replace both missing feet. Your feet hover 1 foot above the surface of ground or water, ignoring difficult terrain and allowing you to walk across liquid surfaces. Your feet also don't make a sound while moving.
  • Clockwork Innards: Your vital organs are augmented by a clockwork engine. You no longer need to breathe, drink or eat, and you only need to remain inactive for 4 hours to gain the benefits of a long rest.
  • Clockwork Spider Legs: A set of four metallic insectoid limbs attached to a frame that can only be equipped to replace both missing legs. You gain +10 to your movement and can move on vertical surfaces and ceilings.
  • Clockwork Tentacles: A pair of prehensile metallic tentacles are mounted on your sides. Both tentacles can elongate to reach up to 15 feet. You can use an action to grab any surface or object within their range with both of them. As part of that action, you can pull yourself towards it if it is a surface or an object larger than you, or pull it toward you if it is an object smaller than you. If you attempt to grab a creature, you follow normal grappling rules. If the grapple is successful, you can move the creature towards you if it is the same size or smaller than you, or yourself towards it if it is larger.
  • Clockwork Tool Finger: A malleable metallic finger can only be equipped to replace a missing finger. As an action, the finger can convert into any type of small tool necessary (such as a lockpick, screwdriver or drill), and you have proficiency when making a check to use it. You can use a bonus action to turn the tool back into a finger.
  • Clockwork Wings: A pair of metallic protrusion are attached to your back. As a bonus action, you can unfold them into wings that give you the ability to safely descend from a high place by gliding 60 feet per turn until you land. You cannot fly up with the wings, but you can control the direction you descend.
  • Other Magic Equipment:

  • Assassin's Gun (rare, weapon (any firearm that requires bullets)) This firearm is made of blue steel and ebony wood, and handling it produces no sound. You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, attacks made with this gun produce no visible flash or audible noise.
  • Black Gold Trident (very rare, weapon (trident), requires attunement) You have a +2 bonus to attack and damage rolls done with this weapon. A creature hit by this weapon it is covered in magical oil until the end of your next turn, becoming vulnerable to fire damage. If the target is resistant to fire damage, the resistance is cancelled instead. Creatures immune to fire damage are unaffected by this effect.
  • Chaos Lodestone: (rare, worn on the neck) Containing a tiny fraction of meteorite, this amulet reacts to chaos energy within 10 miles distance by pointing towards it and vibrating more strongly the closer the source is.
  • Cold Iron Weapon (rare, weapon (any melee or thrown weapon made from metal)) This weapon is forged from iron mined in the depths of Netherspan. It always feels cold to the touch, and has properties that harms creatures from other planes. Celestials, fey and fiends are vulnerable to bludgeoning, piercing and slashing damage made with this weapon. If they would naturally be resistant or immune to the weapon's damage, they take normal damage from it instead.
  • Eye Gear: (uncommon, worn on the face) A set of sight-enhancing lenses and cogs worn over the eyes. While wearing this gear, you have advantage on Wisdom (Perception) checks made using sight.
  • Lawbringer: (rare, weapon (any sword), requires attunement by a lawful creature) You have +1 bonus to attacks and damage rolls while wielding this weapon. When you hit with an attack, the target takes an extra 1d12 lawful damage (lawful creatures are immune to this damage, while chaotic creatures are vulnerable to it).
  • Leather Jacket of Revolution: (rare, light armor (leather jacket), requires attunement) This leather jacket has an enchanted patch on the back. You have resistance to one type of damage determined by the patch while wearing this armor. After finishing a long or a short rest, you can change the style of the patch from the list below:
    1. Crossed guns (piercing resistance)
    2. Crossed scimitars (slashing resistance)
    3. Crossed hammers (bludgeoning resistance)
    4. Tiger (fire resistance)
    5. Polar Bear (cold resistance)
    6. Eagle (lightning resistance)
    7. Angel wings (radiant resistance)
    8. Skull (necrotic resistance)
  • Lucky Seven: (very rare, musket, requires attunement) This luxurious musket is decorated with gold enamel and four-leaf clovers, and a small slot machine is fixed into the lock. When making an attack, rolling a natural 7 with this weapon also counts as a critical hit. When a critical hit occurs, in addition to doubling the damage dice, you roll 3d8 and add any roll of 7 to the damage. If you roll an 8, you can roll the d8 again.
  • Machine Armor: (very rare, heavy armor (plate mail), requires attunement, can only be used by medium creatures) Full-body plate mail made of durable alloy with a magic-enhanced engine on the back to increase strength, used by Steam Knights. While wearing this armor, you gain +2 bonus to AC and receive +1 Strength to your ability score. Strength increased by this item may exceed 20. Your size becomes large, including your carrying capacity, and you can wield two-handed weapons with one hand.
  • Mage Masher: (rare, weapon (any martial melee), requires attunement) You have +1 bonus to attacks and damage rolls while wielding this weapon. If it hits the target, any spell of 3rd level or lower affecting the target ends. For each spell of 4th level or higher on the target, make an ability check using your Strength. The DC equals 10 + the spell's level. On a successful check, the spell ends.
  • Magic Boxing Gloves: (uncommon, worn on the hands) These boxing gloves are infused with magical essence and give +1 bonus to unarmed attacks and damage rolls. You cannot wield weapons or a shield with these gloves.
  • Magic Goblin Punch Gloves: (legendary, worn on the hands, requires attunement by a goblinoid) These boxing gloves are blessed by the goblinoid trickster god. You cannot wield weapons or a shield with these gloves. Each time you finish a short or a long rest, you must choose one of three modes for the gloves:
  • Sticky Mode: +1 bonus to unarmed strikes' attack and damage rolls. The gloves become sticky, giving advantage to Dexterity (Sleight of Hand) checks and granting a climbing speed equal to your walking speed.
  • Reach Mode: +2 bonus to unarmed strikes'attack and damage rolls. The gloves make your hands extend like rubber, giving your unarmed strikes a reach of 15 feet.
  • Power Mode: +3 bonus to unarmed strikes' attack and damage rolls. The gloves become hard as steel, and cause double damage to objects and structures.
  • Furthermore, you can activate a powerful Goblin Punch as part of any successful attack you make with the gloves. The punch doubles your damage for each size that the target is larger than you (for example, if you are small and the target is large, the damage is quadrupled). You cannot use this feature again until you finish a short or a long rest.
  • Magnetic Chapeau: (rare, worn on the head) A top hat with a magnetic circuit encircling it. While wearing this hat, all ranged weapon attacks have disadvantage against you.
  • Mask of the Plague Doctor: (rare, worn on the head) A white hat with a long beak. While wearing the mask, the wearer is immune to poison damage and the poisoned condition.
  • Razor Lash (uncommon, weapon (whip)) This magic whip is made from razorvine and has 7 charges. When you hit a creature with it, you can expend charges to give the attack additional effects. Once all charges have been spent, the whip unravels and is destroyed.
  • Disarm (1 charge): The target must succeed on a DC 15 Strength saving throw or drop one item of your choice that it is holding.
  • Trip (1 charge): The target must succeed on a DC 15 Dexterity saving throw or fall prone.
  • Slash (1-3 charges): The target takes an extra 1d4 slashing damage per charge spent, up to 3d4.
  • Sling of the Small (very rare, weapon (sling), requires attunement by a tiny or small creature) These powerful slings were made by gnomish weaponsmiths in ancient times to fight off giants. A sling like this gives +1 to weapon attacks and damage rolls made with it. If the target is at least two sizes larger than the attacker, it is vulnerable to the weapon's damage and has to make a DC 18 Strength check or be knocked prone if the attack hits.
  • Spellslinger Magun: (legendary, weapon (pistol), requires attunement by a spellcaster) This magic firearm is made from white ivory adorned with intricate arcane patterns. As an action, you can make a ranged weapon attack, and you can choose to use your spellcasting ability instead of Dexterity as the attack and damage bonus modifier. If it hits, you can add a single offensive cantrip's damage and effect to the weapon damage. The cantrip must be one that you know, have a casting time of 1 action, deal damage to one target and have a range of over 10 feet. Any saving throws or components required by the cantrip are ignored. The Spellslinger Magun can be used as a spellcasting focus. The Magunner Ranger can transform it into their personal magun and use their features with it.
  • Spiritcaller Magun: (legendary, weapon (pistol), requires attunement by a spellcaster) This magic firearm is made from ebony wood carved with eerily glowing runes. You can choose to use your spellcasting ability instead of Dexterity as the attack and damage bonus modifier whenever you make an attack with this magun. If you reduce a creature's hit points to 0 with an attack with this weapon, the creature dies and the weapon captures the creature's spirit inside it. As a bonus action, you can release a spirit stored inside the weapon. It will be friendly towards you and obey your commands. It has all the same statistics as the corresponding creature, but if it takes any kind of damage, it vanishes. There is no limit to how many spirits may be captured inside the weapon, but you can only release one spirit per bonus action. Released spirits cannot be returned into the weapon. The Spiritcaller Magun can be used as a spellcasting focus. The Magunner Ranger can transform it into their personal magun and use their features with it.
  • Summonmaster Magun (legendary, weapon (pistol), requires attunement by a spellcaster) This magic firearm is silvery and adorned with iridescent crystals. It has a revolving cylinder with seven bullet chambers. Six of the chambers have an enchanted bullet containing the essence of an elder elemental, while the seventh can hold normal bullets used with an attack action. As an action, you can release an enchanted bullet of your choice, calling out the name of the elemental you wish to summon. Once you use a enchanted bullet, it takes 8 days for the respective chamber to regrow a new bullet of the same kind. The Summonmaster Magun can be used as a spellcasting focus. The Magunner Ranger can transform it into their personal magun and use their features with it. The six enchanted bullets are:
    1. Leviakhous Bullet: A tidal wave with the head of a liquid sea serpent emerges from the magun, 150 ft tall, 150 ft wide and 50 thick. When the wave appears, all creatures within its area must make a DC 20 Str save, taking 33 (6d10) bludgeon dmg if failed (halved if succeeded). At the start of your next two turns, the tidal wave, along with any creatures in it, moves 50 ft in the direction you shot the bullet. Any huge or smaller creature inside the wall or whose space the wall enters must repeat the save. A DC 20 Athletics check is required to swim out of the wave. At the end of each turn the wall moves, its height is reduced by 50 ft and the dmg is reduced by 2d10. After three turns, the effect ends.
    2. Metathrone Bullet: The bullet flies to a point of your choosing within 90 ft. range and bursts into a 200 ft. tall, 40 ft. diameter cone of pure light containing a luminous, eight-winged angel. Each creature within the cone must make a DC 20 Con save or take 28 (8d6) radiant dmg (halved if succeeded). If a target's save fails by 5 or more, it becomes blinded until magic such as lesser restoration removes the blindness. Undead and fiend creatures take extra 2d6 dmg.
    3. Phoenix Bullet: The bullet flies to a point of your choosing within 90 ft. range, and then explodes in a shape of a fiery bird. Each creature within 60 ft. of the explosion must make a DC 20 Dex save, taking 22 (4d10) fire dmg on a failed save (halved if succeeded). The fire ignites flammable objects in the area that aren't worn or carried. Any creatures other than constructs and undead within the area of explosion that have died within one minute before the bullet was shot are revived with 1 hp.
    4. Rai-Yu Bullet: The bullet shoots into the sky in the form of a thunderous beast and turns into a lightning storm. All other creatures besides you within 120 ft. from you must make a DC 20 Dex save, taking 27 (6d8) lightning dmg on a fail (halved if succeeded). If a target's save fails by 5 or more, the creature is also stunned until the end of its next turn. The boom is audible up to 600 ft.
    5. Skadhath Bullet: A 90 ft. cone of frost shaped like a glimmering titaness emerges from the magun. Each creature in the area must make a DC 20 Con save. On a fail, the creature takes 36 (8d8) cold dmg and its speed is reduced to 0 until the end of its next turn. On a success, the creature takes half dmg and its speed is halved until the end of its next turn. The area becomes slippery for 1 minute, requiring a DC 20 Acrobatics check when a creature moves within the area, or the creature is knocked prone.
    6. Zaratan Bullet: The bullet turns into a gargantuan rock tortoise that shatters into debris in a 90 ft. cube originating from the magun. Each creature in the area must make a DC 25 Dex save, taking 33 (6d10) bludgeoning dmg on a fail (halved if succeeded). If a target's save fails by 5 or more, the creature is also knocked prone. The area becomes difficult terrain for 1 minute before the debris vanishes.
  • Thunder Beetle Helmet (uncommon, worn on the head) This helmet is made from the chitinous shell of a Thunder Beetle. While wearing this helmet, you can spend your reaction to reduce any lightning or thunder damage you take by half (rounded down), and then inflict the same amount of lightning or thunder damage the first time you hit a creature with a melee attack on your next turn.
  • Thunderbuss (rare, weapon (blunderbuss)) This blunderbuss with golden ornaments causes extra 1d6 thunder damage and the deafened condition until the end of their next turn to all targets within range it hits.
  • Vulcanium Weapon: (rare, weapon (any melee or thrown weapon made from metal)) This weapon is made from heat-reactive metal native to the Brimstone Island. It heats quickly to a scorching point just by moving it. It deals extra 1d8 fire damage to the target it hits.
  • Wondrous Wrench: (uncommon, weapon (club)) This wrench can quickly take any machine apart. While wielding it, you gain +1 bonus to your attack and damage rolls, and advantage to attacks against constructs.
  • Woolzard’s Woolly Hat (uncommon, worn on the head, requires attunement) The wearer of this enchanted woolly hat gains an extra damage die to lightning damage rolls and advantage on saving throws against stunned and paralyzed.
  • Other Magic Items:

  • Automatic Loader: (uncommon) Attaching it to a weapon with the "loading" property allows you to ignore the property. It takes 1 minute to attach and de-attach it to a weapon.
  • Automatic Skeleton Key: (uncommon) When used, this automatic lockpick gives advantage to Dexterity (Sleight of Hand) checks to pick locks. It can be used with thieves' tools proficiency. It cannot be broken by nonmagical means.
  • Cold Iron Ammunition (rare, any ammunition) This piece of ammunition is forged from iron mined in the depths of Netherspan. It always feels cold to the touch, and has properties that harms creatures from other planes. Celestials, fey and fiends are vulnerable to piercing damage made with this ammunition. If they would naturally be resistant or immune to piercing damage, they take normal damage from it instead.
  • Dimensional Trap: (very rare) A 10-inch diameter disc of nested metal bands that can be opened into a clockwork orrery with a dimensional pocket inside. The inner dimension is akin to a forcecage spell. The trap can only hold one creature or object at a time, and it must fit within a 10-foot cube or the trap fails to work. The creature or object must be placed on top of the disc which can then be activated as an action by pressing a button on the side, transporting the target into the pocket dimension as the disc opens into a sphere. The creature or object must be motionless or the trap fails. A trapped creature can breath and move inside the dimension but cannot interact with the exterior of the orrery. The clockwork orrery stays open for 24 hours after being activated, folding back into a disc after that time and releasing whatever was trapped inside.
  • Geometrician's Spellbook: (very rare) This spellbook is decorated with geometric shapes, and allows the wizard who uses it to mold spells into different shapes. The gold and time spent to copy a spell with an area of effect into this spellbook is halved. Any spell cast from the book can be affected by one of the following modifications at a time:
  • Bend: A spell that has a line area of effect can be bent once in an angle. The line cannot travel straight back to the caster.
  • Flatten: A spell that has a cylinder or sphere area of effect can be flattened into a 1 foot thick horizontal circle at its widest point. The radius increases by +10 feet. Any creatures above or below the circle are unaffected.
  • Spiral: A spell that has a range of self (cone) can instead be formed into a sphere centered around the caster with a radius of the cone -5 feet. The caster remains unaffected by the spell.
  • Split: A spell that has a range of self (cone, cube or line) can be split into two different directions. The range of the spell is halved in this case.
  • Healing Bullet: (uncommon, ammunition (bullet)) This rubbery bullet is filled with healing red liquid commonly found from potions. Upon impact, it heals instead of damages the target. If it hits the target, they regain 2d8+8 hit points.
  • Healing Pellets: (uncommon, ammunition (pellet)) These soft hollow pellets are filled with healing red liquid commonly found from potions. Upon impact, they heal instead of damage the target. If the pellets hit the target, they regain 2d4+4 hit points.
  • Lens of Aiming: (uncommon, can be attached to ranged weapons) This magic lens has an illusory crosshair on the center, as well as an illusory number showing the distance in feet between the user and the center of the crosshair. It can be attached to any ranged weapon to negate the disadvantage from long range. It takes an action to attach and detach the lens.
  • Mana Potions: (common to very rare, potion) The pearlescent blue liquid inside the potion refreshes the drinker's magic capabilities, restoring a used spell slot determined by the potency of the potion when consumed. It is prepared from the seeds of the manamaranth flower.
  • Mana Potion (common): restores 1 level worth of spell slots
  • Greater Mana Potion (uncommon): restores up to 2 levels worth of spell slots
  • Superior Mana Potion (rare): restores up to 3 levels worth of spell slots
  • Supreme Mana Potion (very rare): restores up to 4 levels worth of spell slots
  • Named Bullet: (very rare, ammunition (bullet)) This magic bullet is meant to slay a specific individual creature, whose true name is carved on it. An attack using the named bullet against its intended target is made with advantage and considered magical. If the attack hits, the creature must make a DC 17 Constitution saving throw, taking an extra 8d10 piercing damage on a failed save (halved on a successful save). The bullet is destroyed when used.
  • Portable Radar (rare) This hand-held device has a small screen and a protruding disc that emits supersonic sound in a 30 ft. cone. Using the screen, you can determine the location of invisible or unseen creatures and objects within the cone. In addition, creatures with blindsight within the area have disadvantage to Perception checks.
  • Potion of Chaotic Mutation (very rare) Drinking from this vial filled with viscous purplish substance causes you to instantly undergo a random chaotic mutation. The mutation can only be removed by a heal spell. After drinking this potion as an action or bonus action, the target must make a DC 15 Constitution save (chaotic creatures make this roll with disadvantage and lawful creatures with advantage) or roll 1d6 to gain a random mutation:
    1. Spiky Head: Your hair falls out and is replaced by sharp spines that causes 1 pierce dmg to anyone that touches them. You become unable to wear hats or other headgear.
    2. Lambent Glow: Your skin begins to emit a dim light to a range of 10 ft. You can no longer become invisible or hidden.
    3. Plasmoid Form: Your body becomes amorphous. Replace all your racial features with those of a plasmoid.
    4. Swollen Tongue: Your tongue swells and elongates so it lols out of your mouth. You can make an unarmed strike with it and cause 1d6+Str acid dmg, but you become unable to speak or cast spells with verbal components.
    5. Tentacle Arm: One of your arms becomes a numb, fleshy tentacle. You can make an unarmed strike with it and cause 1d4+Str dmg, but it cannot hold any items or be used to cast spells with somatic components.
    6. Eyeless Sight: Your eyes become milky white and pupilless. You gain blindsight up to 30 ft. but you are otherwise permanently blinded.
  • Sending Crystal (rare, comes in a pair) This pair of palm-sized crystals are connected so that the people holding each can speak to each other without limitations over any distances, as long as they are on the same plane of existence.
  • Steam Engine (very rare, requires attunement to a heavy armor to which it is attached) The steam engine attached to your armor allows you to enhance your damage input. As a bonus action, you can build up steam to gain extra damage dice. You can release the built-up steam as part of any of your melee weapon attacks to add extra force damage to it. You can build up steam up to five stages before you must release it:
  • 1st stage: extra 1d4 force damage
  • 2nd stage: extra 2d6 force damage
  • 3rd stage: extra 3d8 force damage
  • 4th stage: extra 4d10 force damage
  • 5th stage: extra 5d12 force damage
  • You have to announce if you want to release steam before you make a melee weapon attack. After releasing steam, you have to start building it back up from scratch. If the built-up steam is not released within one minute, it will be released automatically with no effect.
  • Vulcanium Ammunition (rare (any ammunition) This ammunition is made from heat-reactive metal native to the Brimstone Island. It heats quickly to a scorching point after being shot. It deals extra 1d8 fire damage to the target it hits.

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