Equipment
Chain hood
Head gear
Cost: 20 gp
Ac bonus: +2
mask of the jawa
A shroud of cloth retains moisture with two orange gemstones embedded in the cloth, worn around the face.
While wearing the mask of the jawa you have advantage on checks and saves against being blinded
Robes of the jawa
moisture-regulated and insulated brown hooded robes.
When you take fire damage while wearing the rods of the jawa, you take 1d4 less fire damage
magic items
Rare
Tougher Times
Rare
Ones before the start of your next when you take damage you can use the tougher times.
When you do roll a d20, if you roll a nat 20 you take 0 damage
you can not use more then one Tougher Times each round
Hellblade
Weapon (sword or axe) Rare (requires attunement)
A hellblade can only be acquired within 6 seconds after killing someone who has a hellblade, if the blade doesn't disappear as soon as the owner of the blade dies.
A creature who tries to take the hellbalde as their own must make a dc 16 wisdom save or go mad.
If the creature passes the save they become attuned to the blade.
The hellblade is a two handed sword or axe (up to the user).
The blade deals 1d8 magical slashing damage plus 2d6 fire damage on a hit.
A creature can only heal damage from the hellblade with a healing spell of level 3 or higher, a healing potion of rare rarity or higher, or a simpler ability/item.
If the hellbalde reduces a creature to 0 hit points that creature dies and can not be revived or resurrected.
The user of the blade can summon the blade at will and the blade can not be removed from the user.
if you kill a creature with the hellblade you gain a +2 to your str stat to a max of 22, when you gain a +2 to str in this way you must make a dc 16 wisdom save or go mad. the dc goes down by 2 every time you gain a +2 to str.
Mad
A creature who has gone mad from a hellbalde will use that blade to kill everyone and thing they can find without rest.
A creature can remake the save every hour.
The dc goes up by 2 every hour
Artifact
Chainsaw heart
Artifact attunement
When you attune to the chainsaw heart, the Chainsaw heart becomes your heart. Once attune you must make a contract with the heart. If the contract is broken you lose attunement and the chainsaw heart will leave you.
Once attune, you no longer age and a ripcord connected to your new heart will come out of your chest. As a bonus action you can pull the ripcord on your chest and turn into your chainsaw devil hybrid form.
While in your hybrid form a chainsaw forms in your arm, going from the elbow to out of your hand and a chainsaw pops out of your forehead while your head changes its form.
While in your hybrid form form you gain Benefits
You regain all lost body parts
+2 to str and dex to a max of 22
you gain a +5ft to your walking speed
+2 to your ac
You can form chainsaws form your arms and legs at will
you can freely retract your chainsaw’s other then the one in your head
you can stay in your hybrid form as long as you have blood, if you do not heal from your chainsaw attack or heal from drinking blood two turns in a row you fall out of your hybrid form. You can go into your hybrid form a number of times equal to your con mod.
You can not go into your hybrid form if you are at 25% hp or lower
Chainsaws
Your chainsaws have a reach of 5ft and deal 2d6 magical slashing damage. You heal off of the damage you deal with your chainsaws.
Your use your str for attack and damage rolls
Leg chainsaw
when you make an attack you can attack with your legs while forming a chainsaw in your leg, if the target is unaware of this ability roll the attack with advantage
Chins
You can use the chains from your chainsaws as a whip.
The chain whips have a range of 30ft and deal 1d4 magical slashing damage.
When you hit a target with the chain whip you can force the target to make a dc str save or be pulled within 5ft of you, or force them to make a dc dex save or be grabbed.
Dc equal to 8+pb+str. Your use your str or dex for attack and damage rolls
(note Chain can be used in thing like climbing or as a rope to swing etc)
Immortality
You can not die unless the chainsaw heart is destroyed
You heal 4d6+your con when you drink blood. In combat you can drink as a bonus action.
Partial Ability Immunity
Can not be turn into something else unless you want to (like a zombie, vampire, werewolf, etc)
Katana heart
Artifact attunement
When you attune to the Katana heart, the Katana heart becomes your heart. Once attune you must make a contract with the heart. If the contract is broken you lose attunement and the Katana heart will leave you.
Once attune, you no longer age and one of your hands can be removed to reveal a small blade. As a bonus action you can remove the hand and turn into your Katana devil hybrid form.
While in your hybrid form a Katana comes out of your hands and a Katana pops out of your forehead while your head changes its form.
While in your hybrid form form you gain Benefits
You regain all lost body parts
+2 to str and dex to a max of 22
you gain a +10ft to your walking speed
+2 to your ac
You can form Katana form your arms and legs at will
you can freely retract your Katana’s other then the one in your head
you can stay in your hybrid form as long as you have blood, if you do not heal from your heal from drinking blood two turns in a row you fall out of your hybrid form. You can go into your hybrid form a number of times equal to your con mod.
You can not go into your hybrid form if you are at 25% hp or lower
Katana
Your katana has a reach of 5ft and deals 2d8 magical slashing damage. Your katana’s have the finesse property.
Leg Katana
when you make an attack you can attack with your legs while forming a Katana in your leg, if the target is unaware of this ability roll the attack with advantage
Sword-draw dash
One per turn in place of an attack you can use sword-draw dash.
When you do, you move Forward half your maximum movement speed in a straight line without triggering Opportunity of attack, all creatures in that line must make a Dc dex save or take 3d8 magical slashing damage and a number of D6 equal to proficiency bonus of Force damage.
If a creature has a negative in wisdom, below a +7 in perception, or if they are a lower level than you they make the save with disadvantage.
If a creature fails by 5 or more they lose a limb.
You can use sword-draw dash a number of times equal to your proficiency bonus, if you enter your hybrid form without any uses gain one.
You regain all uses after a long rest.
Dc is equal to 8+proficiency bonus+ dex or str mod whichever is higher
Immortality
You can not die unless the Katana heart is destroyed
You heal 4d6+your con when you drink blood. In combat you can drink as a bonus action.
Partial Ability Immunity
Can not be turn into something else unless you want to (like a zombie, vampire, werewolf, etc)
Weapons
Jawa ion rifle
Ranged simple weapon
Range: 25/40ft
Damage: 1d4 Lightning
Cost: 500 gp (if buying from a jawa) 100gp (normally)
Ammo cost: 5g (1)
Properties: Misfire 1, Reload 2, Stun blast
lightsaber
martial melee weapon
range 5ft
damage: 4d8 fire
cost: 100,000 gp
Properties: Light, Finesse, plasma, armor bane, Illuminate (15ft)
Warplock musket
ranged martial weapon
Range: 80/120ft
Damage: 1d8 Force
Cost: 800 GP
Ammo cost: 5g (1)
Properties: crit auto wound
Poisoned-Wind Globe
ranged Simple weapon
Range: 10/20ft
Damage: 1d4 piercing
Cost: 50 GP
Properties: Special
Warpstone staff
melee Simple weapon
Damage: 1d4 Bludgeoning plus 1d4 Force damage
Cost: 100 GP
Properties: casting focus
Crescent Rose
melee/ranged martial weapon
Range: 120/300ft
Damage: 1d8 slashing (melee) 1d10 piercing (ranged)
Cost: 1,500 gp
Ammo cost: 5g (1)
Properties: two handed, Misfire 1, Reload 10, gun blade, Recoil jump, Recoil dodge, Recoil slash
Gambol shroud
Simple melee/ranged weapon
Range: 80/140ft
Damage: 1d6 slashing (melee) 1d6 piercing (ranged)
Cost: 500 gp
Ammo cost: 2g (1)
Properties: Misfire 2, Reload 17, light, Finesse,
weaponized Sheath, Semi-automatic, Tethered (15ft) Special
Ember celica
Simple melee/ranged weapon
Range: 20/40ft
Damage: 1d6 Bludgeoning (melee) 2d6 fire (ranged)
Cost: 700 gp
Ammo cost: 3g (1)
Properties: Misfire 1, Reload 12, gun blade, twin weapon, gauntlet, blast back, power hit, recoil step
Weapon Properties
Illuminate
The weapon sheds bright light the radius listed.
Armor bane
A weapon with armor bane has some property to it that makes so the weapon ignores the protection given by armor or shields, making it so the target has to dodge the attack or use magic to defend.
when you make an attack with a armor bane weapon you ignore the ac bonus granted by the target's armor and shields
plasma
A weapon with this property ignore resistance to fire.
Stun blast
When you make an attack with the weapon you can choose to use 2 pieces of ammo to make the target make a dc con save on a hit or be stunned until the end of their next turn, if the target is a Construct they have disadvantage on the save and they become paralyzed for 1d4+1 turns if they fail.
Dc is equal to 8+pb
crit auto wound
on a critical hit The weapon ignores all negation other then immunity
casting focus
the weapon can used as a spell casting focus
Gun blade
A weapon made for both melee and ranged combat, you must have at least one melee and ranged weapon proficiency to be proficient with a gun blade
Recoil jump
As a bonus action you can use 2 pieces of ammo from your weapon to move 40ft in a straight line or 20ft up into the air with the recoil of your weapon, while you move in this way add your weapons ranged damage dice to your ac
Recoil dodge
As a reaction you can use 2 pieces of ammo from your weapon to help evade an attack by using the recoil of your weapon. Add 1d8+pb to your ac for that attack you're reacting to
Recoil slash
Before you make a melee attack with this weapon or an attached weapon. You can use 1 piece of ammo from your weapon to add +2 to your attack roll and 1d4 to your damage roll.
You can choose to use this ability after seeing your attack roll but you must choose to use it before you know if you hit or miss.
Recoil step
When you take the movement action you can forgo using your movement speed and instead move 10ft in a straight line per piece of ammo used form your weapon.
You can move no more than double your base movement speed when moving in this way
Power hit
Before you make a melee attack with this weapon, you can choose to use a piece of ammo and fire as you swing.
Make the attack with a -3 to the attack roll, if you hit add your range weapon damage dices to the damage
Blast back
When you deal damage with a blast back weapon you can use one additional piece of ammo to Force the target to make a dc str saving throw or be knocked back 10ft, if they fail by 10 or more the target gets knocked prone as well.
Dc equal 8+pb + str or dex mod
Twin weapon
Twin weapons are weapons designed to be used as a pair.
A twin weapon can be dual wielded even if it doesn’t have the light Propertie, but only if you use the same two weapons.
When you can make an off hand attack with a twin weapon you cans add your ability Bonus to the damage roll if you use your action to attack with the same weapon In your main hand
Gauntlet
Both a weapon and an add on to one's own physical power.
When you hit with a weapon with the gauntlet propertie, you choose to use the weapon damage dice or you can use your unarmed damage dice.
When you use your unarmed damage dice increase the dice by one step.
Example 1+str -> 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12
Tethered
The weapon has a chain, rope or something simple. With this rope-like attachment the weapon can be used at an extended melee range. When you make an attack with the weapon at the extended range the damage dice goes down by one step. (Example 1d4 <- 1d6 <- 1d8 <- 1d10 <- 1d12) Additionally you can use an item interaction action to pull the weapon back to you after making the attack
weaponized Sheath
The sheath of the weapon is designed to be deadly as well.
When using a weaponized Sheath weapon sheathed the weapon becomes a two handed weapon and the melee damage dice increase by one step.
(Example 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12)
If the weapon has the light and or Finesse Propertie it loses the light and or Finesse Property while sheathed.
Additionally you can use the sheath on its own as a weapon.
The sheath is a light and Finesse weapon, the sheath deals 1d6 slashing or bludgeoning damage
Semi-automatic
Then you make a ranged attack with a semi automatic as part of your action you can make an Additional ranged attack with the weapon as a bonus action.
Additionally When you land a crit with the weapon you can make a 2nd attack with the weapon as part of same action, when you attack in this way the weapons Misfire rate goes up by 1
Special weapon
Weapons with special rules are described here.
Poisoned-Wind Globe
Hit or miss all creatures within 10ft of where the globe lands must make a dc 14 con save or take 3d6 poison damage as the poison breaks free of the globe. A poison cloud forms in that 10ft space for 1d4 turns. A creature who starts or ends there turn in the cloud must make the con dc or take 3d6 poison damage
Gambol shroud
Once per turn when you attack with Gambol shroud Tethered melee range You can use 1 piece of ammo from the weapon to use the recoil of the shot and ignore the damage dice change from the Tethered Property.
Additionally when you attack with Gambol shroud Tethered melee range you can use 1 piece of ammo form the weapon to use the recoil to make an additional tethered attack against the same target as a bonus action, when you made an attack in this add 1d4 to the attack roll