# Item Types ## Clockwork Creation _Source: Tome of Heroes p. 201_ Only the greatest tinkerers and clockwork priests can build gearforged bodies and coax fading souls into gearforged soul gems, but gearforged aren't the only clockwork creations. Many clockwork crafters build devices and automatons suited to more mundane tasks. Each clockwork creation comes with a control rod branded with the creator's maker's mark and bound to that specific creation. Though the original control rods were actual rods, the control rod for a clockwork creation can be any metal object. Many control rods exist in the shape of amulets, weapons, bracelets, other jewelry, or even in the metal symbols on shields. The creature holding or carrying the control rod can command the clockwork creation as if it was the original creator, but the control rod must be within 100 feet of the clockwork creation for the holder to command the creation. Some clockwork creations come with certain modifications already installed. See the Clockwork Modifications section later in this chapter for details on these modifications Consult with your GM before choosing clockwork creations for your character. Clockwork creations might not exist at all, or might be more or less scarce (and, therefore, more or less expensive) in the campaign world. ## Clockwork Modification _Source: Tome of Heroes p. 203_ Many clockwork crafters make a living off of modifying clockwork creations rather than creating them. Each of the following modifications takes `3d6` days to complete, and the clockwork creation must remain with the clockwork crafter for the duration. Some modifications can't be applied to a creation if another, conflicting modification has already been applied to a creation. Unless specified otherwise, a clockwork creation can't have the same modification more than once. This also applies to clockwork creations that come with modifications already built into them. For example, the clockwork gardener has the Hidden Compartment modification, which means it can't have that modification again and it can't have the Chemical Reservoir modification. ## Construct Graft _Source: Dark Matter p. 0_ **Attaching a Graft.** Attaching a graft for the first time requires a laborious surgical procedure, normally removing an original body part. This procedure takes one hour and requires a healer's kit, a set of mechanist's tools, and a knife (or a facility with access to such tools), as well as someone to perform the operation. A construct graft is permanent until another graft is provided to replace it. This surgery is intensive and necessitates recovery time. When you finish installing a construct graft into your body, you lose half your hit points and all of your hit dice. For 24 hours after installation, you can't use the graft's abilities, as you adjust to its presence. Replacing a graft or adding a new graft in its body slot takes only 30 minutes. You still lose half your hit points when replacing a graft, but you don't lose hit dice. **Vect Components.** Vect can replace sections of their bodies with customized or improved components with ease. A vect can install a construct graft on themselves with 10 minutes of work, requiring the vect to disable a part of its body, remove it, and install the new component. A vect can install construct grafts without assistance, unless the graft is installed into the Head or Arm slots. Vect require no recovery time and suffer no penalties after adding a construct graft. **Body Slots.** Each graft takes up one of the following slots: Arms, External, Head, Internal, or Legs. You can't have more than one graft in the same body slot. For instance, if you already have an arm graft, you must remove it before you can attach a different arm graft. ## Eldritch Carving _Source: Steinhardt's Guide to the Eldritch Hunt p. 257_ --- To apply a carving, one must be proficient with leatherworker's tools. Unlike most art, where the artist determines the quality of the art, with eldritch carvings, the canvasβ€”the person getting carvedβ€” determines the quality of the work. The canvas must envision the rune in their mind as best they can, causing their body to distort under the eldritch pressure. The carver can then simply apply the necessary tool against the skin and let the eldritch powers move the brush, needle, or knife, depending on whether the eldritch carving is drawn, tattooed or scarified, respectively. This procedure takes 3 hours, and the canvas must make a saving throw at the end. ### Drawn A creature that has a carving drawn on its flesh must succeed on a DC 13 Constitution saving throw. On a failure, it gains a short-term madness, takes `2d10` force damage, and the carving isn't drawn. ### Tattooed A creature that has a carving tattooed on its flesh must succeed on a DC 20 Constitution saving throw. On a failure, it gains a long-term madness, takes `10d10` force damage, and the carving isn't tattooed. ### Scarified A creature that has a carving scarred on its flesh must succeed on a DC 29 Constitution saving throw. On a failure, it gains an indefinite madness, takes `25d10` force damage, and the carving isn't scarified. Success on the saving throw completes the carving. If the carving procedure is interrupted at any moment before the end, the saving throw automatically fails, inflicting the appropriate damage and madness to the canvas. If the damage of failing an eldritch carving reduces a creature to 0 hit points, its body is instantly disintegrated into a puddle of blood and gore. After the carving is complete, a creature is attuned to it (if required) and gains both the effects of the carving and the effects of its lesser carvings. For example, if an eldritch carving is Tattooed on your flesh, you gain the benefits of it being Tattooed and also those from it being Drawn. To remove a carving, the flesh where the carving is located needs to be thoroughly burnt. Burning a carving also removes attunement to it. Some eldritch carvings, denoted as '*requires special attunement*', do not count against your maximum number of attuned items. The DC of the Constitution saving throw can be increased or decreased, depending on the factors below (to a minimum of 0). Only one of the following can be applied at a time. - A creature that has seen the original carving and studied it for 8 hours can lower the DC of the saving throw by 15. - A creature that has seen a perfect copy of original carving and studied it for 8 hours can understand most of the eldritch essence, lowering the DC by 8. - A creature that has seen a near-perfect copy of the original carving and studied it for 8 hours can lower the DC of the saving throw by 4. - A creature that has seen an imperfect copy of the carving and studied it for 8 hours is misguided in their approach, and the DC of the saving throw is increased by 5. ## Eldritch Machine _Source: Exploring Eberron_ Eldritch machines are marvels of magic and engineering that require special components and conditions to function. For example, a particular eldritch machine might function only in a manifest zone where two or more planes are coterminous. Ultimately, eldritch machines are plot devices that can represent the culmination of a villain's master plan or a last defense against evil. ## Ingredient _Source: Obojima: Tales from the Tall Grass p. 200_ ## Magic Plant _Source: Tome of Heroes p. 263_ Magic plants are rare, exceptional specimens that stand out among more common varietals and have a few notable qualities. Magic plants can grow nearly anywhere, though each type of plant has an affinity for certain locations. Unless carefully tended, magic plants expire swiftly when outside their preferred growing environments. A magic plant that is harvested or separated from its soil by someone without the [Hedgecraft](/πŸ“š%20-%20Information%20Compendium/feats/hedgecraft-toh.md) feat has a 10 percent chance of wasting away after 24 hours. Otherwise, a fresh cutting of a magic plant remains usable and magical for up to 10 days. To find and identify a wild magic plant, a character must make an Intelligence (Investigation) check in a magic plant's preferred growing environment (see each magic plant's entry for details on these environments). To harvest a wild magic plant, a character must make an Intelligence (Nature) check. The DC is the same for both checks and can be found on the Magic Plant Rarity table. If the harvesting skill check is a failure, the magic plant is destroyed unless the harvesting character has the [Hedgecraft](/πŸ“š%20-%20Information%20Compendium/feats/hedgecraft-toh.md) feat. Due to their transient nature, there are no magic plants of common rarity. If a magic plant was cultivated in a garden and the garden is maintained, a character doesn't need to make either of these checks to find or harvest cuttings from the plants. However, other factors, such as angry gardeners or the garden belonging to a noble personage, might deter the character from harvesting magic plants from gardens. A ceremonial wort with a level in parenthesis indicates that wort can be used only by a character of that level or higher. A cultivated wort with a level in parenthesis indicates that wort can be activated only when cultivated by a gardener of that level or higher. If an existing and maintained garden of the plant is tended for at least one workweek by a gardener of the appropriate level with the Hedgecraft feat, the plant's cultivated wort then becomes active. A minor wort always requires 1 dried or fresh cutting of a magic plant. Ceremony worts require fresh cuttings and each entry notes how many cuttings are required to perform these worts. ## Ship Weapon _Source: Dark Matter p. 0_ **Ship Weapons.** Ship-mounted weapons are among the most lethal devices ever conceived. A direct shot with any of these massive weapons can vaporize an unprotected person, but no less is necessary to pierce the armored hull of a starship. Ship-mounted weapons are used by crewmen in the Gunner role. A character with martial weapons proficiency also has proficiency with ship weapons. Ship weapon damages are given in mega damage points. ## Special Material _Source: Tome of Heroes p. 194_ Though leather and iron are the most common materials for creating armor and weapons, artisans in fantasy worlds can have access to a wide variety of crafting materials. Some monsters that have immunity or resistance to nonmagical weapons are susceptible to weapons made from other materials. Likewise, some materials are more resilient, lighter, or can enhance the wielder's abilities, making them moreideal than traditional weapons in specific situations. Consult with your GM before choosing armor or weapons made of special materials, as they might not exist or might be more or less scarce (and therefore more or less expensive) in the campaign world. ## System _Source: Dark Matter p. 0_ **Ship System.** A ship relies on a myriad of technological systems to provide most of its noncombative functions. All ships have a ship computer which provides executive function to all its other systems, and nearly all possess a [life support](/πŸ“š%20-%20Information%20Compendium/items/life-support-darkmatter.md) system. Each system has 10 mega hit points. If a strategic attack on a system reduces it to 0 hit points, it is disabled and doesn't function until it is repaired (generally requiring the work of a trained engineer). The costs to install new systems are found on the System Costs table below. Additional rules regarding installing new systems are in the Customizing your Ship section. **System Costs** | System | Cost | |--------|------| | [Arcane Cannon](/πŸ“š%20-%20Information%20Compendium/items/arcane-cannon-darkmatter.md) | 10,000 gp | | [Cloaking](/πŸ“š%20-%20Information%20Compendium/items/cloaking-darkmatter.md) | 16,000 gp | | [Communications](/πŸ“š%20-%20Information%20Compendium/items/communications-darkmatter.md) | 1,000 gp | | [Fabricator](/πŸ“š%20-%20Information%20Compendium/items/fabricator-darkmatter.md) | 2,500 gp | | [Hypercapacitor](/πŸ“š%20-%20Information%20Compendium/items/hypercapacitor-darkmatter.md) | 7,500 gp | | [Life Pods](/πŸ“š%20-%20Information%20Compendium/items/life-pods-darkmatter.md) | 2,500 gp | | [Life Support](/πŸ“š%20-%20Information%20Compendium/items/life-support-darkmatter.md) | 1,000 gp | | [Probe](/πŸ“š%20-%20Information%20Compendium/vehicles/probe-darkmatter.md) | 1,500 gp | | [Sensors](/πŸ“š%20-%20Information%20Compendium/items/sensors-darkmatter.md) | 1,000 gp | | [Shield Generator](/πŸ“š%20-%20Information%20Compendium/items/shield-generator-darkmatter.md) | 5,000 gp | | [Shuttle](/πŸ“š%20-%20Information%20Compendium/vehicles/shuttle-darkmatter.md) | 1,250 gp | | [Sickbay](/πŸ“š%20-%20Information%20Compendium/items/sickbay-darkmatter.md) | 5,000 gp | | [Simulator](/πŸ“š%20-%20Information%20Compendium/items/simulator-darkmatter.md) | 6,250 gp | | [Teleporters](/πŸ“š%20-%20Information%20Compendium/items/teleporters-darkmatter.md) | 20,000 gp | | [Tractor Beam](/πŸ“š%20-%20Information%20Compendium/items/tractor-beam-darkmatter.md) | 10,000 gp | | [Umbilicus](/πŸ“š%20-%20Information%20Compendium/items/umbilicus-darkmatter.md) | 1,500 gp | ^system-costs ## Trick Weapon _Source: Steinhardt's Guide to the Eldritch Hunt p. 214_ --- Trick weapons are weapons that can be transformed into alternate forms and have different abilities depending on said form. To be proficient with a trick weapon, a character must be proficient with both states of the weapon. If a character isn't proficient with one of the forms of the weapon, they don't add their proficiency bonus to attack rolls made with that form of the weapon, as would be the case for not being proficient with a 'regular' weapon. If a character is proficient with at least one form of the weapon, they can use all properties of the weapon. For example the '[serpent bladewhip](/πŸ“š%20-%20Information%20Compendium/items/serpent-bladewhip-sgtteh.md)' […] ^[The following text has been removed with this homebrew: (page 214)] is a whip in its untransformed state and a rapier in its transformed state. If a character is proficient with the whip but not the rapier, they can still access all the properties of the weapon, but when they attempt to use the rapier for attack rolls, they do not add their proficiency bonus. Due to the complexity of trick weapons, if a creature is not proficient with any of the forms of the weapon, they cannot use it in combat at all. They have disadvantage on attack rolls made with the weapon, can only transform the weapon as an action, and cannot use any special properties the weapon might have. ## War Animal _Source: Tome of Heroes p. 204_ A beast trained for combat, such as a warhorse or [pit terrier](/πŸ“š%20-%20Information%20Compendium/bestiary/beast/pit-terrier-toh.md), doesn't get spooked or flee when it is in an area of conflict. The beast knows which humanoids are friendly to it and which ones aren't, even in a pitched battle. Unless specified otherwise in its entry, a combat-trained beast will take commands from its designated humanoids. One such humanoid can use an action to command the beast to Attack, Dash, Disengage, Dodge, Help, Hide, or Use an Object by succeeding on a DC 10 Wisdom (Animal Handling) check. On a failure, the beast defends itself but otherwise takes no actions. The Use an Object command can be used to deliver an object to another humanoid or to fetch an object from a willing creature or an object that isn't being worn or carried. While a combat-trained beast is being used as a mount in mounted combat, it follows the rules for a controlled mount instead. A combat-trained beast can be trained to obey up to four humanoids. Each humanoid must spend one week training with the beast before it learns to obey that humanoid. If the beast is trained to obey a new humanoid when it already obeys four, it no longer obeys the humanoid whose most recent command to it was issued the longest amount of time ago and obeys the new humanoid instead. At the GM's discretion, a beast with a particularly strong bond with one or more humanoids might not forget those humanoids. In such cases, training the beast to obey a new humanoid when it already obeys four fails. ## Regular Gear Pack _Source: Crystalpunk Campaign Guide p. 100_ > [!note] > See [Regular Gear Pack](/πŸ“š%20-%20Information%20Compendium/items/regular-gear-pack-ccg.md) for more information about gear packs. ## Requires Installation _Source: Strongholds and Followers p. 246_ **Installation.** Some items must be **installed** in your stronghold in order to function. Such items cease to function if taken from the stronghold in which they were installed, and must be reinstalled to regain their power, though their powers may still work on *you* if you leave. ## Tool Gear Pack _Source: Crystalpunk Campaign Guide p. 100_ > [!note] > See [Tool Gear Pack](/πŸ“š%20-%20Information%20Compendium/items/tool-gear-pack-ccg.md) for more information about gear packs. ## Vehicle Weapon Upgrade _Source: Crystalpunk Campaign Guide p. 210_ **Vehicle Weapon.** Vehicle weapons can be operated by passengers in the vehicle, as long as they have proficiency in martial weapons. The provided vehicle weapons detail a specific weapon attack, and this attack can be made as an action, requiring the user to use both of their hands. Vehicle weapons use the operating character's Strength or Dexterity score (based on the weapon) as well as their proficiency bonus in their attack and damage rolls. If a character can make multiple attacks as a part of the attack action on their turn, they can make that many attacks when they use their action to attack with a vehicle weapon.