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Chapter 4 | Equipment
# Chapter 4: Equipment Icons of Vernestus include the grandiose barges of the sundrians barreling over desert dunes and the mountains of powder kegs that power gnomish clockwork guns. This chapter includes new equipment available for the adventurers of Vernestus to purchase in addition to the equipment found in chapter 5 of the *Player's Handbook*, "Equipment." Markets across Vernestus are places where culture and livelihoods thrive. The domains of Vernestus depend on trade with each other to succeed, and as such Vernestucian governments place a large emphasis on supporting the development of trade routes and the protection of caravans. Copper, silver, gold, and platinum pieces are the most common forms of currency. Gems, artifacts, and magic goods are uncommon commodities, but will often fetch a hefty amount of coin with the right buyer. Many reputable locations may exchange labor or favors for goods. ## Industrial Weapons Industrial weapons are a new weapon type for adventures set within Vernestus. Rock gnomes, blessed with knowledge given by the god of robots, created the first industrial weapons. With innovations in technology and magic, firearms and flaming weapons have entered the stage along with typical fantasy weapons. Although members of all races have adopted the use of industrial weapons, their design often incorporates gnomish motifs. The percolation of gnomish culture across the world is a point of pride for many gnomes, as well as the warforged, a race created by the gnomes. The Industrial Weapons table shows you the new weapons available to you in Vernestus, their price and weight, the damgae they deal when they hit, and any special properties they possess. See chapter 5 of the *Player's Handbook*, "Equipment," for more information about weapons.
##### Industrial Weapons | **Name** | **Cost** | **Damage** | **Weight** | **Properties** | |:-|:-:|:-|:-:|:-| |*Industrial Melee Weapons*| | Burnhammer | 80 gp | 1d12 fire | 7 lb. | Heavy, two-handed | Burnsword| 120 gp | 2d6 fire | 6 lb. | Heavy, two-handed | Cudgel, fire | 40 gp | 1d6 fire | 2 lb. | Finesse, light | Cudgel, lightning | 100 gp | 1d8 lightning | 2 lb. | Finesse | Flamewhip | 25 gp | 1d4 fire | 3 lb. | Finesse, reach | Stoker | 10 gp | 1d4 fire | 1 lb. | Light | Sunflail | 40 gp | 1d8 fire | 2 lb. | — | Zapspear| 50 gp | 1d6 lightning | 3 lb. | Thrown (range 20/60), versatile (1d8) | Zapstaff| 40 gp | 1d6 lightning | 4 lb. | Versatile (1d8) |*Industrial Ranged Weapons*| | Clockwork musket| 80 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), two-handed, steady | Clockwork rifle | 150 gp | 2d6 piercing | 8 lb. | Ammunition (range 150/600), two-handed, steady | Clockwork sideshooter | 200 gp | 1d8 piercing | 2 lb. | Ammunition (range 30/120), light, loading | Cranker gun | 120 gp | 1d10 piercing | 6 lb. | Ammunition (range 20/60), heavy, two-handed, spread | Flint pistol | 70 gp | 1d6 piercing | 2 lb. | Ammunition (range 30/120), steady | Fire cracker | 120 gp | 2d6 fire | 10 lb. | Ammunition (range 10/20), heavy, two-handed, spread | Hipshooter| 100 gp | 1d8 piercing | 4 lb. | Ammunition (range 20/60), loading, spread, steady | Pockmarker| 20 gp | 1d4 piercing | 1 lb. | Ammunition (range 20/60), steady |*Ammunition* | Powder slug (5) | 1 gp | — | 1/2 lb. | —
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Chapter 4 | Equipment
### Weapon Properties Some industrial weapons have special properties not found among those in the *Player's Handbook*, as shown in the Industrial Weapons table. ***Spread.*** You do not suffer disadvantage on ranged attack rolls with this weapon while a hostile creature who can see you and isn't incapacitated is within 5 feet of you. ***Steady.*** You can use a bonus action on your turn to ignore the disadvantage granted from attacking beyond normal range with this weapon on your turn. ### Alternative Rock Gnome The statistics for rock gnomes can be found in chapter 2 of the *Player's Handbook*, "Races." If you are making a rock gnome character, you can choose to forgo the Tinker feat and instead gain proficiency with an industrial weapon of your choice. ### Fighting Style: Industrial The following new fighting style can be selected by fighters and rangers for the Fighting Style class feature. #### Industrial You gain proficiency with industrial weapons. ## Dune Vehicles Sundrians are known for their cunning wit and craftsmanship, but not necessarily for their creativity. Dune vehicles are technological marvels created by the sundrians from reverse-engineered gnomish technology. Resembling ships you would find at sea, dune vehicles are able to sail across the sand of deserts. Many fear exploring the Desneran desert for fear of meeting a dune barge staffed with sundrian pirates. However, dune vehicles are able to be purchased as equipment for adventurers. ***Vehicle Proficiency.*** If you have proficiency with vehicles (land), you can add your proficiency bonus to any check you make to control a dune vehicle in difficult circumstances. ##### Dune Vehicles | Item | Cost | Speed | |:-|-:|:-:| | Caravan boat | 4,500 gp | 1 mph | | Desert galley | 45,000 gp | 4 mph | | Dune sailboat | 12,000 gp | 3 mph | | Dune schooner | 28,000 gp | 3 mph | | Wind dinghy | 75 gp | 2 mph |