Godfall Magitech

by Edian

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5

Godfall Magitech Augments

Rough Draft

All content herein is subject to change.

Credits

Written by Mike Hughes, Julia Watson-Foster
Cover Art by arankin

Crafting and Downtime

You can find the base rules for the Godfall crafting system here: Godfall Downtime and Crafting

Magitech

With the Maelstrom's recession came the drive to begin exploring beyond the city to establish new settlements, necessitating advanced weapons, armor, and arcane foci for those brave enough to answer the call of the Sovereign Four as explorers of the Broken Lands. As such, many recent advances in magitech have been focused in these areas.

Magitech Crafting

Resources. You will require proficiency in and access to the necessary artisan tool applicable to the augment you are crafting. Each augment requires a specific amount of gold, Essence, and CP worth of effort. Some magitech augments may additionally require specific components as part of their crafting requirements that will also need to be provided.

Resolution. Declare what schematic you are creating in the #downtime-crafting channel. After expending all required resources, make a skill check with required tools against the DC listed for that schematic. On a success, the item is crafted at Mark I if applicable. On a failure the item is not crafted and the CP is lost, however all other materials (gold, materials, essence) are maintained. If you beat the DC by 10 or more, the gold cost is reduced by 25%. If you fail the DC by 10 or more, you lose 25% of the gold.

Increasing Efficiency

Each magitech augment has an efficiency rating. This rating determines the final outcome of the augment's effects. All newly crafted magitech augments have an efficiency of Mark I.

Resources. Attempting to increase the efficiency of an item requires 5 essence and 3 CP worth of effort.

Resolution. After expending all required resources, make an Intelligence-based skill check using the artisan tools required to craft the augment. The DC for this check is determined by the item's current efficiency. On a success, the item increases in efficiency by one tier. On a failure, the item is reduced in efficiency by one tier. If you exceed the DC by 10 or more, the item's efficiency increases by two tiers. Likewise if you fail by 10 or more, the item's efficiency decreases by two tiers.

If you reduce an augment’s efficiency beyond degraded, it is reduced to scrap material. Use your current efficiency check as if it were a scrapping check to determine the quantity of scrap material. If an item has a value greater than 300 gp, treat it as having a value of 300 gp for this process.

Item Efficiency DC to Improve
Degraded 12
Mark I 21
Mark II 30

Degraded

Augments with a degraded efficiency are treated as Mark I but with their essence cost doubled.

Schematics

After many unfortunate accidents within Solace, magitech is fairly well-regulated. Nowadays all inventors are required to submit their inventions for review and publication before they can be considered safe to use. The components required to craft magitech are rare and regulated. Access to these necessary materials flows strictly through the Framers and requires agreement to these terms.

Any of the schematics herein may be crafted by player characters so long as the schematic is not "pending". New schematics can be created or discovered, however they must always be published to this document before they can be crafted. Publication will usually net the inventor some amount of gold that can be applied to the cost of crafting an item.

Equipment

Gear that is generally worn or wielded falls into the equipment category. This includes independent items as well as augments that require a base item to which they are applied.

Most magitech equipment requires essence to be expended to activate.

One Augment per Item

Any single item can only have only one magitech augment attached at a time. Trying to attach any additional augments automatically fails.

Independent

Independent equipment is worn instead of being attached to other items. As such they generally take up a specific number of backpack or belt slots to "equip" them.

Back-mounted thrusters


Blueprint created by Minerva Metalsong


You can active the thrusters by squeezing a trigger on the handle as an action. Once activated the thrusters grant the listed flying speed for their efficiency level. The max load these thrusters can bear is 400 pounds, but your flying speed is halved while over 200 pounds. Upon activation the thrusters cannot be used again for 1d12 hours.

These thrusters take up 9 backpack slots to equip.

Mark I:
  • Activation. Costs 1 Essence for 1 minute.
  • Flying speed. 30 feet.
Mark II:
  • Activation. Costs 1 Essence for 1 hour.
  • Flying speed. 60 feet.
Mark III:
  • Activation. Costs 1 Essence for 1 hour.
  • Flying speed. 90 feet.
  • Thunder Blast. As an action while the thrusters are active, you may overload them by expending 1 essence. When you do so a thunderous boom sounds as you burst forward in a straight line up to 90 feet. Each creature within 10 feet of the space you left must make a DC 15 Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
    You can bring along objects or creatures as long as your combined weight doesn't exceed 400 lbs. Creatures must be willing or grappled by you. The creature must be within 5 feet of you when you activate this effect, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
Crafting requirements.
  • Tinker's Tools (DC 18)
  • 1,000 gp
  • 10 Essence
  • 30 CP
  • 2 units of Mithril

Ember-Tech Electro-Kinetic Impactors


Blueprint created by Minerva Metalsong


This device is comprised of a collection of discharge pads placed around the body and a hefty power unit all interconnected with a mithril cable rigging. You can activate the device by using a bonus action to tap any two pads together, causing the power unit to thrum to life. While active 1 charge will be consumed to deal lightning damage whenever you hit with an unarmed attack or end your turn while grappling another creature. The device deactivates when either it has no more charges or its runtime exceeds the listed duration. This device takes up 3 backpack spaces to equip.

Mark I:
  • Activation. Costs 1 essence
  • Duration. 10 minute
  • Charges. 6
  • Damage. 1d4
Mark II:
  • Activation. Costs 1 essence
  • Duration. 10 minutes
  • Charges. 9
  • Damage. 1d6
Mark III:
  • Activation. Costs 1 essence
  • Duration. 1 hour
  • Charges. 12
  • Damage. 1d8
  • Elemental Overload. Once per day as part of a successful attack that expended a charge, you can expend 2 essence, causing that attack to overload the remaining magical energy in the power unit in a devastating discharge. Your target must make a DC 15 strength save or take 6d8 thunder damage and are pushed back 15 feet, half as much damage and no movement on a successful save. Once you use this feature, it consumes all remaining charges and disables the augment until you complete a long rest.
Crafting requirements.
  • Tinker's Tools (DC 18)
  • 750 gp
  • 5 essence
  • 15 CP
  • 1 unit of mithril

Weapon Augments

Elemental Distributor

As a bonus action, you can expend essence to activate this augment, causing it to erupt with the chosen element. While active, the augment sheds bright light in a 40-foot radius and dim light for an additional 40 feet and deals extra damage of the chosen element to any target it hits. These effects last until you use a bonus action to deactivate the augment, sheath the weapon or the time limit has passed.

Mark I:
  • Activation. Costs 1 Essence for 1 Minute.
  • Damage. 1d6
Mark II:
  • Activation. Costs 1 Essence for 1 Hour.
  • Damage. 2d6
Mark III:
  • Activation. Costs 1 Essence for 1 Day.
  • Damage. 2d6
  • Elemental Overload. Once per day as a bonus action, you can overload the active augment by expending 1 Essence, causing it to erupt in a blast of energy around you and ending its normal effects. Each other creature within a 10-foot radius of you must make a DC 15 Dexterity saving throw, taking 8d6 damage on a failed save, and half as much damage on a successful one. Once this ability has been use, the effects of this augment end and cannot be reactivated until you complete a long rest.
Crafting requirements.
  • When creating this augment choose one of these damage types: cold, fire or lightning.
  • Tinker's tools (DC 18)
  • 1,000 gp
  • 5 Essence
  • 15 CP
  • Any melee weapon

Lightning Capacitor


When making a ranged attack with this weapon you can expend essence to activate the augment, causing a beam of lightning to streak out forming a line 5 feet wide that extends out for 120 feet. Each creature in the line excluding you and the target must make a Dexterity saving throw, taking the full amount of lightning damage on a failed save, and half as much damage on a successful one. Additionally, make an attack roll with this weapon against the target. On a hit, the target takes normal damage from the weapon plus additional lightning damage as indicated by the item's current efficiency rating.

Once used, this augment can't be used again until you complete a long rest.

Mark I:
  • Activation. Costs 1 Essence.
  • Additional Lightning Damage. 2d6
  • Saving Throw. 13

Mark II:
  • Activation. Costs 1 Essence.
  • Additional Lightning Damage. 4d6
  • Saving Throw. 13

Mark III:
  • Activation. Costs 1 Essence.
  • Additional Lightning Damage. 4d6
  • Saving Throw. 15
  • Elemental Overload. While this augment is active and you are wielding the weapon, you can use a reaction to expend an additional 1 Essence to overload the augment, causing it surround you with arcs of lighting for 1 minute. You gain 15 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 15 lightning damage. If you activate the augment's normal property while you have any of these hit points, the beam of lightning it emits is increased from 5 to 15 feet wide and the overload effect ends.
Crafting requirements.
  • Tinker's tools (DC 12)
  • 250 gp
  • 5 Essence
  • 15 CP
  • Any melee weapon with the thrown property

Dancing Circuits

The sword flew from her hand and wove through the trees, chasing after the zombie's retreating form. When it reached the foul creature, the blade carved its head from its shoulders as though of its own volition.


As a bonus action, you can expend essence to activate this augment while tossing the weapon into the air. When you do so, the arcane circuits spring to life with magic, causing the weapon to hover, fly up to 30 feet away from you, and attack one creature of your choice within 5 feet of it. The sword uses your ability score modifier and proficiency bonus (if applicable) for attack and damage rolls.

While the weapon hovers this way, you can use a bonus action on your turn to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. The weapon can attack a total number of times as indicated by its efficiency rating

After the hovering weapon makes its last attack, it flies up to 30 feet and attempts to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you or cannot reach you, it moves as close to you as it can using its 30-foot movement and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.


Mark I:
  • Activation. Costs 1 Essence.
  • Attacks. 2

Mark II:
  • Activation. Costs 1 Essence.
  • Attacks. 4

Mark III:
  • Activation. Costs 1 Essence.
  • Attacks. 6
  • Circuit Overload. While wielding this weapon while the augment is active, you can expend 1 essence to overload the augment, causing the weapon to burst apart with force energy into dozens of tiny shards for 1 minute. You fill the air with these spinning shards in a cube 5 feet on each side, centered on a point you choose within 60 feet. A creature takes 6d4 damage (slashing, piercing or bludgeoning, based on weapon) when it enters the area for the first time on a turn or starts its turn there. While this effect is active you can use a bonus action to move and attack with the weapon as if you had activated it normally, dealing its regular weapon damage, with extended range of 60 feet. When the effect ends or you use up the last attack on the weapon, the shards reassemble into their normal form and fall to the ground and you can not activate the augment until you complete a long rest.
Crafting requirements.
  • Jeweler's Tools (DC 15)
  • 500 gp
  • 5 Essence
  • 15 CP
  • Any melee weapon

Mounted Thruster

The tradeforged warrior-priest brought down their warhammer on the nearest of the swarming strega, the resulting arcane blast knocking several of the vile abominations back from his fallen ally.


As part of the type of action used when making an attack with this weapon, you can expend 1 Essence to activate the augment. If the attack hits, the target takes additional damage and must make a Strength saving throw or be knocked prone.

Mark I:
  • Activation. Costs 1 Essence.
  • Additional Damage. 2d6
  • DC. 13

Mark II:
  • Activation. Costs 1 Essence.
  • Additional Damage. 4d6
  • DC. 15

Mark III:
  • Activation. Costs 1 Essence.
  • Additional Damage. 4d6
  • DC. 15
  • Rocket Overload. You can use an bonus action to expend 1 essence to overload your weapon's thruster. When you do so, you can move up to 30 feet in any direction (including up). During this movement, you ignore difficult terrain and can move through enemies' spaces as long as they are no more than one size larger than you. Any creature whose space you pass through must make a DC 15 Strength saving throw or be knocked prone, though they may still make opportunity attacks against you. Additionally, for the rest of this turn, your melee attacks have advantage and the DC for this augment is increased to 18, but all attack rolls against you have advantage until your next turn, including any opportunity attacks made against you while you use the special movement granted by this ability. At the end of your turn after this property has been activated, the augment's power sputters out and cannot be activated until you complete a long rest.
Crafting requirements.
  • When creating this augment choose one of these damage types: cold, fire or lightning.
  • Jeweler's tools (DC 15)
  • 500 gp
  • 5 essence
  • 15 CP
  • A warhammer, maul, or greatclub

Phase Circuits

You can activate the phasing circuits on this weapon as part of a thrown attack made with it. While active the weapon will immediately return to your hand after making a ranged attack with it.

Mark I:
  • Activation. Costs 1 Essence.
  • Duration. 1 Minute.
Mark II:
  • Activation. Costs 1 Essence.
  • Duration. 1 Hour.
Mark III:
  • Activation. Costs 1 Essence.
  • Duration. 1 Day.
  • Dimensional Overload. As a reaction when throwing this weapon while the augment is active, you can overload the arcane circuits by expending 1 Essence. At the end of this attack you instantly teleport to a square adjacent to where you were aiming, dagger in hand. Once this property has been activated, the circuits go dim, the effect of this augment ends, and it can not be activated again until you complete a long rest.
Crafting requirements.
  • Tinker's tools (DC 15)
  • 500 gp
  • 5 essence
  • 15 CP
  • A Dagger, Dart, or Handaxe

Empowered Circuits

As a bonus action, you can expend essence to activate this augment, causing the circuits to spring to life with magical force energy. While active, the augment sheds bright light in a 20-foot radius and dim light for an additional 20 feet and deals extra force damage to any target it hits. These effects last until you use a bonus action to deactivate the augment, sheath the weapon or the time limit has passed.

Mark I:
  • Activation. Costs 1 Essence for 1 Minute.
  • Damage. 1d4
Mark II:
  • Activation. Costs 1 Essence for 1 Hour.
  • Damage. 2d4
Mark III:
  • Activation. Costs 1 Essence for 1 Day.
  • Damage. 2d4
  • Elemental Overload. Once per day as a reaction, which you take when you are hit by an attack or targeted by the magic missile spell, you can overload the active augment by expending 1 Essence, causing an invisible barrier of magical force to appear and protect you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. When this effect ends at the start of your next turn the circuits go dim, the effect of this augment ends, and it can not be activated again until you complete a long rest.
Crafting requirements.
  • Jeweler's tools (DC 18)
  • 1,000 gp
  • 5 Essence
  • 15 CP
  • Any weapon

Armor Augments

Mechanized Joints

You can activate this armor for by spending 1 essence over a minute to power it up. It permanently gains the Safety Measures trait until it's Safety Override trait is used, at which point it loses power and becomes inactive.

Mark I:
  • Safety Measures. This armor can be donned or doffed as an action.
Mark II:
  • Safety Measures. This armor can be donned or doffed as an bonus action.
Mark III:
  • Safety Override. As an action you can expend X (but not less than 1) Essence to override the armor's safety measures, choosing a creature not wearing heavy armor within 30 feet of you. The armor flies off of your body and onto theirs, granting its full benefits regardless of whether or not they possess the needed proficiency. Additionally, you can choose to have the armor hold the target in place, restraining them. A target wishing to resist this effect must succeed on a DC 12 + X Strength saving throw. They can repeat this saving throw at the end of each of their turns. Otherwise the effect ends at the end of their turn in 1d4 rounds, at which point the armor falls to ground and can not be used or equipped until you complete a long rest.
Crafting requirements.
  • Tinker's tools (DC 12)
  • 250 gp
  • 3 Essence
  • 15 CP
  • Any heavy armor

Resistance Circuits


When creating this augment, choose a damage type from: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

You can use a bonus action to expend Essence to activate this augment, causing the arcane circuits to glow faintly based on the chosen element's color. For the duration, you gain resistance to the chosen damage type.

If this augment is installed in a set of clothing, it cannot be activated while you're wearing armor in addition to this clothing.

Mark I:
  • Activation. Costs 1 Essence for 1 minute.
Mark II:
  • Activation. Costs 1 Essence for 1 hour.
Mark III:
  • Activation. Costs 1 Essence for 1 day.
  • Circuit Overload. When you take damage of the chosen type, you can use your reaction to gain immunity to that type of damage until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 3d6 damage of the chosen type. Once this effect ends, the augment's regular effect ceases to function and it cannot be reactivated until you complete a long rest.
Crafting requirements.
  • Jeweler's Tools (DC 18)
  • 1,000 gp
  • 5 Essence
  • 15 CP
  • Any set of armor or clothing

Reaction Control System

While holding this shield, you can expend essence as a bonus action to active its small arcane thrusters. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for a set time, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Mark I:
  • Activation. Costs 1 Essence for 5 rounds.
Mark II:
  • Activation. Costs 1 Essence for 1 minute.
Mark III:
  • Activation. Costs 1 Essence for 1 hour.
  • Thruster Overload. While the augment is active and when a friendly creature within 30 feet of you is targeted by an attack, you can use your reaction to overload the shield's arcane thrusters, expending 1 essence and causing the shield to fly across the battlefield to your threatened ally's aid. The shield hovers in front of your ally, granting them a +5 bonus to AC until the start of their next turn. You lose all benefits of the shield while it guards your ally. When the effect ends at the start of their next turn, the shield falls to ground and can not be activated again until you complete a long rest.
Crafting requirements.
  • Tinker's Tools (DC 21)
  • 1,500 gp
  • 5 Essence
  • 15 CP
  • Any shield

Arcane Magnet

As a bonus action, you can expend Essence to activate this augment. Once activated, you gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to make yourself the target of that attack.

Mark I:
  • Activation. Costs 1 Essence for 1 minute.
Mark II:
  • Activation. Costs 1 Essence for 1 hour.
Mark III:
  • Activation. Costs 1 Essence for 1 day.
  • Reverse Polarity. Whenever a ranged attack misses you while this augment is active, instead of being deflected, the projectile sticks to the shield until the shield is deactivated. The shield can have up to 6 arrows stuck to it this way. As a bonus action you can overload the shield by expending 1 essence, causing it to throw all the projectiles in a cone and ending its normal effect. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw, taking 1d6 damage for each projectile thrown on a failed save, and half as much damage on a successful one. All ammunition flung this way is destroyed. Once you use this ability you lose the augment's regular effect and cannot reactivate the augment until you complete a long rest.
Crafting requirements.
  • Tinker's Tools (DC 15)
  • 500 gp
  • 5 Essence
  • 15 CP
  • Any shield

Springspike Shield


Blueprint created by Gyll Clank Ashearth


As an action you can activate this shield for a limited time. The shield has a limited number of spikes that you can choose to fire as a free action once per turn when you are hit by a melee attack within 5 feet of you. The creature takes 2d6 (non-magical) piercing damage unless they use a reaction to move 5 directly away from you. This movement provokes opportunity attacks.

Once all the spikes have been fired you must reset them as over a long rest.

Mark I:
  • Activation. Costs 1 Essence for 1 minute. Has 2 spikes
Mark II:
  • Activation. Costs 1 Essence for 1 hour. Has 3 spikes.
Mark III:
  • Activation. Costs 1 Essence for 1 day. Has 4 spikes
  • Spike Barrage. As an action while this augment is active you may overload it expending 1 Essence. Doing so causes all remaining spikes to shoot out from the shield. Each creature in a 15-foot cone must succeed on a DC 15 Dexterity saving throw. A creature takes 2d6 (non-magical) piercing damage per spike on a failed save, or half as much damage on a successful one. Afterwards the shield functions as a normal shield until 1 CP worth of effort and 25 gp worth of materials is expended by someone proficient in Tinker's Tools to repair the augment.
Crafting requirements.
  • Tinker's Tools (DC 12)
  • 250 gp
  • 3 Essence
  • 15 CP
  • Any shield

Gadgets

Gadgets are generally smaller items that are stored away until needed. Unlike equipment they do not require essence to activate. Some gadgets, however, are limited in the number of times they can be used. Most gadgets cannot be upgraded.

A.R.C.H.I.E.

Blueprint created by Sparkk Stylwrench
Tiny item


Arcane Reactant Compound Handheld Incendiary Explosive.


You can use an action to throw the device up to 60 feet. The device explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage, or half as much damage on a successful one.

Crafting requirements.
  • Alchemist's Supplies (DC 16)
  • 25 gp
  • 3 CP
  • 1 Essence

Homeward Compass

Small item


A compass that always points toward a location of your choosing that you've been to. You or any creature holding it has advantage on Wisdom (Survival) checks when trying to find their way to the set point of the compass or a location with a known relative position to it.

Crafting requirements.
  • Tinker's Tools or Jeweler's Tools (DC 12)
  • 100 gp
  • 3 CP
  • 1 Essence

Illusionary Locket

Tiny item


A locket that displays a minor illusion effect when it is opened. The illusion is clearly projected right above the locket, and the nature of the illusion is selected when the locket is created. You can change the illusion it contains using jeweler's tools over a short rest.

Crafting requirements.
  • Jeweler's Tools (DC 12)
  • 100 gp
  • 3 CP
  • 1 Essence

Magic Lantern

You create a magical hooded or bullseye lantern that does not require oil to fuel it. It can be used for 6 hours per day, regaining all hours of use at dawn.

Crafting requirements.
  • Tinker's Tools (DC 12)
  • 100 gp
  • 3 CP
  • 1 Essence

Ropeweaver

Medium item


A device that can produce high-quality rope from materials. By being fed the proper weight in fibrous materials (such as vines, clothes, or wool), the device can create a length of rope of equal weight as if made of high-quality material. You can create up to 50 feet of rope in an hour using this device, however the device may only be used once per day.

Note: Using this item during downtime costs the same in raw components as purchasing rope.

Crafting requirements.
  • Tinker's Tools (DC 12)
  • 100 gp
  • 3 CP
  • 1 Essence

Recorder

Small item


A small device that record a 25-word message. It takes a creature an action to change the recorded message, and they must speak the message out loud to record it. The recorded message can then be replayed by any creature holding the device that is aware of what it is.

Crafting requirements.
  • Jeweler's Tools (DC 12)
  • 100 gp
  • 3 CP
  • 1 Essence

Water Purifier

Medium item


A magical tankard that can hold up to a gallon of liquid. After liquid has been in the tankard for an hour, is purified as if purify food and drink have been cast on the liquid contained.

Crafting requirements.
  • Jeweler's Tools (DC 15)
  • 250 gp
  • 9 CP
  • 3 Essence

Changelog

1.2

  • Added the Ember-Tech Electro-Kinetic Impactors to Independent devices.

1.1

  • Added ARCHIE to gadgets.

1.0

  • Magitech broken into 2 main categories, Equipment and Gadgets.
  • Equipment Augments can no longer be moved.
  • Crafting magitech now requires a skill check. CP is lost on a failure, however materials are not.
  • CP values and skill check DCs added.
  • Costs reduced for most items.
  • Gadgets added.

0.9

  • Pre-release.
 

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