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		<title>Lord Byte&#039;s Worlds - User contributions [en-gb]</title>
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		<updated>2026-04-09T09:52:18Z</updated>
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	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Felis&amp;diff=319</id>
		<title>WB Felis</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Felis&amp;diff=319"/>
				<updated>2023-06-09T21:43:42Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Munchkin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Felis=&lt;br /&gt;
[[File:Geek_&amp;amp;_Sundry_Writer_Turns_Catsitting_Instructions_Into_D&amp;amp;D_Campaign.jpeg]]&lt;br /&gt;
&lt;br /&gt;
===Short and furry===&lt;br /&gt;
Felis are often underestimated due to their short stature and cuddly demeanor.   Felis come in all shapes and colors.  They can grow to be up to 3ft tall and often vary in their weight due to differing habits.  Felis range from fiery gingers to the cool, calculating cerulean blues.  The sub species of Felis all have their own quirks, but as a species they are known to be intelligent and gifted adventurers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| Felis are among the shortest races and are often overlooked for their small stature.  Their domesticated ancestor, the house cat, is sometimes what all other races will see when dealing with a Felis.  Adventuring Felis have learned to use this to their advantage, often sweet talking the tall folk into increasing their fee and rewards.  But this talent isn&amp;#039;t just limited to deal making; in combat, foes will often disregard and even turn their backs to a Felis, providing and opening to strike.&lt;br /&gt;
|}&lt;br /&gt;
Each breed of Felis has their own Clan of which they are very proud. This often leads to scuffles and contests of pride of oneself and of Clan. There has always been a healthy rivalry among the different breeds of Felis. Some rivalries end in brawls and others end with shame and loss of respect. Often individuals will be challenged to single combat for their honor, and on the rarest of occasions, the honor of an entire clan.&lt;br /&gt;
&lt;br /&gt;
===Nine lives short lived===&lt;br /&gt;
Felis live up to 135 years of age. It is whispered they possess nine lives and by some forgotten curse, they burn through each life every 15 years. This has led many Felis adventurers to set out on a quest to seek an end to their curse and restore the race&amp;#039;s full life span.  With their cursed nine lives, the Felis travel alone with an eagerness to get the most from life which drives them to move through it, rarely forming strong attachments to the many non-Felis with which they become acquainted.  Felis live their lives with a strong sense of magic. Most Felis are able to sniff the wizard in a room full of grey bearded pointy hat wearing men.  Other races often construe the Felis&amp;#039; innate magic sense to their origins as Wizard&amp;#039;s familiars, used as conduits for magical energy to aid in spellcasting.&lt;br /&gt;
&lt;br /&gt;
===Clan Hierarchy===&lt;br /&gt;
The Felis clans are overseen by a clan elder who is elected by the clan as a whole.  The Elder doesn&amp;#039;t have to be elderly to achieve the title, but those who take the mantle young are seen as inexperienced.&lt;br /&gt;
Ranked below the Elders, in name only, are the Clan Mothers. Clan Mothers are those who manage the Clan&amp;#039;s home affairs, organize quests, assign apprenticeships, and just about anything else. While Elders are elected, Clan Mothers will choose a promising child and tutor them personally.  After the Clan Mother passes, the chosen child will take up the role.&lt;br /&gt;
&lt;br /&gt;
===Curious Explorers===&lt;br /&gt;
All Felis share a love of exploring - their curiosity about the world is what drives them onward.  They are constantly looking for new technologies, spells and rare legendary items to further their clan&amp;#039;s honor.&lt;br /&gt;
&lt;br /&gt;
===Felis Names===&lt;br /&gt;
Felis are given their names by their clan mother. A clan mother often determines the name by divining the future of a kitten.  If the future tells of the child doing great deeds a heroic name is chosen, if not, a standard house name is chosen.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Male names:&amp;#039;&amp;#039;&amp;#039;  Al, Bree, Chester, Edgar, Fiddle, Jester, Jack, Luke, Luther, Max, Maru, Mew, Milo, Minka, Oliver, Oscar, Rufus, Smokey, Simon&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Female names:&amp;#039;&amp;#039;&amp;#039;  Alice, Angel, Ash, Charlotte, Claire, Curie, Chloe, Daisy, Eva, Lucy, Millie, Mimi, Misty, Rosie, Ruby, Sasha, Susi, Tasha, Trixie&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Clan names:&amp;#039;&amp;#039;&amp;#039;  Cerulean, Claw, Maine, White Paw, Shadow, Forest, Chant, Hex, Iron Tooth&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Heroic names:&amp;#039;&amp;#039;&amp;#039;  Azrael, Leo, Felix, Ozfell, Proudfoot, Patches, Salem, Theo, Cecil&lt;br /&gt;
&lt;br /&gt;
==Felis Traits==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039;  Felis are considered full adults when they reach the age of 10.  They can become up to 135 years of age.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039;  Felis average between 2-3 feet tall and weigh up to 30 pounds.  Your size is small.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 25 feet.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Darkvision.&amp;#039;&amp;#039;&amp;#039; You are able to see in full darkness up to 60 feet as if it were bright light, and darkness beyond that as if it were dim light. You cannot discern color in darkness, only shades of gray.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Claws.&amp;#039;&amp;#039;&amp;#039;  Due to your claws you have a climb speed of 15 feet.  The claws on your hands and feet are natural weapons, which you can use to make unarmed strikes dealing 1d4 slashing damage. They have the dual-wielding and finesse properties.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Purrsuasion.&amp;#039;&amp;#039;&amp;#039; Felis use their short and cute nature to their advantage as much as they can. They can roll a Persuasion attempt on a friendly creature, with advantage a number of times equal to their proficiency bonus, per long rest.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Curious Nature&amp;#039;&amp;#039;&amp;#039; Being inquisitive, Felis have proficiency in the Investigation skill.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Agile tail.&amp;#039;&amp;#039;&amp;#039;  You have a tail that grants you an expertise die on checks made to balance, climb, or Acrobatics checks.  In addition, you&lt;br /&gt;
gain advantage on saving throws to avoid falling.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Beancounters.&amp;#039;&amp;#039;&amp;#039;  Felis hate wearing footwear and will not wear it no matter the reason.  If forced they will lose all use of their gifts until such time as the offending items are removed.&lt;br /&gt;
&lt;br /&gt;
==Felis Gifts==&lt;br /&gt;
Some clans boast of their pureblood lineage, but many others are mixed.  Their colorful fur seems to influence their personalities too, whether this is because they grow up with these expectations, or because their is a genetic reason for this is a mystery.  Choose one of the following lineages to determine what Felis Favor you gain at birth.&lt;br /&gt;
&lt;br /&gt;
===Angora=== &lt;br /&gt;
Felis of the Angora clan have a luscious fur, and thick bushy tails.  They are very devoted to their clan, family and friends, and don&amp;#039;t like to be alone.  They are also even more curious than most Felis, and known for their high intelligence.&lt;br /&gt;
 &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arcane Curiosity.&amp;#039;&amp;#039;&amp;#039;  Your innate curiosity extended to the Arcane, and you quickly picked up some knowledge and even a simple spell. You gain proficiency in Arcana.  You learn one cantrip of your choice from the wizard spell list.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Wary mind.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on saving throws against being charmed, and magic can’t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
The Blue clan are known for having a very fluffy blue-gray fur.  Their playfulness is almost as well known as their mischievousness, but luckily their easy-going nature compensates for this.  Less well known are their near preternatural senses.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Keen Senses.&amp;#039;&amp;#039;&amp;#039; You gain proficiency in Perception. &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Prophetic Instincts.&amp;#039;&amp;#039;&amp;#039; Your ability to detect danger is nearly supernatural. You gain a bonus to initiative rolls equal to your Wisdom modifier, and you can’t be surprised while conscious (including during your sleep).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Pounce.&amp;#039;&amp;#039;&amp;#039; Once per combat, if you hit a surprised creature with an attack, the attack’s damage increases by 2d6.&lt;br /&gt;
&lt;br /&gt;
===Bobtail===&lt;br /&gt;
Bobtails are social and confident, and almost overly friendly.  But when they don&amp;#039;t want to be seen, they will near well disappear. And leave you to pick up the pieces.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Easily Unseen.&amp;#039;&amp;#039;&amp;#039; When a creature first comes within line of sight of you, you can use your reaction to Hide, even if you don’t have anything to hide behind. When you hide this way, you gain an expertise die on your Stealth check.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Camopattern.&amp;#039;&amp;#039;&amp;#039;  While you are unarmored, you have advantage on Stealth checks made to hide from creatures unaware of your presence.&lt;br /&gt;
&lt;br /&gt;
===Maine===&lt;br /&gt;
Maine Felis are known as the Gentle giants, these are some of the biggest Felis you will ever see.  Their natural fur protects them in the coldest environments and can even stop some more dangerous and sharper... elements.&lt;br /&gt;
&lt;br /&gt;
:Your coat is naturally thick, granting you both physical protection and resistance to the cold. You gain the following benefits:&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Winter Coat.&amp;#039;&amp;#039;&amp;#039; You gain resistance to cold damage. &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Guard Fur.&amp;#039;&amp;#039;&amp;#039; Your dense fur includes both a soft inner layer and a coarse, protective outer layer. Your AC equals 12 + your Dexterity modifier, unless your armor provides a higher value. You can still benefit from shields as normal.&lt;br /&gt;
&lt;br /&gt;
===Munchkin===&lt;br /&gt;
The smallest of the Felis, Munchkins, are considered even cuter than all others. If that doesn&amp;#039;t convince you, their outgoing nature will, but don&amp;#039;t be fooled, they can be extremely nasty in close combat.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Close Quarters. You can move through the space of any creature that is of a size larger than yours.  You have advantage on melee attacks made against a creature whose space you are in. Also, your sensitive whiskers grant you blindsight with a range of 5 feet.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;If it fits...&amp;#039;&amp;#039;&amp;#039;  You can squeeze or contort through spaces as if you were one size category smaller than you are.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Tricky Little Thing.&amp;#039;&amp;#039;&amp;#039; You may use the Dodge or Hide action as a bonus action. Once you have used this trait a number of times equal to your proficiency modifier, you can’t do so again until you complete a long rest.&lt;br /&gt;
&lt;br /&gt;
===Oriental===&lt;br /&gt;
The Oriental Clan is heavily focused on the pursuit of perfect athleticism.  Felis that grew up there tend to look athletic, lean and powerful and their movements are like water.  Their life focus tends to lie more in personal improvement, but given a warm spot in the sun, even these Felis will prefer a nap.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Runner. You can Dash as a bonus action.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Climber. You have a climb speed of 25 feet.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cat agility&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Dexterity saving throws. Adept at avoiding the attacks of the “Big Folk”, you gain +1 to your Armor Class against creatures of a size category larger than your own.&lt;br /&gt;
 &lt;br /&gt;
===Rex===&lt;br /&gt;
The curly-haired Rex Clan Felis are some of the sweetest people you can imagine.  They&amp;#039;re bubbly, talk-active and always interested in what lies over the next horizon.  Many have no real home, finding the road to be more of a home than they could ever need or want.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Free-Minded.&amp;#039;&amp;#039;&amp;#039; Choose one of the following saving throws: Intelligence, Wisdom, or Charisma. You gain an expertise die when using the chosen saving throw to resist magic.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Just Like Home.&amp;#039;&amp;#039;&amp;#039; Choose one type of terrain, reflecting the area from which your family hails: arctic, desert, mountain, or swamp. You ignore all naturally created difficult terrain of that type.&lt;br /&gt;
Additionally, you gain an expertise die on Survival checks made within this terrain type, and gain a type of damage resistance related to your chosen terrain: arctic— cold, desert—fire, mountain—lightning, swamp —poison.&lt;br /&gt;
&lt;br /&gt;
===Savannah===&lt;br /&gt;
The hunters of the Savannah Clan are some of the most loyal companions one can have.  More reserved and quiet than other Felis, they tend to be to the point and focused on the matter at hand.  They tend to be larger than other Felis too, except maybe the Maine Clan, though they are leaner in general.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Natural Hunter.&amp;#039;&amp;#039;&amp;#039;  You gain proficiency with either Perception, Stealth, or Survival.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Predatory Body.&amp;#039;&amp;#039;&amp;#039; You have advantage on Wisdom (Perception) checks that rely on smell. Additionally, your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.&lt;br /&gt;
&lt;br /&gt;
===Shorthair===&lt;br /&gt;
The Shorthair clan is more numerous than most and can be found all over the known world.  They contain the most tabbies per Felis of any clan, and while otherwise average, they are renown for their crazy antics, and unseemly zoomies.&lt;br /&gt;
&lt;br /&gt;
You gain the following benefits:&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Alacrity.&amp;#039;&amp;#039;&amp;#039; Your walking speed increases by 5 feet so long as you are not carrying a heavy load or wearing heavy armor.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Climbing Claws.&amp;#039;&amp;#039;&amp;#039; You get a climb speed of 20 feet.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Zoomies.&amp;#039;&amp;#039;&amp;#039; A shiver crawls up your spine—run!  You can use this trait to Dash without spending an action. Once you use this feature, you can not use it again until after you move 0 feet on your own turn.&lt;br /&gt;
&lt;br /&gt;
===Sphynx===&lt;br /&gt;
The nearly hairless Felis of the Sphynx Clan, are very sweet and simple love to meet new people.  They are extremely affectionate and love to cuddle. They&amp;#039;re smart and skilled, and prefer to avoid conflict if possible.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Catlike instincts.&amp;#039;&amp;#039;&amp;#039; You gain proficiency with two skills of your choice from Deception, Insight, Perception, or Stealth.  You also gain an expertise die on saving throws against being frightened and against other effects that would alter your emotions. &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Tail between your legs.&amp;#039;&amp;#039;&amp;#039; The first time you Sprint between short or long rests, your movement that turn does not provoke opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
==Paragon==&lt;br /&gt;
When you reach 10th level you may select one Paragon ability below, additionally all Paragon cats gain the following ability:&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nine lives&amp;#039;&amp;#039;&amp;#039;  Each time you would die because of failing your third death saving throw, you lose one life instead.  Immediately age 15 years.  You die if you ever become 135 years or older.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apex Predator===&lt;br /&gt;
The Apex Predator is a killing machine made manifest.  Your skill in combat is unmatched, and you require no weapons to put someone in the hospital.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Predator Weapons.&amp;#039;&amp;#039;&amp;#039;  The damage from your unarmed strikes increases to 1d6 + your Strength modifier, and your unarmed strikes are magical. When you hit a creature with an unarmed strike, you can choose to grapple that creature as a bonus action.  If the creature is two sizes larger than you, you can grab on instead.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Rake&amp;#039;&amp;#039;&amp;#039;  When you have a creature grappled, or grabbed onto, you can choose to rake them with your hindlegs as your action that turn.  Raking automatically hits and deals 2d6 + Strength modifier in damage.&lt;br /&gt;
&lt;br /&gt;
===Nightstalker===&lt;br /&gt;
The nightstalker has its eye on you, even when you think it can&amp;#039;t.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Preternatural Senses.&amp;#039;&amp;#039;&amp;#039; With a twitch of your whiskers, you can extend your senses. You can cast one of the following spells once:&lt;br /&gt;
arcane eye, clairvoyance, detect magic, locate creature, or locate object. Intelligence is your spellcasting ability for this spell. You must finish a short or long rest in order to cast the spell again using this gift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natural Escape Artist===&lt;br /&gt;
Nobody has ever kept you against your will for long.  The freedom of the open road calls, and you will answer.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Master of Escape&amp;#039;&amp;#039;&amp;#039; You can use this trait to cast freedom of movement on yourself once between long rests. The spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Feline Freefaller&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
If you are not carrying a heavy load or wearing heavy armor, you are immune to falling damage. When you fall and take no damage, you land on your feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Based on https://www.dndbeyond.com/races/761771-felis . Adapted to A5E by me ([[Lord Byte]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Heritages]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Felis&amp;diff=318</id>
		<title>WB Felis</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Felis&amp;diff=318"/>
				<updated>2023-06-09T21:43:18Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Shorthair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Felis=&lt;br /&gt;
[[File:Geek_&amp;amp;_Sundry_Writer_Turns_Catsitting_Instructions_Into_D&amp;amp;D_Campaign.jpeg]]&lt;br /&gt;
&lt;br /&gt;
===Short and furry===&lt;br /&gt;
Felis are often underestimated due to their short stature and cuddly demeanor.   Felis come in all shapes and colors.  They can grow to be up to 3ft tall and often vary in their weight due to differing habits.  Felis range from fiery gingers to the cool, calculating cerulean blues.  The sub species of Felis all have their own quirks, but as a species they are known to be intelligent and gifted adventurers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| Felis are among the shortest races and are often overlooked for their small stature.  Their domesticated ancestor, the house cat, is sometimes what all other races will see when dealing with a Felis.  Adventuring Felis have learned to use this to their advantage, often sweet talking the tall folk into increasing their fee and rewards.  But this talent isn&amp;#039;t just limited to deal making; in combat, foes will often disregard and even turn their backs to a Felis, providing and opening to strike.&lt;br /&gt;
|}&lt;br /&gt;
Each breed of Felis has their own Clan of which they are very proud. This often leads to scuffles and contests of pride of oneself and of Clan. There has always been a healthy rivalry among the different breeds of Felis. Some rivalries end in brawls and others end with shame and loss of respect. Often individuals will be challenged to single combat for their honor, and on the rarest of occasions, the honor of an entire clan.&lt;br /&gt;
&lt;br /&gt;
===Nine lives short lived===&lt;br /&gt;
Felis live up to 135 years of age. It is whispered they possess nine lives and by some forgotten curse, they burn through each life every 15 years. This has led many Felis adventurers to set out on a quest to seek an end to their curse and restore the race&amp;#039;s full life span.  With their cursed nine lives, the Felis travel alone with an eagerness to get the most from life which drives them to move through it, rarely forming strong attachments to the many non-Felis with which they become acquainted.  Felis live their lives with a strong sense of magic. Most Felis are able to sniff the wizard in a room full of grey bearded pointy hat wearing men.  Other races often construe the Felis&amp;#039; innate magic sense to their origins as Wizard&amp;#039;s familiars, used as conduits for magical energy to aid in spellcasting.&lt;br /&gt;
&lt;br /&gt;
===Clan Hierarchy===&lt;br /&gt;
The Felis clans are overseen by a clan elder who is elected by the clan as a whole.  The Elder doesn&amp;#039;t have to be elderly to achieve the title, but those who take the mantle young are seen as inexperienced.&lt;br /&gt;
Ranked below the Elders, in name only, are the Clan Mothers. Clan Mothers are those who manage the Clan&amp;#039;s home affairs, organize quests, assign apprenticeships, and just about anything else. While Elders are elected, Clan Mothers will choose a promising child and tutor them personally.  After the Clan Mother passes, the chosen child will take up the role.&lt;br /&gt;
&lt;br /&gt;
===Curious Explorers===&lt;br /&gt;
All Felis share a love of exploring - their curiosity about the world is what drives them onward.  They are constantly looking for new technologies, spells and rare legendary items to further their clan&amp;#039;s honor.&lt;br /&gt;
&lt;br /&gt;
===Felis Names===&lt;br /&gt;
Felis are given their names by their clan mother. A clan mother often determines the name by divining the future of a kitten.  If the future tells of the child doing great deeds a heroic name is chosen, if not, a standard house name is chosen.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Male names:&amp;#039;&amp;#039;&amp;#039;  Al, Bree, Chester, Edgar, Fiddle, Jester, Jack, Luke, Luther, Max, Maru, Mew, Milo, Minka, Oliver, Oscar, Rufus, Smokey, Simon&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Female names:&amp;#039;&amp;#039;&amp;#039;  Alice, Angel, Ash, Charlotte, Claire, Curie, Chloe, Daisy, Eva, Lucy, Millie, Mimi, Misty, Rosie, Ruby, Sasha, Susi, Tasha, Trixie&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Clan names:&amp;#039;&amp;#039;&amp;#039;  Cerulean, Claw, Maine, White Paw, Shadow, Forest, Chant, Hex, Iron Tooth&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Heroic names:&amp;#039;&amp;#039;&amp;#039;  Azrael, Leo, Felix, Ozfell, Proudfoot, Patches, Salem, Theo, Cecil&lt;br /&gt;
&lt;br /&gt;
==Felis Traits==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039;  Felis are considered full adults when they reach the age of 10.  They can become up to 135 years of age.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039;  Felis average between 2-3 feet tall and weigh up to 30 pounds.  Your size is small.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 25 feet.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Darkvision.&amp;#039;&amp;#039;&amp;#039; You are able to see in full darkness up to 60 feet as if it were bright light, and darkness beyond that as if it were dim light. You cannot discern color in darkness, only shades of gray.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Claws.&amp;#039;&amp;#039;&amp;#039;  Due to your claws you have a climb speed of 15 feet.  The claws on your hands and feet are natural weapons, which you can use to make unarmed strikes dealing 1d4 slashing damage. They have the dual-wielding and finesse properties.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Purrsuasion.&amp;#039;&amp;#039;&amp;#039; Felis use their short and cute nature to their advantage as much as they can. They can roll a Persuasion attempt on a friendly creature, with advantage a number of times equal to their proficiency bonus, per long rest.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Curious Nature&amp;#039;&amp;#039;&amp;#039; Being inquisitive, Felis have proficiency in the Investigation skill.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Agile tail.&amp;#039;&amp;#039;&amp;#039;  You have a tail that grants you an expertise die on checks made to balance, climb, or Acrobatics checks.  In addition, you&lt;br /&gt;
gain advantage on saving throws to avoid falling.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Beancounters.&amp;#039;&amp;#039;&amp;#039;  Felis hate wearing footwear and will not wear it no matter the reason.  If forced they will lose all use of their gifts until such time as the offending items are removed.&lt;br /&gt;
&lt;br /&gt;
==Felis Gifts==&lt;br /&gt;
Some clans boast of their pureblood lineage, but many others are mixed.  Their colorful fur seems to influence their personalities too, whether this is because they grow up with these expectations, or because their is a genetic reason for this is a mystery.  Choose one of the following lineages to determine what Felis Favor you gain at birth.&lt;br /&gt;
&lt;br /&gt;
===Angora=== &lt;br /&gt;
Felis of the Angora clan have a luscious fur, and thick bushy tails.  They are very devoted to their clan, family and friends, and don&amp;#039;t like to be alone.  They are also even more curious than most Felis, and known for their high intelligence.&lt;br /&gt;
 &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arcane Curiosity.&amp;#039;&amp;#039;&amp;#039;  Your innate curiosity extended to the Arcane, and you quickly picked up some knowledge and even a simple spell. You gain proficiency in Arcana.  You learn one cantrip of your choice from the wizard spell list.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Wary mind.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on saving throws against being charmed, and magic can’t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
===Blue===&lt;br /&gt;
The Blue clan are known for having a very fluffy blue-gray fur.  Their playfulness is almost as well known as their mischievousness, but luckily their easy-going nature compensates for this.  Less well known are their near preternatural senses.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Keen Senses.&amp;#039;&amp;#039;&amp;#039; You gain proficiency in Perception. &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Prophetic Instincts.&amp;#039;&amp;#039;&amp;#039; Your ability to detect danger is nearly supernatural. You gain a bonus to initiative rolls equal to your Wisdom modifier, and you can’t be surprised while conscious (including during your sleep).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Pounce.&amp;#039;&amp;#039;&amp;#039; Once per combat, if you hit a surprised creature with an attack, the attack’s damage increases by 2d6.&lt;br /&gt;
&lt;br /&gt;
===Bobtail===&lt;br /&gt;
Bobtails are social and confident, and almost overly friendly.  But when they don&amp;#039;t want to be seen, they will near well disappear. And leave you to pick up the pieces.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Easily Unseen.&amp;#039;&amp;#039;&amp;#039; When a creature first comes within line of sight of you, you can use your reaction to Hide, even if you don’t have anything to hide behind. When you hide this way, you gain an expertise die on your Stealth check.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Camopattern.&amp;#039;&amp;#039;&amp;#039;  While you are unarmored, you have advantage on Stealth checks made to hide from creatures unaware of your presence.&lt;br /&gt;
&lt;br /&gt;
===Maine===&lt;br /&gt;
Maine Felis are known as the Gentle giants, these are some of the biggest Felis you will ever see.  Their natural fur protects them in the coldest environments and can even stop some more dangerous and sharper... elements.&lt;br /&gt;
&lt;br /&gt;
:Your coat is naturally thick, granting you both physical protection and resistance to the cold. You gain the following benefits:&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Winter Coat.&amp;#039;&amp;#039;&amp;#039; You gain resistance to cold damage. &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Guard Fur.&amp;#039;&amp;#039;&amp;#039; Your dense fur includes both a soft inner layer and a coarse, protective outer layer. Your AC equals 12 + your Dexterity modifier, unless your armor provides a higher value. You can still benefit from shields as normal.&lt;br /&gt;
&lt;br /&gt;
===Munchkin===&lt;br /&gt;
The smallest of the Felis, Munchkins, are considered even cuter than all others. If that doesn&amp;#039;t convince you, their outgoing nature will, but don&amp;#039;t be fooled, they can be extremely nasty in close combat.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Close Quarters. You can move through the space of any creature that is of a size larger than yours.  You have advantage on melee attacks made against a creature whose space you are in. Also, your sensitive whiskers grant you blindsight with a range of 5 feet.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;If it fits...&amp;#039;&amp;#039;&amp;#039;  You can squeeze or contort through spaces as if you were one size category smaller than you are.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Tricky Little Thing.&amp;#039;&amp;#039;&amp;#039; You may use the Dodge or Hide action as a bonus action. Once you have used this trait a number of times equal to your proficiency modifier, you can’t do so again until you complete a long rest.&lt;br /&gt;
&lt;br /&gt;
===Oriental===&lt;br /&gt;
The Oriental Clan is heavily focused on the pursuit of perfect athleticism.  Felis that grew up there tend to look athletic, lean and powerful and their movements are like water.  Their life focus tends to lie more in personal improvement, but given a warm spot in the sun, even these Felis will prefer a nap.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Runner. You can Dash as a bonus action.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Climber. You have a climb speed of 25 feet.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cat agility&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Dexterity saving throws. Adept at avoiding the attacks of the “Big Folk”, you gain +1 to your Armor Class against creatures of a size category larger than your own.&lt;br /&gt;
 &lt;br /&gt;
===Rex===&lt;br /&gt;
The curly-haired Rex Clan Felis are some of the sweetest people you can imagine.  They&amp;#039;re bubbly, talk-active and always interested in what lies over the next horizon.  Many have no real home, finding the road to be more of a home than they could ever need or want.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Free-Minded.&amp;#039;&amp;#039;&amp;#039; Choose one of the following saving throws: Intelligence, Wisdom, or Charisma. You gain an expertise die when using the chosen saving throw to resist magic.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Just Like Home.&amp;#039;&amp;#039;&amp;#039; Choose one type of terrain, reflecting the area from which your family hails: arctic, desert, mountain, or swamp. You ignore all naturally created difficult terrain of that type.&lt;br /&gt;
Additionally, you gain an expertise die on Survival checks made within this terrain type, and gain a type of damage resistance related to your chosen terrain: arctic— cold, desert—fire, mountain—lightning, swamp —poison.&lt;br /&gt;
&lt;br /&gt;
===Savannah===&lt;br /&gt;
The hunters of the Savannah Clan are some of the most loyal companions one can have.  More reserved and quiet than other Felis, they tend to be to the point and focused on the matter at hand.  They tend to be larger than other Felis too, except maybe the Maine Clan, though they are leaner in general.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Natural Hunter.&amp;#039;&amp;#039;&amp;#039;  You gain proficiency with either Perception, Stealth, or Survival.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Predatory Body.&amp;#039;&amp;#039;&amp;#039; You have advantage on Wisdom (Perception) checks that rely on smell. Additionally, your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.&lt;br /&gt;
&lt;br /&gt;
===Shorthair===&lt;br /&gt;
The Shorthair clan is more numerous than most and can be found all over the known world.  They contain the most tabbies per Felis of any clan, and while otherwise average, they are renown for their crazy antics, and unseemly zoomies.&lt;br /&gt;
&lt;br /&gt;
You gain the following benefits:&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Alacrity.&amp;#039;&amp;#039;&amp;#039; Your walking speed increases by 5 feet so long as you are not carrying a heavy load or wearing heavy armor.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Climbing Claws.&amp;#039;&amp;#039;&amp;#039; You get a climb speed of 20 feet.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Zoomies.&amp;#039;&amp;#039;&amp;#039; A shiver crawls up your spine—run!  You can use this trait to Dash without spending an action. Once you use this feature, you can not use it again until after you move 0 feet on your own turn.&lt;br /&gt;
&lt;br /&gt;
===Sphynx===&lt;br /&gt;
The nearly hairless Felis of the Sphynx Clan, are very sweet and simple love to meet new people.  They are extremely affectionate and love to cuddle. They&amp;#039;re smart and skilled, and prefer to avoid conflict if possible.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Catlike instincts.&amp;#039;&amp;#039;&amp;#039; You gain proficiency with two skills of your choice from Deception, Insight, Perception, or Stealth.  You also gain an expertise die on saving throws against being frightened and against other effects that would alter your emotions. &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Tail between your legs.&amp;#039;&amp;#039;&amp;#039; The first time you Sprint between short or long rests, your movement that turn does not provoke opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
==Paragon==&lt;br /&gt;
When you reach 10th level you may select one Paragon ability below, additionally all Paragon cats gain the following ability:&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nine lives&amp;#039;&amp;#039;&amp;#039;  Each time you would die because of failing your third death saving throw, you lose one life instead.  Immediately age 15 years.  You die if you ever become 135 years or older.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apex Predator===&lt;br /&gt;
The Apex Predator is a killing machine made manifest.  Your skill in combat is unmatched, and you require no weapons to put someone in the hospital.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Predator Weapons.&amp;#039;&amp;#039;&amp;#039;  The damage from your unarmed strikes increases to 1d6 + your Strength modifier, and your unarmed strikes are magical. When you hit a creature with an unarmed strike, you can choose to grapple that creature as a bonus action.  If the creature is two sizes larger than you, you can grab on instead.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Rake&amp;#039;&amp;#039;&amp;#039;  When you have a creature grappled, or grabbed onto, you can choose to rake them with your hindlegs as your action that turn.  Raking automatically hits and deals 2d6 + Strength modifier in damage.&lt;br /&gt;
&lt;br /&gt;
===Nightstalker===&lt;br /&gt;
The nightstalker has its eye on you, even when you think it can&amp;#039;t.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Preternatural Senses.&amp;#039;&amp;#039;&amp;#039; With a twitch of your whiskers, you can extend your senses. You can cast one of the following spells once:&lt;br /&gt;
arcane eye, clairvoyance, detect magic, locate creature, or locate object. Intelligence is your spellcasting ability for this spell. You must finish a short or long rest in order to cast the spell again using this gift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natural Escape Artist===&lt;br /&gt;
Nobody has ever kept you against your will for long.  The freedom of the open road calls, and you will answer.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Master of Escape&amp;#039;&amp;#039;&amp;#039; You can use this trait to cast freedom of movement on yourself once between long rests. The spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Feline Freefaller&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
If you are not carrying a heavy load or wearing heavy armor, you are immune to falling damage. When you fall and take no damage, you land on your feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Based on https://www.dndbeyond.com/races/761771-felis . Adapted to A5E by me ([[Lord Byte]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Heritages]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_D_LE&amp;diff=317</id>
		<title>WB D LE</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_D_LE&amp;diff=317"/>
				<updated>2023-04-01T10:45:10Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Legacy=&lt;br /&gt;
They say that someone whose name is still spoken is not dead, and you aim to achieve immortality by that road. The great driving force in your life is a desire to create something that outlasts you, that marks the world for many years after you have left it—and perhaps even changes its destiny forever.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Source of Inspiration: &amp;#039;&amp;#039;Building Blocks&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; You draw inspiration from progressing toward some great overarching goal or by building up a body of work that can outlast you. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Have some work recognized as exceptional in your lifetime, convince a large number of people to support a cause you believe in, discover or invent something with wide-ranging&lt;br /&gt;
implications, undermine long-standing physical or social structures.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inspiration Feature: &amp;#039;&amp;#039;Dogged Persistence&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; Those who give up rarely change the world. You may spend inspiration to do one of the following (no action required): &lt;br /&gt;
*Minimize the damage you take from a single attack or other source (such as a fall, spell, or environmental effect) this turn.&lt;br /&gt;
*Treat a long rest you take outside of a haven as if it had been taken inside a haven.&lt;br /&gt;
*Reroll an unsuccessful ability check, taking the new roll if it is better.&lt;br /&gt;
*Restore a spent hit die.&lt;br /&gt;
&lt;br /&gt;
==Fulfilling your Destiny==&lt;br /&gt;
You fulfill your destiny of Legacy when you create something that will last far beyond your time. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Invent something that changes daily life for a whole society or a whole world, create a great work that will be presented as a masterpiece for centuries to come, change&lt;br /&gt;
the structure of a society, change the relationship between two societies dramatically, cure or introduce a widespread affliction.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fulfillment Feature: &amp;#039;&amp;#039;Changed the World&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
You are known far and wide. Your prestige rating improves by 4. If your prestige rating is ever 7 or lower, it is instead treated as 8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;D6&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=500 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Motivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Artistry.&amp;#039;&amp;#039; You will create a great work, and future creators will revere your genius.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Innovation.&amp;#039;&amp;#039; You’re going to change life for everyone with your work.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Greater Good.&amp;#039;&amp;#039; The status quo is awful, and you mean to change it for the better.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Pride.&amp;#039;&amp;#039; You will ensure the world never forgets your magnificence.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Faith.&amp;#039;&amp;#039; The current understandings of the divine are all wrong, but you have the answers.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Ruin.&amp;#039;&amp;#039; You’re going to burn it all down and throw the ashes into the sea.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; MoAR Intrigue p.14&lt;br /&gt;
[[Category:Waveborn Destinies]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_D_LE&amp;diff=316</id>
		<title>WB D LE</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_D_LE&amp;diff=316"/>
				<updated>2023-04-01T10:44:42Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;=Legacy= They say that someone whose name is still spoken is not dead, and you aim to achieve immortality by that road. The great driving force in your life is a desire to cre...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Legacy=&lt;br /&gt;
They say that someone whose name is still spoken is not dead, and you aim to achieve immortality by that road. The great driving force in your life is a desire to create something that outlasts you, that marks the world for many years after you have left it—and perhaps even changes its destiny forever.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Source of Inspiration: &amp;#039;&amp;#039;Building Blocks&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; You draw inspiration from progressing toward some great overarching goal or by building up a body of work that can outlast you. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Have some work recognized as exceptional in your lifetime, convince a large number of people to support a cause you believe in, discover or invent something with wide-ranging&lt;br /&gt;
implications, undermine long-standing physical or social structures.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inspiration Feature: &amp;#039;&amp;#039;Dogged Persistence&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; Those who give up rarely change the world. You may spend inspiration to do one of the following (no action required): &lt;br /&gt;
:Minimize the damage you take from a single attack or other source (such as a fall, spell, or environmental effect) this turn.&lt;br /&gt;
:Treat a long rest you take outside of a haven as if it had been taken inside a haven.&lt;br /&gt;
:Reroll an unsuccessful ability check, taking the new roll if it is better.&lt;br /&gt;
:Restore a spent hit die.&lt;br /&gt;
&lt;br /&gt;
==Fulfilling your Destiny==&lt;br /&gt;
You fulfill your destiny of Legacy when you create something that will last far beyond your time. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Invent something that changes daily life for a whole society or a whole world, create a great work that will be presented as a masterpiece for centuries to come, change&lt;br /&gt;
the structure of a society, change the relationship between two societies dramatically, cure or introduce a widespread affliction.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fulfillment Feature: &amp;#039;&amp;#039;Changed the World&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
You are known far and wide. Your prestige rating improves by 4. If your prestige rating is ever 7 or lower, it is instead treated as 8.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;D6&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=500 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Motivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Artistry.&amp;#039;&amp;#039; You will create a great work, and future creators will revere your genius.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Innovation.&amp;#039;&amp;#039; You’re going to change life for everyone with your work.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Greater Good.&amp;#039;&amp;#039; The status quo is awful, and you mean to change it for the better.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Pride.&amp;#039;&amp;#039; You will ensure the world never forgets your magnificence.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Faith.&amp;#039;&amp;#039; The current understandings of the divine are all wrong, but you have the answers.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Ruin.&amp;#039;&amp;#039; You’re going to burn it all down and throw the ashes into the sea.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; MoAR Intrigue p.14&lt;br /&gt;
[[Category:Waveborn Destinies]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_D_DE&amp;diff=315</id>
		<title>WB D DE</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_D_DE&amp;diff=315"/>
				<updated>2023-04-01T09:25:36Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;=Devotion= Devotion can be a pure or foolish thing. A beloved, a nation, a cause —anything may be the object of your Devotion, but very few are worthy of it. For you the cho...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Devotion=&lt;br /&gt;
Devotion can be a pure or foolish thing. A beloved, a nation, a cause —anything may be the object of your Devotion, but very few are worthy of it. For you the choice is clear: the love at the center of your life is worth dying or killing for, and there is no limit to your service and sacrifice on its behalf.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Source of Inspiration: &amp;#039;&amp;#039;Its Own Reward.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inspiration Feature: &amp;#039;&amp;#039;Selfless Aid.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; Your aid is a lifeline and a steadying source of resolve. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
==Fulfilling Your Destiny==&lt;br /&gt;
You fulfill your destiny of Devotion when you perform an act of selfless devotion. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Die while saving the lives of others, complete a massive undertaking personally entrusted to you, succeed at the cause you devoted your life to.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fulfillment Feature: &amp;#039;&amp;#039;Miraculous Revival.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;D6&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=500 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Motivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Love:&amp;#039;&amp;#039; They come first—above the rest of the world if need be.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Fealty:&amp;#039;&amp;#039; You swore an oath to the crown and you’ll never break it.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Questing:&amp;#039;&amp;#039; You were sent out with a single goal and will not rest until it’s complete.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Ideals:&amp;#039;&amp;#039; You’ve taken up the banner for a cause and you’re willing to die for it.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;A promise:&amp;#039;&amp;#039; Mere words to some but an unbreakable pact to you.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Greater Good:&amp;#039;&amp;#039; Your needs are outweighed by the needs of others.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_D_DA&amp;diff=314</id>
		<title>WB D DA</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_D_DA&amp;diff=314"/>
				<updated>2023-03-26T12:40:39Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Darkness=&lt;br /&gt;
Darkness is not good or evil, it is that which obscures. Darkness is the unknown and the fear of discovery. Darkness is a veil, a barrier that can mask the predator or guard the innocent from what they can’t understand. Those with a destiny of darkness tend to be mysterious, shifty, and are only comfortable behind multiple layers of lies and manipulations. They are often arrogant, but not cruel—after all, only they know what lies behind the veil and it is their duty to guard such knowledge from prying eyes&lt;br /&gt;
and unprepared minds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Source of Inspiration:&amp;#039;&amp;#039;&amp;#039; Obfuscation.&amp;#039;&amp;#039;  You draw inspiration from learning and keeping secrets or using those secrets for your own ends. You gain inspiration whenever you learn hidden or forbidden information and when you manipulate others.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Learn a hidden truth, manipulate someone into doing something to your benefit they wouldn’t normally do, keep something hidden against harsh scrutiny to your betterment or the betterment of others. &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Inspiration Feature:&amp;#039;&amp;#039;&amp;#039; Misdirection.&amp;#039;&amp;#039; You know how to twist eyes and ears away from the truth. Whenever you or an ally you can see fails a Deception check, you can use your&lt;br /&gt;
reaction to spend your inspiration and undo any consequences of that failed check.&lt;br /&gt;
&lt;br /&gt;
==Fulfilling Your Destiny==&lt;br /&gt;
You fulfill your destiny of Darkness when you succeed in a convoluted scheme. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Play multiple groups against each other and come out on top, manipulate several people into unwittingly aiding a grand scheme, seal away a horrible truth that would cause turmoil if discovered.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fulfillment Feature: &amp;#039;&amp;#039;Shadowy Figure.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; Prying eyes find you obscured by shifting shadows. &amp;lt;br /&amp;gt;&lt;br /&gt;
You gain an expertise die on Stealth checks. In addition, you are considered lightly obscured by dim light while in areas of bright light. While in areas of dim light you are considered heavily obscured (see Vision and Light in Chapter 7: Adventuring, Adventurer’s Guide), as if you were in an area of darkness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;D6&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=500 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Motivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Dangerous Knowledge.&amp;#039;&amp;#039; You’ve learned something too dangerous to be known.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Guilt.&amp;#039;&amp;#039; The weight of what you’ve done drives you forward.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Cover.&amp;#039;&amp;#039; What you’re involved in cannot see the light of day.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Eldritch Reality.&amp;#039;&amp;#039; You know a mindshattering truth.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Dark Elite.&amp;#039;&amp;#039; True power lies in those of the inner circle.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Dark Warden.&amp;#039;&amp;#039; You thanklessly protect others from threats they’re unaware of.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Gate Pass Gazette #10 p.17&lt;br /&gt;
[[Category:Waveborn Destinies]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_D_DA&amp;diff=313</id>
		<title>WB D DA</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_D_DA&amp;diff=313"/>
				<updated>2023-03-26T12:40:11Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;=Darkness= Darkness is not good or evil, it is that which obscures. Darkness is the unknown and the fear of discovery. Darkness is a veil, a barrier that can mask the predator...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Darkness=&lt;br /&gt;
Darkness is not good or evil, it is that which obscures. Darkness is the unknown and the fear of discovery. Darkness is a veil, a barrier that can mask the predator or guard the innocent from what they can’t understand. Those with a destiny of darkness tend to be mysterious, shifty, and are only comfortable behind multiple layers of lies and manipulations. They are often arrogant, but not cruel—after all, only they know what lies behind the veil and it is their duty to guard such knowledge from prying eyes&lt;br /&gt;
and unprepared minds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Source of Inspiration:&amp;#039;&amp;#039;&amp;#039; Obfuscation.&amp;#039;&amp;#039;  You draw inspiration from learning and keeping secrets or using those secrets for your own ends. You gain inspiration whenever you learn hidden or forbidden information and when you manipulate others.&lt;br /&gt;
&amp;#039;&amp;#039;Learn a hidden truth, manipulate someone into doing something to your benefit they wouldn’t normally do, keep something hidden against harsh scrutiny to your betterment or the betterment of others. &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Inspiration Feature:&amp;#039;&amp;#039;&amp;#039; Misdirection.&amp;#039;&amp;#039; You know how to twist eyes and ears away from the truth. Whenever you or an ally you can see fails a Deception check, you can use your&lt;br /&gt;
reaction to spend your inspiration and undo any consequences of that failed check.&lt;br /&gt;
&lt;br /&gt;
==Fulfilling Your Destiny==&lt;br /&gt;
You fulfill your destiny of Darkness when you succeed in a convoluted scheme. &lt;br /&gt;
&amp;#039;&amp;#039;Play multiple groups against each other and come out on top, manipulate several people into unwittingly aiding a grand scheme, seal away a horrible truth that would cause turmoil if discovered.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fulfillment Feature: &amp;#039;&amp;#039;Shadowy Figure.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; Prying eyes find you obscured by shifting shadows. &lt;br /&gt;
You gain an expertise die on Stealth checks. In addition, you are considered lightly obscured by dim light while in areas of bright light. While in areas of dim light you are considered heavily obscured (see Vision and Light in Chapter 7: Adventuring, Adventurer’s Guide), as if you were in an area of darkness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;D6&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=500 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Motivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Dangerous Knowledge.&amp;#039;&amp;#039; You’ve learned something too dangerous to be known.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Guilt.&amp;#039;&amp;#039; The weight of what you’ve done drives you forward.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Cover.&amp;#039;&amp;#039; What you’re involved in cannot see the light of day.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Eldritch Reality.&amp;#039;&amp;#039; You know a mindshattering truth.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Dark Elite.&amp;#039;&amp;#039; True power lies in those of the inner circle.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Dark Warden.&amp;#039;&amp;#039; You thanklessly protect others from threats they’re unaware of.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Gate Pass Gazette #10 p.17&lt;br /&gt;
[[Category:Waveborn Destinies]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=Category:Waveborn_Destinies&amp;diff=312</id>
		<title>Category:Waveborn Destinies</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=Category:Waveborn_Destinies&amp;diff=312"/>
				<updated>2023-03-26T12:30:47Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Redirected page to WB Character##Waveborn Destinies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[WB_Character##Waveborn_Destinies]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_D_CH&amp;diff=311</id>
		<title>WB D CH</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_D_CH&amp;diff=311"/>
				<updated>2023-03-26T12:29:40Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=CHAOS=&lt;br /&gt;
Those destined for Chaos don’t live by the rules binding ordinary folk. They clash with authority and tradition all their lives, either in minor acts of subversion or outright rebellion. Tricksters are rarely mere rulebreakers—their ideology signals change for both the meek and mighty.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Source of Inspiration: Chaos.&amp;#039;&amp;#039;&amp;#039; You sow disorder, play tricks, and subvert tradition. You gain inspiration whenever you successfully subvert law and order, so long as it benefits your allies or moves the story forward.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Successfully lie to or humiliate an authority figure, commit a punishable crime, indulge in base pleasures to ill-advised extremes.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inspiration Feature: Ingenious Doubletalk.&amp;#039;&amp;#039;&amp;#039; Undaunted by momentary setbacks, you twist conversations in any direction with an inspired turn of phrase and confusing doubletalk that plays off bold lies and impertinent proposals as jokes, obfuscates or redirects accidentally slipped information, or quells outrage with diffusing flattery. Whenever you or a friendly creature you can hear fails a Deception or a Persuasion check, you can use your reaction to spend your inspiration and undo any consequences of that failed check.&lt;br /&gt;
&lt;br /&gt;
==Fulfilling Your Destiny==&lt;br /&gt;
You fulfill your destiny of Chaos when you overturn a world or cosmic order.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Greatly destabilize a nation or extremely large organization, subvert or trick a deity-level entity, upset the status quo for a vast number of people.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fulfillment Feature: Agent of Chaos.&amp;#039;&amp;#039;&amp;#039; The whims of chaos flow through you and everything you do. Whenever you roll one or more dice to determine the&lt;br /&gt;
damage of an attack or spell or the random effects of a spell or feature, you may choose to reroll those dice; if you do you must use the new rolls.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition, you gain the Chaotic alignment and emit a strong chaotic aura for the purposes of any feature, spell, or trait that detects or affects Chaotic creatures.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;D6&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=500 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Motivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Freedom:&amp;#039;&amp;#039; Following orders is akin to slavery.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Excitement:&amp;#039;&amp;#039; A day of calm is a day wasted.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Exploit:&amp;#039;&amp;#039; Life is a game and you plan on cheating.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Fun:&amp;#039;&amp;#039; Life is for living and living well.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Liberation:&amp;#039;&amp;#039; Everyone should be free to choose their own path.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Misanthropy:&amp;#039;&amp;#039; You want to watch the world burn.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventurer&amp;#039;s Guide p.96&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Destinies]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_D_CA&amp;diff=310</id>
		<title>WB D CA</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_D_CA&amp;diff=310"/>
				<updated>2023-03-25T23:20:35Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Coming of Age=&lt;br /&gt;
Not all heroes have a clear path ahead of them. Some are still finding their footing and are dreaming big all the same: of adventure, the open road, a chance to prove one’s worth, and having a life worth living.&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Feature: Finding Yourself.&amp;#039;&amp;#039;&amp;#039; Sometimes it takes a journey to find yourself. You may exchange this destiny for another destiny at any time.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Source of Inspiration: Yes to Adventure.&amp;#039;&amp;#039;&amp;#039; You draw inspiration from setting out with adventure in front of you. You gain inspiration whenever you achieve a personal milestone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Join a new guild or organization, travel some where new and far from home, accept a new major quest or mission, change worldviews and grow as a person.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inspiration Feature: Ready to Learn.&amp;#039;&amp;#039;&amp;#039; You haven’t had training in everything but you’re determined to give it your all anyway. As a bonus action you may spend your inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour. &lt;br /&gt;
&lt;br /&gt;
==Fulfilling Your Destiny==&lt;br /&gt;
You fulfill your Coming of Age destiny when you complete the hero’s journey.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Return to your homeland after defeating an immense threat, become the leader of an organization you were lowly in, learn the truth of life through great hardship.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fulfillment Feature: Returned.&amp;#039;&amp;#039;&amp;#039; With the journey complete, you finally know who you are—or rather who you became along the way. When you gain this feature, you immediately choose the fulfillment feature from another destiny. You gain the chosen fulfillment feature, which replaces this one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;D6&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=500 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Motivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Room to Grow:&amp;#039;&amp;#039; You’ve been too cooped up and want to explore.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Prove Yourself:&amp;#039;&amp;#039; You want to show what you’re really worth.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Curiosity:&amp;#039;&amp;#039; Mystery knocks at your door andyou’re desperate to answer.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Boredom:&amp;#039;&amp;#039; You crave adventure and escape from monotony.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Your Role Model:&amp;#039;&amp;#039; You’re determined to follow in the footsteps of your hero.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Young Love:&amp;#039;&amp;#039; Adventuring is sure to impress the object of your affections.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventurer&amp;#039;s Guide p.97&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_D_CA&amp;diff=309</id>
		<title>WB D CA</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_D_CA&amp;diff=309"/>
				<updated>2023-03-25T23:20:09Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Coming of Age=&lt;br /&gt;
Not all heroes have a clear path ahead of them. Some are still finding their footing and are dreaming big all the same: of adventure, the open road, a chance to prove one’s worth, and having a life worth living. &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Feature: Finding Yourself.&amp;#039;&amp;#039;&amp;#039; Sometimes it takes a journey to find yourself. You may exchange this destiny for another destiny at any time.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Source of Inspiration: Yes to Adventure.&amp;#039;&amp;#039;&amp;#039; You draw inspiration from setting out with adventure in front of you. You gain inspiration whenever you achieve a personal milestone.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Join a new guild or organization, travel some where new and far from home, accept a new major quest or mission, change worldviews and grow as a person.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inspiration Feature: Ready to Learn.&amp;#039;&amp;#039;&amp;#039; You haven’t had training in everything but you’re determined to give it your all anyway. As a bonus action you may spend your inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour. &lt;br /&gt;
&lt;br /&gt;
==Fulfilling Your Destiny==&lt;br /&gt;
You fulfill your Coming of Age destiny when you complete the hero’s journey.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Return to your homeland after defeating an immense threat, become the leader of an organization you were lowly in, learn the truth of life through great hardship.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fulfillment Feature: Returned.&amp;#039;&amp;#039;&amp;#039; With the journey complete, you finally know who you are—or rather who you became along the way. When you gain this feature, you immediately choose the fulfillment feature from another destiny. You gain the chosen fulfillment feature, which replaces this one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;D6&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=500 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Motivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Room to Grow:&amp;#039;&amp;#039; You’ve been too cooped up and want to explore.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Prove Yourself:&amp;#039;&amp;#039; You want to show what you’re really worth.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Curiosity:&amp;#039;&amp;#039; Mystery knocks at your door andyou’re desperate to answer.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Boredom:&amp;#039;&amp;#039; You crave adventure and escape from monotony.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Your Role Model:&amp;#039;&amp;#039; You’re determined to follow in the footsteps of your hero.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Young Love:&amp;#039;&amp;#039; Adventuring is sure to impress the object of your affections.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventurer&amp;#039;s Guide p.97&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_D_CA&amp;diff=308</id>
		<title>WB D CA</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_D_CA&amp;diff=308"/>
				<updated>2023-03-25T23:19:44Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;=Coming of Age= Not all heroes have a clear path ahead of them. Some are still finding their footing and are dreaming big all the same: of adventure, the open road, a chance t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Coming of Age=&lt;br /&gt;
Not all heroes have a clear path ahead of them. Some are still finding their footing and are dreaming big all the same: of adventure, the open road, a chance to prove one’s worth, and having a life worth living. &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Feature: Finding Yourself.&amp;#039;&amp;#039;&amp;#039; Sometimes it takes a journey to find yourself. You may exchange this destiny for another destiny at any time.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Source of Inspiration: Yes to Adventure.&amp;#039;&amp;#039;&amp;#039; You draw inspiration from setting out with adventure in front of you. You gain inspiration whenever you achieve a personal milestone.&lt;br /&gt;
&amp;#039;&amp;#039;Join a new guild or organization, travel some where new and far from home, accept a new major quest or mission, change worldviews and grow as a person.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inspiration Feature: Ready to Learn.&amp;#039;&amp;#039;&amp;#039; You haven’t had training in everything but you’re determined to give it your all anyway. As a bonus action you may spend your inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour. &lt;br /&gt;
&lt;br /&gt;
==Fulfilling Your Destiny==&lt;br /&gt;
You fulfill your Coming of Age destiny when you complete the hero’s journey.&lt;br /&gt;
&amp;#039;&amp;#039;Return to your homeland after defeating an immense threat, become the leader of an organization you were lowly in, learn the truth of life through great hardship.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fulfillment Feature: Returned.&amp;#039;&amp;#039;&amp;#039; With the journey complete, you finally know who you are—or rather who you became along the way. When you gain this feature, you immediately choose the fulfillment feature from another destiny. You gain the chosen fulfillment feature, which replaces this one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;D6&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=500 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Motivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Room to Grow:&amp;#039;&amp;#039; You’ve been too cooped up and want to explore.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Prove Yourself:&amp;#039;&amp;#039; You want to show what you’re really worth.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Curiosity:&amp;#039;&amp;#039; Mystery knocks at your door andyou’re desperate to answer.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Boredom:&amp;#039;&amp;#039; You crave adventure and escape from monotony.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Your Role Model:&amp;#039;&amp;#039; You’re determined to follow in the footsteps of your hero.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Young Love:&amp;#039;&amp;#039; Adventuring is sure to impress the object of your affections.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventurer&amp;#039;s Guide p.97&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_D_CH&amp;diff=307</id>
		<title>WB D CH</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_D_CH&amp;diff=307"/>
				<updated>2023-03-25T23:12:16Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;=CHAOS= Those destined for Chaos don’t live by the rules binding ordinary folk. They clash with authority and tradition all their lives, either in minor acts of subversion o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=CHAOS=&lt;br /&gt;
Those destined for Chaos don’t live by the rules binding ordinary folk. They clash with authority and tradition all their lives, either in minor acts of subversion or outright rebellion. Tricksters are rarely mere rulebreakers—their ideology signals change for both the meek and mighty.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Source of Inspiration: Chaos.&amp;#039;&amp;#039;&amp;#039; You sow disorder, play tricks, and subvert tradition. You gain inspiration whenever you successfully subvert law and order, so long as it benefits your allies or moves the story forward.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Successfully lie to or humiliate an authority figure, commit a punishable crime, indulge in base pleasures to ill-advised extremes.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inspiration Feature: Ingenious Doubletalk.&amp;#039;&amp;#039;&amp;#039; Undaunted by momentary setbacks, you twist conversations in any direction with an inspired turn of phrase and confusing doubletalk that plays off bold lies and impertinent proposals as jokes, obfuscates or redirects accidentally slipped information, or quells outrage with diffusing flattery. Whenever you or a friendly creature you can hear fails a Deception or a Persuasion check, you can use your reaction to spend your inspiration and undo any consequences of that failed check.&lt;br /&gt;
&lt;br /&gt;
==Fulfilling Your Destiny==&lt;br /&gt;
You fulfill your destiny of Chaos when you overturn a world or cosmic order.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Greatly destabilize a nation or extremely large organization, subvert or trick a deity-level entity, upset the status quo for a vast number of people.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fulfillment Feature: Agent of Chaos.&amp;#039;&amp;#039;&amp;#039; The whims of chaos flow through you and everything you do. Whenever you roll one or more dice to determine the&lt;br /&gt;
damage of an attack or spell or the random effects of a spell or feature, you may choose to reroll those dice; if you do you must use the new rolls.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition, you gain the Chaotic alignment and emit a strong chaotic aura for the purposes of any feature, spell, or trait that detects or affects Chaotic creatures.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;D6&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=500 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Motivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Freedom:&amp;#039;&amp;#039; Following orders is akin to slavery.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Excitement:&amp;#039;&amp;#039; A day of calm is a day wasted.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Exploit:&amp;#039;&amp;#039; Life is a game and you plan on cheating.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Fun:&amp;#039;&amp;#039; Life is for living and living well.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Liberation:&amp;#039;&amp;#039; Everyone should be free to choose their own path.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;#039;&amp;#039;Misanthropy:&amp;#039;&amp;#039; You want to watch the world burn.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventurer&amp;#039;s Guide p.96&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=306</id>
		<title>WB C CP</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=306"/>
				<updated>2023-03-12T19:40:53Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Canal Punter=&lt;br /&gt;
Canal Punters are almost a nation onto itself, living on or near the many canals crisscrossing Aridea (and quite a few other cities).  The constant supply and demand of goods that flow in and out of the cities creates a harrowing stream between harbors and the many canals, of hundreds of punts, barges and rafts piloted by all manner of characters.  This also includes a steady supply of less than legal materials and goods that are hidden in plain sight among the many other goods, or find a &amp;quot;forgotten&amp;quot; hidey-hole or watertight bag slung under the vessel.  Canal punters, even strangers, are known to cover for each other, the fact that they are both Canal punters enough cause to help each other out and give the slip to the authorities, even if it could land them in hot water itself.&lt;br /&gt;
&lt;br /&gt;
Those that grew up among the Canal punter community share the following traits:  &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The boat life.&amp;#039;&amp;#039;&amp;#039; The daily handling of the Canal punt has given you proficiency in water vehicles up to Huge size (like a Rowboat, Punt or small Barge). When commanding such a vehicle they increase their speed by 10ft / 1mph.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Strong Swimmer.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Athletics checks related to swimming.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;One of many.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Stealth checks when commanding a water vehicle in a harbor or canal (up to Huge size) or when hiding something aboard.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;We all lift together&amp;#039;&amp;#039;&amp;#039; You are proficient with all improvised weapons and they can deal 1d6 damage instead of 1d4, upon the Narrator&amp;#039;s discretion.  The normal range of throwing them also increases to 30 feet, but the maximum stays 60 feet. &lt;br /&gt;
:Additionally you can add your proficiency modifier to your Strength when determining your carrying capacity, and you can carry one additional bulky item and one additional Supply.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Natural Barterer.&amp;#039;&amp;#039;&amp;#039; You are used to handling transactions without currency, and can appraise the relative worth of many items. When bartering, haggling, or negotiating an exchange of goods, you gain an expertise die on Intimidation and Persuasion checks, and you may always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, write, and sign your country&amp;#039;s language and Undercity patois, as well as Punter slang (a way to talk about illegal activities by exchanging certain terms for other similar words (rhyming or innocent synonyms and euphemisms)). Those that understand Thieves&amp;#039; Cant can understand this too.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; It&amp;#039;s me, [[Lord Byte]], steal liberally as long as you attribute me.  We&amp;#039;re all standing on the shoulders of those that came before us.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=305</id>
		<title>WB C CP</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=305"/>
				<updated>2023-03-12T19:38:32Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Canal Punter=&lt;br /&gt;
Canal Punters are almost a nation onto itself, living on or near the many canals crisscrossing Aridea (and quite a few other cities).  The constant supply and demand of goods that flow in and out of the cities creates a harrowing stream between harbors and the many canals, of hundreds of punts, barges and rafts piloted by all manner of characters.  This also includes a steady supply of less than legal materials and goods that are hidden in plain sight among the many other goods, or find a &amp;quot;forgotten&amp;quot; hidey-hole or watertight bag slung under the vessel.  Canal punters, even strangers, are known to cover for each other, the fact that they are both Canal punters enough cause to help each other out and give the slip to the authorities, even if it could land them in hot water itself.&lt;br /&gt;
&lt;br /&gt;
Those that grew up among the Canal punter community share the following traits:  &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The boat life.&amp;#039;&amp;#039;&amp;#039; The daily handling of the Canal punt has given you proficiency in water vehicles up to Huge size (like a Rowboat, Punt or small Barge). When commanding such a vehicle they increase their speed by 10ft / 1mph.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Strong Swimmer.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Athletics checks related to swimming.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;One of many.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Stealth checks when commanding a water vehicle in a harbor or canal (up to Huge size) or when hiding something aboard.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;We all lift together&amp;#039;&amp;#039;&amp;#039; You are proficient with all improvised weapons and they can deal 1d6 damage instead of 1d4, upon the Narrator&amp;#039;s discretion.  The normal range of throwing them also increases to 30 feet, but the maximum stays 60 feet. &lt;br /&gt;
:Additionally you can add your proficiency modifier to your Strength when determining your carrying capacity, and you can carry one additional bulky item and one additional Supply.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Natural Barterer.&amp;#039;&amp;#039;&amp;#039; You are used to handling transactions without currency, and can appraise the relative worth of many items. When bartering, haggling, or negotiating an exchange of goods, you gain an expertise die on Intimidation and Persuasion checks, and you may always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, write, and sign your country&amp;#039;s language and Undercity patois, as well as Punter slang (a way to talk about illegal activities by exchanging certain terms for other similar words (rhyming or innocent synonyms and euphemisms)). Those that understand Thieves&amp;#039; Cant can understand this too.&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=304</id>
		<title>WB C CP</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=304"/>
				<updated>2023-03-12T19:33:41Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Canal Punter=&lt;br /&gt;
Canal Punters are almost a nation onto itself, living on or near the many canals crisscrossing Aridea (and quite a few other cities).  The constant supply and demand of goods that flow in and out of the cities can be rapidly transported from the city to the many ships in the harbor and back.  This also includes a steady supply of less than legal materials and goods that are hidden in plain sight among the many other goods, or find a &amp;quot;forgotten&amp;quot; hidey-hole or watertight bag slung under the vessel.  They are known to cover for each other, the fact that they are both Canal punters enough cause to give help each other slip away from the authorities.&lt;br /&gt;
&lt;br /&gt;
Those that grew up among the Canal punter community share the following traits:  &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The boat life.&amp;#039;&amp;#039;&amp;#039; The daily handling of the Canal punt has given you proficiency in water vehicles up to Huge size (like a Rowboat, Punt or small Barge). When commanding such a vehicle they increase their speed by 10ft / 1mph.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Strong Swimmer.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Athletics checks related to swimming.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;One of many.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Stealth checks when commanding a water vehicle in a harbor or canal (up to Huge size) or when hiding something aboard.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;We all lift together&amp;#039;&amp;#039;&amp;#039; You are proficient with all improvised weapons and they can deal 1d6 damage instead of 1d4, upon the Narrator&amp;#039;s discretion.  The normal range of throwing them also increases to 30 feet, but the maximum stays 60 feet. &lt;br /&gt;
:Additionally you can add your proficiency modifier to your Strength when determining your carrying capacity, and you can carry one additional bulky item and one additional Supply.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Natural Barterer.&amp;#039;&amp;#039;&amp;#039; You are used to handling transactions without currency, and can appraise the relative worth of many items. When bartering, haggling, or negotiating an exchange of goods, you gain an expertise die on Intimidation and Persuasion checks, and you may always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, write, and sign your country&amp;#039;s language and Undercity patois, as well as Punter slang (a way to talk about illegal activities by exchanging certain terms for other similar words (rhyming or innocent synonyms and euphemisms)). Those that understand Thieves&amp;#039; Cant can understand this too.&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=303</id>
		<title>WB C CP</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=303"/>
				<updated>2023-03-12T19:32:48Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Canal Punter=&lt;br /&gt;
Canal Punters are almost a nation onto itself, living on or near the many canals crisscrossing Aridea (and quite a few other cities).  The constant supply and demand of goods that flow in and out of the cities can be rapidly transported from the city to the many ships in the harbor and back.  This also includes a steady supply of less than legal materials and goods that are hidden in plain sight among the many other goods, or find a &amp;quot;forgotten&amp;quot; hidey-hole or watertight bag slung under the vessel.  They are known to cover for each other, the fact that they are both Canal punters enough cause to give help each other slip away from the authorities.&lt;br /&gt;
&lt;br /&gt;
Those that grew up among the Canal punter community share the following traits:  &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The boat life.&amp;#039;&amp;#039;&amp;#039; The daily handling of the Canal punt has given you proficiency in water vehicles up to Huge size (like a Rowboat, Punt or small Barge). When commanding such a vehicle they increase their speed by 10ft / 1mph.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Strong Swimmer.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Athletics checks related to swimming.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;One of many.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Stealth checks when commanding a water vehicle in a harbor or canal (up to Huge size) or when hiding something aboard.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;We all lift together&amp;#039;&amp;#039;&amp;#039; You are proficient with all improvised weapons deal and they can deal up to 1d6 damage, upon the Narrator&amp;#039;s discretion.  The normal range of throwing them also increases to 30 feet, but the maximum stays 60 feet. &lt;br /&gt;
:Additionally you can add your proficiency modifier to your Strength when determining your carrying capacity, and you can carry one additional bulky item and one additional Supply.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Natural Barterer.&amp;#039;&amp;#039;&amp;#039; You are used to handling transactions without currency, and can appraise the relative worth of many items. When bartering, haggling, or negotiating an exchange of goods, you gain an expertise die on Intimidation and Persuasion checks, and you may always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, write, and sign your country&amp;#039;s language and Undercity patois, as well as Punter slang (a way to talk about illegal activities by exchanging certain terms for other similar words (rhyming or innocent synonyms and euphemisms)). Those that understand Thieves&amp;#039; Cant can understand this too.&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=302</id>
		<title>WB C CP</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=302"/>
				<updated>2023-03-12T19:32:33Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Canal Punter=&lt;br /&gt;
Canal Punters are almost a nation onto itself, living on or near the many canals crisscrossing Aridea (and quite a few other cities).  The constant supply and demand of goods that flow in and out of the cities can be rapidly transported from the city to the many ships in the harbor and back.  This also includes a steady supply of less than legal materials and goods that are hidden in plain sight among the many other goods, or find a &amp;quot;forgotten&amp;quot; hidey-hole or watertight bag slung under the vessel.  They are known to cover for each other, the fact that they are both Canal punters enough cause to give help each other slip away from the authorities.&lt;br /&gt;
&lt;br /&gt;
Those that grew up among the Canal punter community share the following traits:  &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The boat life.&amp;#039;&amp;#039;&amp;#039; The daily handling of the Canal punt has given you proficiency in water vehicles up to Huge size (like a Rowboat, Punt or small Barge). When commanding such a vehicle they increase their speed by 10ft / 1mph.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Strong Swimmer.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Athletics checks related to swimming.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;One of many.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Stealth checks when commanding a water vehicle in a harbor or canal (up to Huge size) or when hiding something aboard.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;We all lift together&amp;#039;&amp;#039;&amp;#039; You are proficient with all improvised weapons deal and they can deal up to 1d6 damage, upon the Narrator&amp;#039;s discretion.  The normal range of throwing them also increases to 30 feet, but the maximum stays 60 feet. &lt;br /&gt;
:Additionally you can add your proficiency modifier to your Strength when determining your carrying capacity, and you can carry one additional bulky item and one additional Supply.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Natural Barterer.&amp;#039;&amp;#039;&amp;#039; You are used to handling transactions without currency, and can appraise the relative worth of many items. When bartering, haggling, or negotiating an exchange of goods, you gain an expertise die on Intimidation and Persuasion checks, and you may always choose which ability score to use for these rolls (Intelligence, Wisdom, or&lt;br /&gt;
Charisma).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, write, and sign your country&amp;#039;s language and Undercity patois, as well as Punter slang (a way to talk about illegal activities by exchanging certain terms for other similar words (rhyming or innocent synonyms and euphemisms)). Those that understand Thieves&amp;#039; Cant can understand this too.&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=301</id>
		<title>WB C CP</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_C_CP&amp;diff=301"/>
				<updated>2023-03-12T19:32:16Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;=Canal Punter= Canal Punters are almost a nation onto itself, living on or near the many canals crisscrossing Aridea (and quite a few other cities).  The constant supply and d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Canal Punter=&lt;br /&gt;
Canal Punters are almost a nation onto itself, living on or near the many canals crisscrossing Aridea (and quite a few other cities).  The constant supply and demand of goods that flow in and out of the cities can be rapidly transported from the city to the many ships in the harbor and back.  This also includes a steady supply of less than legal materials and goods that are hidden in plain sight among the many other goods, or find a &amp;quot;forgotten&amp;quot; hidey-hole or watertight bag slung under the vessel.  They are known to cover for each other, the fact that they are both Canal punters enough cause to give help each other slip away from the authorities.&lt;br /&gt;
&lt;br /&gt;
Those that grew up among the Canal punter community share the following traits:  &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The boat life.&amp;#039;&amp;#039;&amp;#039; The daily handling of the Canal punt has given you proficiency in water vehicles up to Huge size (like a Rowboat, Punt or small Barge). When commanding such a vehicle they increase their speed by 10ft / 1mph.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Strong Swimmer.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Athletics checks related to swimming.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;One of many.&amp;#039;&amp;#039;&amp;#039; You gain an expertise die on Stealth checks when commanding a water vehicle in a harbor or canal (up to Huge size) or when hiding something aboard.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;We all lift together&amp;#039;&amp;#039;&amp;#039; You are proficient with all improvised weapons deal and they can deal up to 1d6 damage, upon the Narrator&amp;#039;s discretion.  The normal range of throwing them also increases to 30 feet, but the maximum stays 60 feet. &lt;br /&gt;
Additionally you can add your proficiency modifier to your Strength when determining your carrying capacity, and you can carry one additional bulky item and one additional Supply.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Natural Barterer.&amp;#039;&amp;#039;&amp;#039; You are used to handling transactions without currency, and can appraise the relative worth of many items. When bartering, haggling, or negotiating an exchange of goods, you gain an expertise die on Intimidation and Persuasion checks, and you may always choose which ability score to use for these rolls (Intelligence, Wisdom, or&lt;br /&gt;
Charisma).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, write, and sign your country&amp;#039;s language and Undercity patois, as well as Punter slang (a way to talk about illegal activities by exchanging certain terms for other similar words (rhyming or innocent synonyms and euphemisms)). Those that understand Thieves&amp;#039; Cant can understand this too.&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_A_WA_EG&amp;diff=300</id>
		<title>WB A WA EG</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_A_WA_EG&amp;diff=300"/>
				<updated>2023-03-12T17:46:49Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Eldritch Gunslinger (Warlock) =&lt;br /&gt;
Your patron grants you an Arcane [[WB_Equipment#Firearms|(front-loading) revolver]]. It will have a different look and feel compared to a normal version of this weapon, influenced by your patron. A fey patron&amp;#039;s weapon may look like twined wood entangled with vines and ivy.  A demon&amp;#039;s weapon would look like Dark iron, with obscene engravings, ... And so on.  &lt;br /&gt;
&lt;br /&gt;
==Arcane Sights==&lt;br /&gt;
When you take this archetype at 1st level, your patron grants you an arcane [[WB_Equipment#Firearms|(front-loading) revolver]].  It acts as a normal weapon of its kind in regards to range and damage, except where specified here. When making a ranged weapon attack with this revolver, you can choose to use your spellcasting ability for attack and damage rolls. You are always considered to be proficient with the revolver and can use it as a spellcasting focus for your warlock spells.&lt;br /&gt;
&lt;br /&gt;
Additionally, at 5th level, when you make a ranged weapon attack with your arcane revolver you may attack twice instead of once.&lt;br /&gt;
&lt;br /&gt;
All other creatures suffer disadvantage when making attacks with your arcane revolver. If it is lost or destroyed, you may recreate it during a short or long rest. Doing so requires an hour-long ritual, but requires neither materials nor tools.&lt;br /&gt;
&lt;br /&gt;
==Alternative Pact==&lt;br /&gt;
When choosing this archetype, you may strike a deal with any kind of being capable of becoming your patron. In addition, if you choose Pact of the Blade at 3rd level, your&lt;br /&gt;
revolver is considered your pact weapon with the following alterations:&lt;br /&gt;
&lt;br /&gt;
You can’t transform any other weapon into your pact weapon. However, you may perform a 1 hour ritual using a magic weapon or rare weapon as a ritual component to impart certain qualities to your pact weapon, destroying the component weapon in the process. If the component weapon had a bonus to attack or damage rolls, or if it dealt bonus damage, you now apply those bonuses to your revolver. You can also apply these to your Eldritch Ray; it has no effect on Eldritch Disturbance or Eldritch Whip.&lt;br /&gt;
&lt;br /&gt;
If you perform the ritual a second time with a different weapon, your revolver loses any bonuses it gained from the previous weapon and instead gains those of the new weapon. You cannot break your bond to your revolver. If you die, the revolver disappears and is immediately returned to you if you are later brought back to life.&lt;br /&gt;
&lt;br /&gt;
==Eldritch Armaments==&lt;br /&gt;
At 6th level your increasing power allows you to invest your patron’s power in strange new ways. Choose one of the following:&lt;br /&gt;
&lt;br /&gt;
===Arcane Ammunition===&lt;br /&gt;
As a bonus action, you can spend a number of spell points up to a maximum equal to your proficiency modifier to conjure an equal number of bullets made of magic into the chambers of your revolver. Damage inflicted by these bullets is considered magical piercing damage for the purpose of overcoming damage resistances and immunities. This does not increase the number of bullets your arcane revolver can hold at one time. Bullets conjured in this way disappear if they are removed from the revolver or when you take a long or short rest.&lt;br /&gt;
&lt;br /&gt;
===Elemental Shot===&lt;br /&gt;
When you reduce a creature to 0 hit points, or when a creature under a spell effect you control is reduced to 0 hit points, you can repurpose this additional energy and choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. For one minute, bullets fired by your arcane pistol deal your choice of piercing damage or the chosen damage type. This damage is considered magical for the purpose of overcoming damage resistances and immunities.&lt;br /&gt;
&lt;br /&gt;
==Inscribed Ammunition==&lt;br /&gt;
At 10th level, you have delved especially deep into the esoteric weaknesses of many monstrous entities. Choose two creature types from the following: aberration, celestial,&lt;br /&gt;
fey, fiend, monstrosity, and undead. Over the course of a short or long rest you may prepare a number of bullets equal to your proficiency bonus that are particularly deadly&lt;br /&gt;
to the chosen creature types by carving arcane symbols into their surfaces and imbuing them with your patron’s power. This confers the following benefits:&lt;br /&gt;
&lt;br /&gt;
Inscribed ammunition is eager to get at its target, and so loading any number of these bullets into your arcane revolver only requires a bonus action (removing previously loaded ammunition cannot be done as part of this bonus action). Additionally, an attack made with inscribed ammunition against its target creature type deals additional damage equal to your warlock level and is a critical hit on a roll of 19–20.&lt;br /&gt;
&lt;br /&gt;
You must choose what creature type each bullet affects when you inscribe it. Bullets imbued in this way are only effective when fired from your arcane revolver; otherwise, they function as mundane ammunition. You can only ever have a maximum number of these bullets equal to your proficiency modifier, though you may change what creature type existing inscribed ammunition affects over the course of a short or long rest.&lt;br /&gt;
&lt;br /&gt;
==Eldritch Aim==&lt;br /&gt;
At 14th level, as a bonus action, you may call upon your patron to give you implausible accuracy, if only for an instant. The next time you hit a creature with an attack from your arcane revolver or Eldritch Ray, the attack is considered a critical hit. If an effect forces you to reroll this attack, you may do so with advantage. Once you have used this feature three times, you can’t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Gate Pass Gazette #05 p.21&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Archetypes]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_A_WA_EG&amp;diff=299</id>
		<title>WB A WA EG</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_A_WA_EG&amp;diff=299"/>
				<updated>2023-03-12T17:43:36Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Eldritch Gunslinger (Warlock) =&lt;br /&gt;
Your patron grants you an Arcane [[WB_Equipment#Firearms|(front-loading) revolver]]. It will have a different look and feel compared to a normal version of this weapon, influenced by your patron. A fey patron&amp;#039;s weapon may look like twined wood entangled with vines and ivy.  A demon&amp;#039;s weapon would look like Dark iron, with obscene engravings, ... And so on.  &lt;br /&gt;
&lt;br /&gt;
==Arcane Sights==&lt;br /&gt;
When you take this archetype at 1st level, your patron grants you an arcane [[WB_Equipment#Firearms|(front-loading) revolver]].  It acts as a normal weapon of its kind in regards to range and damage, except where specified here. When making a ranged weapon attack with this revolver, you can choose to use your spellcasting ability for attack and damage rolls. You are always considered to be proficient with the revolver and can use it as a spellcasting focus for your warlock spells.&lt;br /&gt;
&lt;br /&gt;
Additionally, at 5th level, when you make a ranged weapon attack with your arcane revolver you may attack twice instead of once.&lt;br /&gt;
&lt;br /&gt;
All other creatures suffer disadvantage when making attacks with your arcane revolver. If it is lost or destroyed, you may recreate it during a short or long rest. Doing so requires an hour-long ritual, but requires neither materials nor tools.&lt;br /&gt;
&lt;br /&gt;
==Alternative Pact==&lt;br /&gt;
When choosing this archetype, you may strike a deal with any kind of being capable of becoming your patron. In addition, if you choose Pact of the Blade at 3rd level, your&lt;br /&gt;
revolver is considered your pact weapon with the following alterations:&lt;br /&gt;
&lt;br /&gt;
You can’t transform any other weapon into your pact weapon. However, you may perform a 1 hour ritual using a magic weapon or rare weapon as a ritual component to impart certain qualities to your pact weapon, destroying the component weapon in the process. If the component weapon had a bonus to attack or damage rolls, or if it dealt bonus damage, you now apply those bonuses to your revolver. You can also apply these to your Eldritch Ray; it has no effect on Eldritch Disturbance or Eldritch Whip.&lt;br /&gt;
&lt;br /&gt;
If you perform the ritual a second time with a different weapon, your revolver loses any bonuses it gained from the previous weapon and instead gains those of the new weapon. You cannot break your bond to your revolver. If you die, the revolver disappears and is immediately returned to you if you are later brought back to life.&lt;br /&gt;
&lt;br /&gt;
==Eldritch Armaments==&lt;br /&gt;
At 6th level your increasing power allows you to invest your patron’s power in strange new ways. Choose one of the following:&lt;br /&gt;
&lt;br /&gt;
===Arcane Ammunition===&lt;br /&gt;
As a bonus action, you can spend a number of spell points up to a maximum equal to your proficiency modifier to conjure an equal number of bullets made of magic into the chambers of your revolver. Damage inflicted by these bullets is considered magical piercing damage for the purpose of overcoming damage resistances and immunities. This does not increase the number of bullets your arcane revolver can hold at one time. Bullets conjured in this way disappear if they are removed from the revolver or when you take a long or short rest.&lt;br /&gt;
&lt;br /&gt;
===Elemental Shot===&lt;br /&gt;
When you reduce a creature to 0 hit points, or when a creature under a spell effect you control is reduced to 0 hit points, you can repurpose this additional energy and choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. For one minute, bullets fired by your arcane pistol deal your choice of piercing damage or the chosen damage type. This damage is considered magical for the purpose of overcoming damage resistances and immunities.&lt;br /&gt;
&lt;br /&gt;
==Inscribed Ammunition==&lt;br /&gt;
At 10th level, you have delved especially deep into the esoteric weaknesses of many monstrous entities. Choose two creature types from the following: aberration, celestial,&lt;br /&gt;
fey, fiend, monstrosity, and undead. Over the course of a short or long rest you may prepare a number of bullets equal to your proficiency bonus that are particularly deadly&lt;br /&gt;
to the chosen creature types by carving arcane symbols into their surfaces and imbuing them with your patron’s power. This confers the following benefits:&lt;br /&gt;
&lt;br /&gt;
Inscribed ammunition is eager to get at its target, and so loading any number of these bullets into your arcane revolver only requires a bonus action (removing previously loaded ammunition cannot be done as part of this bonus action). Additionally, an attack made with inscribed ammunition against its target creature type deals additional damage equal to your warlock level and is a critical hit on a roll of 19–20.&lt;br /&gt;
&lt;br /&gt;
You must choose what creature type each bullet affects when you inscribe it. Bullets imbued in this way are only effective when fired from your arcane revolver; otherwise, they function as mundane ammunition. You can only ever have a maximum number of these bullets equal to your proficiency modifier, though you may change what creature type existing inscribed ammunition affects over the course of a short or long rest.&lt;br /&gt;
&lt;br /&gt;
==Eldritch Aim==&lt;br /&gt;
At 14th level, as a bonus action, you may call upon your patron to give you implausible accuracy, if only for an instant. The next time you hit a creature with an attack from your arcane revolver or Eldritch Ray, the attack is considered a critical hit. If an effect forces you to reroll this attack, you may do so with advantage. Once you have used this feature three times, you can’t do so again until you finish a long rest.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_A_WA_EG&amp;diff=298</id>
		<title>WB A WA EG</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_A_WA_EG&amp;diff=298"/>
				<updated>2023-03-12T17:26:45Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;= Eldritch Gunslinger (Warlock) = Your patron grants you an Arcane (front-loading) revolver. It will have a different look and feel compared to a nor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Eldritch Gunslinger (Warlock) =&lt;br /&gt;
Your patron grants you an Arcane [[WB_Equipment#Firearms|(front-loading) revolver]]. It will have a different look and feel compared to a normal version of this weapon, influenced by your patron. A fey patron&amp;#039;s weapon may look like twined wood entangled with vines and ivy.  A demon&amp;#039;s weapon would look like Dark iron, with obscene engravings, ... And so on.  &lt;br /&gt;
&lt;br /&gt;
==Arcane Sights==&lt;br /&gt;
When you take this archetype at 1st level, your patron grants you an arcane [[WB_Equipment#Firearms|(front-loading) revolver]].&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=297</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=297"/>
				<updated>2023-03-12T17:14:50Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Firearms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapons=&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
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! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
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! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Thrown (range 20/60), inaccurate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Front-loading Revolver&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 2d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), muzzle-loading&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; | *Grenades do not add your ability score to damage.&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; | **Loading a front-loading revolver (which holds 6 bullets) requires an action or bonus action per bullet. A revolver can be used to make one ranged attack per bullet loaded into it.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Muzzle-loading Revolver.&amp;#039;&amp;#039;&amp;#039; When a revolver is loaded it holds up to 6 bullets.  The revolver only needs to be loaded after all of its ammunition has been fired.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition - the bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ammunition and Explosives==&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==New weapon properties==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Muzzle-loading.&amp;#039;&amp;#039;&amp;#039; After each shot, you need to use an action or bonus action to reload the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sometimes irregular packing of a barrel causes the weapon not to function properly. Whenever you roll a natural 1 on an attack roll with a muzzle-loading firearm, the gun misfires — nothing happens, and the gun remains loaded. Clearing the barrel requires an action, and makes the gun safe to use. You can continue using the misfired gun without clearing the barrel, but attacks with the weapon have disadvantage, and if you roll a second natural 1, the weapon has a mishap and explodes. The mishap destroys the weapon and deals its base damage die to you (for example, a musket mishap deals 2d8 damage). Magical firearms with this trait never misfire or have mishaps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled.&amp;#039;&amp;#039;&amp;#039; Rifling extends the range at which a firearm can accurately hit a target. You can spend an action to aim down the weapon’s sight and choose a creature you can see. Until you stop aiming, quadruple the weapon’s short and long ranges for the purpose of attacking that target. Each turn thereafter, you can spend an action or bonus action to continue aiming at the same target or switch to another target you can see. If you move or take damage, your aim is ruined and you have to start over again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inaccurate.&amp;#039;&amp;#039;&amp;#039; Grenades do not add your ability score modifier to damage. When you throw a grenade, choose a creature or an unoccupied 5-foot space. (If the creature occupies more than one 5-foot space, choose one of the squares it occupies.) Make an attack roll against AC 10. If the attack misses, the grenade veers off course, missing by 5 feet in a random direction, or 10 feet if the target area was at long range. Each creature in a 5-foot radius of where the grenade lands must succeed a DC 12 Dexterity save or else take 3d6 bludgeoning damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you targeted a creature and the attack roll is a critical hit, the grenade directly strikes that creature. The grenade does double damage to that creature without allowing a save. Other creatures in the area are affected normally.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scatter.&amp;#039;&amp;#039;&amp;#039; If you are wielding a shotgun, you have advantage on an attack roll, and both rolls hit the target, the weapon deals an extra 1d10 damage. If you have disadvantage and one attack roll hits but the other misses, the target takes 1d4 damage. This graze damage is not increased by anything else (not ability modifiers, feats, smite&lt;br /&gt;
spells, sneak attack, etc.), though resistances and vulnerabilities still apply.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Firearm Enhancements==&lt;br /&gt;
Gunsmiths can enhance firearms. Such custom work is in high demand, however, and finding a gunsmith capable of crafting these is as difficult as locating an uncommon or rare magic item. The price can be similarly exorbitant.&amp;lt;br /&amp;gt;&lt;br /&gt;
Alchemical launchers, sniper scopes, and suppressors can be retrofitted onto existing weapons. A reinforced barrels can only be added when a weapon is crafted, not retrofitted.&lt;br /&gt;
&lt;br /&gt;
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! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Alchemical Launcher&lt;br /&gt;
| 1000 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Reinforced Barrel&lt;br /&gt;
| 500 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Sniper Scope&lt;br /&gt;
| 1000 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Suppressor&lt;br /&gt;
| 500 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alchemical Launcher.&amp;#039;&amp;#039;&amp;#039; As an action, you can load one grenade or similar item such as alchemist fire or holy water into this underslung launcher. You can use the item as if it were in your hand. If the item normally requires a ranged attack, it uses your gun’s attack bonus and range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Reinforced Barrel.&amp;#039;&amp;#039;&amp;#039; You’ve modified your barrel to fire heavier rounds. If your Narrator uses the alternate rules of attacks hitting half or three-quarters cover, if you hit cover you deal half the weapon’s damage to your target, unless the attack fails to damage the cover.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also attack a creature with total cover; you take a –5 penalty to your attack roll (and if you can’t see it, you also have disadvantage on the attack roll); if you hit, you deal half damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
These rounds usually only work through less than a foot of wood or dirt, a few inches of stone, or a half inch of metal.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cover-piercing ammunition costs twice as much as normal ammunition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sniper Scope.&amp;#039;&amp;#039;&amp;#039; This enhancement is only effective on rifled weapons. You can aim down this finely-tuned telescopic sight without needing to spend an action. However, you are considered blind except against creatures in a direct line from you to your target. The blindness lasts until your next turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Suppressor.&amp;#039;&amp;#039;&amp;#039; Your shots are relatively quiet. If you are hidden when you attack, you remain hidden from creatures more than 50 feet from you. A creature struck does, however, know the direction the shot came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
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! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit.&amp;#039;&amp;#039;&amp;#039; This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=296</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=296"/>
				<updated>2023-03-12T17:14:19Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* New Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapons=&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
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! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
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! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Thrown (range 20/60), inaccurate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Front-loading Revolver&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 2d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), muzzle-loading&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; | *Grenades do not add your ability score to damage.&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; | **Loading a front-loading revolver (which holds 6 bullets) requires an action or bonus action per bullet. A revolver can be used to make one ranged attack per bullet loaded into it.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Muzzle-loading Revolver.&amp;#039;&amp;#039;&amp;#039; When a revolver is loaded it holds up to 6 bullets.  The revolver only needs to be loaded after all of its ammunition has been fired.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition - the bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ammunition and Explosives==&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==New weapon properties==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Muzzle-loading.&amp;#039;&amp;#039;&amp;#039; After each shot, you need to use an action or bonus action to reload the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sometimes irregular packing of a barrel causes the weapon not to function properly. Whenever you roll a natural 1 on an attack roll with a muzzle-loading firearm, the gun misfires — nothing happens, and the gun remains loaded. Clearing the barrel requires an action, and makes the gun safe to use. You can continue using the misfired gun without clearing the barrel, but attacks with the weapon have disadvantage, and if you roll a second natural 1, the weapon has a mishap and explodes. The mishap destroys the weapon and deals its base damage die to you (for example, a musket mishap deals 2d8 damage). Magical firearms with this trait never misfire or have mishaps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled.&amp;#039;&amp;#039;&amp;#039; Rifling extends the range at which a firearm can accurately hit a target. You can spend an action to aim down the weapon’s sight and choose a creature you can see. Until you stop aiming, quadruple the weapon’s short and long ranges for the purpose of attacking that target. Each turn thereafter, you can spend an action or bonus action to continue aiming at the same target or switch to another target you can see. If you move or take damage, your aim is ruined and you have to start over again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inaccurate.&amp;#039;&amp;#039;&amp;#039; Grenades do not add your ability score modifier to damage. When you throw a grenade, choose a creature or an unoccupied 5-foot space. (If the creature occupies more than one 5-foot space, choose one of the squares it occupies.) Make an attack roll against AC 10. If the attack misses, the grenade veers off course, missing by 5 feet in a random direction, or 10 feet if the target area was at long range. Each creature in a 5-foot radius of where the grenade lands must succeed a DC 12 Dexterity save or else take 3d6 bludgeoning damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you targeted a creature and the attack roll is a critical hit, the grenade directly strikes that creature. The grenade does double damage to that creature without allowing a save. Other creatures in the area are affected normally.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scatter.&amp;#039;&amp;#039;&amp;#039; If you are wielding a shotgun, you have advantage on an attack roll, and both rolls hit the target, the weapon deals an extra 1d10 damage. If you have disadvantage and one attack roll hits but the other misses, the target takes 1d4 damage. This graze damage is not increased by anything else (not ability modifiers, feats, smite&lt;br /&gt;
spells, sneak attack, etc.), though resistances and vulnerabilities still apply.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Firearm Enhancements==&lt;br /&gt;
Gunsmiths can enhance firearms. Such custom work is in high demand, however, and finding a gunsmith capable of crafting these is as difficult as locating an uncommon or rare magic item. The price can be similarly exorbitant.&amp;lt;br /&amp;gt;&lt;br /&gt;
Alchemical launchers, sniper scopes, and suppressors can be retrofitted onto existing weapons. A reinforced barrels can only be added when a weapon is crafted, not retrofitted.&lt;br /&gt;
&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Alchemical Launcher&lt;br /&gt;
| 1000 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Reinforced Barrel&lt;br /&gt;
| 500 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Sniper Scope&lt;br /&gt;
| 1000 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Suppressor&lt;br /&gt;
| 500 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alchemical Launcher.&amp;#039;&amp;#039;&amp;#039; As an action, you can load one grenade or similar item such as alchemist fire or holy water into this underslung launcher. You can use the item as if it were in your hand. If the item normally requires a ranged attack, it uses your gun’s attack bonus and range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Reinforced Barrel.&amp;#039;&amp;#039;&amp;#039; You’ve modified your barrel to fire heavier rounds. If your Narrator uses the alternate rules of attacks hitting half or three-quarters cover, if you hit cover you deal half the weapon’s damage to your target, unless the attack fails to damage the cover.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also attack a creature with total cover; you take a –5 penalty to your attack roll (and if you can’t see it, you also have disadvantage on the attack roll); if you hit, you deal half damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
These rounds usually only work through less than a foot of wood or dirt, a few inches of stone, or a half inch of metal.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cover-piercing ammunition costs twice as much as normal ammunition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sniper Scope.&amp;#039;&amp;#039;&amp;#039; This enhancement is only effective on rifled weapons. You can aim down this finely-tuned telescopic sight without needing to spend an action. However, you are considered blind except against creatures in a direct line from you to your target. The blindness lasts until your next turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Suppressor.&amp;#039;&amp;#039;&amp;#039; Your shots are relatively quiet. If you are hidden when you attack, you remain hidden from creatures more than 50 feet from you. A creature struck does, however, know the direction the shot came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit.&amp;#039;&amp;#039;&amp;#039; This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Cephalids&amp;diff=295</id>
		<title>WB Cephalids</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Cephalids&amp;diff=295"/>
				<updated>2023-03-11T19:43:52Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cephalids=&lt;br /&gt;
[[File:Cephalid.png]]&lt;br /&gt;
&lt;br /&gt;
Cephalids are humanoids with octopus-like heads.  Their colouration varies between pinks, browns, blues and purples, and the various patterns on their body can shift and discolour according to their mood.  They have small tentacles on their face, rarely longer than 50 cm (1 1/2 ft), that they can manipulate as easily as their fingers.&lt;br /&gt;
&lt;br /&gt;
They are well known for their strong work-ethic, curiosity and skill with small mechanical contraptions.  Not long after they spawn from their tide-pool they have a strong urge to seek out civilization.  Well known amongst those that live near the sea or brackish water, they&amp;#039;re quickly accepted by a nearby family, as adopting a Cephalid is believed to bring luck and wealth to the household (and village). The young Cephalids bond easily to anyone and grow up extremely loyal to their adopted family and friends.  They are generally well-liked because of their honesty, as it takes a lot of practice for them to have any form of control over their skin-patterns, that tend to change to follow their mood.&lt;br /&gt;
&lt;br /&gt;
== Cephalid Traits ==&lt;br /&gt;
Characters with the Cephalid heritage share the following traits:&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; Cephalids are born in watery pools of slime from eggs that their parents jointly secrete in a process that some non-cephalids find disturbing. After the eggs are laid and fertilized, the parents eat many of them, until only a few remain, which eventually hatch a few weeks later. From this point, cephalids take ten years to reach adulthood, though they can live to be upward to 70 years old.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Cephalids are the same size and weight as humans. Your size is Medium.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your Speed is 30 feet.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Darkvision.&amp;#039;&amp;#039;&amp;#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Amphibious.&amp;#039;&amp;#039;&amp;#039; You can breathe air and water.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Three hearts.&amp;#039;&amp;#039;&amp;#039; You have need to fail your death saving throws 4 times before you die, instead of the usual three.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Fine tentacle manipulation.&amp;#039;&amp;#039;&amp;#039;  Your face tentacles are extremely dexterous and can be used for fine manipulation.  You gain advantage on checks requiring fine manipulation for which you can use your tentacles, like picking locks, surgery, and creating small mechanical or clockwork contraptions.  Cephalids create many specialized tools that fit on or over their tentacles. The tentacles are not strong enough to carry anything of note (no weapons, potions, scrolls, or heavier,...).&lt;br /&gt;
:However, these tentacles mean that you cannot wear any hat or helmet that covers your face.&lt;br /&gt;
&lt;br /&gt;
==Cephalid Gifts==&lt;br /&gt;
In addition to traits found in your Cephalid heritage, select one of the following gifts:&lt;br /&gt;
&lt;br /&gt;
===Call of the Ocean===&lt;br /&gt;
Some Cephalids feel the call to return to the ocean, spending most of their time in or around the ocean and adapt quickly growing fins between their toes and fingers.  Their skin will slowly take the colours and patterns of their environment too.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Like a duck takes to water.&amp;#039;&amp;#039;&amp;#039; You gain swimming speed equal to your movement speed, and you ignore all naturally created difficult terrain in or under water.  Your darkvision increases to 120ft underwater.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Natural camouflage&amp;#039;&amp;#039;&amp;#039; If you have at least a round to adapt to your surroundings, you gain an expertise die on Stealth checks that rely on the opponent&amp;#039;s sight.&lt;br /&gt;
&lt;br /&gt;
===Call of the Creator===&lt;br /&gt;
Other Cephalids get the urge to create or increase their ability in one specific trade, quickly becoming Masters in their chosen field!&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The Touch of the Master.&amp;#039;&amp;#039;&amp;#039; You become proficient with one artisan&amp;#039;s toolkit of choice. Pick one skill with which you are proficient from: Engineering, Performance or Medicine and gain a specialization die for that tool and skill.  If you aren&amp;#039;t proficient, you gain proficiency instead of a specialization die.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The Eye of the Master&amp;#039;&amp;#039;&amp;#039; Fine control over your skin allows you to one-up those that try to use it to read your emotions.  You have advantage on Deception checks in face to face confrontations.&lt;br /&gt;
&lt;br /&gt;
===Call of the Mind===&lt;br /&gt;
Your mind finds most trades too mundane and hankers to figure out the secrets of the universe.  These Cephalids tend to choose either the arcane arts or find hidden powers within...  Sometimes something ancient will even tell them some horrible secrets of the universe.&lt;br /&gt;
&lt;br /&gt;
You know one cantrip of your choice from the sorcerer spell list. At 3rd level, choose one 1st- or 2nd-level sorcerer spell, which you can cast once without any material components; you must finish a long rest in order to cast the spell again using this gift. A 1st-level spell chosen this way can be cast as if using a 2nd-level spell slot. Your spellcasting ability for this trait can be chosen from Intelligence, Wisdom, or Charisma.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Gifts==&lt;br /&gt;
When you reach 10th level, you regain some of your ancestral powers and can choose the Paragon gift below:&lt;br /&gt;
&lt;br /&gt;
===Call of the Old One===&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cephalopod Regeneration&amp;#039;&amp;#039;&amp;#039; Once per day, you can choose to immediately regenerate 4d8 + your proficiency bonus in lost hitpoints. If you are missing any body parts the lost parts are restored after 5 minutes. If a severed part is held against the stump, the limb instantaneously reattaches itself. This ability requires a long rest before it can be used again the next day.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Non-Euclidian Geometry&amp;#039;&amp;#039;&amp;#039;  It came to you in a dream, a secret that allows you to create geometry that breaks the 5th postulate of Euclidian geometry.  You can create objects and structures that mere mortal minds cannot seem to fully comprehend.  Non-cephalids have a disadvantage on Engineering, Investigation, Perception and Survival checks inside such a structure or when otherwise interacting with such an object.  If large enough it is near impossible for non-cephalids to escape such a structure without at least some guidance of the creator.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Mostly [[Lord Byte]], but some Traits have been based on an image of a page of someone else&amp;#039;s Cephalid race. If that&amp;#039;s you, let me know!  Thanks to zombusey and PJ Coffey for some balance suggestions.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Heritages]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Cephalids&amp;diff=294</id>
		<title>WB Cephalids</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Cephalids&amp;diff=294"/>
				<updated>2023-03-09T20:54:19Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Paragon Gifts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cephalids=&lt;br /&gt;
[[File:Cephalid.png]]&lt;br /&gt;
&lt;br /&gt;
Cephalids are humanoids with octopus-like heads.  Their colouration varies between pinks, browns, blues and purples, and the various patterns on their body can shift and discolour according to their mood.  They have small tentacles on their face, rarely longer than 50 cm (1 1/2 ft), that they can manipulate as easily as their fingers.&lt;br /&gt;
&lt;br /&gt;
They are well known for their strong work-ethic, curiosity and skill with small mechanical contraptions.  Not long after they spawn from their tide-pool they have a strong urge to seek out civilization.  Well known amongst those that live near the sea or brackish water, they&amp;#039;re quickly accepted by a nearby family, as adopting a Cephalid is believed to bring luck and wealth to the household (and village). The young Cephalids bond easily to anyone and grow up extremely loyal to their adopted family and friends.  They are generally well-liked because of their honesty, as it takes a lot of practice for them to have any form of control over their skin-patterns, that tend to change to follow their mood.&lt;br /&gt;
&lt;br /&gt;
== Cephalid Traits ==&lt;br /&gt;
Characters with the Cephalid heritage share the following traits:&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; Cephalids are born in watery pools of slime from eggs that their parents jointly secrete in a process that some non-cephalids find disturbing. After the eggs are laid and fertilized, the parents eat many of them, until only a few remain, which eventually hatch a few weeks later. From this point, cephalids take ten years to reach adulthood, though they can live to be upward to 70 years old.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Cephalids are the same size and weight as humans. Your size is Medium.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your Speed is 30 feet.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Darkvision.&amp;#039;&amp;#039;&amp;#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Amphibious.&amp;#039;&amp;#039;&amp;#039; You can breathe air and water.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Three hearts.&amp;#039;&amp;#039;&amp;#039; You have need to fail your death saving throws 4 times before you die, instead of the usual three.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Fine tentacle manipulation.&amp;#039;&amp;#039;&amp;#039;  Your face tentacles are extremely dexterous and can be used for fine manipulation.  You gain advantage on checks requiring fine manipulation for which you can use your tentacles, like picking locks, surgery, and creating small mechanical or clockwork contraptions.  Cephalids create many specialized tools that fit on or over their tentacles. The tentacles are not strong enough to carry anything of note (no weapons, potions, scrolls, or heavier,...).&lt;br /&gt;
:However, these tentacles mean that you cannot wear any hat or helmet that covers your face.&lt;br /&gt;
&lt;br /&gt;
==Cephalid Gifts==&lt;br /&gt;
In addition to traits found in your Cephalid heritage, select one of the following gifts:&lt;br /&gt;
&lt;br /&gt;
===Call of the Ocean===&lt;br /&gt;
Some Cephalids feel the call to return to the ocean, spending most of their time in or around the ocean and adapt quickly growing fins between their toes and fingers.  Their skin will slowly take the colours and patterns of their environment too.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Like a duck takes to water.&amp;#039;&amp;#039;&amp;#039; You gain swimming speed equal to your movement speed, and you ignore all naturally created difficult terrain in or under water.  Your darkvision increases to 120ft underwater.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Natural camouflage&amp;#039;&amp;#039;&amp;#039; If you have at least a round to adapt to your surroundings, you gain an expertise die on Stealth checks that rely on the opponent&amp;#039;s sight.&lt;br /&gt;
&lt;br /&gt;
===Call of the Creator===&lt;br /&gt;
Other Cephalids get the urge to create or increase their ability in one specific trade, quickly becoming Masters in their chosen field!&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The Touch of the Master.&amp;#039;&amp;#039;&amp;#039; You become proficient with one artisan&amp;#039;s toolkit of choice. Pick one skill with which you are proficient from: Engineering, Performance or Medicine and gain a specialization die for that tool and skill.  If you aren&amp;#039;t proficient, you gain proficiency instead of a specialization die.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The Eye of the Master&amp;#039;&amp;#039;&amp;#039; Fine control over your skin allows you to one-up those that try to use it to read your emotions.  You have advantage on Deception checks in face to face confrontations.&lt;br /&gt;
&lt;br /&gt;
===Call of the Mind===&lt;br /&gt;
Your mind finds most trades too mundane and hankers to figure out the secrets of the universe.  These Cephalids tend to choose either the arcane arts or find hidden powers within...  Sometimes something ancient will even tell them some horrible secrets of the universe.&lt;br /&gt;
&lt;br /&gt;
You know one cantrip of your choice from the sorcerer spell list. At 3rd level, choose one 1st- or 2nd-level sorcerer spell, which you can cast once without any material components; you must finish a long rest in order to cast the spell again using this gift. A 1st-level spell chosen this way can be cast as if using a 2nd-level spell slot. Your spellcasting ability for this trait can be chosen from Intelligence, Wisdom, or Charisma.&lt;br /&gt;
&lt;br /&gt;
==Paragon Gifts==&lt;br /&gt;
When you reach 10th level, you regain some of your ancestral powers and can choose the Paragon gift below:&lt;br /&gt;
&lt;br /&gt;
===Call of the Old One===&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cephalopod Regeneration&amp;#039;&amp;#039;&amp;#039; Once per day, you can choose to immediately regenerate 4d8 + your proficiency bonus in lost hitpoints. If you are missing any body parts the lost parts are restored after 5 minutes. If a severed part is held against the stump, the limb instantaneously reattaches itself. This ability requires a long rest before it can be used again the next day.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Non-Euclidian Geometry&amp;#039;&amp;#039;&amp;#039;  It came to you in a dream, a secret that allows you to create geometry that breaks the 5th postulate of Euclidian geometry.  You can create objects and structures that mere mortal minds cannot seem to fully comprehend.  Non-cephalids have a disadvantage on Engineering, Investigation, Perception and Survival checks inside such a structure or when otherwise interacting with such an object.  If large enough it is near impossible for non-cephalids to escape such a structure without at least some guidance of the creator.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Mostly [[Lord Byte]], but some Traits have been based on an image of a page of someone else&amp;#039;s Cephalid race. If that&amp;#039;s you, let me know!  Thanks to zombusey for some balance suggestions.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Heritages]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=Waveborn_Chronicles&amp;diff=293</id>
		<title>Waveborn Chronicles</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=Waveborn_Chronicles&amp;diff=293"/>
				<updated>2023-03-04T16:24:31Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Places */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Waveborn Chronicles=&lt;br /&gt;
&lt;br /&gt;
=Character creation=&lt;br /&gt;
[[WB_Character|Character creation]]&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
[[WB_Equipment|Non-core equipment]]&lt;br /&gt;
&lt;br /&gt;
=Spells= &lt;br /&gt;
[[WB_Spells|Non-core Spells]]&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
&lt;br /&gt;
==Symfonia==&lt;br /&gt;
===Cities===&lt;br /&gt;
[[WB_Aridea|Aridea]] - The capital of Symfonia&lt;br /&gt;
&lt;br /&gt;
===Places===&lt;br /&gt;
[[WB_Dragonteeth_Stockade|Dragonteeth Stockade]] - A prison Island of the coast of Aridea&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=292</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=292"/>
				<updated>2023-03-03T22:21:15Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapons=&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
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! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Thrown (range 20/60), inaccurate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Front-loading Revolver&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 2d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), muzzle-loading&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; | *Grenades do not add your ability score to damage.&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; | **Loading a front-loading revolver (which holds 6 bullets) requires an action or bonus action per bullet. A revolver can be used to make one ranged attack per bullet loaded into it.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Muzzle-loading Revolver.&amp;#039;&amp;#039;&amp;#039; When a revolver is loaded it holds up to 6 bullets.  The revolver only needs to be loaded after all of its ammunition has been fired.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition - the bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ammunition and Explosives==&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==New weapon properties==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Muzzle-loading.&amp;#039;&amp;#039;&amp;#039; After each shot, you need to use an action or bonus action to reload the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sometimes irregular packing of a barrel causes the weapon not to function properly. Whenever you roll a natural 1 on an attack roll with a muzzle-loading firearm, the gun misfires — nothing happens, and the gun remains loaded. Clearing the barrel requires an action, and makes the gun safe to use. You can continue using the misfired gun without clearing the barrel, but attacks with the weapon have disadvantage, and if you roll a second natural 1, the weapon has a mishap and explodes. The mishap destroys the weapon and deals its base damage die to you (for example, a musket mishap deals 2d8 damage). Magical firearms with this trait never misfire or have mishaps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled.&amp;#039;&amp;#039;&amp;#039; Rifling extends the range at which a firearm can accurately hit a target. You can spend an action to aim down the weapon’s sight and choose a creature you can see. Until you stop aiming, quadruple the weapon’s short and long ranges for the purpose of attacking that target. Each turn thereafter, you can spend an action or bonus action to continue aiming at the same target or switch to another target you can see. If you move or take damage, your aim is ruined and you have to start over again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inaccurate.&amp;#039;&amp;#039;&amp;#039; Grenades do not add your ability score modifier to damage. When you throw a grenade, choose a creature or an unoccupied 5-foot space. (If the creature occupies more than one 5-foot space, choose one of the squares it occupies.) Make an attack roll against AC 10. If the attack misses, the grenade veers off course, missing by 5 feet in a random direction, or 10 feet if the target area was at long range. Each creature in a 5-foot radius of where the grenade lands must succeed a DC 12 Dexterity save or else take 3d6 bludgeoning damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you targeted a creature and the attack roll is a critical hit, the grenade directly strikes that creature. The grenade does double damage to that creature without allowing a save. Other creatures in the area are affected normally.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scatter.&amp;#039;&amp;#039;&amp;#039; If you are wielding a shotgun, you have advantage on an attack roll, and both rolls hit the target, the weapon deals an extra 1d10 damage. If you have disadvantage and one attack roll hits but the other misses, the target takes 1d4 damage. This graze damage is not increased by anything else (not ability modifiers, feats, smite&lt;br /&gt;
spells, sneak attack, etc.), though resistances and vulnerabilities still apply.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Firearm Enhancements==&lt;br /&gt;
Gunsmiths can enhance firearms. Such custom work is in high demand, however, and finding a gunsmith capable of crafting these is as difficult as locating an uncommon or rare magic item. The price can be similarly exorbitant.&amp;lt;br /&amp;gt;&lt;br /&gt;
Alchemical launchers, sniper scopes, and suppressors can be retrofitted onto existing weapons. A reinforced barrels can only be added when a weapon is crafted, not retrofitted.&lt;br /&gt;
&lt;br /&gt;
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! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Alchemical Launcher&lt;br /&gt;
| 1000 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Reinforced Barrel&lt;br /&gt;
| 500 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Sniper Scope&lt;br /&gt;
| 1000 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Suppressor&lt;br /&gt;
| 500 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alchemical Launcher.&amp;#039;&amp;#039;&amp;#039; As an action, you can load one grenade or similar item such as alchemist fire or holy water into this underslung launcher. You can use the item as if it were in your hand. If the item normally requires a ranged attack, it uses your gun’s attack bonus and range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Reinforced Barrel.&amp;#039;&amp;#039;&amp;#039; You’ve modified your barrel to fire heavier rounds. If your Narrator uses the alternate rules of attacks hitting half or three-quarters cover, if you hit cover you deal half the weapon’s damage to your target, unless the attack fails to damage the cover.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also attack a creature with total cover; you take a –5 penalty to your attack roll (and if you can’t see it, you also have disadvantage on the attack roll); if you hit, you deal half damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
These rounds usually only work through less than a foot of wood or dirt, a few inches of stone, or a half inch of metal.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cover-piercing ammunition costs twice as much as normal ammunition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sniper Scope.&amp;#039;&amp;#039;&amp;#039; This enhancement is only effective on rifled weapons. You can aim down this finely-tuned telescopic sight without needing to spend an action. However, you are considered blind except against creatures in a direct line from you to your target. The blindness lasts until your next turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Suppressor.&amp;#039;&amp;#039;&amp;#039; Your shots are relatively quiet. If you are hidden when you attack, you remain hidden from creatures more than 50 feet from you. A creature struck does, however, know the direction the shot came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
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! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=291</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=291"/>
				<updated>2023-03-03T22:19:37Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapons=&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
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! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
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! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Thrown (range 20/60), inaccurate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Front-loading Revolver&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 2d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), muzzle-loading&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; | *Grenades do not add your ability score to damage.&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; | **Loading a front-loading revolver (which holds 6 bullets) requires an action or bonus action per bullet. A revolver can be used to make one ranged attack per bullet loaded into it.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Muzzle-loading Revolver.&amp;#039;&amp;#039;&amp;#039; When a revolver is loaded it holds up to 6 bullets.  The revolver only needs to be loaded after all of its ammunition has been fired.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition - the bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ammunition and Explosives==&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==New weapon properties==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Muzzle-loading.&amp;#039;&amp;#039;&amp;#039; After each shot, you need to use an action or bonus action to reload the weapon.&lt;br /&gt;
Sometimes irregular packing of a barrel causes the weapon not to function properly. Whenever you roll a natural 1 on an attack roll with a muzzle-loading firearm, the gun misfires — nothing happens, and the gun remains loaded. Clearing the barrel requires an action, and makes the gun safe to use. You can continue using the misfired gun without clearing the barrel, but attacks with the weapon have disadvantage, and if you roll a second natural 1, the weapon has a mishap and explodes. The mishap destroys the weapon and deals its base damage die to you (for example, a musket mishap deals 2d8 damage). Magical firearms with this trait never misfire or have mishaps.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled.&amp;#039;&amp;#039;&amp;#039; Rifling extends the range at which a firearm can accurately hit a target. You can spend an action to aim down the weapon’s sight and choose a creature you can see. Until you stop aiming, quadruple the weapon’s short and long ranges for the purpose of attacking that target. Each turn thereafter, you can spend an action or bonus action to continue aiming at the same target or switch to another target you can see. If you move or take damage, your aim is ruined and you have to start over again.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Inaccurate.&amp;#039;&amp;#039;&amp;#039; Grenades do not add your ability score modifier to damage. When you throw a grenade, choose a creature or an unoccupied 5-foot space. (If the creature occupies more than one 5-foot space, choose one of the squares it occupies.) Make an attack roll against AC 10. If the attack misses, the grenade veers off course, missing by 5 feet in a random direction, or 10 feet if the target area was at long range. Each creature in a 5-foot radius of where the grenade lands must succeed a DC 12 Dexterity save or else take 3d6 bludgeoning damage.&lt;br /&gt;
If you targeted a creature and the attack roll is a critical hit, the grenade directly strikes that creature. The grenade does double damage to that creature without allowing a save. Other creatures in the area are affected normally.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scatter.&amp;#039;&amp;#039;&amp;#039; If you are wielding a shotgun, you have advantage on an attack roll, and both rolls hit the target, the weapon deals an extra 1d10 damage. If you have disadvantage and one attack roll hits but the other misses, the target takes 1d4 damage. This graze damage is not increased by anything else (not ability modifiers, feats, smite&lt;br /&gt;
spells, sneak attack, etc.), though resistances and vulnerabilities still apply.&lt;br /&gt;
&lt;br /&gt;
==Firearm Enhancements==&lt;br /&gt;
Gunsmiths can enhance firearms. Such custom work is in high demand, however, and finding a gunsmith capable of crafting these is as difficult as locating an uncommon or rare magic item. The price can be similarly exorbitant.&lt;br /&gt;
Alchemical launchers, sniper scopes, and suppressors can be retrofitted onto existing weapons. A reinforced barrels can only be added when a weapon is crafted, not retrofitted.&lt;br /&gt;
&lt;br /&gt;
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! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Alchemical Launcher&lt;br /&gt;
| 1000 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Reinforced Barrel&lt;br /&gt;
| 500 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Sniper Scope&lt;br /&gt;
| 1000 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Suppressor&lt;br /&gt;
| 500 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alchemical Launcher.&amp;#039;&amp;#039;&amp;#039; As an action, you can load one grenade or similar item such as alchemist fire or holy water into this underslung launcher. You can use the item as if it were in your hand. If the item normally requires a ranged attack, it uses your gun’s attack bonus and range.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Reinforced Barrel.&amp;#039;&amp;#039;&amp;#039; You’ve modified your barrel to fire heavier rounds. If your Narrator uses the alternate rules of attacks hitting half or three-quarters cover, if you hit cover you deal half the weapon’s damage to your target, unless the attack fails to damage the cover.&lt;br /&gt;
You can also attack a creature with total cover; you take a –5 penalty to your attack roll (and if you can’t see it, you also have disadvantage on the attack roll); if you hit, you deal half damage.&lt;br /&gt;
These rounds usually only work through less than a foot of wood or dirt, a few inches of stone, or a half inch of metal.&lt;br /&gt;
Cover-piercing ammunition costs twice as much as normal ammunition.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sniper Scope.&amp;#039;&amp;#039;&amp;#039; This enhancement is only effective on rifled weapons. You can aim down this finely-tuned telescopic sight without needing to spend an action. However, you are considered blind except against creatures in a direct line from you to your target. The blindness lasts until your next turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Suppressor.&amp;#039;&amp;#039;&amp;#039; Your shots are relatively quiet. If you are hidden when you attack, you remain hidden from creatures more than 50 feet from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
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! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=290</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=290"/>
				<updated>2023-03-03T21:45:46Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Firearms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapons=&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
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! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
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! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Front-loading Revolver&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 2d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), muzzle-loading&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; | *Grenades do not add your ability score to damage.&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; | **Loading a front-loading revolver (which holds 6 bullets) requires an action or bonus action per bullet. A revolver can be used to make one ranged attack per bullet loaded into it.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Muzzle-loading Revolver.&amp;#039;&amp;#039;&amp;#039; When a revolver is loaded it holds up to 6 bullets.  The revolver only needs to be loaded after all of its ammunition has been fired.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition - the bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ammunition and Explosives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==New weapon properties==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Cephalids&amp;diff=289</id>
		<title>WB Cephalids</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Cephalids&amp;diff=289"/>
				<updated>2023-02-28T22:33:46Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cephalids=&lt;br /&gt;
[[File:Cephalid.png]]&lt;br /&gt;
&lt;br /&gt;
Cephalids are humanoids with octopus-like heads.  Their colouration varies between pinks, browns, blues and purples, and the various patterns on their body can shift and discolour according to their mood.  They have small tentacles on their face, rarely longer than 50 cm (1 1/2 ft), that they can manipulate as easily as their fingers.&lt;br /&gt;
&lt;br /&gt;
They are well known for their strong work-ethic, curiosity and skill with small mechanical contraptions.  Not long after they spawn from their tide-pool they have a strong urge to seek out civilization.  Well known amongst those that live near the sea or brackish water, they&amp;#039;re quickly accepted by a nearby family, as adopting a Cephalid is believed to bring luck and wealth to the household (and village). The young Cephalids bond easily to anyone and grow up extremely loyal to their adopted family and friends.  They are generally well-liked because of their honesty, as it takes a lot of practice for them to have any form of control over their skin-patterns, that tend to change to follow their mood.&lt;br /&gt;
&lt;br /&gt;
== Cephalid Traits ==&lt;br /&gt;
Characters with the Cephalid heritage share the following traits:&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; Cephalids are born in watery pools of slime from eggs that their parents jointly secrete in a process that some non-cephalids find disturbing. After the eggs are laid and fertilized, the parents eat many of them, until only a few remain, which eventually hatch a few weeks later. From this point, cephalids take ten years to reach adulthood, though they can live to be upward to 70 years old.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Cephalids are the same size and weight as humans. Your size is Medium.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your Speed is 30 feet.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Darkvision.&amp;#039;&amp;#039;&amp;#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Amphibious.&amp;#039;&amp;#039;&amp;#039; You can breathe air and water.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Three hearts.&amp;#039;&amp;#039;&amp;#039; You have need to fail your death saving throws 4 times before you die, instead of the usual three.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Fine tentacle manipulation.&amp;#039;&amp;#039;&amp;#039;  Your face tentacles are extremely dexterous and can be used for fine manipulation.  You gain advantage on checks requiring fine manipulation for which you can use your tentacles, like picking locks, surgery, and creating small mechanical or clockwork contraptions.  Cephalids create many specialized tools that fit on or over their tentacles. The tentacles are not strong enough to carry anything of note (no weapons, potions, scrolls, or heavier,...).&lt;br /&gt;
:However, these tentacles mean that you cannot wear any hat or helmet that covers your face.&lt;br /&gt;
&lt;br /&gt;
==Cephalid Gifts==&lt;br /&gt;
In addition to traits found in your Cephalid heritage, select one of the following gifts:&lt;br /&gt;
&lt;br /&gt;
===Call of the Ocean===&lt;br /&gt;
Some Cephalids feel the call to return to the ocean, spending most of their time in or around the ocean and adapt quickly growing fins between their toes and fingers.  Their skin will slowly take the colours and patterns of their environment too.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Like a duck takes to water.&amp;#039;&amp;#039;&amp;#039; You gain swimming speed equal to your movement speed, and you ignore all naturally created difficult terrain in or under water.  Your darkvision increases to 120ft underwater.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Natural camouflage&amp;#039;&amp;#039;&amp;#039; If you have at least a round to adapt to your surroundings, you gain an expertise die on Stealth checks that rely on the opponent&amp;#039;s sight.&lt;br /&gt;
&lt;br /&gt;
===Call of the Creator===&lt;br /&gt;
Other Cephalids get the urge to create or increase their ability in one specific trade, quickly becoming Masters in their chosen field!&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The Touch of the Master.&amp;#039;&amp;#039;&amp;#039; You become proficient with one artisan&amp;#039;s toolkit of choice. Pick one skill with which you are proficient from: Engineering, Performance or Medicine and gain a specialization die for that tool and skill.  If you aren&amp;#039;t proficient, you gain proficiency instead of a specialization die.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;The Eye of the Master&amp;#039;&amp;#039;&amp;#039; Fine control over your skin allows you to one-up those that try to use it to read your emotions.  You have advantage on Deception checks in face to face confrontations.&lt;br /&gt;
&lt;br /&gt;
===Call of the Mind===&lt;br /&gt;
Your mind finds most trades too mundane and hankers to figure out the secrets of the universe.  These Cephalids tend to choose either the arcane arts or find hidden powers within...  Sometimes something ancient will even tell them some horrible secrets of the universe.&lt;br /&gt;
&lt;br /&gt;
You know one cantrip of your choice from the sorcerer spell list. At 3rd level, choose one 1st- or 2nd-level sorcerer spell, which you can cast once without any material components; you must finish a long rest in order to cast the spell again using this gift. A 1st-level spell chosen this way can be cast as if using a 2nd-level spell slot. Your spellcasting ability for this trait can be chosen from Intelligence, Wisdom, or Charisma.&lt;br /&gt;
&lt;br /&gt;
==Paragon Gifts==&lt;br /&gt;
When you reach 10th level, you regain some of your ancestral powers and can choose one Paragon gift from the following list:&lt;br /&gt;
&lt;br /&gt;
===Call of the Old One===&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cephalopod Regeneration&amp;#039;&amp;#039;&amp;#039; Once per day, you can choose to immediately regenerate 4d8 + your proficiency bonus in lost hitpoints. If you are missing any body parts the lost parts are restored after 5 minutes. If a severed part is held against the stump, the limb instantaneously reattaches itself. This ability requires a long rest before it can be used again the next day.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Non-Euclidian Geometry&amp;#039;&amp;#039;&amp;#039;  It came to you in a dream, a secret that allows you to create geometry that breaks the 5th postulate of Euclidian geometry.  You can create objects and structures that mere mortal minds cannot seem to fully comprehend.  Non-cephalids have a disadvantage on Engineering, Investigation, Perception and Survival checks inside such a structure or when otherwise interacting with such an object.  If large enough it is near impossible for non-cephalids to escape such a structure without at least some guidance of the creator.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Mostly [[Lord Byte]], but some Traits have been based on an image of a page of someone else&amp;#039;s Cephalid race. If that&amp;#039;s you, let me know!  Thanks to zombusey for some balance suggestions.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Heritages]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=288</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=288"/>
				<updated>2023-02-26T11:31:51Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Weapons=&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; |*Grenades do not add your ability score to damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition - the bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ammunition and Explosives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==New weapon properties==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=287</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=287"/>
				<updated>2023-02-26T10:52:38Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* New Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Melee Weapons=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
=Firearms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; |*Grenades do not add your ability score to damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition - the bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ammunition and Explosives=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=286</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=286"/>
				<updated>2023-02-26T10:52:08Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Melee Weapons=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
=Firearms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; |*Grenades do not add your ability score to damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition - the bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ammunition and Explosives=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=285</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=285"/>
				<updated>2023-02-26T10:50:08Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Melee Weapons=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&lt;br /&gt;
:Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
=Firearms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; |*Grenades do not add your ability score to damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition—the Latimer bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&lt;br /&gt;
&lt;br /&gt;
=Ammunition and Explosives=&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=284</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=284"/>
				<updated>2023-02-26T10:49:22Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Melee Weapons=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&lt;br /&gt;
:Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
=Firearms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; |*Grenades do not add your ability score to damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition—the Latimer bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&lt;br /&gt;
&lt;br /&gt;
=Ammunition and Explosives=&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=283</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=283"/>
				<updated>2023-02-26T10:49:01Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Melee Weapons=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&lt;br /&gt;
:Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
=Firearms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; |*Grenades do not add your ability score to damage.&lt;br /&gt;
|}&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition—the Latimer bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&lt;br /&gt;
&lt;br /&gt;
=Ammunition and Explosives=&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=282</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=282"/>
				<updated>2023-02-26T10:45:58Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Melee Weapons=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&lt;br /&gt;
:Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
=Firearms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; |*Grenades do not add your ability score to damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.\&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition—the Latimer bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&lt;br /&gt;
&lt;br /&gt;
=Ammunition and Explosives=&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=281</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=281"/>
				<updated>2023-02-26T10:45:39Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Melee Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Melee Weapons=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;900&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&lt;br /&gt;
:Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
=Firearms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; |*Grenades do not add your ability score to damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.\&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition—the Latimer bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&lt;br /&gt;
&lt;br /&gt;
=Ammunition and Explosives=&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=280</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=280"/>
				<updated>2023-02-26T10:45:10Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Melee Weapons=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&lt;br /&gt;
:Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Firearms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; |*Grenades do not add your ability score to damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.\&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition—the Latimer bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&lt;br /&gt;
&lt;br /&gt;
=Ammunition and Explosives=&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=279</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=279"/>
				<updated>2023-02-26T10:43:55Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Firearms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Melee Weapons=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&lt;br /&gt;
:Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Firearms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; |*Grenades do not add your ability score to damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition—the Latimer bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&lt;br /&gt;
&lt;br /&gt;
=Ammunition and Explosives=&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=278</id>
		<title>WB Equipment</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_Equipment&amp;diff=278"/>
				<updated>2023-02-26T10:41:47Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Melee Weapons=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Short Bayonet&lt;br /&gt;
| 5gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
| 1d4&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Finesse, light, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Standard Bayonet&lt;br /&gt;
| 10gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Versatile (1d8), simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Long Bayonet&lt;br /&gt;
| 15gp&lt;br /&gt;
| 4 lb.&lt;br /&gt;
| 1d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Heavy, reach, two-handed, martial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Bayonets.&amp;#039;&amp;#039;&amp;#039; These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.&lt;br /&gt;
:Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Firearms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=50 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Die&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=300 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Pistol&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 3 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 20/60), muzzle-loading, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Carbine&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Grenade&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
| 3d6* &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Bludgeoning&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 50/150), muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Musket&lt;br /&gt;
| 90 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Carbine&lt;br /&gt;
| 300 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d12&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 80/320), muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Rifled Musket&lt;br /&gt;
| 315 gp&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| 2d8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Shotgun&lt;br /&gt;
| 75 gp&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| 1d10&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Piercing&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom;&amp;quot; |*Grenades do not add your ability score to damage.&lt;br /&gt;
|}&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Carbine.&amp;#039;&amp;#039;&amp;#039; Like a pistol, but with a stock and barrel, with a total length of three to four feet.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Grenade.&amp;#039;&amp;#039;&amp;#039; This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.&lt;br /&gt;
:Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Musket.&amp;#039;&amp;#039;&amp;#039; The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Pistol.&amp;#039;&amp;#039;&amp;#039; A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Rifled Carbine.&amp;#039;&amp;#039;&amp;#039; This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition—the Latimer bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Rifled Musket.&amp;#039;&amp;#039;&amp;#039; This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Shotgun.&amp;#039;&amp;#039;&amp;#039; This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.&lt;br /&gt;
&lt;br /&gt;
=Ammunition and Explosives=&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Ammunition, bullets and black powder (20 shots)&lt;br /&gt;
| 1 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black powder cask &lt;br /&gt;
| 20 gp&lt;br /&gt;
| 20 lb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=New Equipment=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;600&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! width=100 style=&amp;quot;caption-side:bottom; text-align:justify; font-weight: normal;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Gentleman&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 6 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Goggles&lt;br /&gt;
| 5 gp&lt;br /&gt;
| 1 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Lady&amp;#039;s Outfit&lt;br /&gt;
| 30 gp&lt;br /&gt;
| 12 lb.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Pocket Watch&lt;br /&gt;
| 25 gp&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Surgeon&amp;#039;s Kit&lt;br /&gt;
| 50 gp&lt;br /&gt;
| 2 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Gentleman&amp;#039;s outfit&amp;#039;&amp;#039;&amp;#039; This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; wear goggles.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Goggles.&amp;#039;&amp;#039;&amp;#039; Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Pocket Watch.&amp;#039;&amp;#039;&amp;#039; In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Surgeon’s Kit.&amp;#039;&amp;#039;&amp;#039; Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Adventures in Zeitgeist p.77 &amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_C_SI&amp;diff=277</id>
		<title>WB C SI</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_C_SI&amp;diff=277"/>
				<updated>2023-02-25T20:54:11Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Stiltfarmer=&lt;br /&gt;
Stiltfarmers are the backbone of Waveborn society.  Their many stilt villages in the shallows along any coastline, produce the main foodstock that feeds the multitude humanoids of the world.  Select seagrasses are planted to provide an assortment of grain, from the rice-like perennial of eelgrass to the rich fat grains of shell wheat, which makes the most succulent bread imaginable. All are carefully cultivated, washed and exported.  In between the poles that delineate the fields or hold the multifold houses, seaweed is collected through intricate nets, populated with many smaller fish that keep away the numberless pests that can affect the fields.&lt;br /&gt;
&lt;br /&gt;
If you grew up here you know the value of hard labor, but also the intricacies of oceanic and underwater life.  All these factors create a people that are just as capable on land, as on the sea, whether sailing, adventuring, or simply laboring in the innumerable factories.  But talk to any of them, and they can wax lyrically for hours about their life on the stilts...&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Like a fish in the water&amp;#039;&amp;#039;&amp;#039; Your swimming speed increases by 10ft. You can hold your breath for up to 10 minutes when not stressed in any way, or 5 minutes when you are (like in combat).&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Village Values.&amp;#039;&amp;#039;&amp;#039; You gain proficiency with your choice of either Insight, Nature, Survival, or Persuasion.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Stiltwalker&amp;#039;s Buffet.&amp;#039;&amp;#039;&amp;#039; Once per long rest, you can spend 4 hours of time to locate food and water for yourself and one other creature while traveling along coastlines, wetlands, and islands.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, write, and sign your country&amp;#039;s language and one other language of choice.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Me ([[Lord Byte]]) and some MoAR Wilderness.&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_C_SI&amp;diff=276</id>
		<title>WB C SI</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_C_SI&amp;diff=276"/>
				<updated>2023-02-25T20:51:06Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Stiltfarmer=&lt;br /&gt;
Stiltfarmers are the backbone of Waveborn society.  Their many stilt villages in the shallows along any coastline, produce the main foodstock that feeds the multitude humanoids of the world.  Select seagrasses are planted to provide an assortment of grain, from the rice-like perennial of eelgrass to the rich fat grains of shell wheat, which makes the most succulent bread imaginable. All are carefully cultivated, washed and exported.  In between the poles that delineate the fields or hold the multifold houses, seaweed is collected through intricate nets, populated with many smaller fish that keep away the numberless pests that can affect the fields.&lt;br /&gt;
&lt;br /&gt;
If you grew up here you know the value of hard labour, but also the intricacies of oceanic and underwater life.  All of these factors create a people that are just as capable on land, as on the sea, whether sailing, adventuring, or simply labouring in the innumerable factories.  But talk to any of them, and they can wax lyrically for hours about their life on the stilts...&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Like a fish in the water&amp;#039;&amp;#039;&amp;#039; Your swimming speed increases by 10ft. You can hold your breath for up to 10 minutes when not stressed in any way, or 5 minutes when you are (like in combat).&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Village Values.&amp;#039;&amp;#039;&amp;#039; You gain proficiency with your choice of either Insight, Nature, Survival, or Persuasion.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Stiltwalker&amp;#039;s Buffet.&amp;#039;&amp;#039;&amp;#039; Once per long rest, you can spend 4 hours of time to locate food and water for yourself and one other creature while traveling along coastlines, wetlands, and islands.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, write, and sign your country&amp;#039;s language and one other language of choice.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Me ([[Lord Byte]]) and some MoAR Wilderness.&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_C_SI&amp;diff=275</id>
		<title>WB C SI</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_C_SI&amp;diff=275"/>
				<updated>2023-02-25T20:50:04Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Stiltfarmer=&lt;br /&gt;
Stiltfarmers are the backbone of Waveborn society.  Their many stilt villages in the shallows along any coastline, produce the main foodstock that feeds the multitude humanoids of the world.  Select seagrasses are planted to provide an assortment of grain, from the rice-like perennial of eelgrass to the rich fat grains of shell wheat, which makes the most succulent bread imaginable. All are carefully cultivated, washed and exported.  In between the poles that delineate the fields or hold the multifold houses, seaweed is collected through intricate nets, populated with many smaller fish that keep away the numberless pests that can affect the fields.&lt;br /&gt;
&lt;br /&gt;
If you grew up here you know the value of hard labour, but also the many intricacies of oceanic and underwater life.  All of these factors create a people that are just as capable on land, as on the sea, whether sailing, adventuring, or simply labouring in the many factories.  But ask any of them, and they can wax lyrically for hours about their life on the stilts...&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Like a fish in the water&amp;#039;&amp;#039;&amp;#039; Your swimming speed increases by 10ft. You can hold your breath for up to 10 minutes when not stressed in any way, or 5 minutes when you are (like in combat).&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Village Values.&amp;#039;&amp;#039;&amp;#039; You gain proficiency with your choice of either Insight, Nature, Survival, or Persuasion.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Stiltwalker&amp;#039;s Buffet.&amp;#039;&amp;#039;&amp;#039; Once per long rest, you can spend 4 hours of time to locate food and water for yourself and one other creature while traveling along coastlines, wetlands, and islands.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, write, and sign your country&amp;#039;s language and one other language of choice.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Me ([[Lord Byte]]) and some MoAR Wilderness.&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_C_SI&amp;diff=274</id>
		<title>WB C SI</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_C_SI&amp;diff=274"/>
				<updated>2023-02-25T20:42:17Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Stiltfarmer=&lt;br /&gt;
Stiltfarmers are the backbone of Waveborn society.  Their many stilt villages in the shallows along any coastline, produce the main foodstock that feeds the many humanoids of the world.  Select seagrasses are planted to provide many varieties of grain, from the rice-like perennial of eelgrass to the rich fat grains of shellwheat, that makes the most succulent bread imaginable, all are carefully cultivated, washed and exported.  In between the poles that delineate the fields or hold the many houses, seaweed is collected through intricate nets, which in its turn attracts many smaller fish that keep away any pests that may affect the fields.&lt;br /&gt;
&lt;br /&gt;
If you grew up here you know the value of hard labour, but also the many intricacies of oceanic and underwater life.  All of these factors create a people that are just as capable on land, as on the sea, whether sailing, adventuring, or simply labouring in the many factories.  But ask any of them, and they can wax lyrically for hours about their life on the stilts...&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Like a fish in the water&amp;#039;&amp;#039;&amp;#039; Your swimming speed increases by 10ft. You can hold your breath for up to 10 minutes when not stressed in any way, or 5 minutes when you are (like in combat).&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Village Values.&amp;#039;&amp;#039;&amp;#039; You gain proficiency with your choice of either Insight, Nature, Survival, or Persuasion.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Stiltwalker&amp;#039;s Buffet.&amp;#039;&amp;#039;&amp;#039; Once per long rest, you can spend 4 hours of time to locate food and water for yourself and one other creature while traveling along coastlines, wetlands, and islands.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, write, and sign your country&amp;#039;s language and one other language of choice.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Me ([[Lord Byte]]) and some MoAR Wilderness.&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=WB_C_SI&amp;diff=273</id>
		<title>WB C SI</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=WB_C_SI&amp;diff=273"/>
				<updated>2023-02-25T20:40:03Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Stiltfarmer=&lt;br /&gt;
Stiltfarmers are the backbone of Waveborn society.  Their many stilt villages in the shallows along any coastline, produce the main foodstock that feeds the many humanoids of the world.  Select seagrasses are planted to provide many varieties of grain, from the rice-like perennial of eelgrass to the rich fat grains of shellwheat, that makes the most succulent bread imaginable, all are carefully cultivated, washed and exported.  In between the poles that delineate the fields or hold the many houses, seaweed is collected through intricate nets, which in its turn attracts many smaller fish that keep away any pests that may affect the fields.&lt;br /&gt;
&lt;br /&gt;
If you grew up here you know the value of hard labour, but also the many intricacies of oceanic and underwater life.  All of these factors create a people that are just as capable on land, as on the sea, whether sailing, adventuring, or simply labouring in the many factories.  But ask any of them, and they can wax lyrically for hours about their life on the stilts...&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Like a fish in the water&amp;#039;&amp;#039;&amp;#039; Your swimming speed increases by 10ft. You can hold your breath for up to 10 minutes when not stressed in any way, or 5 minutes when you are (like in combat).&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Village Values.&amp;#039;&amp;#039;&amp;#039; You gain proficiency with your choice of either Insight, Nature, Survival, or Persuasion.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Stiltwalker&amp;#039;s Buffet.&amp;#039;&amp;#039;&amp;#039; Once per long rest, you can spend 4 hours of time to locate food and water for yourself and one other creature while traveling along coastlines, wetlands, and islands.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;source:&amp;#039;&amp;#039;&amp;#039; Me ([[Lord Byte]]) and some MoAR Wilderness.&lt;br /&gt;
&lt;br /&gt;
[[Category:Waveborn Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=Category:Waveborn_Cultures&amp;diff=272</id>
		<title>Category:Waveborn Cultures</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=Category:Waveborn_Cultures&amp;diff=272"/>
				<updated>2023-02-25T20:22:03Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Redirected page to WB Character#Waveborn Cultures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[WB_Character#Waveborn_Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=Category:Waveborn_Cultures&amp;diff=271</id>
		<title>Category:Waveborn Cultures</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=Category:Waveborn_Cultures&amp;diff=271"/>
				<updated>2023-02-25T20:21:46Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Redirected page to Https://lordbyte.be/wiki/index.php?title=WB Character#Waveborn Cultures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[https://lordbyte.be/wiki/index.php?title=WB_Character#Waveborn_Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/wiki/index.php?title=Category:Waveborn_Cultures&amp;diff=270</id>
		<title>Category:Waveborn Cultures</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/wiki/index.php?title=Category:Waveborn_Cultures&amp;diff=270"/>
				<updated>2023-02-25T20:21:19Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;#REDITECT https://lordbyte.be/wiki/index.php?title=WB_Character#Waveborn_Cultures&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDITECT [[https://lordbyte.be/wiki/index.php?title=WB_Character#Waveborn_Cultures]]&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	</feed>