D&D in Space
Space Station Merchant
The Following Items have been added to the Oli-Matic Arms Network. They can be ordered and picked up at most space stations.
Kolbari Vanguard Exosuit – AC 17 Heavy armor. While you're wearing it, any critical hit against you becomes a normal hit. This armor is made exclusively for the Trox. 1,250 Credits.
Cybernetic Targetting System – (counts as bracers, requires attunement) With this system installed, you have proficiency with the Laser repeater and the Laser rifle, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. 500 Credits.
Portable Defense Matrix – (counts as a cloak, requires attunement) You gain a +1 bonus to AC and saving throws while you have this system installed. 600 Credits.
Altari Adaptive Camouflage – (counts as a cloak, requires attunement) While you have this system installed and activated, perception checks to spot you have disadvantage and you have advantage on stealth checks. Activating/deactivating this system requires an action. 550 Credits.
Deck of Holograms – See the Deck of Illusions (dmg 161) for details. 500 Credits.
Dimensional Shackles – See Dimensional Shackles (dmg 162) for details. 6,000 Credits.
Rocket Launcher - This Martial Ranged Weapon does not require an attack roll. Instead pick a spot for it to detonate within 60 ft. Anyone within 20 ft of that spot must make a DC 13 Dex save or take 8d6 fire damage. This launcher can fire up to 3 rockets a turn. They take half damage on a successful save. 3,900 Credits (comes with ten rockets) or 100 credits per rocket.
Emergency Healing NanoSwarm – (Counts as a periapt, requires attunement) While you have this system installed, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a hit die to regain hit points, double the number of hit points it restores. 490 Credits.
Altari Double Beamsword +1 – 590 Credits,
Altari Laser Repeater +1 – 560 Credits.
Arcane Sensor - This handheld device has 3 charges. While holding it, you can use an action to expend 1 charge to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. 400 credits.
Hellfire Hydraulics – This upgrade for any bludgeoning weapon adds 7 damage to the weapon, and prevents you from using it non-lethally. 5,500 credits.
Hellfire Rounds – This upgrade for any ranged weapon adds 7 damage to the weapon, and prevents you from using it non-lethally. 5,500 credits.
Hellfire Nanoswarm – Requires attunement by a bard, cleric, druid sorcerer, warlock, or wizard – This system requires one hand for use. This system has 10 charges and regains 1d6+4 expended charges, daily, at dawn. If you expend the last charge, doll a d20. On a 1, a critical failure destroys this item. The Hellfire Nanoswarm has two functions.
Consumption cloud: While using this system, you can use an action to expend 5 charges and cast the spell insect plague.
Obscuring cloud: While using this system, you can use an action to expend 1 charge to cause a harmless swarm to spread out in a 30-foot radius from you. This swarm remains for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses teh swarm and ends the effect. 4,000 credits.
Singularity shield – While holding this shield, you have resistance to damage from ranged weapon attacks. Whenever a ranged attack is made against a target within 10 feet of you, you become the target instead. 4300 credits.
Altreg Serum - This potent serum has a single use. It requires an action to consume and its effects last for 1 hour. Your strength becomes 25 for the duration. 5,400 credits.
Chameleon Veil (Counts as a hat, require attunement) – This woven fabric clings to the skin and is meant to be applied to the face. It can reform new features on command. The user can use an action to cast the disguise self spell at will. The spell ends if the item is removed. 490 credits.
Hellfire Turret (counts as a circlet) – While equipped with this turret, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The turret can't be used this way again until the next dawn. 400 credits.