Glop Grenades: Damage: 1 bludgeoning (but see notes), 1 lb., Range: 25/70.
Notes: Three adjacent targets need to make Dexterity saving throws vs. DC 15 or suffer the Restrained condition for 1d6+2 rounds.
Gauss Pistols: Damage 1d6 lightening, 2 lbs., Range 30/120. Targets are treated as having AC 10 + Dex bonus. If the target is wearing light metal armor, the attack roll gains a +2 bonus; and they’re wearing heavy metal armor, the bonus is +4.
- It’s a bad idea to wear a lot of metal while firing a Gyrojet pistol; any misfire or fumble is likely to hit the wielder, and such shots at close range will do double damage! For the purposes of the Gauss Pistol, a Space Suit is not considered to be wearing a “lot of metal”, since the suit is mostly plastic polymers.
Gyrojet Pistols: Damage 1d10 piercing, 3 lbs., Range 30/120. Gyrojet pistols are tiny missiles with their own independent sensor, guidance, and targeting systems.
- The target loses any benefit from cover.
- Attacks against invisible targets don’t suffer disadvantage.
- Gyrojet pistols only hold four shots before they must reload. When discovered, a Gyrojet Pistol has 1d4 shots remaining.
Space Suit (Heavy Armor): AC 15, Stealth: Disadvantage, 80 lbs. The suit provides perpetual clean air, and the target has advantage on all saving throws against heat, cold, and sensory assaults (bright lights, loud noises, etc.).
And now for something a little different. I’m planning on running The Islands of Purple-Haunted Putrescence with 5E soon, and I think this random artifact would fit right in.
Col-Ran: This glowing purple orb is a sentient artifact, and the source of great evil throughout the universe.
- Death Touch: Anyone that touches it suffers 1d4 points of CON damage, and there’s a 10% chance anyone killed by the Col-Ran is immediately raised as a mindless, ravening zombie.
- Gate: The Col-Ran can be used to facilitate dimensional travel, casting Gate 1/day. The Col-Ran generally only does this to throw good-aligned characters into terrible, desperate situations (wars, plagues, zombie uprisings), because it amuses the Col-Ran to watch people suffer.
- Murder Frenzy: When it amuses the Col-Ran, it can add +1d4 to a target’s STR and CON, and +2d6 to HP, but driving them into a murderous frenzy. The target chooses one prominent target in the area, and fixates on killing them. The effect lasts 2d10 rounds, but the target can shake it off for one round with a Wisdom saving throw against DC 20.
None of this stuff is playtested in the slightest, but it’s a fun exercise in learning the system and figuring out how things balance.