Campaign Magic Items
Magic Items
A collection of magic items themed around the HamoTech vs Felix Five campaign. Items are organized by rarity and source, with many featuring the blend of magic and technology that defines this world.
Organization:
- HamoTech Items: Helpful, well-designed, ethical
- Felix Five Items: Powerful but with costs or ethical concerns
- Neutral Artificer Items: Available from various sources
- Construct-Specific Items: For construct companions or characters
Table of Contents
Common Items
Everlight Lantern
Common, HamoTech
A brass lantern with a glowing crystal core that never needs fuel.
Properties:
- Sheds bright light in 30-foot radius, dim light 30 feet beyond
- Never runs out of power
- Can be dimmed or brightened as a bonus action
- Unbreakable glass lens
Description: A beautifully crafted lantern with the HamoTech gear-and-heart logo engraved on its base. The crystal inside pulses with steady, warm light.
Where Found: Sold at HamoTech field offices (25gp), general stores (30gp), or given as gifts to allies.
Messenger Beetle
Common, HamoTech
A small mechanical beetle that can deliver messages.
Properties:
- Can record up to 1 minute of speech
- Flies to a designated location within 10 miles (must have been there before)
- Delivers message when triggered by recipient
- Returns to sender after delivery
- Speed: 30 ft. fly
Description: A hand-sized construct beetle made of copper and crystal, with delicate wire wings that buzz softly.
Where Found: HamoTech offices (50gp), used for secure communication.
Tool Gloves
Common, Neutral
Leather gloves with small mechanical enhancements built into the fingers.
Properties:
- Grant advantage on checks to use artisan’s tools
- Fingertips have small extendable tools (screwdriver, small wrench, file)
- +1 to Sleight of Hand checks involving fine manipulation
Description: Well-worn leather gloves with brass fittings at each fingertip. Tiny gears are visible in the knuckles.
Where Found: Artisan shops, can be custom-made by Kara Ironforge or similar craftspeople.
Warmth Stone
Common, HamoTech
A smooth stone that radiates gentle warmth.
Properties:
- Radiates warmth in 5-foot radius (comfortable in cold weather)
- Can be activated/deactivated by speaking command word
- Never gets hot enough to burn
- Lasts indefinitely
Description: A polished oval stone with copper wire wrapped around it. When active, it glows faintly orange.
Where Found: HamoTech disaster relief supplies, sold in general stores (15gp).
DM Note: Great comfort item, shows HamoTech’s philosophy of improving daily life.
Construct Whistle
Common, Neutral
A small brass whistle that only constructs can hear.
Properties:
- When blown, creates sound only audible to constructs within 100 feet
- Can convey simple emotions through tone (distress, summons, warning)
- Constructs understand the intent even if not intelligent
Description: A small whistle with precise holes and a crystal resonator chamber.
Where Found: Construct handlers, Old Rusty’s shop (20gp).
Uncommon Items
HamoTech Healer’s Kit
Uncommon, HamoTech
An advanced medical kit combining magical and technological healing.
Properties:
- Functions as healer’s kit with 20 uses (instead of 10)
- When used to stabilize a dying creature, that creature regains 1d4 HP
- Using it during short rest allows one additional hit die to be spent
- Automatically diagnoses poisons and diseases (provides advantage on Medicine checks)
Description: A compact metal case with organized compartments holding bandages, salves, and small diagnostic devices. The HamoTech logo is proudly displayed on the lid.
Where Found: HamoTech field offices (150gp), rewards from HamoTech quests.
Gadgeteer’s Belt
Uncommon, Neutral
A belt with multiple pockets and compartments that are larger on the inside.
Properties:
- Functions as a bag of holding but only for tools, components, and small devices
- Can hold up to 100 lbs of items in this category
- Retrieve any stored item as a bonus action
- Three times per day, can produce a random useful mundane tool (hammer, rope, chalk, etc.)
Description: A sturdy leather belt with brass fittings and numerous pockets that seem impossibly deep.
Where Found: Crafted by artificers, occasionally in treasure hoards.
Goggles of Construct Sight
Uncommon, HamoTech
Brass goggles with multiple colored lenses that can flip down.
Properties:
- See magical auras on constructs within 30 feet
- Detect whether a construct is active, dormant, or malfunctioning
- Identify the creator of a construct (DC 15 Intelligence check)
- Darkvision 60 feet while worn
Description: Polished brass goggles with multiple flip-down lenses in different colors. Steam vents are built into the sides.
Where Found: HamoTech engineers use these (200gp if purchasing), rewards for helping HamoTech.
Shock Baton
Uncommon, Felix Five
A metal baton that crackles with electrical energy.
Properties:
- Melee weapon, 1d6 bludgeoning + 1d6 lightning damage
- On critical hit, target must succeed DC 13 Constitution save or be stunned until end of their next turn
- Can be activated/deactivated as bonus action (non-lethal when deactivated)
- Requires attunement
Description: A sleek metal baton with exposed coils that crackle with blue electricity. Has an aggressive, utilitarian design.
Where Found: Felix Five agents carry these. Can be looted after combat.
DM Note: Effective but aggressive design hints at Felix Five’s approach.
Construct Core Analyzer
Uncommon, HamoTech
A handheld device that interfaces with construct cores.
Properties:
- As an action, touch a construct to read its programming and emotional state
- Grants advantage on checks to repair, modify, or communicate with constructs
- Can detect if a construct has been tampered with or is suffering
- Requires attunement by an artificer, tinker, or someone proficient with tinker’s tools
Description: A brass and crystal device covered in dials and a small viewing screen. Extendable probes can interface with construct cores.
Where Found: HamoTech field offices (250gp), used by Petra Cogsworth and Zephyr.
Boots of Magnetic Stride
Uncommon, Neutral
Boots with iron soles and arcane magnets built into the heels.
Properties:
- Can walk on metal surfaces as if they were horizontal (including ceilings)
- Advantage on saves against being knocked prone on metal surfaces
- Can activate/deactivate magnetism as a bonus action
- Speed is normal when walking on walls/ceilings
Description: Heavy leather boots with iron soles and visible copper coils in the heels. They hum softly when activated.
Where Found: Crafted by specialized artificers, sometimes in old workshops or treasure hoards.
Ring of Construct Empathy
Uncommon, HamoTech
A simple brass ring with a small rotating gear.
Properties:
- Can communicate simple concepts with constructs, even non-intelligent ones
- Sense the general emotional state of constructs within 30 feet
- Constructs are never hostile to you unless attacked or commanded
- Requires attunement
Description: A plain brass ring with a small gear that rotates when near constructs. Inscribed inside: “All beings deserve kindness.”
Where Found: Gifts from Petra Cogsworth for showing compassion to constructs, very rare in shops.
DM Note: Represents HamoTech’s philosophy that constructs have feelings and deserve respect.
Arm of Enhancement
Uncommon, Neutral, requires attunement
A mechanical prosthetic arm or enhancement that replaces or augments a natural limb.
Properties:
- If replacing lost limb: Functions as normal arm
- Strength score becomes 16 for that arm (or +2 if already higher)
- Unarmed strikes with this arm deal 1d6 bludgeoning damage
- Can be equipped with one tool set that can be deployed as bonus action
- Can lift/carry additional 50 lbs
Description: A beautifully crafted mechanical arm made of brass, steel, and leather. Gears and pistons work in harmony to provide strength and dexterity.
Where Found: HamoTech provides these to people who’ve lost limbs (free), can be purchased for enhancement (500gp).
Customization: Can be painted, engraved, or styled to match the owner’s preferences.
DM Note: Shows HamoTech’s humanitarian side. Victor Steele has an evil version of this.
Rare Items
Heartstone Pendant
Rare, HamoTech, requires attunement
A pendant containing a small, humming crystal that resonates with life energy.
Properties:
- Your hit point maximum increases by 10
- Advantage on death saving throws
- Once per long rest, if you drop to 0 HP, you can choose to drop to 1 HP instead
- The crystal glows brighter when you’re healthy, dims when injured
Description: A beautiful crystal pendant that pulses with a steady rhythm like a heartbeat. Set in a brass frame with the HamoTech logo.
Where Found: Rewards from Dr. Hamilton for exceptional service, very rarely sold (2000gp).
Story: “The heartstone represents our core belief: technology should preserve and celebrate life, not end it.” - Dr. Hamilton
Automap Compass
Rare, HamoTech
A complex brass compass that creates magical maps.
Properties:
- Automatically maps areas you travel through (creates accurate maps)
- Shows your current location on the map (like GPS)
- Can store up to 10 different maps
- Maps can be projected as illusions or copied to paper
- Shows locations of nearby constructs (within 100 feet) on the map
Description: An ornate brass compass with multiple rotating rings and a crystal display. When activated, it projects a glowing map in the air.
Where Found: Crafted by Quinlan Brightpage in collaboration with HamoTech (1500gp), rare quest rewards.
Cloak of Adaptive Shielding
Rare, HamoTech, requires attunement
A cloak woven with protective enchantments and reactive metal threads.
Properties:
- AC +1
- As a reaction when you take damage, can grant yourself resistance to that damage type until end of your next turn (3 charges per long rest)
- The cloak’s color shifts to match the damage type (red for fire, blue for cold, etc.)
- While wearing, you have advantage on saves against environmental hazards (extreme heat, cold, etc.)
Description: A flowing cloak that shimmers with metallic threads. The fabric seems to ripple and change texture based on its surroundings.
Where Found: Crafted by Seraphina Silkweave with HamoTech enchantments (2500gp), rewards for major quests.
Sentinel’s Crossbow
Rare, HamoTech, requires attunement
A beautifully crafted crossbow with self-loading mechanisms.
Properties:
- +2 weapon (light crossbow)
- Loading property removed (fires as quickly as you can pull trigger)
- Creates its own magical bolts (don’t need ammunition)
- As a bonus action, can mark a target; you have advantage on attacks against marked target
- Can shoot around corners (bolts are guided - ignore half cover)
Description: A sleek crossbow made of polished wood and brass, with visible gears and enchanted wire. Bolts materialize in the chamber from thin air.
Where Found: HamoTech security forces use these, can be commissioned (2000gp), or rewarded for protecting HamoTech.
Band of Synchronized Steps
Rare, set of 2-4 rings, HamoTech
A set of matching brass rings that link their wearers together.
Properties (requires attunement by 2-4 creatures):
- Wearers can communicate telepathically within 100 feet
- Once per short rest, all wearers can teleport to the location of one chosen wearer (30-foot range)
- Wearers know the general direction and distance to each other
- If one wearer drops to 0 HP, all wearers are alerted immediately
Description: Matching brass rings with small crystals that pulse in unison. Each ring is engraved with the names of all attuned wearers.
Where Found: Created by HamoTech for teams of agents, given to trusted allies. Sets cannot be purchased.
Story: “We’re stronger together. These rings prove it.” - Petra Cogsworth
Gloves of the Artificer
Rare, Neutral, requires attunement
Fine leather gloves reinforced with metal and covered in tiny tools.
Properties:
- Proficiency with all artisan’s tools while worn (or expertise if already proficient)
- Can cast Mending at will
- Once per long rest, can cast Fabricate
- +2 to Intelligence (Arcana) checks related to magical items
- Can identify magical items by touching them (1 hour becomes 1 minute)
Description: Supple leather gloves with brass fingertips and tiny retractable tools. The palms shimmer with faint arcane energy.
Where Found: Master artificer workshops, ancient treasure hoards, very rarely in magical shops (3000gp).
Control Rod (Corrupted)
Rare, Felix Five, requires attunement, cursed
A metal rod that pulses with unsettling energy.
Properties:
- Can command constructs within 60 feet (DC 15 Wisdom save or obey)
- Commanded constructs suffer: they take 1d6 psychic damage per round
- User can sense all constructs within 100 feet
- Curse: Each time you use it, make DC 12 Wisdom save or become more controlling and callous (DM determines roleplay effects)
Description: A sleek black rod with pulsing red veins of energy. Using it makes you feel powerful but hollow.
Where Found: Victor Steele and other Felix Five commanders carry these. Looted after combat.
DM Note: Shows the cost of Felix Five’s philosophy - control through suffering.
Emergency Escape Pod
Rare, HamoTech, single use
A small metal sphere that deploys a protective barrier.
Properties:
- As an action, activate to create a 10-foot radius sphere of force
- Barrier has AC 20, 100 HP, and lasts 10 minutes
- Nothing can pass through (in or out) except air
- Provides breathable air and comfortable temperature
- After use, the device is consumed
Description: A palm-sized metal sphere covered in hexagonal panels. When activated, it unfolds into a shimmering protective dome.
Where Found: HamoTech emergency supplies, given to agents on dangerous missions.
DM Note: Get-out-of-death-free card, but one-time use makes it a tough choice.
Very Rare Items
Constructor’s Bracer
Very rare, HamoTech, requires attunement by a spellcaster
A heavy bracer covered in articulated metal plates and glowing runes.
Properties:
- Your spell save DC increases by 1
- You can cast Summon Construct (3rd level) once per long rest without expending a spell slot
- When you cast a spell that creates or summons a creature, it gains +10 temporary HP
- As a bonus action, you can command all summoned creatures within 60 feet
Description: A magnificent bracer made of layered metal plates that shift and reconfigure. Runes glow along its length, pulsing with creative energy.
Where Found: Dr. Hamilton personally crafts these for master artificers, very rare quest rewards.
Blade of Harmonic Resonance
Very rare, Neutral, requires attunement
A sword that vibrates at frequencies that can disrupt magical constructs.
Properties:
- +2 longsword
- Deals an extra 2d8 force damage to constructs
- On hit against a construct, target must succeed DC 15 Constitution save or be stunned until end of their next turn
- As an action, can release a harmonic pulse (30-foot cone, all constructs make DC 15 Con save or be stunned for 1 minute, save ends effect; recharge on short rest)
Description: A beautifully crafted blade that hums with barely contained energy. Runes along its edge pulse with vibration.
Where Found: Ancient artificer vaults, created to fight rogue constructs.
DM Note: Powerful against constructs, but use carefully - affects ALL constructs including friendlies.
Amulet of Dual Nature
Very rare, HamoTech, requires attunement
An amulet showing a gear and a leaf intertwined.
Properties:
- Can attune to this in addition to your normal attunement limit (doesn’t count against max)
- Gain resistance to poison and psychic damage
- Advantage on saves against being charmed, frightened, or possessed
- Can communicate with both constructs and beasts
- Once per long rest, cast Lesser Restoration at 3rd level
Description: A beautiful amulet showing a gear and a living vine wrapped together. One side is metal, the other living wood.
Where Found: Gift from Echo for showing respect to both mechanical and natural life, extremely rare quest reward.
Story: Represents the harmony between nature and technology.
Coat of the Shadow Agent
Very rare, Felix Five, requires attunement
A long dark coat that helps the wearer blend into shadows.
Properties:
- AC 15 + Dex modifier (max 2) - counts as light armor
- Advantage on Stealth checks
- Can cast Invisibility on self once per short rest
- Numerous hidden pockets (functions as bag of holding for small items)
- Drawback: While worn, you feel paranoid and isolated (disadvantage on Insight checks to trust others)
Description: A sleek black coat with the Felix Five symbol subtly embroidered inside. Seems to absorb light.
Where Found: Felix Five operatives wear these, especially spies like Mx. Render.
Dr. Hamilton’s Emergency Prototype
Very rare, HamoTech, requires attunement
A brass device that can temporarily transform the user into a construct.
Properties:
- Once per long rest, as an action, transform into construct form for 1 hour:
- Your type becomes construct
- AC becomes 18 (metal plating)
- Gain resistance to poison and psychic damage
- Immune to disease and poison condition
- Gain +2 to Strength
- Don’t need to breathe
- Can interface with technology (advantage on checks involving constructs or machinery)
- Transformation ends early if you drop to 0 HP
Description: A complex device that attaches to the chest. When activated, brass plates unfold across your body, and your skin takes on a metallic sheen.
Where Found: Dr. Hamilton’s personal workshop, given only to his most trusted agents.
Story: “I created this so that humans could understand what it’s like to be a construct. Empathy through experience.” - Dr. Hamilton
Wings of the Brass Phoenix
Very rare, Neutral, requires attunement
Mechanical wings that fold and unfold from a back-mounted harness.
Properties:
- Gain flying speed of 60 feet
- While flying, have advantage on saves against ranged attacks
- Can hover
- Once per long rest, if you would take fire damage, you instead take no damage and heal for half the damage you would have taken
- Can carry one additional creature while flying (speed reduced to 30 feet)
Description: Magnificent brass and copper wings that fold against your back. When spread, they span 15 feet and shimmer with golden light. Feathers are made of articulated metal plates.
Where Found: Created by a legendary artificer, found in ancient vaults or awarded for completing major quests.
Legendary Items
The First Gear
Legendary, artifact, requires attunement by an artificer
The original gear from which Dr. Hamilton built the first HamoTech construct. It holds immense creative power.
Properties:
- Your Intelligence score increases by 2 (max 22)
- You have advantage on all checks related to constructs, machinery, and artifice
- Can cast Fabricate at will
- Once per day, can cast Wish, but only to create constructs, technology, or help others (not for personal power)
- All constructs within 100 feet are friendly to you unless hostile
- Can communicate with any construct telepathically (100 feet)
Sentience: The First Gear is sentient (Lawful Good, Int 18, Wis 16, Cha 14). It believes in using technology to help others and will resist being used for selfish or harmful purposes.
Description: A perfectly crafted brass gear, about the size of a fist. It rotates slowly on its own, humming with creative energy. Inscribed on it: “To build is to give hope.”
Where Found: Dr. Hamilton keeps this in his personal workshop. Would only entrust it to someone who truly embodies HamoTech’s ideals.
DM Note: Campaign capstone item, represents fully embracing HamoTech’s philosophy.
The Five Crowns
Legendary, artifact set, Felix Five
Five identical crowns worn by the mysterious Five who lead Felix Five. Each grants immense power but at terrible cost.
Properties (each crown):
- Intelligence, Wisdom, or Charisma increases by 4 (max 24) - crown chooses based on wearer
- Can command constructs within 1 mile (no save)
- Can see through any construct’s eyes within 1 mile
- Advantage on all Charisma checks related to commanding, persuading, or intimidating
- Curse: Each day worn, you become more ruthless and controlling. After 30 days, you lose all empathy (permanent personality change unless Remove Curse cast at 9th level)
Set Bonus (if all 5 crowns are worn by willing participants):
- The Five can share thoughts and senses
- Can combine their powers to cast any spell at will
- Become immortal (can only be destroyed if all 5 are destroyed simultaneously)
Description: Sleek black metal crowns with five spikes each. Red gemstones pulse at each point. Wearing one makes you feel powerful and cold.
Where Found: Worn by The Five. Defeating them is an end-game goal.
DM Note: Represents Felix Five’s philosophy - power through control, at the cost of humanity.
Heart of the Forge Guardian
Legendary, artifact, requires attunement
The power core from an ancient forge guardian, pulsing with primal creation magic.
Properties:
- Constitution score becomes 20 (or +4 if already 20+, max 24)
- Resistance to all damage except psychic
- Can cast Creation at will
- Once per long rest, can cast True Resurrection, but only on constructs
- Constructs you create have maximum HP
- You can sense the emotional state of all constructs within 1 mile
Sentience: Lawful Neutral (Int 15, Wis 20, Cha 10). Devoted to preserving construct life and ancient knowledge.
Description: A fist-sized crystal that pulses with golden light. It’s warm to the touch and hums with ancient power. Images of forgotten constructs occasionally flicker within.
Where Found: Core of the ancient construct from side quest “Night of the Living Constructs,” or other ancient construct ruins.
Story: Echo knows about this and can guide worthy individuals to it.
The Liberator’s Hammer
Legendary, weapon, HamoTech, requires attunement
A massive warhammer designed to free the enslaved and destroy oppression.
Properties:
- +3 warhammer
- Deals 3d8 bludgeoning damage (versatile: 3d10)
- Deals double damage to objects and constructs under magical control
- On hit, can choose to free a controlled creature (breaks charm, domination, or magical control)
- Once per long rest, can cast Freedom of Movement on all allies within 30 feet
- The hammer glows when near enslaved or controlled beings
Sentience: Chaotic Good (Int 12, Wis 16, Cha 18). Despises slavery, control, and oppression. Encourages freedom and choice.
Description: A massive brass hammer with gears visible in the head. Inscribed along the shaft: “All beings deserve freedom.” It thrums with righteous energy.
Where Found: Created by Dr. Hamilton’s mentor long ago, passed down through those who fight oppression. Might be awarded to a player who embodies these ideals.
DM Note: Perfect for defeating Felix Five’s control-based tactics.
Cursed/Corrupted Items
Collar of Compliance
Uncommon, Felix Five, cursed
A metal collar that Felix Five uses to control constructs (or people).
Properties:
- Once placed on a creature’s neck, it locks and can only be removed with Remove Curse or similar magic
- Wearer must obey the commands of whoever holds the control rod (paired device)
- Wearer is aware and can resist (DC 15 Wisdom save) but suffers 2d6 psychic damage on failure
- Prolonged use (more than 1 week) causes permanent personality changes
Description: A sleek metal collar with the Felix Five symbol. It closes with an ominous click and pulses with red energy.
Where Found: Felix Five uses these on “problem” constructs and prisoners.
DM Note: Horrifying item that shows Felix Five’s cruelty. Rescuing someone wearing this is emotionally powerful.
Coin of Endless Greed
Rare, Felix Five, cursed
A gold coin that always returns but demands more.
Properties:
- When spent, the coin returns to your possession within 24 hours
- Curse: Each time it returns, you must spend double the amount or suffer 3d10 psychic damage
- While carrying it, you have disadvantage on Wisdom saves against greed
- You feel compelled to keep the coin despite its curse
Description: A heavy gold coin with five tally marks on one side. It feels wrong to the touch.
Where Found: Sometimes given as “payment” by Felix Five to corrupt individuals.
Whispering Gear
Uncommon, Felix Five, cursed
A small brass gear that whispers tempting offers.
Properties:
- While carrying, you hear whispers offering power, knowledge, and success
- Can activate to gain advantage on one skill check, but must make DC 13 Wisdom save or the gear becomes embedded in your hand (can’t be removed without Remove Curse)
- Once embedded, whispers become louder, more insistent
- Eventually leads wearer to Felix Five operatives (“Come join us… we can give you everything…”)
Description: A perfectly machined gear that’s slightly warm. Occasionally you hear faint whispers from it.
Where Found: Left by Felix Five agents as recruitment tools.
DM Note: Insidious recruitment method, shows Felix Five’s manipulation.
Consumable Items
HamoTech Emergency Repair Kit
Uncommon, consumable, HamoTech
A compact kit for emergency construct repairs.
Properties:
- As an action, use on a construct to restore 4d8+4 HP
- Single use
- Can also repair broken mechanical objects
Description: A small metal case with specialized tools and a glowing repair solution.
Where Found: HamoTech field offices (100gp), given to construct owners.
Potion of Construct Affinity
Rare, consumable
A metallic-tasting potion that temporarily makes you more like a construct.
Properties (1 hour duration):
- Gain resistance to poison and psychic damage
- Advantage on saves against disease and poison
- Can communicate with constructs
- +2 to AC (metal hardens your skin slightly)
- Don’t need to breathe
Description: A silver liquid that swirls with tiny gears. Tastes like copper and magic.
Where Found: Silas Brewbane can brew these (200gp), rare alchemist shops.
Grenade of Rust
Uncommon, consumable, Felix Five
A small metallic sphere that releases destructive rust.
Properties:
- As an action, throw up to 60 feet
- 20-foot radius, all constructs and metal objects make DC 15 Constitution save
- On failure: Constructs take 6d6 damage, metal objects become fragile (disadvantage on attacks, -2 AC for armor)
- Lasts 1 minute
Description: A small metal sphere covered in oxidation. Unstable and dangerous.
Where Found: Felix Five agents carry these for anti-construct warfare.
DM Note: Devastating against construct companions - creates emotional stakes.
Using Magic Items in the Campaign
Rewards from HamoTech
For Good Deeds:
- Everlight Lanterns, Messenger Beetles (common)
- Healer’s Kits, Goggles (uncommon)
- Heartstone Pendants, Sentinel’s Crossbows (rare)
For Major Victories:
- Synchronized Rings for party
- Custom items from Dr. Hamilton
- Access to experimental prototypes
Loot from Felix Five
After Combat:
- Shock Batons, Grenades (common/uncommon)
- Control Rods, Coats (rare)
- Evidence of corruption (cursed items)
Ethical Questions:
- Should players use Felix Five items?
- Are they tainted by their creation?
- Can they be purified/reprogrammed?
Shopping
Available in Shops:
- Common items: Most towns
- Uncommon: Larger cities, Mx. Whisper’s shop
- Rare+: Special commission only, quest rewards
HamoTech Discounts:
- Allies get 10-20% off HamoTech items
- Emergency supplies sometimes given free
- Can trade services for items
Crafting
Downtime Crafting:
- Players with tool proficiencies can craft items
- HamoTech can provide materials and workspace
- Requires time and gold (DMG rules or simplified)
Custom Creations:
- Work with NPCs to design unique items
- Combine found components
- Experiment with Felix Five technology (risky!)
Item Creation Table
For quick reference when rewarding loot:
| Adventure Reward | Suggested Items |
|---|---|
| Adventure 1 Complete | Everlight Lantern, Warmth Stone |
| Adventure 2 Complete | HamoTech Healer’s Kit, Goggles of Construct Sight |
| Adventure 3 Complete | Ring of Construct Empathy, choice of uncommon item |
| Major Side Quest | One uncommon item or two common items |
| Saving Constructs | Ring of Construct Empathy, Construct Whistle |
| Defeating Felix Five Agent | Shock Baton, Grenades (loot) |
| HamoTech Partnership | Messenger Beetle, 10% discount |
| Exceptional Service to Dr. Hamilton | Rare item of choice |
Magic Item Hooks
Some items can launch adventures:
The Automap Compass shows a hidden location → Dungeon crawl A Messenger Beetle arrives with urgent message → Quest hook Cursed Whispering Gear found → Investigation into Felix Five recruitment Ancient construct core discovered → Echo appears to explain its history Synchronized Rings malfunction → Someone is interfering magically
End of Magic Items
Use these items to reward players, reinforce themes, and create memorable moments. The best magic items tell stories!