Ammunition
Electrifying Dart
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Dexterity saving throw, taking 1d4 lightning damage on a failed save.
Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.
Gas Cartridge
A gas cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 14 Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn't poisoned.
Flechette Clip, Fragmentation
When triggered, this wrist launcher ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 1d10 kinetic damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it
Flechette Clip, Ion
When triggered, this wrist launcher ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 1d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it
Flechette Clip, Plasma
When triggered, this wrist launcher ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 1d10 energy damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it
| Item | Cost | Weight |
|---|---|---|
| Ammunition | ||
| Electrifying dart | 85 cr | — |
| Gas cartridge | 36 cr | — |
| Flechette clip, fragmentation | 250 cr | 2.00 lb |
| Flechette clip, ion | 300 cr | 2.00 lb |
| Flechette clip, plasma | 275 cr | 2.00 lb |
| Flechette mag, fragmentation | 550 cr | 4.00 lb |
| Flechette mag, ion | 600 cr | 4.00 lb |
| Flechette mag, plasma | 575 cr | 4.00 lb |
| Flux collimator | 180 cr | 1.00 lb |
Flechette Mag, Fragmentation
When triggered, this flechette cannon ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much as on a successful one.
Flechette Mag, Ion
When triggered, this flechette cannon ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 2d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.
Flechette Mag, Plasma
When triggered, this flechette cannon ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 2d10 energy damage on a failed save, or half as much as on a successful one.
Flux Collimator
As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.