Pipe Bomb - 20 Currency- Common
Using the Throw Special Action, you can light and throw the pipbomb. If your target is more than 30ft away you will have to roll either a launch n’ lift or a precision to have it land close enough. When you light it on your turn, it will explode at the start of your next turn unless an external force causes it to go off earlier.
Whenever the pipe bomb goes off, anyone within a 15ft radius needs to make a DC 10 Athletics or Acrobatics. They take 1d6 + 5 explosion damage or half on a successful save. This damage is doubled against a structure like a building or wall.
Grenade - 45 Currency - Common
Using the Throw Special Action, you can pull the pin and throw the grenade. If your target is more than 30ft away you will have to roll either a launch n’ lift or a precision to have it land close enough. Whenever the grenade lands, anyone within a 15ft radius needs to make a DC 12 Athletics or Acrobatics. They take 1d10 + 10 explosive shrapnel damage or half on a successful save.
Detonatable Bomb - 75 Currency - Common
As an interaction you can arm the bomb and place it down. As long as you have the detonator to this bomb equipped in one of your hand equipment slots you gain a unique special reaction: Detonate. You can use this reaction whenever you want after the end of your turn.
After using the Detonate Special Reaction the bomb will explode, anyone within a 30ft radius needs to make a DC 13 Athletics or Acrobatics. They take 1d10 + 5 explosion damage or half on a successful save. This damage is doubled against a structure like a building or wall.
Variants: C4 | This bomb also comes with a detonator.
Dynamite - 95 Currency - Common
Using the Throw Special Action, you can light and throw the stick of dynamite. If your target is more than 30ft away you will have to roll either a launch n’ lift or a precision to have it land close enough. When you light it on your turn, it will explode at the start of your next turn unless an external force causes it to go off earlier.
Whenever the dynamite goes off, anyone within a 50ft radius needs to make a DC 15 Athletics or Acrobatics. They take 1d12 + 15 explosion damage or half on a successful save. This damage is doubled against a structure like a building or wall.
Claymore - 505 Currency - Rare
As an interaction, you can plant this bomb and lay tripwire around the bomb. This bomb will only explode whenever someone makes contact with the tripwire, so make sure to try and hide it!
Whenever the claymore goes off, anyone within a 50ft radius needs to make a DC 18 Athletics or Acrobatics. They take 1d20 + 15 explosion damage or half on a successful save. This damage is doubled against a structure like a building or wall.
Variants: Mine | This bomb also comes with 20 feet of tripwire
Missile - 40,000 Currency - Fabled
With the use of heavy machinery or some sort of missile launcher, you can launch this missile a varying distance based on the machine. After it lands, anyone within a 1000ft radius must make a DC 30 Athletics or Acrobatics Saving Throw. They take 1d100 + 60 explosion damage or half on a successful save.
Paper Bag - 2 Currency - Less Than Common
When making a saving throw against being frightened, you can use your reaction to hyperventilate into the bag, giving yourself advantage on the saving throw.
Takes up a head equipment slot.
Isophthalyl Alcohol - 3 Currency- Less Than Common
As an interaction you can pour some isophthalyl alcohol on a grievous or critical wound. Whenever you do this, gain 1d4 + fortitude overhealth when poured on a grievous wound and 3d4 + fortitude on a critical wound.
Perishable, 10 Uses | If drunk take damage equal to how much treating a critical wound heals
Painkiller - 6 Currency - Less Than Common
As an interaction you can take a painkiller and gain 10 overhealth, but you gain disadvantage on all fortitude, tolerance, and will roll until a short rest.
Attempting to use more than one painkiller before a short rest will result in a level of exhaustion for each use.
100 Uses, Perishable
Vitamins - 8 Currency - Less Than Common
Can be used when you’re about to take a long rest, taking more doesn’t grant any other benefits or downsides. When taken right before a long rest, you heal two grievous wounds instead of 1.
Perishable, 100 Uses
Medkit - 14 Currency - Common
If you have the Doctor Title Proficiency you can use this medkit to heal people a couple times a day. Over the course of a brief rest you can use one of uses, roll a Medicine Skill Check with a DC that depends on how bad someone’s injuries are and whoever you’re treating will regain 1d4 + Medicine HP back. Failing the skill check will waste one of the uses of the medkit.
3 Uses Per Day, Recharges After Your Long Rest
Splint - 25 Currency - Common
If you have the Doctor Title Proficiency you can attempt to use some splint on a grievous wound as an interaction. On a successful medicine skill check determined by the DM, you can negate the effects of a grievous wound. Gain a -2ft to your walking speed for every splint that is applied.
Suture - 53 Currency - Common
If you have the Doctor Title Proficiency, you can attempt to use a suture to restitch a missing limb as an activity during a short rest. Make a medicine skill check determined by the DM. On a success the limb is reattached and the critical wound they had becomes three grievous wounds.
EX: A Leg Critical Wound becomes three Leg Grievous Wounds
Prosthetic - 1000 Currency - Rare
If put in the place of a missing limb, the critical wound becomes a permanent grievous wound that you can’t get rid of or diminish in any non-magical and non-tech way.
While normal ammunition isn’t usually tracked in Free Flowing, these special ammunition need to be tracked. It doesn’t take an interaction to load the following ammunition in the weapon, however you must declare you’re using that special ammunition before you roll.
Low Caliber Bullet - 1 Currency - Less Than Common
Damage from these bullets are non-lethal, however they also deal half damage.
Perishable, 10 Bullets Per Set
Armor Piercing Bullet - 35 Currency - Common
Damage from this bullet bypasses non magical resistance to piercing damage.
Perishable, 10 Bullets Per Set
Tracer Bullet - 360 Currency - Uncommon
If this bullet successfully hits a target, then you have the effects of an inspiration without having to spend one when making rolls to track the target if they get away.
Perishable, 10 Bullets Per Set
Incendiary Bullet - 400 Currency - Rare
Whenever this bullet lands, it replicates the effect of the Grenade item going off.
Perishable, 10 Bullets Per Set
Blunt Arrow - 9 Currency - Less Than Common
The damage dealt by the ranged weapon is now bludgeoning and non-lethal.
Perishable, 10 Arrows Per Set
Bagged Arrow - 10 Currency - Common
When you go to shoot this arrow, you can place an item in the bag attached to the arrow. However, depending on how heavy the item is it may impose negatives to your attack roll or cause it to automatically miss.
Perishable, 10 Arrows Per Set
Forked Arrow - 35 Currency - Common
The damage dealt by the ranged weapon is doubled if the target is a vehicle or structure.
Perishable, 10 Arrows Per Set
Coatable Arrow - 115 Currency - Uncommon
Before shooting one of these arrows, you can now apply coatings to it that normally would only work on melee weapons.
Perishable, 10 Arrows Per Set
Martial Wraps - 1 Currency - Less Than Common
When making a hand to hand combat roll, add +2 to the roll.
Takes up an arm equipment slot.
Padding - 46 Currency - Common
If you are wearing a set of armor, your armor class increases by +2.
Takes up a trinket slot.
Leotard - 57 Currency - Common
Gain a +2 bonus to all rolls that involve acrobatics and wrestling.
Takes up both arm equipment slots.
Camo - 79 Currency - Common
Gain a +2 bonus to all rolls that involve hiding and blending in.
Takes up both arm equipment slots.
Ninja Suit - 135 Currency - Uncommon
As long as you’re wearing the suit, gain the Long Jump and Mountaineer abilities from the Universal Abilities Page.
Takes up both arm equipment slots.
Grylls Jacket - 135 Currency - Uncommon
Non-magical difficult terrain only takes away 5ft of movement and you have advantage on rolls against non-magical difficult terrain.
Takes up both arm equipment slots.
Straight Jacket - 324 Currency - Rare, Cursed?
When equipped onto a character, they are put under the restrained condition. In order to get out of the jacket, you must make an DC 20 athletics saving throw at disadvantage. You are allowed to try and break out every hour.
Takes up both arm equipment slots.
Weighted Clothes - 567 Currency - Rare
Your speed is halved, however you gain the effects of an inspiration without having to spend one on all combo rolls that involve physical training.
Takes up both arm equipment slots.
Oil Coating - 4 Currency - Less Than Common
The next three attacks with this weapon are made at advantage.
Perishable, 10 Uses. Can be applied to the blade of a melee weapon as an interaction.
Flammable Coating - 150 Currency - Uncommon
The coated weapon can now be set on fire without harming the weapon itself. If set on fire, the next three successful attacks with the coated weapon deal an additional damage dice of fire.
Perishable, 3 Uses. Can be applied to a melee weapon as an interaction.
Conductive Coating - 150 Currency - Uncommon
The coated weapon can now conduct electricity without harming the weapon itself. If the weapon is conducting a lot of electricity, the next three successful attacks with the weapon deal an additional damage dice of lightning.
Perishable, 3 Uses. Can be applied to a melee weapon as an interaction.
Poisonous Coating - 200 Currency - Uncommon
The next three successful attacks with the coated weapon can attempt to poison someone. If the coated weapon hits, the character that was hit must make a DC 10 tolerance saving throw against the poison or become poisoned. They will stay poisoned until the poison naturally is detoxed from the body, determined by DM, or an anti-toxin is used.
Perishable, 3 Uses. Can be applied to the blade of a melee weapon as an interaction.