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Basic, personal commlinks have a range of up to 30 miles, but are reduced in dense, urban areas or areas of high level interference. 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When you hit with a shot with the loaded weapon, the creature must make a DC 14 Constitution saving throw, taking 1d8 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized. 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The chip can be preloaded with a specified number of credits, or it can draw directly from a specific account held by the user. 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The loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 14 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage and gains 1 slowed level until the end of its next turn. On a successful save, a creature takes half damage and isn't slowed. 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If you lack proficiency in the flechette cannon, you must roll the damage dice twice and take the lesser total.","cost":2300,"weight":"13","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":2,"weaponClassification":"MartialBlaster","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":["Reload 6","special (range special)","strength 13","two-handed"],"propertiesJson":"[\"Reload 6\",\"special (range special)\",\"strength 13\",\"two-handed\"]","propertiesMap":{"Reload":"Reload 6","Range":"special (range special)","Strength":"strength 13","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Reload\":\"Reload 6\",\"Range\":\"special (range special)\",\"Strength\":\"strength 13\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Flechette cannon","timestamp":"2023-05-30T20:15:17.4243743+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.4243743Z'\""},{"name":"Flechette clip, fragmentation","description":"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. 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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. 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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.","cost":600,"weight":"4","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Flechette mag, ion","timestamp":"2023-05-30T20:15:17.4383666+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.4383666Z'\""},{"name":"Flechette mag, plasma","description":"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. 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On a successful save, a creature takes half damage and isn't poisoned.","cost":36,"weight":"0","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Gas cartridge","timestamp":"2023-05-30T20:15:17.4373667+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.4373667Z'\""},{"name":"Geneticist's implements","description":null,"cost":900,"weight":"0","equipmentCategoryEnum":12,"equipmentCategory":"Tool","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Geneticist's implements","timestamp":"2023-05-30T20:15:17.2074977+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.2074977Z'\""},{"name":"Giggledust","description":"This sandy-brown powder makes everything humorous while enhancing a creature's nimbleness. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.","cost":80,"weight":"0","equipmentCategoryEnum":23,"equipmentCategory":"Spice","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Giggledust","timestamp":"2023-05-30T20:15:17.205499+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.205499Z'\""},{"name":"Glitterstim","description":"A silvery-green webbing sharp to the touch, yet when liquidized causes a heightened mental state and pleasurable boost. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 14 Constitution \r\n\r\nsaving throw to resist addiction.","cost":95,"weight":"0","equipmentCategoryEnum":23,"equipmentCategory":"Spice","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Glitterstim","timestamp":"2023-05-30T20:15:17.206498+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.206498Z'\""},{"name":"Glowrod","description":"Glowrods create a beam of light illuminating the area around you in bright light for a 20-foot radius and dim light for an additional 20 feet. The glowrod lasts for 10 hours and can be recharged by connecting to a power source or by replacing the power cell. ","cost":10,"weight":"2","equipmentCategoryEnum":16,"equipmentCategory":"Utility","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Glowrod","timestamp":"2023-05-30T20:15:38.969087+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.969087Z'\""},{"name":"Grappling hook","description":"A grappling hook allows a user to climb or ascend large objects. It can be mounted to a blaster, belt, or elsewhere. It has a 50-foot length.","cost":50,"weight":"4","equipmentCategoryEnum":16,"equipmentCategory":"Utility","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Grappling hook","timestamp":"2023-05-30T20:15:38.969087+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.969087Z'\""},{"name":"Great-saber","description":null,"cost":1725,"weight":"3.25","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":2,"damageTypeEnum":3,"damageType":"Energy","damageDieModifier":0,"weaponClassificationEnum":6,"weaponClassification":"MartialLightweapon","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":6,"damageDieType":6,"properties":["Dexterity 11","luminous","two-handed"],"propertiesJson":"[\"Dexterity 11\",\"luminous\",\"two-handed\"]","propertiesMap":{"Dexterity":"Dexterity 11","Luminous":"luminous","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Dexterity\":\"Dexterity 11\",\"Luminous\":\"luminous\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Great-saber","timestamp":"2023-05-30T20:15:38.6872485+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.6872485Z'\""},{"name":"Grenade launcher","description":"Rather than traditional power cells, the grenade launcher fires grenades. When firing a grenade at long range, or if you don�t meet the grenade launcher�s strength requirement, creatures within the radius of the grenade�s explosion have advantage on the saving throw. If you lack proficiency in the grenade launcher, you must roll the damage dice twice and take the lesser total.","cost":1800,"weight":"11.5","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":2,"weaponClassification":"MartialBlaster","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":["Reload 1","special (range 90/360)","strength 11","two-handed"],"propertiesJson":"[\"Reload 1\",\"special (range 90/360)\",\"strength 11\",\"two-handed\"]","propertiesMap":{"Reload":"Reload 1","Range":"special (range 90/360)","Strength":"strength 11","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Reload\":\"Reload 1\",\"Range\":\"special (range 90/360)\",\"Strength\":\"strength 11\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Grenade launcher","timestamp":"2023-05-30T20:15:17.4243743+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.4243743Z'\""},{"name":"Grenade, corrosive","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. A creature takes 2d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.","cost":200,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Grenade, corrosive","timestamp":"2023-05-30T20:15:17.199503+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.199503Z'\""},{"name":"Grenade, cryo","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.","cost":325,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Grenade, cryo","timestamp":"2023-05-30T20:15:17.199503+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.199503Z'\""},{"name":"Grenade, deafening","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. A creature takes 2d6 sonic damage on a failed save, or half as much as on a successful one. \r\n\r\nAdditionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.","cost":225,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Grenade, deafening","timestamp":"2023-05-30T20:15:17.199503+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.199503Z'\""},{"name":"Grenade, electrifying","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much as on a successful one. \r\n\r\nAdditionally, 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.","cost":300,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Grenade, electrifying","timestamp":"2023-05-30T20:15:17.199503+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.199503Z'\""},{"name":"Grenade, flash","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.","cost":350,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Grenade, flash","timestamp":"2023-05-30T20:15:17.199503+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.199503Z'\""},{"name":"Grenade, fragmentation","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet 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.","cost":100,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Grenade, fragmentation","timestamp":"2023-05-30T20:15:38.9640901+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9640901Z'\""},{"name":"Grenade, gas","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.\r\n\r\nWhen a creature enters the fog or starts its turn there, it creature must make a DC 14 Constitution saving throw. The creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.","cost":300,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Grenade, gas","timestamp":"2023-05-30T20:15:38.9640901+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9640901Z'\""},{"name":"Grenade, incendiary","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, setting the ground in a 10-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.\r\n\r\nWhen a creature enters the fire or starts its turn there, it creature must make a DC 14 Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. ","cost":275,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Grenade, incendiary","timestamp":"2023-05-30T20:15:17.199503+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.199503Z'\""},{"name":"Grenade, ion","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet 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 are disabled until rebooted. ","cost":250,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Grenade, ion","timestamp":"2023-05-30T20:15:38.9650903+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9650903Z'\""},{"name":"Grenade, panic","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much as on a successful one. \r\n\r\nAdditionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.","cost":375,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Grenade, panic","timestamp":"2023-05-30T20:15:17.200502+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.200502Z'\""},{"name":"Grenade, plasma","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet 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.","cost":125,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Grenade, plasma","timestamp":"2023-05-30T20:15:38.9650903+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9650903Z'\""},{"name":"Grenade, stun","description":"Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.\r\n\r\nAdditionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.","cost":250,"weight":"1","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Grenade, stun","timestamp":"2023-05-30T20:15:17.200502+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.200502Z'\""},{"name":"Guard 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A creature destroyed in this way can not be revitalized.","cost":425,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Mine, corrosive","timestamp":"2023-05-30T20:15:17.200502+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.200502Z'\""},{"name":"Mine, cryo","description":"Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much as on a successful one. \r\n\r\nAdditionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.","cost":625,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Mine, cryo","timestamp":"2023-05-30T20:15:17.200502+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.200502Z'\""},{"name":"Mine, deafening","description":"Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. A creature takes 2d6 sonic damage on a failed save, or half as much as on a successful one. \r\n\r\nAdditionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.","cost":450,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Mine, deafening","timestamp":"2023-05-30T20:15:17.200502+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.200502Z'\""},{"name":"Mine, electrifying","description":"Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much as on a successful one. \r\n\r\nAdditionally, 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.","cost":550,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Mine, electrifying","timestamp":"2023-05-30T20:15:17.200502+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.200502Z'\""},{"name":"Mine, flash","description":"Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.","cost":600,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Mine, flash","timestamp":"2023-05-30T20:15:17.200502+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.200502Z'\""},{"name":"Mine, fragmentation","description":"Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it 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.","cost":200,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Mine, fragmentation","timestamp":"2023-05-30T20:15:38.9650903+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9650903Z'\""},{"name":"Mine, gas","description":"Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote ","cost":625,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Mine, gas","timestamp":"2023-05-30T20:15:38.9650903+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9650903Z'\""},{"name":"Mine, incendiary","description":"Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine sets the ground in a 15-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.\r\n\r\nWhen a creature enters the fire or starts its turn there, it creature must make a DC 14 Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. ","cost":550,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Mine, incendiary","timestamp":"2023-05-30T20:15:38.9650903+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9650903Z'\""},{"name":"Mine, ion","description":"Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it 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.","cost":525,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Mine, ion","timestamp":"2023-05-30T20:15:17.2015014+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.2015014Z'\""},{"name":"Mine, panic","description":"Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much as on a successful one. \r\n\r\nAdditionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.","cost":700,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Mine, panic","timestamp":"2023-05-30T20:15:17.2015014+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.2015014Z'\""},{"name":"Mine, plasma","description":"Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it 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.","cost":250,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Mine, plasma","timestamp":"2023-05-30T20:15:17.2015014+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.2015014Z'\""},{"name":"Mine, stun","description":"Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.\r\n\r\nAdditionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.","cost":475,"weight":"2","equipmentCategoryEnum":2,"equipmentCategory":"Explosive","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Mine, stun","timestamp":"2023-05-30T20:15:17.2015014+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.2015014Z'\""},{"name":"Mirror","description":null,"cost":50,"weight":"0.5","equipmentCategoryEnum":16,"equipmentCategory":"Utility","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Mirror","timestamp":"2023-05-30T20:15:38.9700874+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9700874Z'\""},{"name":"Missile, fragmentation","description":"This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 14 Dexterity saving throw, taking 1d10 kinetic damage on a failed save or half as much on a successful one.","cost":100,"weight":"0.5","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Missile, fragmentation","timestamp":"2023-05-30T20:15:38.960093+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.960093Z'\""},{"name":"Missile, incendiary","description":"This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.","cost":160,"weight":"0.5","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Missile, incendiary","timestamp":"2023-05-30T20:15:17.1965045+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1965045Z'\""},{"name":"Missile, ion","description":"This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 14 Dexterity saving throw, taking 1d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.","cost":140,"weight":"0.5","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Missile, ion","timestamp":"2023-05-30T20:15:17.1965045+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1965045Z'\""},{"name":"Mummergy","description":"Mummergy is a strong-smelling liquor derived from a plant of the same name. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.","cost":65,"weight":"0","equipmentCategoryEnum":22,"equipmentCategory":"AlcoholicBeverage","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Mummergy","timestamp":"2023-05-30T20:15:17.2044993+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.2044993Z'\""},{"name":"Munitions kit","description":null,"cost":425,"weight":"0","equipmentCategoryEnum":21,"equipmentCategory":"Kit","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Munitions kit","timestamp":"2023-05-30T20:15:17.4353692+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.4353692Z'\""},{"name":"Muon gold","description":"Muon gold is a lubricant-based spice that gives users intensified mental clarity and focus for a short time. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d3. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.","cost":65,"weight":"0","equipmentCategoryEnum":23,"equipmentCategory":"Spice","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Muon gold","timestamp":"2023-05-30T20:15:17.206498+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.206498Z'\""},{"name":"Nervebaton","description":null,"cost":375,"weight":"2","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":1,"damageTypeEnum":7,"damageType":"Kinetic","damageDieModifier":0,"weaponClassificationEnum":3,"weaponClassification":"SimpleVibroweapon","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":4,"damageDieType":4,"properties":["Disruptive","neuralizing 13"],"propertiesJson":"[\"Disruptive\",\"neuralizing 13\"]","propertiesMap":{"Disruptive":"Disruptive","Neuralizing":"neuralizing 13"},"propertiesMapJson":"{\"Disruptive\":\"Disruptive\",\"Neuralizing\":\"neuralizing 13\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Nervebaton","timestamp":"2023-05-30T20:15:17.4273727+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.4273727Z'\""},{"name":"Net","description":"A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net's effects. While a creature is restrained by a net, you can make no further attacks with it.","cost":300,"weight":"3","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":4,"weaponClassification":"MartialVibroweapon","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":["Light","finesse","special","thrown (range 15)"],"propertiesJson":"[\"Light\",\"finesse\",\"special\",\"thrown (range 15)\"]","propertiesMap":{"Light":"Light","Finesse":"finesse","Special":"special","Range":"thrown (range 15)"},"propertiesMapJson":"{\"Light\":\"Light\",\"Finesse\":\"finesse\",\"Special\":\"special\",\"Range\":\"thrown (range 15)\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Net","timestamp":"2023-05-30T20:15:38.6852497+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.6852497Z'\""},{"name":"Neutronium mesh","description":null,"cost":2500,"weight":"20","equipmentCategoryEnum":4,"equipmentCategory":"Armor","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":2,"armorClassification":"Medium","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":["Insulated 5","strength 11"],"propertiesJson":"[\"Insulated 5\",\"strength 11\"]","propertiesMap":{"Insulated":"Insulated 5","Strength":"strength 11"},"propertiesMapJson":"{\"Insulated\":\"Insulated 5\",\"Strength\":\"strength 11\"}","modes":[],"modesJson":"[]","ac":"13 + Dex modifier (max 2)","strengthRequirement":"","stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Neutronium mesh","timestamp":"2023-05-30T20:15:17.4323701+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.4323701Z'\""},{"name":"Novanian grog","description":"This grog features a pungent odor and a strong kick. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d3. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.","cost":70,"weight":"0","equipmentCategoryEnum":22,"equipmentCategory":"AlcoholicBeverage","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Novanian grog","timestamp":"2023-05-30T20:15:17.2044993+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.2044993Z'\""},{"name":"Ommni box","description":null,"cost":250,"weight":"0","equipmentCategoryEnum":18,"equipmentCategory":"MusicalInstrument","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Ommni box","timestamp":"2023-05-30T20:15:38.6952442+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.6952442Z'\""},{"name":"Oscillation calibrator","description":"As an action, you can apply this calibrator to one vibroweapon or pair of handwraps 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.","cost":170,"weight":"1","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Oscillation calibrator","timestamp":"2023-05-30T20:15:17.1965045+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1965045Z'\""},{"name":"Panic calibrator","description":"As an action, you can apply this calibrator to one vibroweapon or pair of handwraps 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. Additionally, for the duration, the weapon gains the neuralizing 13 property. If it already has the neuralizing property, its neuralizing number increases by 1, to a maximum of 18.","cost":850,"weight":"1","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Panic calibrator","timestamp":"2023-05-30T20:15:17.1965045+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1965045Z'\""},{"name":"Panic collimator","description":"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. Additionally, for the duration, the weapon gains the neuralizing 13 property. If it already has the neuralizing property, its neuralizing number increases by 1, to a maximum of 18.","cost":875,"weight":"1","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Panic collimator","timestamp":"2023-05-30T20:15:17.1965045+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1965045Z'\""},{"name":"Panic dart","description":"This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Wisdom saving throw, taking 1d4 psychic damage on a failed save. \r\n\r\nAdditionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.","cost":100,"weight":"0","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Panic dart","timestamp":"2023-05-30T20:15:17.1965045+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1965045Z'\""},{"name":"Pazaak deck","description":null,"cost":100,"weight":"0","equipmentCategoryEnum":17,"equipmentCategory":"GamingSet","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Pazaak deck","timestamp":"2023-05-30T20:15:38.6942443+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.6942443Z'\""},{"name":"Personal translator","description":"A personal translator is a hand held device that can translate verbal communications between up to five languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer.","cost":150,"weight":"0.5","equipmentCategoryEnum":7,"equipmentCategory":"Communications","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Personal translator","timestamp":"2023-05-30T20:15:17.1985038+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1985038Z'\""},{"name":"Pikesaber","description":null,"cost":1675,"weight":"5.25","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":1,"damageTypeEnum":3,"damageType":"Energy","damageDieModifier":0,"weaponClassificationEnum":6,"weaponClassification":"MartialLightweapon","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":10,"damageDieType":10,"properties":["Dexterity 11","luminous","reach","two-handed"],"propertiesJson":"[\"Dexterity 11\",\"luminous\",\"reach\",\"two-handed\"]","propertiesMap":{"Dexterity":"Dexterity 11","Luminous":"luminous","Reach":"reach","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Dexterity\":\"Dexterity 11\",\"Luminous\":\"luminous\",\"Reach\":\"reach\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Pikesaber","timestamp":"2023-05-30T20:15:38.6882479+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.6882479Z'\""},{"name":"Pitcher","description":"A pitcher stores 1 gallon of liquid.","cost":8,"weight":"2","equipmentCategoryEnum":5,"equipmentCategory":"Storage","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Pitcher","timestamp":"2023-05-30T20:15:38.9670882+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9670882Z'\""},{"name":"Plastoid composite","description":null,"cost":4500,"weight":"45","equipmentCategoryEnum":4,"equipmentCategory":"Armor","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":2,"armorClassification":"Medium","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":["Bulky","reinforced","rigid"],"propertiesJson":"[\"Bulky\",\"reinforced\",\"rigid\"]","propertiesMap":{"Bulky":"Bulky","Reinforced":"reinforced","Rigid":"rigid"},"propertiesMapJson":"{\"Bulky\":\"Bulky\",\"Reinforced\":\"reinforced\",\"Rigid\":\"rigid\"}","modes":[],"modesJson":"[]","ac":"15 + Dex modifier (max 2)","strengthRequirement":"","stealthDisadvantage":true,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Plastoid composite","timestamp":"2023-05-30T20:15:17.4333705+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.4333705Z'\""},{"name":"Pocket scrambler","description":"A pocket scrambler is a simple add-on to any commlink that automatically encodes any messages sent out. The transmitted message can only be read by a device equipped with a matched scrambler.","cost":800,"weight":"1","equipmentCategoryEnum":7,"equipmentCategory":"Communications","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Pocket scrambler","timestamp":"2023-05-30T20:15:38.963091+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.963091Z'\""},{"name":"Poison","description":"As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 14 Constitution saving throw, taking 2d4 poison damage on a failed save or half as much on a successful one. Once applied, the poison retains potency for 1 minute before drying.","cost":125,"weight":"0.5","equipmentCategoryEnum":10,"equipmentCategory":"Medical","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Poison","timestamp":"2023-05-30T20:15:38.9660893+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9660893Z'\""},{"name":"Poisoner's kit","description":null,"cost":500,"weight":"2","equipmentCategoryEnum":21,"equipmentCategory":"Kit","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Poisoner's kit","timestamp":"2023-05-30T20:15:38.960093+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.960093Z'\""},{"name":"Pouch","description":"A pouch stores 6.00 lb., not exceeding 1/5 cubic foot. ","cost":5,"weight":"1","equipmentCategoryEnum":5,"equipmentCategory":"Storage","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Pouch","timestamp":"2023-05-30T20:15:38.9680886+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9680886Z'\""},{"name":"Power belt","description":"This belt has slots to hold six power cells, and can be connected to directly power a single blaster weapon that uses power cells. Once per turn, if the powered weapon would be reloaded, it can be done without using an action using any ammunition in the belt. Connecting or disconnecting a weapon takes an action. Replacing an expended power cell takes an action.","cost":400,"weight":"1","equipmentCategoryEnum":11,"equipmentCategory":"WeaponOrArmorAccessory","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Power belt","timestamp":"2023-05-30T20:15:17.2044993+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.2044993Z'\""},{"name":"Power cell","description":"Weapons with this property are fueled by power cells, which must be loaded in order to fire the weapon. A power cell fuels a number of attacks equal to the weapon's reload number.","cost":10,"weight":"1","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Power cell","timestamp":"2023-05-30T20:15:38.960093+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.960093Z'\""},{"name":"Power generator","description":"Power generators energize the blaster cannon.","cost":1250,"weight":"5","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Power generator","timestamp":"2023-05-30T20:15:17.1965045+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1965045Z'\""},{"name":"Projector canister, corrosive","description":"When triggered, this wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 1d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it","cost":300,"weight":"2","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Projector canister, corrosive","timestamp":"2023-05-30T20:15:17.1975048+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1975048Z'\""},{"name":"Projector canister, cryo","description":"When triggered, this wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 1d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.","cost":350,"weight":"2","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Projector canister, cryo","timestamp":"2023-05-30T20:15:38.9610928+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9610928Z'\""},{"name":"Projector canister, incendiary","description":"When triggered, this wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Dexterity saving throw, taking 1d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.","cost":325,"weight":"2","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Projector canister, incendiary","timestamp":"2023-05-30T20:15:38.9610928+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9610928Z'\""},{"name":"Projector tank, corrosive","description":"When triggered, this vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. ","cost":625,"weight":"3","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Projector tank, corrosive","timestamp":"2023-05-30T20:15:17.1975048+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1975048Z'\""},{"name":"Projector tank, cryo","description":"When triggered, this vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 2d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.","cost":675,"weight":"3","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Projector tank, cryo","timestamp":"2023-05-30T20:15:17.1975048+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1975048Z'\""},{"name":"Projector tank, incendiary","description":"When triggered, this vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Dexterity saving throw, taking 2d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.","cost":650,"weight":"3","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Projector tank, incendiary","timestamp":"2023-05-30T20:15:17.1975048+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1975048Z'\""},{"name":"Quadanium heavy shield","description":null,"cost":2000,"weight":"36","equipmentCategoryEnum":4,"equipmentCategory":"Armor","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":4,"armorClassification":"Shield","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":["Charging 1","cumbersome","obtrusive","strength 15"],"propertiesJson":"[\"Charging 1\",\"cumbersome\",\"obtrusive\",\"strength 15\"]","propertiesMap":{"Charging":"Charging 1","Cumbersome":"cumbersome","":"obtrusive","Strength":"strength 15"},"propertiesMapJson":"{\"Charging\":\"Charging 1\",\"Cumbersome\":\"cumbersome\",\"\":\"obtrusive\",\"Strength\":\"strength 15\"}","modes":[],"modesJson":"[]","ac":"+3","strengthRequirement":"","stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Quadanium heavy shield","timestamp":"2023-05-30T20:15:17.4343683+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.4343683Z'\""},{"name":"Raava","description":"Raava is a traditional liquor breed from zsajhira berries. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.","cost":95,"weight":"0","equipmentCategoryEnum":22,"equipmentCategory":"AlcoholicBeverage","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Raava","timestamp":"2023-05-30T20:15:17.205499+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.205499Z'\""},{"name":"Railgun","description":null,"cost":1900,"weight":"16","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":2,"damageTypeEnum":7,"damageType":"Kinetic","damageDieModifier":0,"weaponClassificationEnum":2,"weaponClassification":"MartialBlaster","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":6,"damageDieType":6,"properties":["Piercing 1","reload 2","slug cartridge (range 150/600)","strength 17","two-handed"],"propertiesJson":"[\"Piercing 1\",\"reload 2\",\"slug cartridge (range 150/600)\",\"strength 17\",\"two-handed\"]","propertiesMap":{"Piercing":"Piercing 1","Reload":"reload 2","Range":"slug cartridge (range 150/600)","Strength":"strength 17","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Piercing\":\"Piercing 1\",\"Reload\":\"reload 2\",\"Range\":\"slug cartridge (range 150/600)\",\"Strength\":\"strength 17\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Railgun","timestamp":"2023-05-30T20:15:17.4253742+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.4253742Z'\""},{"name":"Ram, portable","description":"You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.","cost":40,"weight":"35","equipmentCategoryEnum":16,"equipmentCategory":"Utility","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Ram, portable","timestamp":"2023-05-30T20:15:38.9700874+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9700874Z'\""},{"name":"Remote detonator","description":"A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can pair the detonator with up to two mines within 10 feet. As an action, you can remotely detonate all of the paired mines. You must be within 30 feet of the mines to detonate them.","cost":150,"weight":"1","equipmentCategoryEnum":11,"equipmentCategory":"WeaponOrArmorAccessory","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Remote detonator","timestamp":"2023-05-30T20:15:38.9720867+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9720867Z'\""},{"name":"Repair kit","description":"A repair kit included the basic tools needed to repair a droid or construct after being damaged in combat. The kit has three uses. As an action, you can expend one use of the kit to restore hit points to a droid or construct within 5 feet. The creature rolls one die equal to the size of their Hit Die and regains hit points equal ","cost":750,"weight":"3","equipmentCategoryEnum":10,"equipmentCategory":"Medical","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Repair kit","timestamp":"2023-05-30T20:15:38.9660893+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9660893Z'\""},{"name":"Repeating blaster","description":null,"cost":1025,"weight":"9","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":1,"damageTypeEnum":3,"damageType":"Energy","damageDieModifier":0,"weaponClassificationEnum":2,"weaponClassification":"MartialBlaster","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":8,"damageDieType":8,"properties":["Auto","burst 4","power cell (range 75/300)","rapid 4","reload 8","strength 11","two-handed"],"propertiesJson":"[\"Auto\",\"burst 4\",\"power cell (range 75/300)\",\"rapid 4\",\"reload 8\",\"strength 11\",\"two-handed\"]","propertiesMap":{"Auto":"Auto","Burst":"burst 4","Power Cell":"power cell (range 75/300)","Rapid":"rapid 4","Reload":"reload 8","Strength":"strength 11","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Auto\":\"Auto\",\"Burst\":\"burst 4\",\"Power Cell\":\"power cell (range 75/300)\",\"Rapid\":\"rapid 4\",\"Reload\":\"reload 8\",\"Strength\":\"strength 11\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Repeating blaster","timestamp":"2023-05-30T20:15:38.6832509+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.6832509Z'\""},{"name":"Repelling wristpad","description":"This wristpad has the repelling and constitution 11 properties.","cost":1600,"weight":"2","equipmentCategoryEnum":8,"equipmentCategory":"DataRecordingAndStorage","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Repelling wristpad","timestamp":"2023-05-30T20:15:17.199503+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.199503Z'\""},{"name":"Respirator","description":"A respirator, or breath mask, is a portable device that includes 1 hour's worth of oxygen. The respirator is designed to function in all environments.","cost":200,"weight":"1","equipmentCategoryEnum":9,"equipmentCategory":"LifeSupport","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Respirator","timestamp":"2023-05-30T20:15:38.9660893+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9660893Z'\""},{"name":"Restraining bolt","description":"Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forced it to respond to signals produced by a hand-held control unit. \r\n\r\nInstalling a restraining bolt takes 1 minute. The droid must make a DC 14 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt. ","cost":350,"weight":"1","equipmentCategoryEnum":16,"equipmentCategory":"Utility","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Restraining bolt","timestamp":"2023-05-30T20:15:38.9700874+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9700874Z'\""},{"name":"Rocket boots","description":"Rocket boots are a form of rocket propulsion system affixed to a pair of boots instead of being worn on the back like a standard jetpack. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 25 feet. The rocket boots last for 1 minute and can be recharged by a power source or replacing the power cells.\t","cost":2500,"weight":"3","equipmentCategoryEnum":11,"equipmentCategory":"WeaponOrArmorAccessory","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Rocket boots","timestamp":"2023-05-30T20:15:38.9720867+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.9720867Z'\""},{"name":"Rocket launcher","description":"Rather than traditional power cells, the rocket launcher fires specialized projectiles in the form of rockets. When firing a rocket at long range, or if you don�t meet the rocket launcher�s strength requirement, creatures within the radius of the rocket�s explosion have advantage on the saving throw.","cost":2250,"weight":"14","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":2,"weaponClassification":"MartialBlaster","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":["Reload 1","special (range 150/600)","strength 13","two-handed"],"propertiesJson":"[\"Reload 1\",\"special (range 150/600)\",\"strength 13\",\"two-handed\"]","propertiesMap":{"Reload":"Reload 1","Range":"special (range 150/600)","Strength":"strength 13","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Reload\":\"Reload 1\",\"Range\":\"special (range 150/600)\",\"Strength\":\"strength 13\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Rocket launcher","timestamp":"2023-05-30T20:15:17.4263736+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.4263736Z'\""},{"name":"Rocket, fragmentation","description":"This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d10 kinetic damage on a failed save or half as much on a successful one.","cost":350,"weight":"2","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Rocket, fragmentation","timestamp":"2023-05-30T20:15:17.1975048+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1975048Z'\""},{"name":"Rocket, incendiary","description":"This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.","cost":535,"weight":"2","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Rocket, incendiary","timestamp":"2023-05-30T20:15:17.1975048+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1975048Z'\""},{"name":"Rocket, ion","description":"This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.","cost":475,"weight":"2","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Rocket, ion","timestamp":"2023-05-30T20:15:17.1975048+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.1975048Z'\""},{"name":"Rocketpack","description":"Rocketpacks combine the aerial transportation of a jetpack with the firepower of a rocket launcher. Activating or deactivating the rocketpack's flight capabilities requires a bonus action and, while active, you have a flying speed of 25 feet. The jetpack last for 1 minute per power cell (to a maximum of 5 minutes) and can be recharged by a power source or replacing the power cells.\r\n\r\nAdditionally, your rocketpack comes with an integrated rocket launcher with the Ammunition (range 100/400) and reload 1 properties. Rather than traditional power cells, this rocket launcher fires specialized projectiles in the form of rockets. Whenever you would make a ranged weapon attack, you can instead fire this rocket launcher. When firing a rocket at long range, creatures within the radius of the rocket's explosion have advantage on the saving throw. Reloading this rocket launcher takes 1 minute.","cost":10000,"weight":"35","equipmentCategoryEnum":11,"equipmentCategory":"WeaponOrArmorAccessory","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":2,"contentSource":"WH","partitionKey":"Core","rowKey":"Rocketpack","timestamp":"2023-05-30T20:15:17.2044993+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A17.2044993Z'\""},{"name":"Rotary cannon","description":null,"cost":1500,"weight":"12.5","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":1,"damageTypeEnum":3,"damageType":"Energy","damageDieModifier":0,"weaponClassificationEnum":2,"weaponClassification":"MartialBlaster","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":10,"damageDieType":10,"properties":["Auto","power cell (range 75/300)","rapid 2","reload 8","strength 13","two-handed"],"propertiesJson":"[\"Auto\",\"power cell (range 75/300)\",\"rapid 2\",\"reload 8\",\"strength 13\",\"two-handed\"]","propertiesMap":{"Auto":"Auto","Power Cell":"power cell (range 75/300)","Rapid":"rapid 2","Reload":"reload 8","Strength":"strength 13","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Auto\":\"Auto\",\"Power Cell\":\"power cell (range 75/300)\",\"Rapid\":\"rapid 2\",\"Reload\":\"reload 8\",\"Strength\":\"strength 13\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Rotary cannon","timestamp":"2023-05-30T20:15:38.6832509+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A38.6832509Z'\""},{"name":"Sabacc deck","description":null,"cost":150,"weight":"0","equipmentCategoryEnum":17,"equipmentCategory":"GamingSet","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":1,"contentType":"Core","contentSourceEnum":1,"contentSource":"PHB","partitionKey":"Core","rowKey":"Sabacc 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When you reload a weapon, you can draw as much ammunition needed from this pouch without using an object interaction to do so. Instead of slug cartridges, you can instead store a power cell which takes up the space of 10 cartridges.","cost":15,"weight":"0","equipmentCategoryEnum":11,"equipmentCategory":"WeaponOrArmorAccessory","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Ammo Pouch","timestamp":"2023-05-30T20:15:25.5197581+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5197581Z'\""},{"name":"Anti-materiel blaster","description":null,"cost":2500,"weight":"18.5","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":3,"damageTypeEnum":3,"damageType":"Energy","damageDieModifier":0,"weaponClassificationEnum":2,"weaponClassification":"MartialBlaster","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":4,"damageDieType":4,"properties":["Power cell (range 180/720)","auto","reload 2","penetrating 2","strength 19","two-handed"],"propertiesJson":"[\"Power cell (range 180/720)\",\"auto\",\"reload 2\",\"penetrating 2\",\"strength 19\",\"two-handed\"]","propertiesMap":{"Power Cell":"Power cell (range 180/720)","Auto":"auto","Reload":"reload 2","Penetrating":"penetrating 2","Strength":"strength 19","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Power Cell\":\"Power cell (range 180/720)\",\"Auto\":\"auto\",\"Reload\":\"reload 2\",\"Penetrating\":\"penetrating 2\",\"Strength\":\"strength 19\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Anti-materiel blaster","timestamp":"2023-05-30T20:15:25.5667312+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5667312Z'\""},{"name":"Anti-materiel rifle","description":null,"cost":1900,"weight":"17","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":2,"damageTypeEnum":7,"damageType":"Kinetic","damageDieModifier":0,"weaponClassificationEnum":2,"weaponClassification":"MartialBlaster","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":6,"damageDieType":6,"properties":["Slug cartridge (range 180/720)","reload 2","penetrating 2","strength 19","two-handed"],"propertiesJson":"[\"Slug cartridge (range 180/720)\",\"reload 2\",\"penetrating 2\",\"strength 19\",\"two-handed\"]","propertiesMap":{"Range":"Slug cartridge (range 180/720)","Reload":"reload 2","Penetrating":"penetrating 2","Strength":"strength 19","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Range\":\"Slug cartridge (range 180/720)\",\"Reload\":\"reload 2\",\"Penetrating\":\"penetrating 2\",\"Strength\":\"strength 19\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Anti-materiel rifle","timestamp":"2023-05-30T20:15:25.5667312+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5667312Z'\""},{"name":"Arrow","description":"Arrows are ammunition used in bow weapons. When you would use poison to coat a weapon or slug cartridge you can instead coat an arrow with the poison. Once a poisoned arrow hits a target, it no longer gives a bonus.","cost":1,"weight":"0","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Arrow","timestamp":"2023-05-30T20:15:25.5777247+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5777247Z'\""},{"name":"Arrow, Combustive","description":"A combustive arrow is a specialized arrow for use with bow weapons. When the arrow hits another creature, object, or surface it detonates. Each creature within 5ft of the arrows detonation must make a DC 14 Dexterity saving throw or take 1d8 fire damage. On a successful save, a creature takes half damage. Once the arrow hits a target, it no longer gives a bonus.","cost":100,"weight":"0","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Arrow, Combustive","timestamp":"2023-05-30T20:15:25.5777247+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5777247Z'\""},{"name":"Arrow, Electroshock","description":"An electroshock arrow is a specialized arrow for use with bow weapons. When you hit a creature with this arrow, the creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d3 ion damage and becomes stunned until the start of its next turn. On a successful save, a creature takes half damage and isn’t stunned. Once the arrow hits a target, it no longer gives a bonus.","cost":150,"weight":"0","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Arrow, Electroshock","timestamp":"2023-05-30T20:15:25.5777247+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5777247Z'\""},{"name":"Arrow, Noisemaker","description":"A noisemaker arrow is a specialized arrow for use with bow weapons. When the arrow hits another creature, object, or surface it generates an explosion of sound that can be heard up to 100 feet away. If the target of the attack is a creature, the creature must make a DC 14 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the end of its next turn. Once the arrow hits a target, it no longer gives a bonus.","cost":125,"weight":"0","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Arrow, Noisemaker","timestamp":"2023-05-30T20:15:25.5777247+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5777247Z'\""},{"name":"Atlatl","description":"This specialized gungan club can be used to throw grenades or similar objects at long distances. If you are wielding this weapon, as part of the action to throw a grenade, you can instead throw it using an atlatl you are holding. The grenade can be thrown at a short distance of 30ft and a long distance of 120ft. When throwing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw.  If you lack proficiency in the atlatl, you must roll the damage dice twice and take the lesser total.","cost":375,"weight":"1.25","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":1,"damageTypeEnum":7,"damageType":"Kinetic","damageDieModifier":0,"weaponClassificationEnum":3,"weaponClassification":"SimpleVibroweapon","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":6,"damageDieType":6,"properties":["Disguised","light","special"],"propertiesJson":"[\"Disguised\",\"light\",\"special\"]","propertiesMap":{"Disguised":"Disguised","Light":"light","Special":"special"},"propertiesMapJson":"{\"Disguised\":\"Disguised\",\"Light\":\"light\",\"Special\":\"special\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Atlatl","timestamp":"2023-05-30T20:15:25.5737269+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5737269Z'\""},{"name":"Blaster cannon","description":"Rather than traditional power cells, the blaster cannon uses a specialized power generator that allows it to fire continuously for 10 minutes. Replacing a power generator takes an action.\r\n\r\nBefore firing the blaster cannon, you must deploy it using an action unless you meet its strength requirement. Alternatively, if you’re able to make multiple attacks with the Attack action, this action replaces one of them.  While deployed in this way, you treat this weapon’s strength number as two steps less (from 19 to 15), your speed is reduced by half, and you cannot fire this weapon at long range. You can collapse the blaster cannon as an action or bonus action.","cost":5500,"weight":"18.5","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":2,"damageTypeEnum":3,"damageType":"Energy","damageDieModifier":0,"weaponClassificationEnum":2,"weaponClassification":"MartialBlaster","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":6,"damageDieType":6,"properties":["Auto","burst","rapid","special (range 120/480)","strength 19","two-handed"],"propertiesJson":"[\"Auto\",\"burst\",\"rapid\",\"special (range 120/480)\",\"strength 19\",\"two-handed\"]","propertiesMap":{"Auto":"Auto","Burst":"burst","Rapid":"rapid","Range":"special (range 120/480)","Strength":"strength 19","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Auto\":\"Auto\",\"Burst\":\"burst\",\"Rapid\":\"rapid\",\"Range\":\"special (range 120/480)\",\"Strength\":\"strength 19\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Blaster cannon","timestamp":"2023-05-30T20:15:25.5667312+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5667312Z'\""},{"name":"Bo-rifle","description":null,"cost":1075,"weight":"0","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":7,"weaponClassification":"ExoticBlaster","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":["Modal (blaster rifle and techstaff)"],"propertiesJson":"[\"Modal (blaster rifle and techstaff)\"]","propertiesMap":{"Modal":"Modal (blaster rifle and techstaff)"},"propertiesMapJson":"{\"Modal\":\"Modal (blaster rifle and techstaff)\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Bo-rifle_ExoticBlaster","timestamp":"2023-05-30T20:15:25.5767259+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5767259Z'\""},{"name":"Bo-rifle","description":null,"cost":1075,"weight":"0","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":8,"weaponClassification":"ExoticVibroweapon","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":["Modal (blaster rifle and techstaff)"],"propertiesJson":"[\"Modal (blaster rifle and techstaff)\"]","propertiesMap":{"Modal":"Modal (blaster rifle and techstaff)"},"propertiesMapJson":"{\"Modal\":\"Modal (blaster rifle and techstaff)\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Bo-rifle_ExoticVibroweapon","timestamp":"2023-05-30T20:15:25.5767259+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5767259Z'\""},{"name":"Bolas","description":"A Large or smaller creature hit by a bolas is restrained until it is freed. A bolas has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Dexterity check, freeing itself or another creature within its reach on a success. The bolas has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the bolas frees the creature without harming it and immediately ends the bolas’s effects. While a creature is restrained by a bolas, you can make no further attacks with it.\r\n\r\nDue to their unwieldy nature, bolas make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.","cost":100,"weight":"2","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":4,"weaponClassification":"MartialVibroweapon","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":["Light","special","thrown (range 20/60)"],"propertiesJson":"[\"Light\",\"special\",\"thrown (range 20/60)\"]","propertiesMap":{"Light":"Light","Special":"special","Range":"thrown (range 20/60)"},"propertiesMapJson":"{\"Light\":\"Light\",\"Special\":\"special\",\"Range\":\"thrown (range 20/60)\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Bolas","timestamp":"2023-05-30T20:15:25.5747267+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5747267Z'\""},{"name":"Bolt","description":"Rather than traditional power cells, the bolt-thrower fires specialized projectiles in the form of bolts.","cost":10,"weight":"0","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Bolt","timestamp":"2023-05-30T20:15:25.5777247+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5777247Z'\""},{"name":"Bolt, Deafening","description":"This bolt-thrower ammunition deals 2d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Constitution saving throw, taking 2d4 sonic damage on a failed save.\r\nAdditionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.","cost":140,"weight":"0","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Bolt, Deafening","timestamp":"2023-05-30T20:15:25.5787237+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5787237Z'\""},{"name":"Bolt, Electrifying","description":"This bolt-thrower ammunition deals 2d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Dexterity saving throw, taking 2d4 lightning damage on a failed save.\r\nAdditionally, 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.","cost":170,"weight":"0","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Bolt, Electrifying","timestamp":"2023-05-30T20:15:25.5787237+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5787237Z'\""},{"name":"Bolt, Panic","description":"This bolt-thrower ammunition deals 2d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Wisdom saving throw, taking 2d4 psychic damage on a failed save.\r\nAdditionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success.","cost":200,"weight":"0","equipmentCategoryEnum":1,"equipmentCategory":"Ammunition","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Bolt, Panic","timestamp":"2023-05-30T20:15:25.5787237+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5787237Z'\""},{"name":"Bolt-thrower","description":"Rather than traditional power cells, the bolt-thrower fires specialized projectiles in the form of bolts.","cost":1825,"weight":"13.5","equipmentCategoryEnum":3,"equipmentCategory":"Weapon","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":2,"weaponClassification":"MartialBlaster","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":["Reload 1","silent","special (range 90/360)","strength 13","two-handed"],"propertiesJson":"[\"Reload 1\",\"silent\",\"special (range 90/360)\",\"strength 13\",\"two-handed\"]","propertiesMap":{"Reload":"Reload 1","Silent":"silent","Range":"special (range 90/360)","Strength":"strength 13","Two-Handed":"two-handed"},"propertiesMapJson":"{\"Reload\":\"Reload 1\",\"Silent\":\"silent\",\"Range\":\"special (range 90/360)\",\"Strength\":\"strength 13\",\"Two-Handed\":\"two-handed\"}","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Bolt-thrower","timestamp":"2023-05-30T20:15:25.5677303+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5677303Z'\""},{"name":"Bucket","description":"A bucket stores 3 gallons of liquid or 1/2 cubic foot of solids.","cost":2,"weight":"2","equipmentCategoryEnum":5,"equipmentCategory":"Storage","damageNumberOfDice":0,"damageTypeEnum":0,"damageType":"Unknown","damageDieModifier":0,"weaponClassificationEnum":0,"weaponClassification":"Unknown","armorClassificationEnum":0,"armorClassification":"Unknown","damageDiceDieTypeEnum":0,"damageDieType":0,"properties":null,"propertiesJson":"","propertiesMap":null,"propertiesMapJson":"","modes":[],"modesJson":"[]","ac":null,"strengthRequirement":null,"stealthDisadvantage":false,"contentTypeEnum":2,"contentType":"ExpandedContent","contentSourceEnum":5,"contentSource":"EC","partitionKey":"ExpandedContent","rowKey":"Bucket","timestamp":"2023-05-30T20:15:25.5187581+00:00","eTag":"W/\"datetime'2023-05-30T20%3A15%3A25.5187581Z'\""},{"name":"Cesta","description":"This specialized gungan staff can be used to throw grenades or similar objects at long distances. If you are wielding this weapon, as part of the action to throw a grenade, you can instead throw it using a cesta you are holding. The grenade can be thrown at a short distance of 60ft and a long distance of 240ft. When throwing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw. 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