Attachments - Components

Attachments

The following pages list the various attachments, starting with the components a crew might acquire for their delver wagon categorized by their grade and separated by the model they’re available to. The rest of the section is an alphabetized list of attachments with their descriptions and costs.

Windsprinter

Grade 1

BallistaNet ThrowerPrecision RailbowQuick-Retract WinchSmokescreen

Grade 2

Cascade AnvilMetamagic CrystalProxy LensPull-Hook Launcher

Grade 3

Dragon LauncherGrounding BolaSoul OrbTwin Anchor Cable Harpoon

Grade 4

Friendship Harness

Grade 5

Astral Capture CubeLuck ObeliskSpeed MirageTelepathic Timber

Grade 6

Stop Body

Rocksteady

Grade 1

BallistaHand CannonballNet ThrowerPrecision RailbowQuick-Retract WinchSmokescreen

Grade 2

Barbed WireCascade AnvilMetamagic CrystalProxy Lens

Grade 3

Blast SpikeDragon LauncherSoul OrbTwin Anchor Cable HarpoonWagon Spring

Grade 4

Friendship Harness

Grade 5

Astral Capture CubeLuck ObeliskTelepathic Timber

Grade 6

Self-Repair

Ironaxle

Grade 1

Absorbing RamBallistaHand CannonballPrecision RailbowQuick-Retract Winch

Grade 2

Barbed WireCannonCascade AnvilMetamagic CrystalProxy Lens

Grade 3

Blast SpikeDragon LauncherLever 5Soul OrbTwin Anchor Cable HarpoonWagon Spring

Grade 4

Friendship Harness

Grade 5

Astral Capture CubeForce PyramidLuck ObeliskTelepathic Timber

Grade 6

Absolute Shell

Components

Grade 1

Absorbing Ram

Location: Body (built-in) 
Etched semi-precious stones slotted into the wagon’s body allow it to absorb and redirect various types of energy. When a wagon fitted with an absorbing ram takes fire, lightning, or thunder damage, the driver can use its reaction to reduce the damage by 2d6. Once during the next minute, if the wagon hits with a Ram attack, it deals an extra 2d6 fire, lightning, or thunder damage, and the energy is released. The driver chooses the damage type. The absorbing ram can absorb and deal extra damage once before it must be replenished. 
Refit. As a grade 3 component, the absorbing ram can also reduce damage taken by crew on board. Additionally, the component can activate when the wagon takes cold or acid damage, and can deal those types as extra damage with a Ram attack.

Ballista

ranged weapon (martial)Location: RoofDamage: 2d6 piercingProperties: Ammunition (range 300/1500), loading, special
This oversized crossbow sits on a roof mount. It specializes in hitting distant targets, though its position makes it unwieldy for hitting some closer ones. The ballista can’t target Medium or smaller creatures within 30 feet of it. Damage dealt by this component ignores Enormity. This weapon can fire 20 bolts before it must be replenished.
Refit. As a grade 2 component, this component becomes the cheiroballistra, a portable version that weighs 55 pounds with an added folding mount. The cheiroballistra can be set on its mount or removed as an action. It can’t fire while unmounted, and can’t move while mounted.

Hand Cannonball

melee weapon (martial)Location: RoofDamage: 2d6 bludgeoningProperties: Thrown (range 15/30), special
This 50-pound iron sphere is attached to a chain winch bolted to the wagon. After being thrown, the winch retracts the chain, dragging the ball back to its wielder almost instantly. This weapon requires a Strength score of 15 to use, and its damage ignores Enormity.
Refit. As a grade 2 component, this component becomes the twin hand cannonball, with two balls chained to the winch to allow two users.

Net Thrower

ranged weapon (martial)Location: RoofProperties: Ammunition (range 60/120), special
This modified cannon fires a weighted net to ensnare massive creatures. The net retracts and can be fired again on a miss.. On a hit, a Huge or smaller creature is restrained until freed. A net has no effect on creatures that are formless. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

The net thrower can hit a creature once before it must be replenished.

Refit. As a grade 2 or higher component, the net thrower gains the loading property, and can hit one extra time for each grade higher than 1 before it must be replenished.

As a grade 3 or higher component, this component becomes a reinforced net thrower, with escape DC 13. A reinforced net thrower’s net can take 15 slashing damage before it is destroyed.

Precision Railbow

melee weapon (martial)Location: Body (see text) or roofDamage: 1d10 piercingProperties: Ammunition (range 240/480), loading, special
This crossbow’s long rail and mount are calibrated for superb precision. It can be mounted to the roof or occupy half of the driver’s seat (if it does, only one creature can sit in the seat). Creatures proficient with hand crossbows are proficient with this weapon. Attacks using the precision railbow have advantage against targets at least 120 feet away. The precision railbow can’t target Medium or smaller creatures within 30 feet of it. Damage dealt by this component ignores Enormity.

The precision railbow can fire 20 bolts before it must be replenished.

Refit. As a grade 3 component, the weapon’s range becomes 360/480.

Quick-Retract Winch

Location: Body (one 5-foot roof edge without overhang)
This sturdy line is attached to the edge of the wagon’s roof, allowing quick traversal. When a creature inserts a foot in its loop and puts weight on the line, the winch pulls it to the roof at no movement cost.

The line can also be extended 30 feet per round, to a maximum length of 150 feet. The winch can lift up to 400 pounds 30 feet per round.

Smokescreen

Location: Roof
This tube detonates a blasting cap when used, breaking a glass vial to emit gas to confound pursuers. When used as an action, a cone of opaque white smoke spreads behind the wagon if it moves forward before the start of the user’s next turn, up to 120 feet. The affected area is heavily obscured for 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

The smokescreen can be used once before it must be replenished.

Refit. As a grade 3 component, this attachment becomes the acid smokescreen. Creatures in the cone’s area must make a DC 15 Constitution saving throw, taking 5d8 acid damage at the start of each turn on a failed save, or half as much on a successful one. Objects take 5d8 acid damage a round. Damage dealt by this component ignores Enormity.

Grade 2

Barbed Wire

Location: Body (built-in) 
These menacing razor coils punish a wagon’s enemies. When the wagon collides with a creature or object (or hits with a Ram attack), it deals an extra 3d4 piercing damage. When a creature hits the wagon with a melee attack, the attacker takes 3d4 piercing damage. Damage dealt by this attachment ignores Enormity.

Cannon

ranged weapon (martial)Location: RoofDamage: 5d10 bludgeoning damageProperties: Ammunition (Range 300/1000), special
The cannon can’t target Medium or smaller creatures within 30 feet of it. Once fired, the cannon takes two actions to reload, which any creature within 5 feet of it can take. This weapon’s damage ignores Enormity, and deals double damage to structures and objects. The cannon can be fired four times before it must be replenished.

Cascade Anvil

Location: Roof
This scarlet anvil floats an inch off of a plate on the roof, attuned to a ring of the metal that makes contact with the ground through the wagon’s wheels. By setting a metal melee weapon flat against the anvil as a bonus action, it hums and vibrates at the same frequency. Until the end of the user’s next turn, the weapon’s attacks deal an extra 1d6 thunder damage, and its damage ignores Enormity
Refit. As a grade 4 component, the anvil’s effect lasts 1 minute.

Metamagic Crystal

Location: Roof
A luminescent crystal dodecahedron is set in a rooftop pedestal. The crystal’s color corresponds to a metamagic option according to the Metamagic Crystals table. Some colors can only be set in a higher grade component (see below). Rarely, one can buy a swirling mix of two colors in a single crystal, but they cost 50% more to install. 
When a creature uses the crystal as a spellcasting focus, it can apply the crystal’s metamagic option to the spell using its sorcery points. The crystal has 2 sorcery points, which it regains every day at dawn.
Refit. As a grade 3 or higher component, the metamagic crystal has 2 more maximum sorcery points for each grade higher than 2, and regains 1d4+1 sorcery points every day at dawn.

Metamagic Crystals
Color - Metamagic
Blue - Distant Spell
Green - Extended Spell
Red - Heightened Spell (min. gr. 3)
Purple - Quickened Spell (min. gr. 4)
Black - Twinned Spell (min. gr. 4)

Proxy Lens

Location: Roof
An 18-inch glass lens sits flush with the roof of the wagon, and rises on its mounting arm when a foot pedal is pressed. Looking through the lens at a friendly creature between 30 and 240 feet away, the user can cast spells as if standing in the observed creature’s space.

When the user casts a spell with a range of touch, the observed creature can deliver the spell as if it had cast the spell. It must use its reaction to deliver the spell when it is cast. Spells requiring an attack roll use the caster’s attack modifier.

Pull-Hook Launcher

ranged weapon (martial)Location: Body (back wall)Properties: Ammunition (Range 60/120), special
A harpoon mounted to the back of the wagon fires a hook to ensnare an enemy. A Large or smaller creature hit by a pull-hook launcher is restrained until it is freed. A pull-hook launcher has no effect on creatures that are formless, or creatures that are Huge or larger. 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 hook has AC 10 and 10 hit points. Reducing the hook to 0 hit points frees the creature without harming it, ending the effect and destroying the hook.

If a creature hit by a hook is more than 10 feet away, the launcher attempts to pull it closer with the retracting mechanism to the nearest unoccupied space within 10 feet of it. The hooked creature makes a Dexterity saving throw with a DC equal to 8 plus the wagon’s Drive modifier. On a failed save, the creature is knocked prone, and takes 1 bludgeoning damage for every 10 feet dragged. If the wagon moves while the creature is restrained by the pull-hook, the creature takes 1 bludgeoning damage for every 10 feet it moves. Once fired, a new hook can be reloaded into the launcher as a bonus action. It can be fired four times before it must be replenished.

Refit. As a grade 3 or higher attachment, the pull-hook launcher’s hook has 5 more hit points for each grade higher than 2.

Grade 3

Blast Spike

Location: Body (one 5-foot square on the underside of the exterior)
The head of this spike is loaded with explosives, with its tip pointed toward the ground. When used as an action, the spike penetrates sand, earth, mud, or ice, sending a magic shockwave that disrupts underground structures and burrowing creatures within 60 feet. Burrowing creatures in range must make a DC 15 Constitution saving throw. A creature takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. Structures in range take 10d6 thunder damage. Damage dealt by this component ignores Enormity. 
The blast spike can be used once before it must be replenished. 
Refit. As a grade 4 or higher component, the blast spike deals an extra 2d6 thunder damage for each grade higher than 3.

Dragon Launcher

Location: Roof
One end of this stone cylinder resembles a dragon’s head, and the other is filled with flammable gel. The dragon launcher can be fired as an action. Creatures and objects in a 20-foot-radius sphere centered on a point within 120 feet must make a DC 15 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save a target takes 2d6 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Damage dealt by this attachment ignores Enormity. The dragon launcher can be used once before it must be replenished. 
Refit. As a grade 4 or higher component, the dragon launcher can be used an extra time for each grade higher than 3 before it must be replenished.

Grounding Bola

ranged weapon (martial)Location: RoofProperties: Ammunition (Range 120/300), special
A pneumatic rail fires a tangling bola designed to entangle wings and ground flying creatures. On a hit, a creature’s flying speed is reduced to 0. A creature can use its action to make a DC 15 Strength check, freeing itself on a success. The bola has AC 19 and 20 hit points. Reducing the bola to 0 hit points destroys it and allows the creature to fly again.

The bola can be reloaded as a bonus action, and it can be used four times before it must be replenished.

Lever 5

Location: Body (5 feet adjacent to either front wheel on the wagon’s exterior, activated from driver’s seat)
This component is a lever that allows the operation of a crablike apparatus: an extending metal claw. As a bonus action, the driver can use the lever to make the following melee weapon attack: 
  • Claw. Melee Weapon Attack: wagon’s Drive bonus to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 8 + wagon’s Drive bonus).

Sabotage Spinner

ranged weapon (martial)Location: RoofDamage: 1d10 slashingProperties: Ammunition (Range 60/120), loading, special
In a rare break from their emphasis on simplicity, the designers of the Rocksteady wagon adapted its frame specifically for the fitting of this component. This tube-like rack and launcher fires a disk that moves along the ground and underneath another delver wagon’s undercarriage. When the hook on top catches on an axle, it releases a mass of shredding cables that wreak havoc on the delicate mechanisms underneath.

When the sabotage spinner hits another wagon, it deals double damage and causes an immediate breakdown regardless of its remaining hit points.

The sabotage spinner can be used four times before it must be replenished.

Soul Orb

Location: Interior
This 10-inch orb is an unassuming gray sphere to anyone without the Ki feature, but those attuned to energies of spirit can see its gentle golden luminescence. While touching the orb, the user can spend 3 ki points and close their eyes to project a resplendent copy of themselves up to 120 feet away. The copy is made of golden energy that projects bright light in a 15-foot radius and dim light an additional 15 feet.

The user sees and hears as if standing where the image is projected. The image has the same game statistics and equipment as the user, except its weapon attacks deal radiant damage that ignores Enormity. The copy and the user share hit points; if one is healed or damaged, the other is affected equally. If the copy moves farther than 120 feet away from the wagon, it disappears.

If the copy is reduced to 0 hit points, it instantly disappears. The copy lasts 10 minutes, or until the user stops touching the orb or opens their eyes.

The soul orb can be used once before it must be replenished. 

Refit. As a grade 4 or higher component, the soul orb’s copy lasts an additional 10 minutes and can travel 120 feet farther for each grade higher than 3.

Speed Mirage

Location: Body (undercarriage)
This component is a hollow glass cylinder wrapped around the wagon’s rear axle that emits a ripple in the visual spectrum. When it rotates at sufficient speed, the illusory magic within is projected around the wagon.

When the wagon uses Maneuverability to gain extra movement, three illusory duplicates appear randomly in front and behind, impossible to discern from the genuine article. For 1 minute, each time a creature targets the wagon or a creature on board with an attack, roll a d20 to determine whether the attack instead targets one of the mirages. You must roll a 6 or higher to change the attack’s target to a duplicate. If an attack hits a duplicate, nothing happens.

The speed mirage can be used once before it must be replenished.

Twin Anchor Cable Harpoon

Location: Body (built-in)
The Twin Anchor Cable Harpoon (or TACH) is a pair of harpoon launchers suspended above the wagon, attached to a steel brace running around the cabin. When used as an action, the harpoons fire up to 300 feet directly ahead and behind the wagon, each making an attack roll at a +15 bonus and dealing 10 piercing damage on a hit. A harpoon anchors to any object it damages without destroying. If either harpoon fails to anchor, it retracts and can be fired again as an action. Damage dealt by this component ignores Enormity. 
A TACH with both harpoons anchored lifts the wagon three inches. As a bonus action, the wagon can move along the line 30 feet per round by operating a lever. The line can be released as a bonus action, dropping the wagon and leaving behind the anchored harpoons. 
The TACH comes equipped with a single cable, which can be replenished. 
Refit. As a grade 5 component, this attachment becomes a swiveling twin anchor cable harpoon (STACH). A STACH can adjust its firing angle to allow a wagon to travel at an angle up to 30 degrees.

Wagon Spring

Location: Body (built-in)
Two iron prisms are anchored to the yoke of the wagon, and the frame is fitted with a row of flattened springs. The wagon spring can be used as an action. The yoke detaches from the wagon, the draughts are instantly unhitched, and the prisms hold it in space with magic for an instant. In the same moment, the heavy springs release, pushing against the static yoke to launch the wagon 120 feet backwards in a straight line. The wagon only stops if it hits a Huge or larger object or creature. Creatures and objects in the path of the wagon must succeed on a DC 18 Dexterity saving throw or take 10d10 bludgeoning damage and be knocked prone. Damage dealt by this component ignores Enormity. The stopped wagon is unhitched. It takes 1 minute to hitch creatures to a wagon with the wagon spring’s yoke. 
The wagon spring can be used once before it must be replenished.

Grade 4

Friendship Harness

Location: Interior
Five iridescent belts are included with this component, each with a 60-foot tether. As a bonus action, a tether can be attached to or removed from a bar running around the interior wall, exterior wall, or roof perimeter. Each tether and bar support up to 300 pounds of weight. While wearing a harness, a creature can deliver spells with a range of touch to any other creature wearing one.

Grade 5

Astral Capture Cube

Location: Body (anywhere on the wagon’s exterior)
A spectral cube spins and wobbles on its corner somewhere on the wagon’s body. When this component is used as an action, a creature the user can see within 20 feet of the cube must make a DC 17 Charisma saving throw. On a failed save, the target instantly disappears, imprisoned in a pocket of Astral space within the cube. Every 30 days, a trapped creature can repeat the Charisma saving throw, freeing itself into the nearest unoccupied space on a success. 
The inside of the cube is a void of infinite darkness, where magic from sources other than an artifact are suppressed. As an action, a creature can study the cube’s faces and make a DC 13 Intelligence (Investigation) check. If it succeeds, the creature discerns the faint outline of a prisoner’s body. By using an action to speak the cube’s command word, a trapped creature can be released and ejected into the nearest unoccupied space. 
The cube can only contain one creature at a time, and can only attempt to trap a creature once before it must be replenished.

Chasmic Pylons

Location: Roof
Four 3-foot stakes, made from the ribs of a fossilized creature, are loaded in a pneumatic tube mounted on the side of the wagon. When used as a bonus action, the tube fires a stake into soil or similar material, or into stone. The pneumatics bury the stakes completely; a creature must succeed on a DC 13 Wisdom (Perception) check to perceive where a stake is buried. Removing one requires a DC 20 Strength check, or excavating at least half the stake’s length with 1 minute of digging. 
When all four stakes are buried to form the corners of a shape no more than 100 feet on a side, the user can activate them within 1 mile as an action. The ground within the perimeter is temporarily shunted into the Astral Sea, leaving behind a pit 40 feet deep. Creatures standing on the edge can make a DC 18 Dexterity saving throw to avoid falling in, but anything else within the area plummets into the pit. 
Material other than earth, stone, water, or ice falls to the bottom. Man-made structures are also left behind, regardless of material. 
The effect lasts 1 hour, or until the user speaks the command word within 1 mile as an action. When the effect ends, the ground reappears undisturbed, anything still in the pit is buried, and the stakes spring from the earth. They must be retrieved before the component can be used again. 
The chasmic pylons can be used once before they must be replenished.

Force Pyramid

Location: Body (underside of any 5-foot space on the wagon’s exterior)
A pyramid of adamantine filled with crystal beads is installed on the underside of the wagon. As an action, a crew member can use the pyramid to evoke an immobile, invisible pyramid of force centered on the component. This square pyramid is 60 feet on a side and 120 feet high. Creatures and objects within the pyramid when it forms can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the pyramid or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. The pyramid lasts 12 hours, or until the command word is spoken again. 
The force pyramid can be used once before it must be replenished.

Luck Obelisk

Location: Interior
This obsidian edifice emits a constant, barely audible hum, installed against an interior wall. When a member of the wagon’s crew makes an attack roll, ability check, or saving throw within 30 feet of the wagon, it can speak a command word to use the luck obelisk, giving it advantage on the roll. It must choose to use the component before it rolls.

Additionally, as a reaction to being targeted by an attack within 30 feet of the wagon, a member of the crew can speak the command word and expend a charge to impose disadvantage on the attack.

The luck obelisk can be used 3 times before it must be replenished.

Shrinking Shroud

Location: Roof
A shroud of astralcrafted silk is embroidered with impossible geometry to allow it to exist in other worlds, then wrapped around a pole inside the roof of the wagon. When the component is used as an action, the pole springs up and spins rapidly. The silk unfurls and completely covers the wagon. Transmutation magic in the shroud’s fibers shrink the wagon to a size 1 inch wide and 2 inches long. Finally, the tarp retracts and stows itself. Draughts and creatures on board pass through the tarp unaffected and are left in the unoccupied space. This effect lasts for 8 hours, or until a command word is spoken within 60 feet of the wagon as an action. If the wagon returns to its normal size after being swallowed by a creature, the creature must succeed on a DC 18 Constitution saving throw or take 20d6 bludgeoning damage. 
If the damage reduces it to 0 hit points, the creature is destroyed from within. Either way, the wagon appears in the nearest unoccupied space large enough for it. If the wagon returns to its normal size inside a structure too small for it, the structure takes 20d6 bludgeoning damage. If the structure remains standing, the wagon reappears in the nearest unoccupied space large enough for it. 
The shrinking shroud can shrink the wagon once before it must be replenished.

Telepathic Timber

Location: Interior
Lacquer produced in a magic cauldron is painted on lumber harvested under the light of a full moon, which lines the cabin’s interior walls. For 24 hours after using this component as an action, creatures on board the wagon or within 5 feet of it gain a telepathic link with others within this range, as if under the effects of the spell Rary's telepathic bond. This component can be used once before it must be replenished.

Grade 6

Absolute Shell

Location: Body (built-in)
The Ironaxle with this component is reinforced with a wall of adamantine hidden in the bottom of its cabin. When the component is used as an action, adamantine shutters spring out and slam around the wagon’s walls. A hidden extension scoops in the draughts, and an impenetrable magical barrier surrounds the entire shell. Anything in the wagon’s interior is contained. The wagon’s speed is 0. 
Nothing—not physical objects, energy, or other spell effects—can pass through the shell, in or out, though a creature in the shell can breathe there. The shell is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the shell damage anything outside it. Creatures within the shell can see through it to the outside, but anyone outside sees a dark gray box. The shell remains closed for 8 hours, or until its user pulls the activation lever as an action to retract and stow it. 
The absolute shell can be used once before it must be replenished.

Stop Body

Location: Body (built-in)
When this component is installed, every nail, rivet, and wooden joint on the Windsprinter wagon is replaced with a light metal that has spent at least a year in suspended animation. When the component is used as an action, this metal returns to its default inert state, and drags the rest of the wagon with it. The flow of time stops for everything except for the wagon and objects or creatures on board. No time passes for other creatures, while the wagon and each of its occupants take 1d4+1 turns in a row. This effect ends if one of the actions used during this period, or any effects created during this period, affects a creature other than the occupants of the wagon or an object being worn or carried by someone other than the occupants of the wagon. Additionally, the effect ends if the wagon or any of its occupants move more than 1,000 feet from where the stop body was activated.

This component can be used once before it must be replenished.

Self-Repair

Location: Body (built-in)
The Rocksteady wagon fitted with this component has plain gray boxes installed in each of its cabin’s upper corners. When the wagon falls below half its maximum hit points, their sides automatically open to allow dozens of Tiny constructs to pour out. Each construct is little more than a metal sphere with two flexible arms, but each moves naturally along any of the wagon’s surfaces. The constructs use tiny instruments and putty pulled from within their bodies to patch up damage. At the start of each of the user’s turns, the wagon regains 6d6 hit points.

The self-repair component lasts for 2 minutes once it activates. At the end of the duration, the constructs fall inert until swept up and poured back into the box.

Self-repair can activate once before it must be replenished.