Alien Technology (5e Sourcebook)
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Alien technology has commonly been sent into the multiverse for some reason, and it often lands on the material plane. This is a list of some alien technology and its uses. If you add more alien technology, please follow the format.
The Digiverse is an artificial plane created by alien technology. It originated with something called the "internet", which was the alien races first attempt to store information between their technology. With enough advancement, the internet evolved into the Digiverse, a physical plane that exists in the material plane. The Digiverse was originally created as a physical place to store information on the internet, but the system used to run it, an advanced artificial intelligence, ran rampant and disappeared into the software. When the aliens tried to shut it down, it failed because the A.I. unconsciously saw its purpose to run it forever. Even with every piece of the internet shut down, the Digiverse now exists as its own plane.
Getting to the Digiverse
The main way to get to the Digiverse is through a Digitizer. Despite losing control of the internet, the alien race still used the Digiverse to store and share information. It was accessible through computers, but the only way to physically be in the Digiverse is by stepping on a digitizer. Most digitizers are 5 foot in diameter circular platforms, connected to a computer and energy source. They are found in research labs, which are scarce on the material plane. They might be found on high mountains or miles underground, shrouded in absolute secrecy. Only certain people with technical training can operate Digitizers.
When the Digitizer is activated, everyone and everything standing on it, (even if just a little bit of their connected body is on it), they are turned into tiny little pixels and disappear from the plane they are in. This process takes about 12 seconds. Because of the Digiverses safety protocol, all things transporting between planes are immune to damage when doing so. The transporting process can also not interrupted even if the power is cut and the machine is destroyed, because when it starts the Digitizer actually signals the Digiverse to essential "look" into the plane you are on and transport you using its own methods, like a claw machine grabbing a toy.
Properties of the Digiverse
The Digiverse infinite, plain and simple. It is designed to hold infinite information to be accessible at a moments notice. The Digiverse plane can take on many shapes and forms, but to the layman it looks like an infinite three dimensional grid with gray lines and a blue backdrop that can never be reached. Structures, people, and anything and everything can be on this grid. Everyone in the Digiverse has a directory that they can access just by concentrating for a second. When this directory is accessed, they can choose to browse files to find what they are looking for or mentally picture the file they want. When a file is selected, it instantly appears in the person's hands as a physical office file. If it is a non-information file for an object like a car or gun, the object appears in a convenient place for the user, along with another file on any additional information like instructions.
On the directory is an option labeled, "Undigitize", which does exactly what it sounds. When this option is selected, a prompt will come up asking if the user wants to bring any files with them. The user can select any files they want, and they will appear physically in whatever plane they are returning too. These can be just normal files, or nob-information files like cars, weapons, or anything else. If the space the user was taken form is occupied, the Digiverse puts them and whatever files they brought along in the nearest unoccupied safe space.
Traveling in the Digiverse
The Digiverse can be used to access any plane of existence in the multiverse. When the directory is accessed, there is an option for the user to travel to any point recorded in the Digiverse (this includes all points everywhere in the material plane, but may not include so many on outer planes). When a place is selected, the user's body starts to dissolve into pixels and then they harmlessly reappears in the desired location, or the nearest safest unoccupied point. The user can bring any files with them this way, just as if they had selected the "Undigitize" option.
Vehicles and Autopilots
Vehicles and Autopilots fall under the same category for the simple reason the Autopilots is just a word for automated vehicle. The idea is that there are vehicle bases, like a land vehicle base or aerial vehicle base. Bases determine size of the vehicle, AC, HP of the Vehicle, attack bonuses, and saving throw DC for effects caused by extras. Bases attach to three things: 1 cockpit, 1 movement base, and X amount of vehicle extras (X is determined by your vehicle base). Heavier bases tend to have higher AC and hit points, but can only attach to slower types of movement bases. Movement bases can be anything from wheels, to treads, to even hovercraft technology. The movement base determines any and all speeds of the machine, as well as have their own features. Vehicle Extras are listed below, and each have their own effects and damage types. Most of the stronger weapons can only be equipped by heavy bases. Cockpits are mostly the same, mostly determining how many people can sit in it and ride on the vehicle. Some vehicles don’t have a cockpit, but instead an AI pilot. This is what makes it an “Autopilot”.
It is up to the DM to decide the aesthetics of the vehicle. A simple treadec land base could be anything from a tank to a construction vehicle. it is also up to the DM to decide what other basic features the vehicle has, such as headlights, windows (bulletproof or not), how much it can carry, and other things like that. This allows you to create something entirely new, or rebuild something from fiction.
Basic Land Vehicle Base (light) A simple light base for land vehicles. It has a size of huge, AC of 15, 80 HP, DC 13 for weapons and other effects, and an attack bonus of +5. This Base can attach up to 2 extras with the light tag. This base can attach movement bases with the light tag.
Basic Land Vehicle Base (medium) A simple medium base for land vehicles. It has a size of huge, AC of 18, 130 HP, DC 16 for weapons and other effects, and an attack bonus of +8. This Base can attach up to 3 extras with the light or medium tag. This base can attach movement bases with the medium tag.
Basic Land Vehicle Base (heavy) A simple heavy base for land vehicles. It has a size of gargantuan, AC of 22, 200 HP, DC 21 for weapons and other effects, and an attack bonus of +13. This Base can attach up to 5 extras with the light, medium, or heavy tag. This base can attach movement bases with the heavy and land tag.
Basic Air Vehicle Base (light) A simple light base for air vehicles. It has a size of huge, AC of 16, 60 HP, DC 13 for weapons and other effects, and an attack bonus of +5. This Base can attach up to 2 extras with the light tag. This base can attach air movement bases with the light tag.
Basic Air Vehicle Base (medium) A simple light base for air vehicles. It has a size of huge, AC of 19,100 HP, DC 17 for weapons and other effects, and an attack bonus of +9. This Base can attach up to 3 extras with the light or medium tag. This base can attach air movement bases with the light or medium tag.
Basic Air Vehicle Base (heavy) A simple light base for air vehicles. It has a size of gargantuan, AC of 21, 140 HP, DC 21 for weapons and other effects, and an attack bonus of +13. This Base can attach up to 6 extras with the light, medium, and heavy tag. This base can attach air movement bases with the heavy tag.
Helicopter Base (light) A simple light base for helicopters. It has a size of huge, AC of 15, 60 HP, DC 15 for weapons and other effects, and an attack bonus of +7. This Base can attach up to 2 extras with the light tag. This base can attach helicopter movement bases with the light tag.
Helicopter Base (medium) A simple medium base for helicopters. It has a size of huge, AC of 18, 120 HP, DC 17 for weapons and other effects, and an attack bonus of +9. This Base can attach up to 3 extras with the light or medium tag. This base can attach helicopter movement bases with the medium tag.
Helicopter Base (heavy) A simple heavy base for helicopters. It has a size of gargantuan, AC of 20, 150 HP, DC 20 for weapons and other effects, and an attack bonus of +12. This Base can attach up to 5 extras with the light, medium, or heavy tag. This base can attach helicopter movement bases with the heavy tag.
Helicopter Base (very heavy) A simple very heavy base for helicopters. It has a size of titanic, AC of 24, 300 HP, DC 22 for weapons and other effects, and an attack bonus of +14. This Base can attach up to 10 extras with the light tag. This base can attach any movement bases with the very heavy tag. This base is designed for something like a helicarrier from Avengers.
Sturdy Wheels (light) (land) Attaching this to a base gives it a speed of 100 feet.
Sturdy Wheels (medium) (land) Attaching this to a base gives it a speed of 80 feet.
Sturdy Wheels (heavy) (land) Attaching this to a base gives it a speed of 55 feet.
Treads (medium) (land) Attaching this to a base gives it a speed of 70 feet, and ignores difficult terrain.
Treads (heavy) (land) Attaching this to a base gives it a speed of 50 feet, and ignores difficult terrain.
Wings & Jet Engine(light) (air) Attaching this to a base gives it a speed of 10 feet, and a 10% takeoff* speed for 500 feet. This base has a flying speed of 500 feet.
Wings & Jet Engine (medium) (air) Attaching this to a base gives it a speed of 10 feet, and a 10% takeoff* speed for 700 feet. This base has a flying speed of 700 feet.
Wings & Jet Engine (heavy) (air) Attaching this to a base gives it a speed of 10 feet, and a 10% takeoff* speed for 1500 feet. This base has a flying speed of 1000 feet.
Helicopter Blades (light) (helicopter) Attaching this to a base gives it a speed of 15 feet, and a flying speed of 100 feet.
Helicopter Blades (medium) (helicopter) Attaching this to a base gives it a speed of 10 feet, and a flying speed of 200 feet.
Helicopter Blades (heavy) (helicopter) Attaching this to a base gives it a speed of 5 feet, and a flying speed of 250 feet.
Helicopter Blades (very) (helicopter) Attaching this to a base gives it a speed of 0 feet, and a flying speed of 300 feet.
- A takeoff speed is how much the normal speed increases when the vehicle is taken flight. It must achieve the distance given increasing their speed each time to take off and fly.
Turret (light) It takes 15 bullets to fire this weapon, and has a range of 150/600. Someone can fire the turret as an action. On a hit, the target takes 6d6 piercing damage. This weapon also has burst fire, which requires 50 bullets. If burst fire is used, everyone in a cone of the short range for this attack must make a Dexterity saving throw vs the Vehicle’s DC. They take full damage on a failed save, or half damage on a successful one. An average turret contains about 600 bullets in a single chain.
Heat Ray (light) This weapon has a range of 100/400, and is powered by energy cells. Someone can fire the heat ray as an action. On a hit, the target takes 4d6 radiant damage and 4d6 fire damage. Creatures made out of metal that are hit with this attack must make a Constitution save or have the part where they were hit be melted. The DM determines how this affects the creature. Inanimate objects automatically get melted. A single shot from the heat ray costs 1/4th of an energy cell.
Medium Artillery (medium) This weapon has a range of 1200, and doesn't suffer disadvantage at any range. Medium artillery contains 6 slots for ammunition, which are rockets approximately 1 foot long and 3 inches wide. Any number of rockets can be fired as an action. Each rocket can attack a different target. On a hit, a rocket does 3d8 fire damage and 1d6 thunder damage. You can reload a number of rockets into medium artillery equal to you Strength modifier per turn.
Long-range homing missile launcher (heavy) The weapon fires heavy duty missiles across battlefields. It has a range of three miles, and can hit any target precisely in that distance without fail. Someone can fire a loaded LRHM with an action. On a hit, the target takes 20d6 fire damage and 10d6 thunder damage. This weapon deals double damage to structures and buildings. The LRHM can be reloaded by spending a total of 10 actions. The LRHM must be reloaded every shot.
Flamethrower (light) This weapon fires a line of fire to burn things. It fires in a range of 100x5 foot line. Someone can fire the flamethrower as an action. Upon firing, the flamethrower spends 1/10th of a fuel tank specially designed to fuel into the flamethrower. Anyone in the line upon firing takes 3d10 fire damage and must make a Dexterity save or be set on fire. When set on fire, they take 1d10 fire damage each turn. They can extinguish the fire as an action.
Vaporization ray (medium) This weapon is designed to split the target it hits into atoms instantaneously. This weapon has a range of 150/600. Someone can fire the vaporization ray as an action. On a hit, the target must make a Charisma save. On a failure, they are vaporized into atoms and die instantly with no pain. Only a wish spell can resurrect them. On a success, the target takes 5d8 radiant damage and 5d8 necrotic damage. Firing this weapon costs 1 full power cell.
Tesla cannon (medium) The Tesla cannon is a state-of-the-art electricity conductor and repulsor. It resembles a small tower that conducts electricity and fires it at points chosen by the person manning it. The Tesla cannon can come to a full charge automatically over the course of a day, be charged completely with a power cell, or be charged in one minute during a lightning storm, in which case the lightning actively strikes the tower, causing no damage to it or its surroundings. It costs one 10th of a full energy charge of the Tesla cannon to fire, as well as an action to do so. Choose a target within 80 feet. That target must make a Dexterity save or take 9d8 lighting damage, or half on a save. On a failure, the target is also paralyzed for one minute. Creatures wearing metal armor have disadvantage on the save.
Extraterrestrial Equipment and Other
The Weapons table shows the cost, weight, and other properties of the common types of weapons wielded in Hyrule. The statistics of weapons listed on this page should be used if they differ from the pages of individual weapons.
|Simple Melee Weapons||Rarity||Damage||Weight||Properties|
|Mini Progressive Knife (Prog Knife)||Very Rare||2 (1d4) piercing||½ lb.||Finesse, Light, Special (This knife can break through soul fields and attack the persons HP directly).|
|Simple Ranged Weapons||Rarity||Damage||Weight||Properties|
|Blowgun (variant)||10 r||1 piercing||1 lb.||Ammunition (range 25/100), special|
|Martial Melee Weapons||Rarity||Damage||Weight||Properties|
|Laser Whip||Rare||2 (1d4) slashing + 2 (1d4) radiant||½ lb.||Finesse, reach|
|Energy Sword||Rare||4 (1d8) radiant + 4 (1d8) lightning||2 lb.||Versatile 5(1d10)|
|Weighted Defense Stick||Rare||3 (1d6) bludgeoning||1 lb.||Versatile (1d8), Special (When holding this weapon with two hands, you have a +1 bonus to AC)|
|Electric Ice Glaive||Rare||4 (1d8) cold + 3 (1d6) force||4 lb.||Versatile (1d10), Special (As a bonus action, you can shift this weapon into an Electric Ice Gun)|
|Ball and Electric Chain||Rare||6 (1d12) bludgeoning 2 (1d4) piercing||12 lb.||Special (on a critical hit, this weapon deals an extra 1d6 extra lightning damage, and the target is paralyzed until the end of your next turn)|
|Martial Ranged Weapons||Rarity||Damage||Weight||Properties|
|Laser Rifle||Rare||10 (3d6) radiant||4 lb.||Ammunition (energy cell), Reload (30 shots), (range 60/240)|
|Minigun||Rare||13 (4d6) piercing||85 lb.||Ammunition (bullet chain), Reload (100 shots), (range 80/320)|
|Plasma Launcher||Rare||5 (1d10) Radiant + 5 (1d10) Force||6 lb.||Ammunition (energy cell), Reload (6 shots), (range 60/240)|
|Plasma SMG||Rare||4 (1d8) radiant||2 lb.||Ammunition (energy cell), Reload (40 shots), (range 60/180), Light|
|Digitizer Gun||Rare||4 (1d8) radiant||2 lb.||A creature hit by this gun must make a DC (16) Charisma save or be teleported to a location in the Digiverse of the shooter's choice.|
|Electric Ice Gun||Rare||4 (1d8) cold + 3 (1d6) piercing||4 lb.||Range (80/320), Ammunition (Energy Cell), Reload (15 shots), Special (As a bonus action, you can shift this weapon into an Electric Ice Glaive)
|Ammunition||Rarity||Weight||Properties||Supported Ranged Weapon(s)|
|Bullets (30)||Common||1½ lb.||—|
|Bullet Chain (600)||Common||30 lb.||—||Turret|
|Medium Artillery Rocket||Uncommon||1 lb.||—||Medium Artillery|
|Long Ranged Homing Missile||Rare||60 lb.||—||Long ranged homing missile launcher|
|Flamethrower Fuel||Uncommon||3 lb.||—||Flamethrower|
|Grenade||uncommon||1 lb.||120 feet thrown, 20 foot radius||DC 15 Dexterity, 5d6 Piercing on failure, half on save|
|Dynamite||uncommon||1 lb.||60 feet thrown, 5 foot radius||DC 12 Dexterity, 3d6 Force on failure, half on save|
|Sticky Bomb||uncommon||½ lb.||120 feet, one target (make ranged attack roll)||Target takes 3d6 force and 3d6 lightning damage. Special: sticks to target and cannot be removed|
|Smoke Grenade||uncommon||1½ lb.||120 feet thrown, 50 foot radius||Target area becomes heavily obscured for 1 minute, and lightly obscured for another minute. Strong wind disperses it all.|
|E.M.P. Grenade||rare||1 lb.||120 feet thrown, 10 foot radius||DC 14 Constitution, 2d6 lightning damage on failure, half on save, deactivates all unprotected electronics.|
|Digitizer Grenade||very rare||1½ lb.||Thrown 60 feet, 20 foot radius||DC 15 Charisma, Digitizes target to a server in the Digiverse of the throwers choice.
Every creature that has a soul has a soul field, a defensive shield that can be manifested around the body. They normally appear invisible until struck, in which an octagonal shape appears and vibrates outward perpendicular to the strike. A soul field has a certain number of hit points. When these hit points are drained, the soul field is destroyed and the creature become stunned until the end of their next turn.
The HP of your soul field is dependent on your hit dice and size. Use the chart below to find out how many hit points your soul field has.
|Size||Soul field HP per hit dice|
You have the number in the second column that aligns with your size X the total number of levels you have your classes. For example, if you are a level 3 Half-Elf Druid, you have 15 hit points in your soul field. If the DM decides a creature with a stat block use the number of hit dice they have for levels in the formula for calculated HP for their soul shield.
You can activate your soul field as an action, and can dismiss it as a bonus action on following turns. You cannot move when your soul field is activated. Your soul field regains all HP it had when it is reactivated again. You cannot dismiss and activate a soul field on the same turn. Your soul field stops gaining hit points at level 10, or if a creature has more than ten hit dice, in which case it only gets HP for their soul shield for the first 10 hit dice.
If enough damage is done to break a soul field, the remaining damage in the attack goes directly to the source of the soul field, mush like the damage done to a druid when it gets hit out of Wild Shape. If a soul field is broken this way, the user cannot re-summon it until their next long rest.
Soul fields are based on a combination of shields from Super Smash Bros and AT Fields from Neon Genesis: Evangelion.