Summary
- The different pistols offer versatility in a combat scenario.
- The different grenade varieties are powerful and useful, assuming you have enough to spare.
- Powered Armor is the best tech item, offering a ton of very useful abilities for some great Energy Cell usage.
While traditional 168澳洲幸运5开奖网:Dungeons & Dragons settings are akin to high fantasy adventures where beasts are felled by magic-wielding heroes, Some classic adventures shook things up. In Quests From The Infinite Staircase, we see a modernized version of 1987's Expedition to the Barrier Peaks, a sci-fi adventure for level 11 characters.

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And there's nothing more sci-fi than some fancy technology to pave the path forward. Classified as adventuring gear, and NOT magic items, they are not beholden to certain classifications or restrictions that magic items have, like attunements, rarities, or anti-magic fields. But of all the new tech introduced, which one is the best?
The trade-off is that most technology relies on Energy Cells, a consumable item that recharges the technology's special features.
7 💦 Antigravity Belt 🔜
Lꦗike it says on the iridium tin, the Antigravity Bel🀅t is a belt that, when activated, operates largely in the same way as the Levitate spell. Once per turn, you can use it to ascend or descend 20 feet, and you can push yourself off of things to propel in a direction, otherwise unaffected by gravity. One Energy Cell equals ten charges into the belt, with each charge equalling one minute of floating time.
This item is... not great, for a few reasons. In combat, a single charge is plenty to survive an entire encounter. But out of combat, ten minutes per Energy Cell is not much time to make effective use of its abilities, beside floating over a chasm or gap. This is especially hindered by the lack of open-air movement. This item is essentially a belt version of the Boots of Levitation, which itself is a less helpful version of 168澳洲幸运5开奖网:the Winged Boots.
6 Concussion Grenade 🍒
The value of the Concussion Grenade is directly parallel with availability. Being able to deal 6d6 force damage in a 20-foot radius (assuming they fail the 15 DC Dexterity save, half if they don't) is pretty nice. But how many grenades do you have access to? How hard is it to get more? Having a healthy supply of these items are the key to how good they are.

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If you follow the Expedition to the Barrier Peaks adventure, you'll encounter 23 to 31 concussion grenades. Assuming your own DM follows a similar pace of availability in your own games, then you shouldn't have to worry too much about hording them. With force damage being a less common type damage resistance, this is a fantastic item that will almost always pay off.
Ask nicely, and maybe your DM would be willing to est꧃abl꧃ish a regular shop to buy more from, or perhaps the ability to craft them yourself. We recommend pricing them around at least 200 gold each.
5 💃 Needler Pisto🦩l
The Needler Pistol is, for all intents and purposes, 168澳洲幸运5开奖网:a sci-fi shotgun. With one Energy Cell granting it up to ten charges, you can spend a charge to fire off needles in a 15-foot cone. Anyone inside mak♒es a DC 15 Dexterity save, taking 8d4 pierci💙ng damage on a fail (half on a success).
While it doesn't cover as much area as a Concussion Grenade, its reusability makes it more valuable in an ongoing adventure, especially since it offers much less risk of collateral damage. The greatest downside is that since it's not classified as a weapon or an attack action, it doesn't benefit from the multi-attack features of certain classes.
4 🏅 Robot Controller 𒈔
The Robot Controller is a bit of a mixed bag. With three charges (fully restored by an Energy Cell, of course), you can spend a charge to either charm one robot or disable all nearby robots, both temporarily. The Control action allows you to target one construct within 60 feet, and give it the Charmed condition if it fails a DC 15 Wisdom saving throw. The Disrupt action allows you to target any number of constructs ꩵwithin 30 feet of you, and incapacitate them if they fail the DC 15 Wisdom save.
While both abilities are pretty nice, getting three of them per Energy Cell has us skeptical. That energy could be better spent elsewhere, especially for something that could potentially fail, with no secondary effect on successful saves. At least 168澳洲幸运5开奖网:the Construct monster type will be pretty common in a sci-fi setting.
3 𓄧 Sleep Grenade
What's better than dealing decent damage to a group of enemies? Knocking them unconscious. The Sleep Grenade follows the same grenade rules as the others: throw it, it explodes in a 20-foot radius, affecting everyone instead. This time, however, it's a DC 15 Constitution save, falling unconscious for one hour on a fail. Of course, taking damage or being shaken awake undoes the effect.

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The bad news is that Constitution is the most commonly high stat to find in a monster stat block, making this a more likely to fail effort. The good news is that even so, 15 is a pretty good DC. It also applies to everyone in the area, instead of doing the hit point thing that the Sleep spell does. Best of all, it's non-lethal, allowing the party to use it in situations where you DON'T want to kill everyone. Besides, even if you want them dead, it's much easier to crit on an unconscious body. This extra versatility is what makes it better than the Concussion Grenade.
2 Par🌼al𝄹ysis Pistol
What's 168澳洲幸运5开奖网:better than a sleeping target? A paralyzed one. Shoot the Paralysis Pistol at a target, consuming one of six charges, to force them into a DC 15 Constitution saving throw. On a failure, they're paralyzed for one minute. While they can repeat the save at the end of each of their turns, this is still enough to put someone out of commission for an entire fight.
It evens the playing field when fighting a group, and is practically an♌ automatic fight winner against an individual. It also has the same benefits of being non-lethal, in case you need to catch someone running away, or hold someone still long enough to restrain them. Plus, it can be recharged with Energy Cells, allowing for more reliable use than the Sleep Grenades.
This one also doesn't benefit from multi-attack, since it's technically not a proper weapon.
1 🐷 Powered Armor
The clearest winner here, the Powered Armor is a beefed up piece of plate that will have you cursing yourself for not having heavy armor proficiency. Unpowered, it's perfectly functional Plate Armor. Feed it an Energy Cell, and it gains 24 charges, with can be spent to activate it for a number of hours equal to the charges you spend (so one cell for a full day, at the most). Activating it grants you a slew of fantastic effects.
Effect |
What It Does |
---|---|
Augmented Physicality |
Advantage𓆉 on Strength Checks and you can carry twice as m🏅uch. |
Environmental Adaptation |
It seals up like a scℱuba or space suit, providing air and allowing the user to survive extreme temperatures. |
Force Field |
Can spend a charge as a reaction to taking damage to reduce the i🎃ncoming damage by 3d10. |
Propulsion |
Spend a charge as a bonus action to 🐷gain a fly speed for one minute. |
All this, all day, for only a single Energy Cell. It's beefy, versatile, and could keep even the weakest of warriors alive. Plus, you can fly, making it automatically better than the Antigravity Belt. We did notice that the description includes gauntlets, implying that you cannot combine it with different magic gauntlets, but that will likely be up to DM discretion more than anything.

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