TEXT: Design and Graphic Production
  Mark MacKinnon
  Artwork
  Niko Geyer, Ariel Tan
  Special Thanks
  To all the amazing Anime 5E Kickstarter 
  backers who contributed to the campaign 
  and unlocked this bundle as a stretch goal
  © 2021 Dyskami Publishing Company
  All rights reserved under international law. No part of this file may be 
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  ADVENTURING ACCESSORIES – DIGITAL EXPANSION
  ADVENTURING ACCESSORIES – DIGITAL EXPANSION
  
  Helm of Practical Knowledge
  What you know can greatly shift the balance of power in 
  your favour. This ornate, gothic helm imbues the wearer with 
  a proficiency for all types of armour and shields, and grants 
  knowledge of six languages and 10 Skills. Furthermore, the 
  character’s Proficiency Bonus is increased by +2 and they gain 
  an advantage on all dice rolls.
  Investigators’ Bane Manteau
  This exquisitely tailored, full-length, black leather trench 
  coat is a perfect fit for whomever wears it. It was a custom-
  commissioned piece for a master spy who met their unfortunate 
  end before they could acquire it from the spellbinding tailor. 
  While wearing the manteau, a character can freely switch 
  between four alternate identities that vary in size, shape, and 
  visage. The character also gains an array of useful talents and 
  features (speed, controlled breathing, camouflage, direction 
  and range senses, shielded mind, untrackable movement) that 
  helps them evade pursuers. Additionally, anyone attempting to 
  track or otherwise locate the wearer receives a disadvantage on 
  relevant Skill contests.
  Magical Artefacts
  Magical Artefacts
  These magic artefacts and paranormal accessories may play 
  an important role in your game.
  Arcane Lodestone
  This smooth, yet seemingly mundane ebony rock offers 
  tremendous advantages to all adventurers. Characters gain an 
  additional 60 Energy in their reserve pool that they can draw 
  upon to use even more Energy-draining Attributes. They also 
  benefit from immunity to damage from magical effects, with a 
  +8 check bonus to resist body-altering attacks. Finally, characters 
  possessing an Arcane Lodestone gain one additional action 
  each round should their available Energy drop below 50% of 
  their normal maximum (after considering the +60 bonus).
  Crown of Irresistible Command
  This outrageously powerful artefact was created by a demon 
  lich many centuries ago as a way to dominate its environment. 
  While a character wears the crown, they gains the follow benefits: 
  significant control over weather; a boost of +40 Energy; the 
  ability to inspire allies and minions; mastery over 10 different 
  languages; incredible luck (manifesting through dice re-rolls); a 
  following of 500 loyal minions; and major mental domination 
  over 250 creatures in a 1,000’ area for a full day.
  ARCANE LODESTONE
  RANK
  POINTS
  ATTRIBUTE
  6
  6
  Energised (+60 Energy)
  1
  4
  Extra Actions (+1 Extra Action/round; 
  Potent -2; Environmental: When 
  personal Energy below 50% +2)
  6
  6
  Immunity – Lesser (Magic Damage)
  4
  4
  Immutable 
  (+8 check bonus to resist bodily effects)
  20
  TOTAL (RANK 4 ITEM – 16 POINTS)
  CROWN OF 
  IRRESISTIBLE COMMAND
  RANK
  POINTS
  ATTRIBUTE
  3
  30
  Dynamic Powers (Weather)
  4
  4
  Energised (+40 Energy)
  6
  6
  Inspire (+6 Ability and Skill check bonus 
  for one scene)
  10
  10
  Language (Select 10 Languages)
  18 (4)
  54
  Mind Control (Aggressive; 
  Area: 1,000 feet -4; Duration: 1 Day -3; 
  Targets: 250 creatures -7)
  7
  14
  Minions (500 followers)
  2
  2
  Mulligan (4 re-rolls/session)
  120
  TOTAL (RANK 24 ITEM – 96 POINTS)
  HELM OF 
  PRACTICAL KNOWLEDGE
  RANK
  POINTS
  ATTRIBUTE
  4
  4
  Armour Proficiency 
  (All armour and shields)
  6
  6
  Edge (All dice rolls)
  2
  4
  Enhanced Proficiency 
  (+2 Proficiency Bonus)
  6
  6
  Language (Select 6 Languages)
  10
  10
  Skill Proficiency (Select 10 Skills)
  30
  TOTAL (RANK 6 ITEM – 24 POINTS)
  INVESTIGATORS’ BANE 
  MANTEAU
  RANK
  POINTS
  ATTRIBUTE
  4
  4
  Alternate Identity (Select 4 Identities)
  2
  2
  Fast (x4 speed)
  4
  4
  Features 
  (Breathing Control, Camouflage, 
  Direction Sense, Range Sense)
  1
  1
  Forced Disadvantage 
  (Skill contests to track or locate wearer)
  2
  2
  Mind Shield (+4 check bonus to resist 
  mental intrusion)
  2
  2
  Special Movement 
  (Untrackable, Zen Direction)
  15
  TOTAL (RANK 3 ITEM – 12 POINTS)
  ANIME 5E | FANTASY ROLE-PLAYING ADVENTURES | ADVENTURING ACCESSORIES
  
  Guardian Alpha
  The five members of the famous, kingdom-protecting 
  Guardian Sentai V (pronounced “vee”) team each have their 
  own customised Guardian Mecha. Alpha is a 10-foot-tall steel 
  humanoid mecha suit that has great strength, high agility, fast 
  speed, fire immunity, and armoured exterior. Guardian Alpha 
  carries a wickedly sharp katana in one hand with a defensive 
  buckler strapped to the other. Guardians Beta through Epsilon 
  include two flying machines, a cat-shaped mecha, and a mini-
  tank. Each of the Guardian Mecha have the ability to combine 
  into the massively powerful Protector Guardian V – a Rank 20 
  Item constructed from 100 Character Points!
  Wondrous Machine of Eternal Wealth
  This remarkable magical machine can be used to create 
  infinite wealth, provided you have the time to reap the benefit. 
  Up to six times a day, every day, the machine can create, 
  destroy, or manipulate a single copper, silver, or gold coin. 
  It can convert coins originating in one kingdom to another, 
  change the metal composition of the coins, or create new ones 
  with unique markings and designs. It is the ultimate device for 
  establishing a character’s regular and modest basic income.
  Mecha
  Mecha
  Nothing quite elevates your fantasy campaign to the next 
  level than massive suits of clockwork, steampunk, or magical 
  armour – collectively known as mecha. Be sure to read the note 
  on A5E page 158 to understand how Ability Scores, Armour 
  Class, and Hit Points are considered for fighting mecha.
  Exosuit
  This mechanical hardsuit resembles a sleek suit of plate mail 
  that was made from a non-reflective dark metal. Its quality 
  construction makes it somewhat resilient to damage, and the 
  augmented joints allows the wearer to lift heavy objects, move 
  dynamically, and run quickly with less effort. The Exosuit 
  functions more like regular armour than a fantasy mecha, since 
  it helps the wearer in battle rather than itself actually fighting.
  WONDROUS MACHINE OF 
  ETERNAL WEALTH
  RANK
  POINTS
  ATTRIBUTE
  1 (2)
  5
  Dynamic Powers – Lesser (Coinage; 
  Potent -3; Charges: Six times a day +1; 
  Object +1; Unique Limiter: Can only 
  create, destroy, or manipulate a single 
  copper, silver, or gold coins with each 
  use +2)
  5
  TOTAL (RANK 1 ITEM – 4 POINTS)
  GUARDIAN ALPHA
  Large Item (10’)
  RANK
  POINTS
  ATTRIBUTE
  4
  4
  AC Bonus (14 AC)
  10
  10
  Augmented (20 Strength [+5])
  1
  1
  Combat Technique (Critical Strike)
  2
  2
  Ground Speed (90 feet/round)
  3
  3
  Immunity – Lesser (Fire/Heat)
  7
  7
  Protected (Steel; -7 damage)
  5
  5
  Tough (50 HP)
  2
  4
  Unique Attribute 
  (+20 Points when merging with other 
  Guardians into Protector Guardian V)
  6
  6
  Weapon: Guardian Katana 
  (2d12+5 damage)
  RANK
  POINTS
  DEFECT
  2
  -2
  Inept Attack (-2 attack rolls)
  40
  TOTAL (RANK 8 ITEM – 32 POINTS)
  EXOSUIT
  Medium Item (4’ to 8’)
  RANK
  POINTS
  ATTRIBUTE
  6
  6
  AC Bonus (+6 AC)
  2
  2
  Augmented (+2 Strength)
  2
  2
  Augmented (+2 Dexterity)
  1
  1
  Combat Technique (Lightning Reflexes)
  1
  1
  Fast (x2 speed)
  1
  1
  Features (Camouflage)
  2
  2
  Protected (-2 Standard damage)
  15
  TOTAL (RANK 3 ITEM – 12 POINTS)
  ANIME 5E | FANTASY ROLE-PLAYING ADVENTURES | ADVENTURING ACCESSORIES
  
  Mermech
  Mermech is a 15-foot-tall quadruped shark that can carry 
  up to five occupants within its silvered steel and glass frame. 
  Though it can traverse land slowly (30 feet/round), Mermech 
  can reach speeds up to 300 feet/round while submersed or on 
  the water’s surface. Its primary weapon is a high-powered stream 
  of water that shoots from vents distributed along its four limbs. 
  It’s durable shell provides Mermech with protection against all 
  damage, with a further partial immunity (half damage) from 
  non-silvered weapons.
  Nekogantaur
  Massive, terrifying, and full of energy hairballs, the 60-foot-
  tall Nekogantaur is a sight to behold. The mecha resembles a 
  gargantuan metal Nekojin, and is constructed from an expensive 
  and devastatingly effective mithril alloy. There’s room for up 
  to eight occupants in its chest cockpit, who are protected 
  from radiation, lack of air, and extradimensional effects. In 
  addition to its numerous offensive and defensive capabilities – 
  such as high Strength and Dexterity, Extra Action, Immunity 
  to non-magical weapons, damage-reducing protective shell, 
  Regeneration, excessive Hit Points, and three attack forms 
  (claws, energy hairball, and thunderous mewl) – Nekogantaur 
  can leap incredible distances (up to 1 mile), run outrageously 
  fast (up to 300 mph), and sense vibrations in the air or 
  ground up to 100 miles away. Unfortunately, the Nekogantaur 
  engineers could never quite figure out how to adequately 
  protect the mecha from water-based attacks.
  NEKOGANTAUR
  Gargantuan Item (60’)
  RANK
  POINTS
  ATTRIBUTE
  20
  20
  Augmented (30 Strength [+10])
  10
  10
  Augmented (20 Dexterity [+5])
  4
  4
  Capacity (8 people)
  2
  2
  Combat Technique (Two Weapons 2)
  4
  4
  Edge (Strength dice rolls)
  4
  4
  Edge (Attack rolls)
  1
  4
  Extra Actions (1 Extra Action/round)
  3
  3
  Features (360˚ Vision, Darkvision 120’ x2)
  5
  5
  Ground Speed (300 mph)
  5
  5
  Immunity – Lesser 
  (Non-Magical Weapons)
  3
  3
  Jumping (x30 normal; 1 mile)
  18
  18
  Protected (Mithril; -18 damage)
  6
  6
  Regeneration (6 HP/round)
  3
  3
  Resilient 
  (Extradimensional, Lack of Air, Radiation)
  6
  6
  Supersense (100 miles; vibration)
  14
  14
  Tough (140 HP)
  8
  8
  Weapon: Doom Claws 
  (4d8+10 slashing damage)
  5
  5
  Weapon: Hairnergy Ball (2d10+5 acid 
  damage; Area -1; Range -3; Tangle -2; 
  Ammo: 3 shots +2; Save +4 
  [Dexterity vs DC 15])
  15 (9)
  15
  Weapon: Thunderous Mewl (6d6+5 
  thunder damage; Drain: -4 Constitution -2; 
  Multidimensional -1; Penetrating -2; 
  Range -3; Spreading: 5 targets -4; Ammo: 
  3 shots +2; Save +4 [Dexterity vs DC 15])
  RANK
  POINTS
  DEFECT
  6
  -6
  AC Penalty (4 AC)
  6
  -6
  Inept Attack (-6 attack rolls)
  1
  -2
  Vulnerability (Water attacks)
  125
  TOTAL (RANK 25 ITEM – 100 POINTS)
  MERMECH
  Large Item (15’)
  RANK
  POINTS
  ATTRIBUTE
  8
  8
  Augmented (18 Strength [+4])
  3
  3
  Capacity (6 people)
  1
  1
  Ground Speed (30 feet/round)
  5
  5
  Immunity – Lesser 
  (Non-Silvered Weapons)
  4
  4
  Protected 
  (Silvered steel and glass; -4 damage)
  2
  2
  Resilient (High Pressure, Underwater)
  4
  4
  Tough (40 HP)
  3
  3
  Water Speed (300 feet/round)
  4
  4
  Weapon: Aquajet 
  (3d6+4 piercing damage)
  RANK
  POINTS
  DEFECT
  2
  -2
  AC Penalty (8 AC)
  2
  -2
  Inept Attack (-2 attack rolls)
  30
  TOTAL (RANK 6 ITEM – 24 POINTS)
  ANIME 5E | FANTASY ROLE-PLAYING ADVENTURES | ADVENTURING ACCESSORIES
  
  Protector Guardian V
  This 30-foot-tall humanoid mecha is the resulting creation 
  when the five Guardian Mecha combine together. Protector 
  Guardian V has room for up to six occupants in its cockpit (the 
  Guardian Sentai V). It can run across land up to 100 mph, and 
  also fly up to 300 feet/round (approximately 30 mph) using 
  a magically propelled jetpack. PGV can lift massive objects, 
  detect heat signatures at a distance, and protect the Sentai V 
  from cold, heat, and toxic external environments. Two distinct 
  weapons provide excellent offensive capabilities: a rapid-fire 
  shoulder-mounted ballista for ranged attacks, and a huge sword 
  that can radiate light for melee engagements.
  When the lands across the kingdom are in need of a saviour, 
  Protector Guardian V comes to the rescue!
  PROTECTOR GUARDIAN V
  Huge Item (30’)
  RANK
  POINTS
  ATTRIBUTE
  14
  14
  Augmented (24 Strength [+7])
  3
  3
  Capacity (6 people)
  5
  5
  Combat Technique (Multiple Targets 2, 
  Precise Aim 2, Steady Hand)
  4
  4
  Edge (Strength dice rolls)
  1
  4
  Extra Actions (1 Extra Action/round)
  3
  3
  Features 
  (Ambidexterity, Darkvision 120’ x2)
  3
  9
  Flight (300 feet/round)
  4
  4
  Ground Speed (100 mph)
  3
  9
  Immunity (Cold)
  3
  9
  Immunity (Fire/Heat)
  12
  12
  Protected (Steel; -12 damage)
  2
  2
  Resilient (Lack of Air, Radiation)
  4
  4
  Supersense (1 mile; infrared)
  10
  10
  Tough (100 HP)
  6 (5)
  6
  Weapon: Blade of Light (2d10+7 radiant 
  damage; Penetrating -2; Hands +1)
  10 (4)
  10
  Weapon: Rapid Shoulder Ballista 
  (3d6 bludgeoning damage; Range -4; 
  Spreading: 4 targets -3; Inaccurate +1)
  RANK
  POINTS
  DEFECT
  4
  -4
  AC Penalty (6 AC)
  4
  -4
  Inept Attack (-4 attack rolls)
  100
  TOTAL (RANK 20 ITEM – 80 POINTS)
  ANIME 5E | FANTASY ROLE-PLAYING ADVENTURES | ADVENTURING ACCESSORIES
  
  Ice Nettle Milk
  Milk extracted from the stem of the rare ice nettle flower 
  immediately causes 5d6 damage and dulls the victim’s mind 
  (-6 Intelligence) if ingested. A DC 15 Constitution Saving 
  will determine if the damage will be doubled (failure) or 
  quartered (success). For four subsequent rounds, the victim 
  suffers additional Hit Point damage equal to one-quarter of the 
  amount inflicted, but no further Intelligence reduction.
  Putrid Shale Fungi Spores
  Shale fungi can be carefully harvested and replanted to be used 
  as a poison-trap combination to protect dungeon strongholds. 
  Unless a victim that wonders within 100’ of the shale fungi 
  makes a successful DC 15 Perception Skill check (or other 
  appropriate Skill check), they will be caught its putrid spore 
  cloud and suffer 1d8 damage upon spore inhalation. Poisoned 
  victims must make a successful DC 20 Constitution Saving 
  Throw or be turned to shale stone for one minute.
  Searing Fiend Blood
  The blood of some fiends from the Abyssal Planes is acidic 
  to normal humanoids. Victims who briefly touch such fiend 
  blood will suffer 5d10 acid burn damage and lose 2d4 Energy. 
  Such HP and Energy damage cannot be healed supernaturally 
  (with magic, or the Healing or Regeneration Attributes), and 
  natural healing is slowed to a weekly, rather than daily, rate.  
  A DC 20 Constitution Saving will determine if the HP and 
  Energy damage will be doubled (failure) or quartered (success).
  Poisons
  Poisons
  Toxins exist naturally in both the plant and animal/monster 
  worlds, but not all poisons are produced naturally. Nor do all 
  poisons merely reduce a victim’s Hit Points, as the examples 
  herein demonstrate.
  Blinkbeast Bile
  Bile extracted from a living Blinkbeast can be reduced to 
  a thick purple paste with exceptionally potent effects. If the 
  bile is applied to or delivered through a wound, the target 
  will suffer 6d10 damage and must make three successful DC 
  15 Constitution Saving Throws: the first to determine if the 
  damage will be doubled (failure) or quartered (success); the 
  second to avoid partial blindness; and the third to avoid being 
  teleported to a random destination up to 100 feet away every 
  six seconds for one minute. 
  Cursed Spring Water
  If at least a mouthful of the Cursed Spring Water is ingested, 
  the victim suffers 2d8 damage and changes into one pre-
  determined Alternate Identity for one minute or dramatic scene. 
  A successful DC 15 Constitution Saving Throw will avoid both 
  effects completely, though. The precise identity depends on the 
  source of the Cursed Spring Water, since there are many such 
  springs scattered across the land. Example Alternate Identities 
  include: different gender, pig-person, bear-person, cat-person, etc.
  ICE NETTLE MILK
  RANK
  POINTS
  ATTRIBUTE
  15 (7)
  15
  Weapon: Ice Nettle Milk (5d6 poison 
  damage; Blight: DC 15 Save -2; 
  Continuing: 4 rounds -4; 
  Drain: -6 Intelligence -3; Ingest +1)
  15
  TOTAL (RANK 3 ITEM – 12 POINTS)
  SEARING FIEND BLOOD
  RANK
  POINTS
  ATTRIBUTE
  20 (12)
  20
  Weapon: Searing Fiend Blood (5d10 
  acid damage; Blight: DC 20 Save -3; 
  Contact: Instantaneous -2; Enervation: 
  -2d4 Energy -2; Incurable -2; Toxic +1)
  20
  TOTAL (RANK 4 ITEM – 16 POINTS)
  PUTRID SHALE 
  FUNGI SPORES
  RANK
  POINTS
  ATTRIBUTE
  10 (2)
  10
  Weapon: Spores (1d8 poison damage; 
  Area: 100 feet -3; Incapacitating: 
  Constitution vs DC 20 Save or turn to 
  stone for one minute -4; 
  Trap: DC 15 Skill Check -2; Toxic +1)
  10
  TOTAL (RANK 2 ITEM – 8 POINTS)
  BLINKBEAST BILE
  RANK
  POINTS
  ATTRIBUTE
  1
  3
  Teleport (100 feet)
  22 (14)
  22
  Weapon: Blinkbeast Bile (6d10 poison 
  damage; Blight: DC 15 Save -2; Irritant: 
  DC 15 Save or suffer partial blindness -2; 
  Linked: Delivered through injury -1; 
  Unique Enhancement: Activates 
  Teleport Attribute to random 
  destinations at the beginning of each 
  round for one minute or dramatic scene -3; 
  Save: No Teleport effect if successful +2 
  [Constitution vs DC 15])
  25
  TOTAL (RANK 5 ITEM – 20 POINTS)
  CURSED SPRING WATER
  RANK
  POINTS
  ATTRIBUTE
  1
  1
  Alternate Identity (One different pre-
  determined Race, gender, or form)
  4
  4
  Weapon: Cursed Spring Water (2d8 
  poison damage; Unique Enhancement: 
  Activates Alternate Identity Attribute 
  for one minute or dramatic scene -3; 
  Ingest +1; Save: No effect if successful 
  +2 [Constitution vs DC 15])
  5
  TOTAL (RANK 1 ITEM – 4 POINTS)
  ANIME 5E | FANTASY ROLE-PLAYING ADVENTURES | ADVENTURING ACCESSORIES
  
  Mana Drainer
  The more powerful trap cousin of the Dampener, this 
  device is similarly placed in a location that is likely to elicit 
  direct contact. On a failed Skill check, the victim doesn’t suffer 
  any damage but five of their magically sourced Attributes (or 
  spellcasting) are reduced in effectiveness by 4 Ranks each (or 
  completely cancelled if the Attribute has 4 Ranks or fewer). The 
  Nullification remains in effect for one minute or dramatic scene.
  Shadow Zone
  With a failed Skill check and direct contact, this flat, 1-foot-
  square mirrored surface will instantly trap a victim inside the 
  oppressively dark Shadow Zone pocket dimension for one day.
  State Shifter
  If a victim fails a Skill check and touches the otherwise 
  unremarkable stone surface of the State Shifter statue, they 
  will suffer 1d8 damage and be turned into a trans-dimensional 
  energy state without form or substance. Interacting with the 
  physical world is extremely challenging while in this state, 
  though the character can still see and communicate. Reversing 
  this transformation requires expensive and rare ingredients.
  Traps
  Traps
  Traps are a staple encounter in many Fifth Edition scenarios. 
  The Weapon Attribute usually includes the Trap Limiter, which 
  requires potential victims who touch the trap or enter its area 
  of effect to roll a DC 15 or DC 20 Perception Skill check (or 
  other appropriate Skill check). Success usually means that the 
  target can avoid the trap or its effects.
  Corrosive Shriek Web
  This insidious web trap is invisible once set over an area 
  covering a 10’ radius. A failed Skill check (usually rolled with a 
  disadvantage) results in the victim suffering 3d10 acid damage 
  and being tangled with webs that have 20 Hit Points. Once the 
  web catches a victim, it emits a loud and continuous shrieking 
  that will alert anyone within hearing distance (approximately 
  1,000 feet). Anyone touching the trapped victim or trying to 
  free them must make a successful DC 10 Constitution Saving 
  Throw will be similarly trapped by the webs. Once at least 20 
  damage is inflicted upon the webs, the victims can break free 
  and the shrieking will cease.
  Dampener
  This small magical device is often placed on objects that 
  come into direct contact with a victim’s skin, such as door 
  handles, treasure chests, desirable artefacts, etc. On a failed Skill 
  check, the victim doesn’t receive any damage but does suffer 
  a disadvantage against future Skills and Saving Throws that 
  oppose the efforts of the character who placed the Dampener. 
  The effects of the device wear off after a dramatically appropriate 
  amount of time.
  CORROSIVE SHRIEK WEB
  RANK
  POINTS
  ATTRIBUTE
  2
  4
  Undetectable (Sight 2)
  16 (7)
  16
  Weapon (3d10 acid damage; 
  Area: 10’ -1; Contagious: DC 10 Save -1; 
  Tangle: 20 HP -4; Trap: DC 15 Save -2; 
  Unique: Shrieking -1)
  20
  TOTAL (RANK 4 ITEM – 16 POINTS)
  MANA DRAINER
  RANK
  POINTS
  ATTRIBUTE
  4 (5)
  16
  Extra Actions (5 Attribute Nullifications; 
  Dependent: Weapon +1)
  4
  20
  Nullify (4 Ranks of a Magical Attribute)
  4 (0)
  4
  Weapon (0d4 damage; Contact: 
  Instantaneous -2; Trap: DC 15 Save -2)
  40
  TOTAL (RANK 8 ITEM – 32 POINTS)
  DAMPENER
  RANK
  POINTS
  ATTRIBUTE
  5 (6)
  5
  Forced Disadvantage (Skills and Saving 
  Throws; Dependent: Weapon +1)
  5 (0)
  5
  Weapon (0d4 damage; Contact: 
  Instantaneous -2; Trap: DC 20 Save -3)
  10
  TOTAL (RANK 2 ITEM – 8 POINTS)
  SHADOW ZONE
  RANK
  POINTS
  ATTRIBUTE
  5 (3)
  10
  Pocket Dimension 
  (100’; Duration: 1 day -3; 
  Dependent: Weapon +1)
  5 (0)
  5
  Weapon (0d4 damage; Contact: 
  Instantaneous -2; Trap: DC 20 Save -3)
  15
  TOTAL (RANK 3 ITEM – 12 POINTS)
  STATE SHIFTER
  RANK
  POINTS
  ATTRIBUTE
  1 (4)
  3
  Change State (Energy State; Dependent: 
  Weapon +1; Irreversible: Rare 
  ingredients to revert +2)
  7 (2)
  7
  Weapon (1d8 radiant damage; Contact: 
  Instantaneous -2; Trap: DC 20 Save -3)
  10
  TOTAL (RANK 2 ITEM – 8 POINTS)
  ANIME 5E | FANTASY ROLE-PLAYING ADVENTURES | ADVENTURING ACCESSORIES
  
  Plane Chaser
  This large, metal sphere can fit up to six occupants rather 
  uncomfortably as it rolls along the ground on clever gyroscope. 
  With the pull of a few levers, the pilot can change the sphere 
  and everyone inside into inexplicable dream energy that has 
  no physical form. Flipping a few switches can open a series of 
  one-way dimensional portals that can create a path across the 
  cosmos: the Material Plane to Dimension A, Dimension A to B, 
  B to C, C to D, D to E, and then E back to the Material Plane. 
  The specific dimensions are set when the Plane Chaser is first 
  activated, and then cannot be easily changed.
  Sky Galleon
  Several years ago, the Westerly Winds Transport company 
  used alchemically infused keels and sophisticated metallurgy 
  to create a small fleet of sky galleons that could fly through 
  the air or along the water surface with equal ease. Speeds are 
  moderate when the wind is active (up to 30 mph), but the 50 
  person or 10 ton hauling capacity means the dual vehicle is 
  in high demand in nearly every kingdom. To protect its cargo 
  from would-be pirates and aggressive beasts, most sky galleons 
  defended by a battery of four ballista. 
  Vehicles
  Vehicles
  In more magically enhanced or technologically advanced 
  fantasy settings, characters may find themselves with the 
  opportunity to leave the horse in a stable and travel in style 
  in or on a vehicle. Of course, not all vehicles are restricted to 
  travelling across land.
  Anything Goes Flying Carpet
  If you find yourself in an anything-goes race through the 
  sky, the Anything Goes Flying Carpet may be exactly what 
  you’re looking for. With a capacity for two passengers and a 
  flying speed up to 100 mph, this carpet would be a great vehicle 
  on its own. Throw in a flamethrower with a 30’ reach, and 
  you’re ready to bring the pain, too.
  Horseless Delivery Carriage
  Keeping meats and vegetables cool during travel is essential 
  to delay spoilage and avoid food-borne illness. This magical 
  carriage was devised through a joint effort between a prominent 
  wizards’ guild and a culinary academy. The result is a 20-foot-
  long magical carriage that can transport up to five tons of 
  food in a climate-controlled stone box. The carriage isn’t fast 
  (maximum speed of 10 mph) and requires a road on which to 
  travel, but it’s a popular attraction for merchants and citizens 
  who appreciate the high-quality food it transports.
  HORSELESS DELIVERY 
  CARRIAGE
  Huge Item (20’)
  RANK
  POINTS
  ATTRIBUTE
  4
  4
  Capacity (25 people or 5 tons)
  1
  1
  Control Environment (Cold)
  1 (2)
  1
  Ground Speed 
  (10 mph; Unique Limiter: Road-Bound +1) 
  RANK
  POINTS
  DEFECT
  1
  -1
  Magnet (Frequently mobbed by adoring 
  merchants and citizens)
  5
  TOTAL (RANK 1 ITEM – 4 POINTS)
  ANYTHING GOES 
  FLYING CARPET
  Large Item (10’)
  RANK
  POINTS
  ATTRIBUTE
  1
  1
  Capacity (2 people or 500 lb)
  4
  12
  Flight (100 mph)
  7 (3)
  7
  Weapon: Flamethrower (2d6 fire damage; 
  Continuing -2; Range: 30’ -2; Spreading: 
  3 targets -2; Ammo: 3 shots +2)
  20
  TOTAL (RANK 4 ITEM – 16 POINTS)
  SKY GALLEON
  Huge Item (30’)
  RANK
  POINTS
  ATTRIBUTE
  6
  6
  Capacity (50 people or 10 tons)
  2 (3)
  6
  Flight (30 mph; Environmental: Wind +1)
  2 (3)
  2
  Water Speed 
  (30 mph; Environmental: Wind +1)
  4
  4
  Weapon: Ballista (3d6 bludgeoning 
  damage; Range: 100’ -3; Activation +1; 
  Hands +1; Inaccurate +1)
  4
  4
  Weapon: Ballista (3d6 bludgeoning 
  damage; Range: 100’ -3; Activation +1; 
  Hands +1; Inaccurate +1)
  4
  4
  Weapon: Ballista (3d6 bludgeoning 
  damage; Range: 100’ -3; Activation +1; 
  Hands +1; Inaccurate +1)
  4
  4
  Weapon: Ballista (3d6 bludgeoning 
  damage; Range: 100’ -3; Activation +1; 
  Hands +1; Inaccurate +1)
  30
  TOTAL (RANK 6 ITEM – 24 POINTS)
  PLANE CHASER
  Large Item (15’)
  RANK
  POINTS
  ATTRIBUTE
  3
  3
  Capacity (6 people or 1 ton)
  4
  12
  Change State (Dream Energy)
  3
  3
  Ground Speed (30 mph) 
  6
  30
  Portal (Six one-way dimensional portals)
  1
  1
  Regeneration (1 HP/round)
  1
  1
  Resilient (Extradimensional)
  50
  TOTAL (RANK 10 ITEM – 40 POINTS)
  ANIME 5E | FANTASY ROLE-PLAYING ADVENTURES | ADVENTURING ACCESSORIES
  
  Weapons
  Weapons
  The Weapon Attribute provides more customisation options 
  than any other, allowing for a seemingly endless number of 
  possibilities. The example Weapons provided in this section 
  present a variation of that Attribute on its own, or paired with 
  others to create unique combinations.
  Reality Club
  This two-handed club isn’t that impressive of a weapon, 
  inflicting only 1d8 damage with every strike. While wielding 
  the Reality Club, though, a character has complete immunity to 
  all magically derived damage – including spells, Attributes, and 
  poisons – and their mind is protected from mental intrusion. 
  An unfortunate side effect, though, is that the character also 
  cannot benefit from magical healing while in possession of the 
  Reality Club.
  GravMaul
  This fearsome maul inflicts an impressive 3d8 damage in 
  the hands of a skilled warrior. It’s true power, though, lies in 
  its ability to manipulate the forces of gravity to create a wide 
  range of crushing, attracting, and movement effects that is only 
  limited by the warrior’s imagination.
  Tracked Piercer
  When brilliant and inspired engineers find a wealthy patron to 
  back their crazy ideas, nearly anything is possible. The so-called 
  Tracked Piercer is one such invention that shows the potential 
  to shrink the travel times between cities and kingdoms forever. 
  The astoundingly massive 400’ metal tube speeds along a 
  permanent track system at speeds up to 300 mph, carrying 
  close to 1,000 passengers or 200 tons of cargo. The passenger 
  cabins are climate controlled, ensuring a comfortable ride at 
  any time of the year. This new invention is shockingly expensive 
  to operate, though, and currently only the privileged and the 
  wealthy can book passenger tickets or transport cargo.
  TRACKED PIERCER
  Gargantuan+ Item (400’)
  RANK
  POINTS
  ATTRIBUTE
  10
  10
  Capacity (1,000 people or 200 tons)
  2
  2
  Control Environment 
  (Comfortable Conditions – Multiple)
  1 (5)
  1
  Ground Speed (300 mph; Detectable: 
  Hearing +1; Equipment: Tracks +3) 
  RANK
  POINTS
  DEFECT
  3
  -3
  Special Requirement 
  (Expensive to operate)
  10
  TOTAL (RANK 2 ITEM – 8 POINTS)
  REALITY CLUB
  RANK
  POINTS
  ATTRIBUTE
  6
  18
  Immunity (Magic Damage)
  3
  3
  Mind Shield (+6 check bonus to resist 
  mental intrusion)
  1 (2)
  1
  Weapon: Club Smash 
  (1d8 bludgeoning damage; Hands +1)
  RANK
  POINTS
  DEFECT
  2
  -2
  Unique Defect: Cannot benefit from 
  magical healing while possessing the 
  Reality Club
  20
  TOTAL (RANK 4 ITEM – 16 POINTS)
  GRAVMAUL
  RANK
  POINTS
  ATTRIBUTE
  2
  20
  Dynamic Powers (Gravity)
  5 (6)
  5
  Weapon: Bring the Pain (3d8 
  bludgeoning damage; Hands +1)
  25
  TOTAL (RANK 5 ITEM – 20 POINTS)
  ANIME 5E | FANTASY ROLE-PLAYING ADVENTURES | ADVENTURING ACCESSORIES
  
  Wrath of God
  Orbiting the planet is a devastating Weapon from a forgotten 
  time long ago: the Wrath of God. The self-guided sphere is 
  the size of a small tavern, and is constructed from a unique 
  metal alloy that is immune to damage from all non-magical 
  weapons. It was imbued with the ability to detect and assess 
  catastrophic unholy threats happening anywhere on the planet 
  surface, and given the might to put an end to it. After a one-
  minute activation period, the cleansing radiant beam that fires 
  from the Wrath of God inflicts a whopping 11d10 damage over 
  a 1,000’ radius. Victims caught in the bright, searing beam 
  may have the opportunity to half or avoid the damage with a 
  successful DC 15 Dexterity Saving Throw. The Wrath of God 
  requires time to recharge between attacks, and can only fire 
  once per day. It’s certainly an amazingly powerful Weapon for 
  the Forces of Light – but what happens should it malfunction?
  Infernal Boom Stick
  This Weapon looks like a regular petrified wooden stick, 
  but it holds so much more. The wielder gains the following 
  impressive benefits: +2 Augmented Strength, an advantage 
  while firing up to three times each round, no hindrance when 
  firing blind, and the ability to detect infernal beings. The 
  Infernal Boom Stick also Nullifies 2 Ranks of any nearby 
  infernal abilities. The forceful 5d6 damage energy boom 
  emitted from the Weapon specifically targets infernal beings 
  within a 30’ range with great accuracy. If a shot only misses by 
  1 or 2 on the d20 roll, the energy will loop around and return 
  for a second attempt to hit the following round.
  Rapture Blade
  The wielder of this rare psionic katana is elevated to a beacon 
  of leadership and hope. They gain a +5 bonus to Charisma and 
  the ability to inspire their followers with a +5 bonus to most 
  dice rolls for one scene. While engaged in combat, the wielder’s 
  confident aura forces all opponents to suffer a disadvantage 
  while attacking them, while simultaneously reducing their 
  penalty for attacking multiple opponents with a single strike. 
  Since the katana is driven by mental acuity, the wielder’s 
  Intelligence modifier is added to their attack and damage rolls, 
  rather than the normal Strength modifier.
  INFERNAL BOOM STICK
  RANK
  POINTS
  ATTRIBUTE
  2
  2
  Augmented (+2 Strength)
  1
  1
  Combat Technique (Blind Shooting)
  2
  2
  Edge (Ranged Attacks)
  1 (2)
  4
  Extra Actions (+2 Extra Action; 
  Dependent: Weapon +1)
  4 (2)
  20
  Nullify (Infernal Abilities; Range: 30’ -2)
  1
  1
  Sixth Sense (Infernal Beings)
  10 (7)
  10
  Weapon: Energy Boom (5d6 force 
  damage; Accurate -1; Homing -1; 
  Multidimensional -1; Range: 30’ -2; 
  Exclusive: Infernal Beings +2)
  40
  TOTAL (RANK 8 ITEM – 32 POINTS)
  RAPTURE BLADE
  RANK
  POINTS
  ATTRIBUTE
  5
  5
  Augmented (+5 Charisma)
  2
  2
  Combat Technique (Multiple Targets 2)
  4
  4
  Forced Disadvantage 
  (Attack rolls against the character)
  5
  15
  Inspire – Greater (+5 on dice rolls for 
  one scene: Ability and Skill checks, 
  attack rolls, and Saving Throws)
  4 (2)
  4
  Weapon: Katana Slash (2d4 slashing 
  damage; Accurate -1; Unique 
  Enhancement: Adds the wielder’s 
  Intelligence Ability Modifier to hit and 
  damage, not Strength -1)
  30
  TOTAL (RANK 6 ITEM – 24 POINTS)
  WRATH OF GOD
  RANK
  POINTS
  ATTRIBUTE
  4 (8)
  12
  Flight (10,000 mph; Environmental: Self 
  Guided +1; Object +3)
  2 (5)
  6
  Immunity 
  (Non-magical weapons; Object +3)
  8
  8
  Supersense (10,000 miles; catastrophic 
  unholy threats)
  34 (27)
  34
  Weapon: Wrath of God (11d10 radiant 
  damage; Area: 1,000’ -3; Flare -3; 
  Incurable -1; Range: 10,000 miles -9; 
  Unique Enhancement: Auto activates -1; 
  Activation: 1 minute +2; Charges: once 
  a day +3; Environmental: Catastrophic 
  unholy threat detected +3; Save +2 
  [Dexterity vs DC 15])
  60
  TOTAL (RANK 12 ITEM – 48 POINTS)
  ANIME 5E | FANTASY ROLE-PLAYING ADVENTURES | ADVENTURING ACCESSORIES
  
  Legal Information
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
  System Reference Document 5.1 Copyright 2016, Wizards of the 
  Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce 
  R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  BESM d20 Copyright 2003, Guardians of Order, Inc. Author 
  Mark C. MacKinnon
  Anime 5E: Fifth Edition Fantasy Role-Playing Adventures Copyright 
  2021, Dyskami Publishing Company. Author Mark MacKinnon.
  Anime 5E: Adventuring Accessories Digital Expansion Copyright 
  2021, Dyskami Publishing Company. Author Mark MacKinnon.
  16. ANIME 5E OPEN CONTENT & PRODUCT IDENTITY
  The following items are designated Product Identity, as defined 
  in Section 1(e) of the Open Game License Version 1.0a, and are 
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  ANIME 5E | FANTASY ROLE-PLAYING ADVENTURES | ADVENTURING ACCESSORIES
  
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