5E - Steampunk of the Realms

by Darkenneko

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Steampunk of the Realms

0.3

Steampunk of The Realms

Weapons

Firearm Cost Damage Weight Special
Sidearms
   Semi-Automatic Pistol 500 gp 1d8 ballistics 3 lb. Ammunition (range 50/150), reload (6 shots)
   Revolver 550 gp 1d10 ballistics 4 lb. Ammunition (range 30/90), reload (6 shots)
   Maschinepistole 125 pp 2d4 ballistics 6 lb. Ammunition (range 50/150), reload (30 shots), kick (14) burst fire
Longarms
   Shotgun 250 gp 1d8 ballistics 6 lb. Ammunition (range 60/240), reload (2 shots), kick (14), two-handed
   Rifle 100 pp 1d10 ballistics 10 lb. Ammunition (range 150/600), reload (5 shots), kick (13), heavy, two-handed
   Submachine Gun 150 pp 3d4 ballistics 6 lb. Ammunition (range 80/320), reload (30 shots), kick (16) burst fire
   Carbine 200 pp 1d10 ballistics 8 lb. Ammunition (range 100/400), reload (5 shots), kick (13), burst, fire, heavy, two-handed

Firearms

Firearms are strong ranged weapons that provide more effective range but at great costs. When attacking with a firearm you make your attack roll as normal, but you do not apply your modifier to your damage roll. The bulkiness of heavy armor also imposes disadvantage while using Sidearms.

Weapon Descriptions

Semi-Automatic Pistol. The smallest and most compact firearm, the pistol is also one of the rarest firearms, as most people not only prefer firearms with longer range, but the pistol itself requires greater craftsmanship to craft.

Revolver. The revolver is a compact sidearm that houses six rounds in a cylinder chamber. These come in either Top break or swing out cylinder for reloading.

Maschinepistole. The maschinenpistole is a pistol sized machine gun. They were originally issued to siege crews who needed a self-defense weapon, lighter than a rifle but more effective than a standard pistol.

Shotgun. The shortest of the long guns, a blunderbuss only has a barrel around one foot long, sometimes less. Most shotgun have a full stock, but some are made with only a pistol grip.

Rifle. A marskman's gun, a rifle has long barrel three to four feet long and a heavy wooden stock, allowing for greater accuracy and range than all other firearms.

Submachine Gun. A submachine gun is a magazine-fed, automatic carbine designed to fire pistol cartridges. Allows for greater mobility while still putting out good firepower.

Carbine. A carbine is a longarm with a shorter barrel than a rifle or a musket. Many carbines are shortened versions of full-length rifles, shooting the same ammunition but allowing for more rapid fire. The smaller size and lighter weight of carbines make them easier to handle.

New Weapon Properties

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 8 + your proficiency bonus + your Dexterity modifier or take the weapon's normal damage. On a successful save, the creature takes no damage. If the creature is outside the effective range, they make their saving throw with advantage. This action uses ten pieces of ammunition.

Kick. This weapon is designed to be fired only when hooked onto a special fork (5 gp, 2 lb,) –or over a hard, stationary surface, such as a low wall. Hooking the weapon requires an action or a bonus action (the character’s choice). If the character moves after hooking the weapon, or drops the weapon, the weapon is no longer considered to be hooked. While a weapon with this property is not hooked, attack rolls with it are made at disadvantage unless the character's Strength score is equal to or higher than the number in brackets.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action, one attack (if they have the Extra Attack feature) or a bonus action (the character's choice). Firearms require a free hand to reload. Two-handed firearms can be held in one hand while they are being reloaded.

Spread. Each creature in a cone the size of the weapons’ range must make a Dexterity saving throw with a DC 8 + your proficiency bonus + your Dexterity modifier or take the weapon's normal damage. On a successful save, the creature takes no damage.

Armors

Armor Cost Armor Class (AC) Strength Stealth Properties Weight
Light Armor
   Heavy Coat 10 gp 11 + Dex Modifier Disadvantage 6 lbs.
   Leather Jacket 20 gp 11 + Dex Modifier 4 lbs.
   Light Undercover Shirt 50 gp 11 + Dex Modifier BR/2 3 lbs.
   Undercover Vest 100 gp 12 + Dex Modifier BR/2 4 lbs.
Medium Armor
   Kevlar Lined Coat 250 gp 13 + Dex Modifier (Max 2) BR/2 6 lbs.
   Multi-layer Vest 300 gp 14 + Dex Modifier (Max 2) BR/2 6 lbs.
   Tactical Scout Armor 750 gp 15 + Dex Modifier (Max 2) Str 10 Disadvantage BR/2 8 lbs.
Heavy Armor
   Tactical Combat Armor 500 gp 15 Str 12 Disadvantage BR/3 10 lbs.
   Metal Plated Combat Armor 1,500 gp 16 Str 13 Disadvantage BR/3 25 lbs.
   Metal Steam Knight Armor 2,500 gp 17 Str 14 Disadvantage BR/4 40 lbs.

Armor Descriptions

D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor.

Light Armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Heavy Coat. The heavy coat consists of heavy leathers that rub against one another while you move.

Leather Jacket. The leather jacket consists of leather that has been stiffened by being boiled in oil in high priority locations. The rest of the armor is made of softer and more flexible materials.

Light Undercover Shirt. The light undercover shirt consists of strong fibers that are worn under a coat and can still protect the owner..

Undercover Vest. The undercover vest consists of strong fibers that are worn under a coat and can still protect the owner.

Medium Armor

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor class.

Kevlar Lined Coat. This coat is lined with strong kevlar to protect the owner from harm.

Multi-layer Vest. Made from tough but flexible leathers, kevlar, and other fibers to protect the owner.

Tactical Scout Armor. Hardened metals and fibers run across narrow vertical strips of metal riveted to a backing of leather that is worn over normal clothing.

Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative. Firearms are not easily handled while encumbered by heavy armor imposing disadvantage on all attack roles while using heavy armor.

Tactical Combat Armor. Hardened metals and fibers run across the entirety of this armor to protect the owner by providing maximum protection.

Metal Plated Combat Armor. Metal plates are shaped, and interlocked throughout the entirety of this armor to cover the entire body.

Metal Steam Knight Armor. The armor is made of pure metal but has a large assembly of steam apparatuses imbued inside the armor to slightly assist with movement.

New Armor Properties

Ballistics is a subset of piercing damage. Anything that grants resistance to piercing also works against ballistics but not vice versa.

Ballistics Resistance. Armor with ballistics resistance have the designation BR followed by a number. When an enemy makes an attack with a firearm against you, your AC gets a bonus equal to your BR rating. For example, if you're wearing a Light Undercover Shirt, your base armor class is 11 + your Dexterity modifier. With a Dexterity modifier of 3, you have an Armor Class of 14. When you are attacked with a firearm, the shirts BR rating is 2 and gives you a +2 Armor Class bonus against that attack.

Equipment

Armor Cost Armor Class (AC) Strength Dexterity Stealth Properties Weight
Light Shields
  Buckler 25 gp +1 Dex 13 Light 3 lbs.
  Shield 10 gp +2 6 lbs.
Heavy Shields
  Riot Shield 50 gp +2 Str 14 Disadvantage Half Cover, Heavy 16 lbs.
  Ballistic Shield 100 gp +3 Str 16 Disadvantage Three-quarters cover, Heavy 18 lbs.
  Tower Shield 150 gp +4 Str 18 Disadvantage Total Cover, Heavy 45 lbs.
Holsters Cost Holsters Weight Properties
   Gunbelt 25 gp 1 2 lb. You can wear up to two gunbelts.
   Double-Holster Gunbelt 35 gp 2 1 lb. You can wear up to two gunbelts.
   Rifle Shoulder Scabbard 20 gp 1 1 lb. You can wear one shoulder harness.
   Double Shoulder Scabbard 40 gp 2 1 lb. You can wear one shoulder harness.
   Shoulder Holster 20 gp 1 1 lb. You can wear one shoulder harness.
   Double Shoulder Holster 30 gp 2 1 lb. You can wear one shoulder harness.
Gear Cost Weight Special
Lighter 8 gp 1/2 lb. Provides fire
Pocket Watch 20 gp 1 lb. Always knows Time
Compass 100 gp 1/4 lb. Always knows North
Ammunition Cost Weight
   Bullets (10) 3 gp 2 lbs.
   Lead Shot 5 sp 1 lb.

Shield Descriptions

A shield is made from wood are metal and is carried in one hand. Wielding a shield increases your Armor Class. You can benefit from only one shield at a time.

Buckler. A small round shield held by a handle or worn on the forearm.

Riot Shield. Ideal for forming a barricade and protecting against thrown items. They won't often stand up to more intense impacts such as bullets, usually cracking or bending when subjected to extreme forces.

Ballistic Shield. A large, thick shield of steel. These are what you grab when you need to stop ballistics.

Tower Shield. Large shields enough to cover the entire body when positioned correctly. The tower shield will weigh it's wielder down but provide necessary cover from anything.

Equipment

Holsters

You can wear a maximum of two gunbelts and one shoulder harness at a time. These allow you to freely interact and ready different firearms in combat without having to use your turn looking through your equipment.

Gear

The following are new gear provided that a steampunk adventurer can utilize during his/her adventure.

Lighter A lighter holds a small amount of flammable substance ignited by a flint striking metal. Its flame lights a 5-foot area as a candle does but it burns for 3 hours or until it's put out. A single flask of oil can refill two lighters.

Pocket Watch A circular device stored in a metal case used to provide the exact time of day, linked to a chain that is stored ina waist pocket, jacket, or a vest.

Compass This is a tiny metal and glass compass with a magnetic pointer that always points north. All Wisdom (Survival) checks made to determine location and direction are made with advantage when using a compass.

Ammunition

Bullets. Bullets are lead spheres used for single target attacks. When loaded with a bullet, a firearm functions as written.

Lead Shot. Lead shot consists of many tiny lead balls that are packed into the barrel of the firearm together. The price given is for 1 "load" of shot.

Lead shot can be loaded into any firearm that normally fires bullets. Loading a firearm with lead shot halves its Effective and Max Ranges, but imparts the Spread property on the attack.

Explosives

Explosives Cost Weight Damage
   Shou Rocket 150 gp 1 lb. 3d6 fire
   Grenade 150 gp 1 lb. 3d6 piercing
   Foeshredder 250 gp 1 lb. 3d6 piercing
   Smokebomb 250 gp 1 lb.

Grenade. A grenade is a ball-sized iron spheres packed with gunpowder and fitted with a slow-burning wick. As an action, a creature can light a grenade and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much damage on a successful one.

Foeshredder. A foeshredder is a specialized grenade with an attached handle, allowing it to be thrown twice as far. A foeshredder functions identically to a grenade except that it can be thrown up to 120 feet away.

Smokebomb. A smokebomb consists of a wooden tube filled with alchemical compounds and smokepowder. As an action, a creature can light a smokebomb and throw it at a point up to 60 feet away. One round after a smokebomb lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.


Sidebar: Fuses and Grenade Bundles

An explosive can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the explosive. After the set number of rounds goes by, the explosive explodes on that initiative.

A character can bind additional grenades to the head of a foeshredder to effectively create a heavy explosive charge. Each grenade attached to the foeshredder increases the damage by 1d6 (to a maximum of 10d6), and the burst radius by 5 feet (to a maximum of 20 feet).

Additional Rules

These following rules are meant to aid a Dungeon Master intent on running a game featuring steampunk technology, and are supplemental to the main document.

Firearm Proficiency

Normally no class (other than an artificer) is proficient with firearms. However, if you wish firearms to be common enough that characters in your game can be proficient with them from the start, they can be divided as follows:

Sidearms: Bard, Fighter, Monk, Paladin, Ranger, Rogue (Pick)

Longarms: Barbarian, Fighter, Paladin, Ranger, Rogue (Pick)

Missing with Explosives

If you want an element of risk to the use of explosives, treat them as improvised Ranged Weapons with a range of 30/90 ft. and which require an attack roll to throw accurately.

If the target is a square with a creature in it, use the creature's AC. If the target is a square with an object in it, such as a table, use the "Object Armor Class" rules on page 246 of the DMG. If the target is an empty square, treat it as having an AC of 10.

If a character misses the attack roll, the explosive rolls, bounces, or otherwise ends up in a different square than the target's.

First, roll a d8. The result determines the direction in which the explosive misses.

d8 Direction
1 North
2 North-East
3 East
4 South-East
d8 Direction
5 South
6 South-West
7 West
8 North-West

Once the direction is determined, roll 1d4 (or 2d4 if the target was within long range). The result is the number of squares in the determined direction by which the explosive misses its mark.

Weapon Modifications

Here are some ways to modify your equipment using some of the included firearms.

Built in brace

Weapon (any melee), common


This firearm has a brace that has been built into the weapon.

The Built in Brace allows the owner to use a free action to open a quick release brace in the weapon and store it just as quickly.

Combination Weapon

Weapon (any melee), common


This melee weapon has a wheellock mechanism carefully built into it, and is created in such a way that it's perfectly balanced to be used as both a melee weapon and as a pistol.

This combination weapon can be used either as normal, or it can be used as a starwheel pistol, without the need to switch weapons. The pistol mechanism must still be reloaded.

Combination Weapons that can be used as starwheel arquebus also exist, but these are always built out of melee weapons with long hafts, such as halberds or pikes.

Feats

Much as with any other weapon, there are certain features that may be covered by unique class features that other players want, or are simply unobtainable. That is, outside of feats. The following is a list of feats meant to compliment the use of firearms in your game

Artillerist

You have practiced using artillery and explosives enough to become highly proficient in them, gaining the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You are proficient with artillery, explosives, and grenades, adding your proficiency bonus to any rolls made to Load, Aim, or Fire a weapon with the siege property.
  • You can perform the Aim action as a bonus action when using a weapon with the siege property.
  • When you use an explosive or grenade, its explosion radius is increased by 5 feet and it deals an additional 1d6 Fire damage.

Longarms Expert

By extensively training with longarms you gain the following benefits:

  • You ignore the kick property on all longarms.
  • You can attack a creature behind full cover, so long as the cover is no more than 6 inches thick. When doing so, the attack deals only half damage.
  • You can use a bonus action to steady your firearm, granting yourself advantage on your next attack made with the firearm.

Sidearm Slinger

Through practice with the smaller sidearms that you often use, you gain the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate ranged weapon in each hand.
  • You can reload two one-handed sidearms using one action, one attack (if they have the Extra Attack feature) or a bonus action (the character's choice).
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded sidearm you are holding.

Magic Items

Here's some new magical firearms and item you can use to populate your treasure hordes and merchant inventories.

Assassin Firearm

Weapon (any firearm that deals ballistics damage), rare


This firearm is made of blued steel and ebony wood, and handling it seems to produce no sound, not even when it brushes against other objects.

You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, attacks made with this magical firearm produce no visible flash or audible noise.

Spellsniper Rifle

Weapon (rifle), rare (requires attunement by a spellcaster)


This rifle is made of a stark white, smooth material, similar to ivory, and etched with intricate, arcane patterns.

As an action, you can use this weapon to perform a spellstrike. A spellstrike is similar to a ranged weapon attack, except that you cast a single offensive cantrip as part of the attack. This cantrip must be one that has a casting time of 1 action, deals damage to one or more targets, and has a range greater than 10 feet.

If the attack hits, the target takes both the damage of the rifle and the damage of the cantrip, even if the cantrip would normally require a saving throw to harm a target.

If the cantrip normally harms multiple targets, then the spellstrike only harms the target of the rifle attack.

A spellsniper rifle counts as an arcane focus, and you can provide somatic components for spellcasting even while holding it with two hands.

The Firebrand

Weapon (revolver), legendary (requires attunement)


A great weapon of unknown origin, some say this pistol was crafted by Gond himself, while those on other worlds attribute it to any number of other gods, such as Murlynd, Hephaestus, or even Reorx.

You have a +3 bonus to attack and damage rolls made with this magic weapon, which deals 2d8 points of damage, rather than 1d10.

The weapon also magically loads each cartridge with a bullet when the trigger is squeezed. The weapon then rotates the chamber to the next empty cartridge. As a result, you never need to reload the Firebrand and it does not require ammunition.

However, should you desire, you can swing the weapon's chamber open and remove the cartridges to manually load them with powder and ammunition. Loading a single cartridge requires you forego one attack or use a bonus action, but all cartridges can be loaded as a single action.

A cartridge manually loaded with ammunition does not magically load powder and a bullet when the pistol cycles to that cartridge, but resumes doing so once the ammunition has been fired.

And finally, you can make one attack with it as a bonus action on each of your turns.

Magic Ammunition

Baldrick Bullet

Weapon, uncommon (cursed)


You have a +1 bonus to attack and damage rolls made with this magic bullet.


Curse. When someone makes an attack with this magic bullet, the bullet flies in an arc and attempts to harm them instead. Compare the attack roll to the user's own AC rather than that of their target. If the attack exceeds their AC, they are hit by the attack instead of the target. If it does not, the bullet still attempts to hit them, but they narrowly avoid being harmed by it.

This magic bullet appears to be a normal +1 bullet when examined. This bullet is not rendered non-magical after use, only a Remove Curse spell can render it non-magical.

Illumination Bullet

Weapon, uncommon


This magic bullet causes the target to glow like a torch for 10 rounds (1 minute).

If fired into the air, it slowly falls back down to the ground whilst emitting light like a torch. It descents at a rate of 60 ft. per turn, down from the firearm's maximum range, and stops glowing after 10 rounds (1 minute).

Once fired, the bullet is rendered non-magical.

Explosive Bullet

Weapon, rare


This magic bullet explodes in a great ball of fire on impact. Each creature in a 20-foot-radius sphere around the point where it strikes must make a DC 15 Dexterity save. A target takes 6d6 fire damage on a failed save, or half on a success. The fire spreads around corners and ignites flammable objects that aren't being worn or carried.

Once detonated, the bullet is destroyed.

Poisonous Bullet

Weapon, rare


A creature struck by this magic bullet must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute.

After dealing its poison damage, the bullet is rendered non-magical.

Named Bullet

Weapon, very rare


A named bullet is a magic bullet meant to slay a particular person and only that person. A named bullet functions as an arrow of slaying with a very focused target (a single, specific creature). Additionally, a named bullet has advantage on attack rolls made against its intended target.

After dealing additional damage to its intended target, the bullet is rendered non-magical.

Wondrous Items

Efficient Bandolier

Wondrous Item, uncommon

Each of this bandolier’s eight pouches connects to an extradimensional space that allows the bandolier to hold numerous items while never weighing more than 2 pounds. Each compartment can hold up to 60 bullets, 60 loads of shot, 6 powder horns of gunpowder, two one-handed firearms, or one two-handed firearm each.

You can draw any item the bandolier contains as if doing so from a regular pouch.

Lens of Distance

Wondrous Item, uncommon


This simple glass lens allows the user to see better at longer ranges. On its own it functions as a spyglass, but when it is attached to a firearm it doubles the effective and max ranges of the firearm. Attaching the lens is an action, while detaching it can be done as a bonus action.

The lens has an illusory dot in the center, with an illusory number next to it. The number shows the distance, in feet, between the lens and whatever the dot is overlayed over.

Spyglass of Seeing

Wondrous Item, rare (requires attunement)


This small tube filled with many alchemical lenses functions as a Lens of Distance, even when used by a character not attuned to it.

If a character attunes to, then that character can also use it as a Gem of Seeing.

Amulet of Bullet Protection

Wondrous Item, rare (requires attunement)


This magic amulet has 7 charges. While wearing it, you can expend 1 or more charge to cast one of the following spells: blur (2 charges), mirror image (2 charges), shield (1 charge), or protection from normal missiles (3 charges).

The amulet regains 1d6+1 expended charges daily at dawn.

New Spell

Protection from Normal Missiles

3rd-level abjuration
(Artificer, Ranger, Sorcerer, Warlock, and Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Conc. Up to 1 hour

Touch a willing creature. They have resistance to non-magical ballistics damage from ranged weapons.

Changelog

  • 0.1 - Creation, adjustments, finalizing details, added changelog.

  • 0.2 - Changed firearm damage to ballistics, a subset of piercing.

  • 0.3 - Grammar fixes, five feats added.

 

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