Fighter
Base Class: Fighter

The archetypal Steampunk specializes in exotic one of a kind weapons. Fighters who identify as Steampunks often craft their own weapons using a creativity, intellect, and perseverance. They start off with a fairly interesting invention and slowly forge it into a deadly and unique masterpiece. 

Steampunk Weapons

At level 3 you can choose 2 weapons to learn how to craft, or choose 1 weapon and an upgrade. You are proficient with them. Some weapons may require your target to make a skill check or saving throw. The DC is 8 + your proficiency bonus + your intelligence modifier. If none of these are to your liking, you can work with your DM to create your own. (DM’s discretion). You can choose 1 additional weapon or upgrade at levels 7, 10, and 15.

Cane Sword

a thin blade hidden inside of a stylish walking stick. Does 1d6 piercing damage, finesse, light. Anyone searching you for weapons must make an investigation check. (20 gp for parts) Upgrade 1: cane sword now does 1d8 damage. (5 gp for parts) Upgrade 2: use a bonus action to break apart the blade into several interlinked blades, that can be swung like a whip. Gains the reach property, and the damage type becomes slashing instead of piercing. Every hit gets a bonus of + 5 slashing damage, but you have -5 on attack rolls. (20 gp for parts)

Exploding Bolts

you learn how to make bolts with an explosive property, adding  1d6 of fire damage on top of the crossbow’s piercing damage. (1 gp per bolt) Upgrade 1: enemies in a 5 foot radius now take 1d6 fire damage as well. (3 gp per bolt). Upgrade 2: you can choose the damage type, must be elemental. Examples: lightning, frost, etc. Elemental damage is now 1d8.

Flamethrower

a small, hand held device, with the ability to shoot a stream of fire up to 15 feet in a five 5 radius. Any creature in this path must make a dexterity save. On a failed save the target takes 2d8 fire damage, and catches on fire taking another 1d8 fire damage at the start of every turn you make until it uses its full action to put out the flames. On a successful save the target takes half damage and does not catch fire. You can use the flamethrower a number of times equal to 5 + you intelligence modifier before you must replace the oil during a short rest, takes about 5 minutes. (30 gp for parts) Upgrade: Flamethrower gains 2 more uses. (20 gp for parts)

Lightning Rod

A small, round mace dealing 1d6 bludgeoning damage with the ability to gain an extra 1d6 of lightning damage. Use a bonus action to turn on and off electricity. Lightning lasts for a total of minutes equal to your intelligence modifier, minimum of 1. Recharge with hand crank during long or short rest, takes about 10 minutes. Disadvantage on stealth checks while lightning is on. (50 gp for parts). Upgrade 1: lighting damage is now 1d8 + intelligence modifier. (25 gp for parts). Upgrade 2: lightning rod now gains a 30 foot ranged attack of 3d8 + intelligence modifier of lightning damage with a cost of 30 seconds. (25 gp for parts)

Longshot

Long ranged rifle. 1d8 piercing damage. 2 handed, loading, range: 200/800. (50 gp for parts). Upgrade 1: Damage increases to 1d10. (20 gp for parts) Upgrade 2: you mount a small blade to the end of the barrel that deals 1d4 piercing damage and is considered a finesse weapon. This can be used to attack as an action or bonus action, but only once per turn. (5 gp for parts)

Pistol

small firearm that can be held in one hand. Light, loading. Range: 30/120. Deals 1d6 piercing damage. (40 gp for parts) Upgrade 1: increase range to 60/240. (20 gp for parts) Upgrade 2: decrease the weapon’s weight, allowing you to aim more carefully. Add your damage modifier to attacks made with this weapon while in your offhand. Don’t take this upgrade if you have the two-weapon fighting style or feat. (20 gp for parts)

Repeating Crossbow

fires a number of bolts equal to your intelligence modifier, with a maximum of 4. Each bolt does 1d4 damage. Only roll attack for the first bolt. (range 30/120). 2 handed, loading. (50 gp for parts.) Upgrade 1: range increases to 60/240. (30 gp for parts)

Steam Powered Saw

terrifying weapon. Long pole with a round, spinning saw at the end. 2d8 slashing damage while saw is on, 1d8 when off, 2 handed. Bonus action to turn on and off the saw, will spin for a number of minutes equal to your intelligence modifier, minimum of 1, before it runs out of steam. Replenish coal during long or short rests, takes about 5 minutes. Attempts to sneak automatically fail while saw is running. (50 gp for parts) Upgrade 1: increase the range, giving it the reach property. (5 gp for parts) Upgrade 2: Add half of your intimidation modifier to attack rolls with this weapon while the saw is running.

Trip Mines

you use your action to place a trip mine on the ground. Anyone within 5 feet of it must make a perception check in order to avoid stepping on it, excluding yourself and anyone you warn in advance. If they step on it they must make a dexterity save. On a failed save anyone within 10 feet takes 3d8 fire damage and half on a success. Alternatively you can choose to throw a single mine with a range of 20/60. Detonation destroys the mine. (25 gp for parts)  Upgrade: you can choose the damage type, must be elemental. Examples: lightning, frost, example.

Make it Yourself

When you choose this archetype at level 3 you gain proficiency with tinker's tools as well as the following abilities. Crafting 20 bolts or bullets takes you 1 hour and can be done during a long or short rest, as long as you have access to your tinker's tools, a workshop, or a forge. You also must have access to the necessary materials. 

Arrow Forging

You can craft your own bolts and arrows using your tinkers’ tools. (5 sp per 20 bolts)

Forging Bullets

You can craft ammunition for firearms. (5 sp per 20 bullets)

Quickshot

Once you reach level 7 you're able to use ranged weapons in melee range without incurring disadvantage. 

Steampunk Weapons

At level 7 you can choose 1 additional weapon or upgrade.

Improvised Magic

At level 10 you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Steampunk Weapons

At level 10 you can choose 1 additional weapon or upgrade.

Steampunk Weapons

At level 15 you can choose 1 additional weapon or upgrade. 

Master Smith

At level 18 your knowledge of smithing greatly improves. you know the inner workings of non natural armor, where the gaps and joints are, and more importantly where it’s weak. When your enemy is wearing armor you can add your intelligence modifier to your attack rolls.

Previous Versions

Name Date Modified Views Adds Version Actions
10/2/2019 4:34:07 PM
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