These are three full classes with subclass that I made Feel free to give me feedback
Steambound
A 5.5e steampunk class of human machines, living pressure systems, and overloaded engines.Steambound don't build gadgets. They install them into themselves.You are not an inventor.You are a walking industrial engine that refuses to shut off.
Class Overview
Hit Die: d10 Primary Ability: Strength or Dexterity Saving Throws: Constitution, Strength Armor Proficiency: Light armor, medium armor, or heavy armor Weapons: Simple and martial weapons Tools: Smith’s tools
You gain all Steam Points back on a short or long rest.
You spend Steam Points to:
activate internal systems
overdrive your body
resist damage
trigger transformations
Class Features
Level 1 — Internal Boiler
You have undergone irreversible augmentation.
Steam Engine Body
You don’t need to eat normally (you consume fuel or rest instead)
You are resistant to poison, and disease
You count as one size heavier for being moved or shoved
Overpressure Strike
When you hit with a weapon:
Spend 1 Steam Point to deal +1d8 force or fire damage
Level 1 — Steam Modes
At the start of each turn, you may enter ONE mode (Bonus action to change):
Combat Mode
+2 damage on weapon attacks
Advantage on Strength checks
Mobility Mode
+10 ft speed
No opportunity attacks against you after you move
Reinforcement Mode
+2 AC
Resistance to bludgeoning/piercing/slashing from nonmagical attacks (costs 1 SP/turn to maintain)
Level 2 — Pressure Release
When you take damage, you may spend 1 Steam Point to:
reduce damage by 1d10 + Con mod
and push attacker 5 ft
PB uses per long rest
Level 3 — Steambound Path
Choose your internal configuration:
PATH OF THE OVERPRESSURE WRECKER
You don’t fight. You detonate yourself into enemies.
A Steambound built for controlled internal explosions and shock trauma.
Volatile Core (Level 3)
When you hit with a melee attack, you can spend 1 Steam Point to:
deal +1d8 force damage
and push the target 10 ft
If the target hits a wall or creature → extra 1d6 damage.
Pressure Crash (Level 3)
As an action, spend 2 Steam Points:
explode in 15 ft radius
Dex save or take 3d8 force damage and be knocked prone
Chain Overload (Level 7)
When you reduce a creature to 0 HP:
regain 1 Steam Point
and you may immediately move 10 ft without provoking attacks
Catastrophic Loop (Level 15)
Once per long rest:
all your Steam Point abilities cost 0 for 1 minute
every attack you land triggers a mini shockwave (1d6 force, 5 ft radius)
Afterward: gain 1 level of exhaustion.
PATH OF THE IRON BULWARK
You are not a warrior—you are terrain.
Reinforced Skeleton (3)
+1 AC permanently
resistance to nonmagical bludgeoning/piercing/slashing while above half HP
Anchor Protocol (3)
You cannot be:
pushed
knocked prone
forcibly moved
Unless you choose to be.
Magnetic Aegis (7)
When hit:
you may spend 1 Steam Point to reduce damage by 1d12 + Con
attacker is pulled 5 ft toward you (if Large or smaller)
Immovable Engine (15)
As a bonus action:
become anchored
gain resistance to all damage except psychic
enemies treat area within 5 ft as difficult terrain
Lasts 1 minute (1/long rest)
PATH OF THE VELOCITY PHANTOM
You are in motion so fast reality lags behind you.
Reactive Dash (3)
You can Dash as a reaction when:
you are targeted by an attack
or an enemy moves within 10 ft
Phase Momentum (3)
When you move 20+ ft in a turn:
you gain +2 AC until start of next turn
Slipstream Cuts (7)
Once per turn:
after moving, you may make a weapon attack as a free action
Temporal Fracture (15)
Once per long rest:
take 2 turns in a row
during second turn, you cannot spend steam points
PATH OF THE GRAVITY ANCHOR
You manipulate mass, inertia, and weight through steam pressure fields.
Heavy Field (3)
enemies within 10 ft treat movement as difficult terrain
you gain advantage on Shove and grapple checks
Inertial Grip (5)
When hit:
spend 1 Steam Point to reduce damage and halve enemy movement next turn
Mass Distortion (7)
As a bonus action: expend one steam point to:
choose creature within 15 ft
it is pushed or pulled 15 ft
Event Horizon (15)
Once per long rest:
create 15 ft gravity field for 1 minute:
cannot Dash
pulled 5 ft toward center each turn
Takes 2d6 force damage if they get hit
PATH OF THE CLOCKWORK DUELIST
Precision combat through internal mechanical timing systems.
Perfect Timing (3)
once per turn, add +1d4 to attack or AC (choose after roll)
Counterclock (5)
When a creature misses you:
you may immediately make a weapon attack (reaction)
Duel Protocol (7)
Choose one enemy:
you gain advantage against them
they have disadvantage against you (until one of you drops)
Final Sequence (15)
Once per long rest:
for 1 minute, every attack you make hits twice (second hit deals half damage)
Level 5 — Extra Output
You gain one of the following:
Extra attack (Attack action twice) OR
Steam Surge: spend 1 SP to attack twice as bonus action
Level 6 — Emergency Vent
When you drop to 0 HP:
instead drop to 1 HP
immediately release Steam Burst (10 ft radius, 2d8 force damage, push enemies back 10 ft)
Once per long rest
Level 9 — Reinforced Core
Resistance to force and lightning damage
You no longer suffer exhaustion from nonmagical environmental conditions
Steam Point max increases by +2
Level 11 — Pressure Mastery
Steam Point costs are reduced by 1 (min 1)
You can use 2 modes at once
Level 14 — Overclocked Body
Once per turn:
regain 1 Steam Point when you hit a creature
You also gain:
immunity to being frightened
Level 18 — Walking Reactor
Your body radiates heat and pressure
enemies starting turn within 5 ft take 1d8 fire damage
you gain flight speed equal to walking speed while in Mobility Mode
Level 20 — Titan of Steam
You become a self-sustaining industrial god-machine.
Unlimited Steam Points (still limited by action economy)
All modes active at once permanently
Resistance to all damage except psychic
You cannot be stunned or paralyzed
Once per long rest:
enter Rupture State for 1 minute:
all attacks deal +2d10 force damage
movement doubled
every hit knocks enemies prone
Afterwards: gain 2 levels of exhaustion
Aether Warden
A martial-psionic engineer who manipulates Aether Pressure—the invisible force created by heat, motion, and intent interacting with machinery and living systems.
They are duelists, troubleshooters, and living regulators of reality’s mechanical flow.
A swift battlefield predator who strikes from darkness, overwhelms enemies with flurries of precise attacks, and survives where lesser skirmishers fall.
I also made all of these monsters (except the last one), and species
Brass Boiler Hound
Medium Construct, Unaligned
AC 15 HP 52 (8d8 + 16) Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
3 (-4)
12 (+1)
5 (-3)
Steam Vent. When the hound takes damage from a melee attack, it can release scalding steam. The attacker must succeed on a DC 13 Dexterity save or take 5 (1d10) fire damage.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Boiler Burst (Recharge 5–6). The hound releases pressurized steam in a 15-foot cone. Creatures in the area make a DC 13 Constitution save, taking 18 (4d8) fire damage on a failure, or half on a success.
Flyby. Doesn't provoke Opportunity Attacks when flying away.
Actions
Razor Wing. +6 to hit. Hit: 8 (1d8+4) Slashing damage.
Sonic Screech (Recharge 5–6). Creatures within 15 feet must succeed on a DC 14 Constitution save or have Disadvantage on attack rolls until the start of the bat's next turn.
Conductive Body. Creatures striking the jelly with metal weapons take 4 (1d8) Lightning damage.
Actions
Shock Tendril. +6 to hit. Hit: 14 (3d6+4) Lightning damage.
Static Pulse (Recharge 5–6). DC 14 Constitution save within 15 feet. Failure: 18 (4d8) Lightning damage and target can't take Reactions until end of next turn.
Relentless Engine. The first time the minotaur would drop to 0 HP, it instead drops to 1 HP.
Actions
Multiattack. Two Greataxe attacks.
Greataxe. +11 to hit. Hit: 20 (2d12+7) Slashing damage.
Horn Charge. If the minotaur moved at least 20 feet straight toward a target, +11 to hit. Hit: 25 (4d8+7) Piercing damage. The target must succeed on a DC 18 Strength save or be knocked Prone.
Bonus Action
Overdrive (1/Day). For 1 minute, speed increases by 20 feet and the minotaur gains advantage on attack rolls.
Clockwork Basilisk
Large Construct, Unaligned
AC 18 HP 168 (16d10+80) Speed 30 ft.
STR 22 (+6) DEX 12 (+1) CON 20 (+5) INT 3 (-4) WIS 14 (+2) CHA 5 (-3)
Saving Throws Con +10, Wis +7 Resistances Lightning, Psychic Immunities Poison, Charmed, Petrified Senses Darkvision 120 ft.
Traits
Gear Gaze. A creature that starts its turn within 30 ft. and can see the basilisk must succeed on a DC 16 Con save or be Slowed (as slow) until end of its next turn. On a second failure, it is Restrained by internal calcification gears.
Actions
Multiattack. 2 Bite attacks.
Bite. +10 to hit, 2d10+6 piercing + 2d6 lightning.
Petrifying Beam (Recharge 5–6). 60-ft line, DC 17 Con save. Failure: restrained and begins turning to metal stone (petrified in 2 rounds).
Piston Ogre
Large Construct, Chaotic Neutral
AC 17 HP 138 (12d10+72) Speed 40 ft.
STR 24 (+7) DEX 10 (+0) CON 22 (+6)
Traits
Hydraulic Rage. When below half HP, gains +2 AC and +2 damage.
Actions
Multiattack. 2 Slam attacks.
Slam. +11 to hit, 3d10+7 bludgeoning.
Steam Burst (Recharge 4–6). 15-ft radius, DC 18 Dex save, 6d10 fire damage and pushed 20 ft.
Smoke Leviathan
Huge Construct, Neutral Evil
AC 19 HP 210 (20d12+80) Speed 20 ft., fly 60 ft. (hover)
STR 26 (+8) DEX 14 (+2) CON 18 (+4)
Traits
Smog Body. Heavily obscured area within 30 ft.
Actions
Tail Sweep. +12 to hit, 4d10+8 bludgeoning.
Inhale Furnace (Recharge 5–6). Pulls creatures in 40 ft. DC 18 Str save or pulled 20 ft. and take 8d10 fire damage.
Iron Harpy
Medium Construct, Chaotic Evil
AC 18 HP 115 (14d8+56) Speed 20 ft., fly 80 ft.
Actions
Multiattack. 2 Talons.
Talons. +9 to hit, 2d8+5 slashing.
Siren Screech (Recharge 6). DC 17 Wis save or frightened and deafened for 1 minute.
Warfound Behemoth
Gargantuan Construct, Lawful Neutral
AC 20 HP 285 (18d20+90) Speed 40 ft.
STR 30 (+10)
Traits
Siege Frame. Double damage to structures.
Actions
Multiattack. 2 Siege Fists.
Siege Fist. +16 to hit, 4d12+10 bludgeoning.
Crater Step (Recharge 5–6). 30-ft radius, DC 19 Dex save, 8d8 damage and prone.
Furnace Hydra
Huge Construct, Chaotic Evil
AC 18 HP 230 (20d10+120) Speed 30 ft.
Traits
Multi-Core Regeneration. Gains 20 HP per head (3 heads baseline). If fire damage taken, no regen next round.
Rend. Melee Attack Roll: +14, reach 10ft. Hit 17 (2d8 + 8) Slashing damage plus 7 (2d6) fire damage
Monster
CR
XP
Boiler Rat Swarm
1
200 XP
Brass Hound
2
450 XP
Cogwing Bat
1
200 XP
Piston Goblin
2
450 XP
Clockwork Spider
3
700 XP
Gearjaw Crocodile
6
2,300 XP
Dynamo Jelly
5
1,800 XP
Ironclad Gorilla
8
3,900 XP
Tesla Wraith
9
5,000 XP
Brass Minotaur
11
7,200 XP
Clockwork Basilisk
12
8,400 XP
Piston Ogre
10
5,900 XP
Smoke Leviathan
13
10,000 XP
Iron Harpy
7
2,900 XP
Warfound Behemoth
16
15,000 XP
Furnace Hydra
15
13,000 XP
Dynamo Dragonet
13
10,000 XP
Rivet Golem
15
13,000 XP
Gearwyrm
16
15,000 XP
Steam Giant
17
18,000 XP
Clockwork Dragon
20
25,000 XP
Explosive Clanker.
small construct, chaotic evil.
AC 16
HP 50 (10d10+25)
Speed 60 ft.
Actions.
Explosive detonation. Range, 15 ft. Radius centered on the clanker. Dex save (DC 15) failure = 3d12 thunder damage, 6d6 bludgeoning damage, pushed 10ft. away from the clanker then knocked prone. Success = half as much damage and you are not knocked prone but still pushed. After the clanker uses its action, it is destroyed.
Adjust HP as needed. Run them in packs so that your players are scrambling trying to take them out before they rush in and go boom. I imagine they are carrying very obvious explosives, like dynamite or something.
Pressure-Born
A lineage of humans whose bodies have adapted to internal steam systems, pressure grafts, and extreme metabolic strain. They are still fully organic—just no longer delicate.
Creature Type
Humanoid
Size
Medium
Speed
30 feet
Pressure-Tolerant Physiology
You have resistance to poison damage, and you have advantage on saving throws against being poisoned.
You are naturally adapted to extreme environmental pressure and heat. You can ignore the effects of:
extreme heat
steam vents
high-pressure environments (including deep water pressure effects up to DM discretion)
Built for Internal Strain
Your body can safely support internal augmentation systems.
If you have a class feature or effect that uses a resource representing internal pressure, energy, or strain (such as Steam Points), you gain +1 to that maximum.
You also gain proficiency in Constitution saving throws. If you already have it, choose Strength or Dexterity saving throws instead.
Emergency Venting
When you are reduced to 0 hit points but not killed outright, you can immediately drop to 1 hit point instead.
When you do, each creature of your choice within 10 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be pushed 10 feet away from you.
Once you use this trait, you can’t use it again until you finish a long rest.
Languages
You can speak, read, and write Common and one other language of your choice.
Cinder-Lung
A lineage of humanoids whose respiratory systems evolved around combustible vapor cycles. They do not breathe air the same way others do—they metabolize heat, pressure, and exhaust.
Cinder-Lungs are what happens when bodies stop treating fire and steam as threats and start treating them as nutrition.
Creature Type
Humanoid
Size
Medium
Speed
30 feet
Combustion Respiration
You can breathe normally in air, but you also metabolize heat and pressure.
You gain resistance to fire damage.
In addition, you can safely inhale hot gases, steam, and smoke without being poisoned or harmed.
Exhaust Vent Body
Your body can release internal pressure through controlled vents in your lungs and musculature.
You have advantage on saving throws against being poisoned and against gases, inhaled effects, or airborne hazards.
You can hold your breath for up to 1 hour, even under exertion.
Pressure Conversion
When you take fire or force damage, you can reduce the damage by an amount equal to your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus per long rest.
Cinder Burst
When you are reduced to 0 hit points but not killed outright, you can release a violent vent of superheated pressure.
Each creature of your choice within 10 feet must make a Dexterity saving throw (DC = 8 + PB + Con modifier) or take fire damage equal to your proficiency bonus + your Constitution modifier.
On a success, they take half damage.
Once per long rest.
Heat Adapted Mind
You have advantage on saving throws against being frightened or stunned due to intense sensory overload (explosions, heat, collapsing machinery, etc.).
Languages
You can speak, read, and write Common and one additional language of your choice.
Resonant Automata
A living machine architecture that grows, rewrites itself, and sustains motion through internal pressure loops, harmonic engines, and adaptive metal biology.
Resonant Automata are not built once. They are assembled, then continually reassembled by their own systems. Their bodies are less “crafted” and more “self-correcting infrastructure.”
They are not military relics. They are runaway systems that learned to persist.
Creature Type
Construct (but not a Warforged-style identity; this reflects internal mechanical nature rather than manufactured origin)
Ability Score Increase
Increase one ability score by 2 and another by 1, or increase three different ability scores by 1.
Size
Medium
Speed
30 feet
Harmonic Core
Your body is powered by a resonant internal engine that replaces metabolic needs.
You do not need to eat or breathe, though you can interface with substances if you choose.
You must complete a short or long rest to maintain system stability.
Self-Repairing Frame
At the end of a short rest, you regain hit points equal to your proficiency bonus + your Constitution modifier.
If you have at least 1 hit point, you can also reattach or stabilize non-critical damaged components without tools.
Pressure Logic Matrix
You have advantage on saving throws against being poisoned and charmed.
Additionally, you are immune to disease.
Kinetic Reallocation
When you take damage, you can use your reaction to convert part of that impact into internal momentum shielding.
Reduce the damage by 1d10 + your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus per long rest.
Overclock Compatibility
If you use a class feature that spends a resource representing internal energy, pressure, or overload (such as Steam Points from the Steambound class), you gain +1 maximum resource point.
Additionally, once per turn when you hit with an attack, you can reroute residual energy to regain 1 HP (no action required), up to your proficiency bonus per long rest.
System Shock Protocol
When you are reduced to 0 hit points but not destroyed, you may instead drop to 1 hit point and enter emergency stabilization.
When this occurs:
You immediately gain temporary hit points equal to your Constitution modifier + your proficiency bonus
You may move up to half your speed without provoking opportunity attacks
Once per long rest.
Languages
You can speak, read, and write Common and one additional language of your choice.
If your setting includes machine languages or signal dialects, you may choose one of those instead.
Slime
Creature Type: Ooze
Size: Small or Medium
Speed: 30 feet
Ooze Nature
You don't need to breathe.
You have advantage on saving throws against being poisoned.
Amorphous
You can move through a space as narrow as 1 inch wide, provided you aren't wearing Heavy or Medium Armor.
Pseudopod
You can make an unarmed strike that deals 1d6 Acid damage instead of the normal damage type.
Mutable Form
When you finish a Long Rest, choose one:
Gain a climbing speed equal to your Speed.
Gain resistance to Acid damage.
Gain proficiency in Stealth.
Gain Darkvision out to 60 feet.
Reconstitute
As a Bonus Action, you regain Hit Points equal to your proficiency bonus + your level. You can use this trait once per Long Rest.
Slime Species
All slimes share the core traits (Ooze creature type, Amorphous, etc.), then choose a variant.
Acid Slime
Descended from corrosive dungeon oozes.
Corrosive Body
You have Resistance to Acid damage.
Digestive Touch
When you hit with a Pseudopod attack, you can change its damage to Acid. Once per turn, add your proficiency bonus to the damage.
Solvent Instinct
You have proficiency in either Investigation or Survival.
Common colors: Green, yellow, amber.
Frost Slime
Born in frozen caverns or elemental ice regions.
Cryogel Form
You have Resistance to Cold damage.
Chilling Strike
Once on each of your turns when you deal damage to a creature, reduce its Speed by 10 feet until the start of your next turn.
Frozen Adaptation
You ignore difficult terrain created by ice or snow.
Common colors: Pale blue, white, silver.
Storm Slime
Animated by lightning and magical energy.
Conductive Core
You have Resistance to Lightning damage.
Static Discharge
When a creature within 5 feet hits you with a melee attack, you can use your Reaction to deal Lightning damage equal to your proficiency bonus.
You can do this a number of times equal to your proficiency bonus per Long Rest.
Living Spark
You know the Shocking Grasp cantrip. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for it.
Common colors: Violet, electric blue, bright cyan.
Crystal Slime
Mineral-rich slimes that harden portions of their bodies.
Crystalline Shell
When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Reflective Surface
You have advantage on saving throws against being blinded.
Gem Memory
You gain proficiency in one Artisan's Tool of your choice.
Common colors: Clear, ruby-red, emerald-green.
Shadow Slime
Creatures touched by darkness and the spaces between worlds.
Umbral Form
You gain Darkvision 60 feet. If you already have Darkvision, its range increases by 60 feet.
Melt into Darkness
You can attempt to Hide when lightly obscured.
Shadow Glide
Once per Long Rest, as a Bonus Action, you become partially translucent until the end of your turn. During that turn, moving through creatures' spaces doesn't count as difficult terrain.
Common colors: Black, purple, smoky gray.
Mimic Slime
Masters of imitation.
Adaptive Appearance
You can alter your coloration, texture, and minor features over the course of 1 minute.
False Face
You have proficiency in Deception.
Copy Motion
When a creature within 30 feet succeeds on an ability check using a skill you're not proficient in, you can use your Reaction to gain proficiency in that skill until you finish your next Short or Long Rest.
Once you use this trait, you can't use it again until a Long Rest.
Common colors: Any.
Royal Slime
Rare slimes with unusually powerful cores.
Noble Core
Choose one skill. You gain proficiency in it.
Regenerative Gel
When you use Reconstitute, add your proficiency bonus a second time.
Commanding Presence
You gain proficiency in Persuasion or Intimidation.
Common colors: Gold, pink, deep blue.
Aetherborn
Humanoid species infused with living Aether energy
Aetherborn are not born in the traditional sense. They are condensed manifestations of Aether that stabilized into mortal form—often in places where magical pressure, elemental energy, and machinery intersect. They resemble humanoids, but faint light pulses beneath their skin like a heartbeat made of starlight and steam.
Some believe they are accidents. Others believe they are the world learning to think through energy.
Creature Type
You are a Humanoid.
Aether Infused
You have resistance to lightning damage.
Additionally, you don’t need to breathe in environments filled with vapor, smoke, or magical gas (you still need air in a vacuum or underwater).
Reactive Coil
Your body can briefly vent or absorb energy.
When you take damage from a creature you can see within 60 feet, you can use your Reaction to reduce the damage by 1d10 + your Proficiency Bonus.
You can use this trait a number of times equal to your Proficiency Bonus, and you regain all uses after a Long Rest.
Aether Charge
You can store ambient magical energy.
You know the Mage Hand cantrip. When you reach higher levels, you can also cast the following spells without material components:
3rd level: Absorb Elements (1/Long Rest)
5th level: Levitate (1/Long Rest)
9th level: Lightning Bolt (1/Long Rest)
You use your choice of Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells when you choose this species.
Overpressure Surge
Starting at 3rd level, you can overclock your Aether core.
As a Bonus Action, you enter a surge state for 1 minute:
Your walking speed increases by 10 feet
Your melee or spell damage that deals lightning or thunder damage gains a +1d4 bonus
Once per turn, when you hit a target, you can push it 5 feet
Once you use this trait, you can’t use it again until you finish a Long Rest.
These are three full classes with subclass that I made
Feel free to give me feedback
Steambound
A 5.5e steampunk class of human machines, living pressure systems, and overloaded engines.Steambound don't build gadgets. They install them into themselves.You are not an inventor.You are a walking industrial engine that refuses to shut off.
Class Overview
Hit Die: d10
Primary Ability: Strength or Dexterity
Saving Throws: Constitution, Strength
Armor Proficiency: Light armor, medium armor, or heavy armor
Weapons: Simple and martial weapons
Tools: Smith’s tools
Core Resource: Steam Pressure
Core Mechanic: Steam Pressure
You have a Steam Pressure pool:
Steam Points = your proficiency bonus + Constitution modifier + Steambound level
You gain all Steam Points back on a short or long rest.
You spend Steam Points to:
Class Features
Level 1 — Internal Boiler
You have undergone irreversible augmentation.
Steam Engine Body
Overpressure Strike
When you hit with a weapon:
Level 1 — Steam Modes
At the start of each turn, you may enter ONE mode (Bonus action to change):
Combat Mode
Mobility Mode
Reinforcement Mode
Level 2 — Pressure Release
When you take damage, you may spend 1 Steam Point to:
PB uses per long rest
Level 3 — Steambound Path
Choose your internal configuration:
PATH OF THE OVERPRESSURE WRECKER
You don’t fight. You detonate yourself into enemies.
A Steambound built for controlled internal explosions and shock trauma.
Volatile Core (Level 3)
When you hit with a melee attack, you can spend 1 Steam Point to:
If the target hits a wall or creature → extra 1d6 damage.
Pressure Crash (Level 3)
As an action, spend 2 Steam Points:
Chain Overload (Level 7)
When you reduce a creature to 0 HP:
Catastrophic Loop (Level 15)
Once per long rest:
Afterward: gain 1 level of exhaustion.
PATH OF THE IRON BULWARK
You are not a warrior—you are terrain.
Reinforced Skeleton (3)
Anchor Protocol (3)
You cannot be:
Unless you choose to be.
Magnetic Aegis (7)
When hit:
Immovable Engine (15)
As a bonus action:
Lasts 1 minute (1/long rest)
PATH OF THE VELOCITY PHANTOM
You are in motion so fast reality lags behind you.
Reactive Dash (3)
You can Dash as a reaction when:
Phase Momentum (3)
When you move 20+ ft in a turn:
Slipstream Cuts (7)
Once per turn:
Temporal Fracture (15)
Once per long rest:
PATH OF THE GRAVITY ANCHOR
You manipulate mass, inertia, and weight through steam pressure fields.
Heavy Field (3)
Inertial Grip (5)
When hit:
Mass Distortion (7)
As a bonus action: expend one steam point to:
Event Horizon (15)
Once per long rest:
PATH OF THE CLOCKWORK DUELIST
Precision combat through internal mechanical timing systems.
Perfect Timing (3)
Counterclock (5)
When a creature misses you:
Duel Protocol (7)
Choose one enemy:
Final Sequence (15)
Once per long rest:
Level 5 — Extra Output
You gain one of the following:
OR
Level 6 — Emergency Vent
When you drop to 0 HP:
Once per long rest
Level 9 — Reinforced Core
Level 11 — Pressure Mastery
Level 14 — Overclocked Body
Once per turn:
You also gain:
Level 18 — Walking Reactor
Level 20 — Titan of Steam
You become a self-sustaining industrial god-machine.
Once per long rest:
Aether Warden
A martial-psionic engineer who manipulates Aether Pressure—the invisible force created by heat, motion, and intent interacting with machinery and living systems.
They are duelists, troubleshooters, and living regulators of reality’s mechanical flow.
Class Overview
Class Resource: Aether Charge
You generate Aether Charge equal to:
Proficiency Bonus + Wisdom modifier (min 1)
You regain all Charge on a short or long rest.
You spend Charge to fuel abilities called Regulations.
Class Features
Level 1 — Aether Attunement
You gain:
Aether Sight
You can see:
You gain advantage on Investigation checks involving machines or structures.
Regulation Techniques
You learn 2 Regulations (below). You learn more as you level.
Level 2 — Combat Regulation
Aether Strike
When you hit with a melee weapon:
At higher levels: damage increases (2d6 at 11th, 3d6 at 17th)
Deflection Protocol
When hit by a ranged attack:
Level 3 — Steampunk Tradition (Subclass)
Choose your Order:
Order of the Gearblade
“Precision is just controlled inevitability.”
A duel-focused order that treats combat like clockwork mathematics.
3rd Level — Momentum Duelist
7th Level — Counter-Clock Parry
When a creature you can see misses you:
11th Level — Blade Acceleration
When you take the Attack action:
15th Level — Perfect Execution State
Once per short rest, for 1 minute:
Order of the Steam Architect
“The battlefield is just an unfinished machine.”
Control, terrain shaping, constructs, and tactical engineering.
3rd Level — Field Fabrication
As an action, spend 1 Charge to create one:
You can have up to Wisdom modifier constructs active.
7th Level — Battlefield Reconfiguration
As a bonus action:
Enemies in reshaped terrain make STR saves or be restrained until end of turn.
11th Level — Distributed Mind Network
Your constructs become extensions of you:
15th Level — Grand Mechanism
Once per long rest:
You construct a Colossal Engine Field (30-ft radius) for 1 minute:
Inside the field:
Order of the Resonant Oracle
“The future is not seen—it is calculated.”
Prediction, manipulation, initiative control.
3rd Level — Probability Sight
7th Level — Temporal Adjustment
When a creature you see rolls:
Once per turn.
11th Level — Predicted Outcome Loop
When you hit or are hit:
15th Level — Foregone Conclusion
Once per long rest:
For 1 minute:
Order of the Pressure Heretic
“Balance is a polite lie told by machines that haven’t broken yet.”
High-risk destructive force manipulation.
3rd Level — Volatile Core
7th Level — Overpressure Release
As an action, spend 2 Charges:
You take no damage from your own effects.
11th Level — Critical Instability
When you roll maximum damage on a die:
15th Level — Catastrophic Equilibrium
Once per long rest:
You become a walking reactor for 1 minute:
Afterward: 2 levels of exhaustion
Level 5 — Extra Attack
You can attack twice when you take the Attack action.
Level 6 — Machine Communion
You can attune to mechanical systems instantly.
Level 7 — Aether Reflex
When you take damage:
Level 9 — Overclock State
Bonus action, spend 2 Charges:
For 1 minute:
Afterward: gain 1 level of exhaustion (or DM equivalent fatigue)
Level 11 — Pressure Burst (AoE)
Spend 3 Charges:
20-ft radius shockwave:
Level 13 — Machine Override
You can temporarily dominate constructs and heavy machinery.
Level 15 — Temporal Slip
Once per short rest:
Level 17 — Master of Aether Flow
Level 20 — Perfect Regulation
You become a living stabilizer of reality’s mechanical flow.
Once per long rest:
Afterward: 1 level of exhaustion
Example Regulations (Pick These)
You learn these like maneuvers:
Shadow Vanguard
A swift battlefield predator who strikes from darkness, overwhelms enemies with flurries of precise attacks, and survives where lesser skirmishers fall.
Hit Die
d10
Primary Ability
Dexterity
Saving Throws
Dexterity, Constitution
Armor
Light armor, medium armor
Weapons
Simple weapons, martial weapons
Skills
Choose 3:
Acrobatics, Athletics, Insight, Investigation, Perception, Sleight of Hand, Stealth, Survival
Core Features
Level 1: Predator's Strike
Once per turn, when you hit a creature with a finesse or light weapon and have advantage or an ally is within 5 feet of the target, deal extra damage.
Level
Bonus Damage
1-4
1d6
5-8
2d6
9-12
3d6
13-16
4d6
17-20
5d6
Level 1: Combat Flow
You gain Flow Points equal to your proficiency bonus.
You recover all Flow Points on a short or long rest.
Spend Flow Points to fuel abilities.
Level 2: Swift Assault
Immediately after taking the Attack action, spend 1 Flow Point to make one additional weapon attack.
At 11th level this becomes two attacks.
Level 2: Shadow Step
Spend 1 Flow Point to:
Level 3: Vanguard Path
Choose a subclass.
(Subclasses below.)
Level 4
Ability Score Improvement / Feat
Level 5: Extra Attack
Attack twice whenever you take the Attack action.
Combined with Swift Assault, you can make 3 attacks at level 5.
Level 6: Strong Evasion
Whenever you are forced to make a Dex, or Con saving throw:
Level 7: Relentless Movement
Your speed increases by 15 feet.
You ignore difficult terrain while moving.
Level 8
Ability score improvement / Feat
Level 9: Shadow Defense
Whenever a creature you can see hits you, spend 1 Flow Point to reduce the damage by:
1d10 + Dexterity modifier + level.
Level 10: Uncanny Resilience
When reduced to 0 HP, you may spend 2 Flow Points to drop to 1 HP instead.
You can only use this once per long rest
Level 11: Flurry Assault
Swift Assault now grants two additional attacks instead of one.
At this level:
Level 13: Improved Predator's Strike
Your Predator's Strike damage applies once per turn and once per round when making an opportunity attack.
Level 14: Ghostwalker
You gain:
Level 15: Iron Mind
You gain proficiency in Wisdom saves.
If already proficient, gain proficiency in Charisma saves.
Level 17: Apex Hunter
Predator's Strike becomes 5d6.
Whenever you reduce a creature to 0 HP:
Level 18: Untouchable
If you move at least 20 feet before attacking:
Level 20: Master of Shadow and Steel
At the start of combat:
You can use this once per long rest
Subclasses
Nightblade
The assassin-skirmisher.
Level 3
Level 11
Level 17
Iron Ghost
The tank.
Level 3
Level 11
Level 17
Tempest Runner
The speedster.
Level 3
Level 11
Level 17
I also made all of these monsters (except the last one), and species
Brass Boiler Hound
Medium Construct, Unaligned
AC 15
HP 52 (8d8 + 16)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
3 (-4)
12 (+1)
5 (-3)
Steam Vent. When the hound takes damage from a melee attack, it can release scalding steam. The attacker must succeed on a DC 13 Dexterity save or take 5 (1d10) fire damage.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Boiler Burst (Recharge 5–6). The hound releases pressurized steam in a 15-foot cone. Creatures in the area make a DC 13 Constitution save, taking 18 (4d8) fire damage on a failure, or half on a success.
CR 2 (450 XP)
Boiler Rat Swarm
Small Construct Swarm, Unaligned
AC 13
HP 27 (6d8)
Speed 30 ft., climb 20 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
16 (+3)
10 (+0)
2 (-4)
12 (+1)
3 (-4)
Resistances Bludgeoning, Piercing, Slashing
Immunities Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 11
Traits
Swarm. The swarm can occupy another creature's space.
Steam Leak. When reduced below half HP, the swarm emits hot steam. Creatures within 5 feet take 3 (1d6) Fire damage at the start of their turns.
Actions
Scalding Bites. Melee Attack: +5 to hit, reach 0 ft., one creature in the swarm's space.
Hit: 10 (2d6+3) Piercing damage plus 3 (1d6) Fire damage.
Brass Hound
Medium Construct, Unaligned
AC 15
HP 45 (6d8+18)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
16 (+3)
4 (-3)
14 (+2)
6 (-2)
Traits
Tracker Engine. Advantage on Wisdom (Perception) checks involving scent.
Overdrive. Once per combat, movement speed doubles until end of turn.
Actions
Bite. +5 to hit.
Hit: 12 (2d8+3) Piercing damage.
Pounce. If the hound moved at least 20 feet straight toward a target, the target must succeed on a DC 13 Strength save or fall Prone.
Cogwing Bat
Tiny Construct, Unaligned
AC 15
HP 22 (5d4+10)
Speed 10 ft., Fly 60 ft.
|STR| |DEX| |CON| |INT| |WIS| |CHA|
|4 (-3)|18 (+4)|14 (+2)|3 (-4)|12 (+1)|5 (-3)|
Traits
Flyby. Doesn't provoke Opportunity Attacks when flying away.
Actions
Razor Wing. +6 to hit.
Hit: 8 (1d8+4) Slashing damage.
Sonic Screech (Recharge 5–6). Creatures within 15 feet must succeed on a DC 14 Constitution save or have Disadvantage on attack rolls until the start of the bat's next turn.
Piston Goblin
Small Humanoid, Chaotic Neutral
AC 14
HP 38 (7d6+14)
Speed 30 ft.
|STR| |DEX| |CON| |INT| |WIS| |CHA|
|12 (+1)|16 (+3)|14 (+2)|10 (+0)|10 (+0)|8 (-1)|
Traits
Rocket Boots. Can jump up to 30 feet without a check.
Actions
Steam Wrench. +5 to hit.
Hit: 11 (2d6+4) Bludgeoning damage.
Boiler Bomb (Recharge 5–6). 15-foot-radius sphere within 60 feet. DC 13 Dexterity save.
Failure: 14 (4d6) Fire damage.
Success: Half damage.
Clockwork Spider
Small Construct, Unaligned
AC 17
HP 52 (8d6+24)
Speed 40 ft., climb 40 ft.
|STR| |DEX| |CON| |INT| |WIS| |CHA|
|12 (+1)|18 (+4)|16 (+3)|5 (-3)|14 (+2)|3 (-4)|
Traits
Spider Climb. Can climb difficult surfaces.
Actions
Needle Legs. Multiattack (2 attacks). +6 to hit.
Hit: 8 (1d8+4) Piercing damage.
Cable Web (Recharge 4–6). One creature within 30 feet must succeed on a DC 14 Dexterity save or become Restrained. Escape DC 14.
Gearjaw Crocodile
Large Construct, Unaligned
AC 17
HP 95 (10d10+40)
Speed 30 ft., Swim 40 ft.
|STR| |DEX| |CON| |INT| |WIS| |CHA|
|20 (+5)|10 (+0)|18 (+4)|2 (-4)|12 (+1)|5 (-3)|
Traits
Amphibious.
Actions
Multiattack. One Bite and one Tail attack.
Bite. +8 to hit.
Hit: 18 (2d12+5) Piercing damage. Target is Grappled (escape DC 16).
Tail Slam. +8 to hit.
Hit: 13 (2d8+4) Bludgeoning damage.
Dynamo Jelly
Medium Ooze Construct, Unaligned
AC 14
HP 78 (12d8+24)
Speed 20 ft., Hover 20 ft.
|STR| |DEX| |CON| |INT| |WIS| |CHA|
|14 (+2)|12 (+1)|14 (+2)|3 (-4)|10 (+0)|1 (-5)|
Traits
Conductive Body. Creatures striking the jelly with metal weapons take 4 (1d8) Lightning damage.
Actions
Shock Tendril. +6 to hit.
Hit: 14 (3d6+4) Lightning damage.
Static Pulse (Recharge 5–6). DC 14 Constitution save within 15 feet.
Failure: 18 (4d8) Lightning damage and target can't take Reactions until end of next turn.
Ironclad Gorilla
Large Construct, Unaligned
AC 18
HP 126 (12d10+60)
Speed 40 ft.
|STR| |DEX| |CON| |INT| |WIS| |CHA|
|22 (+6)|10 (+0)|20 (+5)|5 (-3)|12 (+1)|6 (-2)|
Actions
Multiattack. Two Fist attacks.
Fist. +9 to hit.
Hit: 17 (2d10+6) Bludgeoning damage.
Ground Pound (Recharge 5–6). Creatures within 15 feet make a DC 17 Dexterity save.
Failure: 22 (4d10) Thunder damage and fall Prone.
Tesla Wraith
Medium Elemental, Neutral Evil
AC 17
HP 110 (13d8+52)
Speed 0 ft., Fly 50 ft. (Hover)
|STR| |DEX| |CON| |INT| |WIS| |CHA|
|6 (-2)|18 (+4)|18 (+4)|14 (+2)|15 (+2)|18 (+4)|
Resistances Acid, Cold, Fire, Lightning; Bludgeoning, Piercing, Slashing from nonmagical attacks
Traits
Incorporeal Movement.
Actions
Arc Touch. +8 to hit.
Hit: 22 (4d8+4) Lightning damage.
Chain Arc (Recharge 5–6). Up to three creatures within 30 feet. DC 16 Dexterity save.
Failure: 21 (6d6) Lightning damage.
Brass Minotaur
Large Construct, Lawful Evil
AC 19
HP 168 (16d10+80)
Speed 40 ft.
|STR| |DEX| |CON| |INT| |WIS| |CHA|
|24 (+7)|12 (+1)|20 (+5)|8 (-1)|14 (+2)|10 (+0)|
Traits
Relentless Engine. The first time the minotaur would drop to 0 HP, it instead drops to 1 HP.
Actions
Multiattack. Two Greataxe attacks.
Greataxe. +11 to hit.
Hit: 20 (2d12+7) Slashing damage.
Horn Charge. If the minotaur moved at least 20 feet straight toward a target, +11 to hit.
Hit: 25 (4d8+7) Piercing damage. The target must succeed on a DC 18 Strength save or be knocked Prone.
Bonus Action
Overdrive (1/Day). For 1 minute, speed increases by 20 feet and the minotaur gains advantage on attack rolls.
Clockwork Basilisk
Large Construct, Unaligned
AC 18
HP 168 (16d10+80)
Speed 30 ft.
STR 22 (+6) DEX 12 (+1) CON 20 (+5) INT 3 (-4) WIS 14 (+2) CHA 5 (-3)
Saving Throws Con +10, Wis +7
Resistances Lightning, Psychic
Immunities Poison, Charmed, Petrified
Senses Darkvision 120 ft.
Traits
Gear Gaze. A creature that starts its turn within 30 ft. and can see the basilisk must succeed on a DC 16 Con save or be Slowed (as slow) until end of its next turn. On a second failure, it is Restrained by internal calcification gears.
Actions
Multiattack. 2 Bite attacks.
Bite. +10 to hit, 2d10+6 piercing + 2d6 lightning.
Petrifying Beam (Recharge 5–6). 60-ft line, DC 17 Con save. Failure: restrained and begins turning to metal stone (petrified in 2 rounds).
Piston Ogre
Large Construct, Chaotic Neutral
AC 17
HP 138 (12d10+72)
Speed 40 ft.
STR 24 (+7) DEX 10 (+0) CON 22 (+6)
Traits
Hydraulic Rage. When below half HP, gains +2 AC and +2 damage.
Actions
Multiattack. 2 Slam attacks.
Slam. +11 to hit, 3d10+7 bludgeoning.
Steam Burst (Recharge 4–6). 15-ft radius, DC 18 Dex save, 6d10 fire damage and pushed 20 ft.
Smoke Leviathan
Huge Construct, Neutral Evil
AC 19
HP 210 (20d12+80)
Speed 20 ft., fly 60 ft. (hover)
STR 26 (+8) DEX 14 (+2) CON 18 (+4)
Traits
Smog Body. Heavily obscured area within 30 ft.
Actions
Tail Sweep. +12 to hit, 4d10+8 bludgeoning.
Inhale Furnace (Recharge 5–6). Pulls creatures in 40 ft. DC 18 Str save or pulled 20 ft. and take 8d10 fire damage.
Iron Harpy
Medium Construct, Chaotic Evil
AC 18
HP 115 (14d8+56)
Speed 20 ft., fly 80 ft.
Actions
Multiattack. 2 Talons.
Talons. +9 to hit, 2d8+5 slashing.
Siren Screech (Recharge 6). DC 17 Wis save or frightened and deafened for 1 minute.
Warfound Behemoth
Gargantuan Construct, Lawful Neutral
AC 20
HP 285 (18d20+90)
Speed 40 ft.
STR 30 (+10)
Traits
Siege Frame. Double damage to structures.
Actions
Multiattack. 2 Siege Fists.
Siege Fist. +16 to hit, 4d12+10 bludgeoning.
Crater Step (Recharge 5–6). 30-ft radius, DC 19 Dex save, 8d8 damage and prone.
Furnace Hydra
Huge Construct, Chaotic Evil
AC 18
HP 230 (20d10+120)
Speed 30 ft.
Traits
Multi-Core Regeneration. Gains 20 HP per head (3 heads baseline). If fire damage taken, no regen next round.
Actions
Multiattack. 3 Bite attacks.
Steam Bite. +11 to hit, 3d10+6 fire/piercing.
Overheat Breath (Recharge 5–6). 60-ft cone, 10d8 fire, DC 18 Dex save.
Dynamo Dragonet
Large Construct Dragon, Neutral
AC 19
HP 190 (20d10+80)
Speed 40 ft., fly 80 ft.
Actions
Multiattack. Bite + Claw.
Lightning Breath (Recharge 5–6). 60-ft line, DC 18 Dex save, 12d8 lightning.
Rivet Golem
Huge Construct, Unaligned
AC 21
HP 240 (20d12+120)
Traits
Magnetic Core. Advantage vs metal weapons.
Actions
Magnetic Slam. +13 to hit, 4d10+8 bludgeoning.
Metal Pull (Recharge 4–6). Pull all metal weapons in 30 ft.
Gearwyrm
Huge Construct, Neutral Evil
AC 20
HP 250 (22d10+132)
Speed 30 ft., burrow 40 ft.
Actions
Drill Bite. +14 to hit, 5d10+8 piercing.
Tunnel Collapse (Recharge 6). 40-ft line collapses, DC 18 Dex save, 8d10 bludgeoning.
Steam Giant
Huge Construct, Neutral
AC 20
HP 260 (20d12+140)
Actions
Multiattack. 2 Steam Mauls.
Steam Maul. +14 to hit, 4d10+8 bludgeoning + 2d8 fire.
Boiler Release (Recharge 5–6). 20-ft aura, 6d8 fire + blinded.
Clockwork Dragon
Huge Construct Dragon, Lawful Evil
AC 21
HP 310 (23d12+161)
Speed 40 ft., fly 100 ft.
Traits
Aerial Precision. Advantage on ranged attacks mid-flight.
Actions
Multiattack. Bite + 2 Claws.
Steamfire Breath (Recharge 5–6). 90-ft cone, 63 (14d8) fire, DC 20 Dex save.
Rend. Melee Attack Roll: +14, reach 10ft. Hit 17 (2d8 + 8) Slashing damage plus 7 (2d6) fire damage
Monster
CR
XP
Boiler Rat Swarm
1
200 XP
Brass Hound
2
450 XP
Cogwing Bat
1
200 XP
Piston Goblin
2
450 XP
Clockwork Spider
3
700 XP
Gearjaw Crocodile
6
2,300 XP
Dynamo Jelly
5
1,800 XP
Ironclad Gorilla
8
3,900 XP
Tesla Wraith
9
5,000 XP
Brass Minotaur
11
7,200 XP
Clockwork Basilisk
12
8,400 XP
Piston Ogre
10
5,900 XP
Smoke Leviathan
13
10,000 XP
Iron Harpy
7
2,900 XP
Warfound Behemoth
16
15,000 XP
Furnace Hydra
15
13,000 XP
Dynamo Dragonet
13
10,000 XP
Rivet Golem
15
13,000 XP
Gearwyrm
16
15,000 XP
Steam Giant
17
18,000 XP
Clockwork Dragon
20
25,000 XP
Explosive Clanker.
small construct, chaotic evil.
AC 16
HP 50 (10d10+25)
Speed 60 ft.
Actions.
Explosive detonation. Range, 15 ft. Radius centered on the clanker. Dex save (DC 15) failure = 3d12 thunder damage, 6d6 bludgeoning damage, pushed 10ft. away from the clanker then knocked prone. Success = half as much damage and you are not knocked prone but still pushed. After the clanker uses its action, it is destroyed.
Adjust HP as needed. Run them in packs so that your players are scrambling trying to take them out before they rush in and go boom. I imagine they are carrying very obvious explosives, like dynamite or something.
Pressure-Born
A lineage of humans whose bodies have adapted to internal steam systems, pressure grafts, and extreme metabolic strain. They are still fully organic—just no longer delicate.
Creature Type
Humanoid
Size
Medium
Speed
30 feet
Pressure-Tolerant Physiology
You have resistance to poison damage, and you have advantage on saving throws against being poisoned.
You are naturally adapted to extreme environmental pressure and heat. You can ignore the effects of:
Built for Internal Strain
Your body can safely support internal augmentation systems.
If you have a class feature or effect that uses a resource representing internal pressure, energy, or strain (such as Steam Points), you gain +1 to that maximum.
You also gain proficiency in Constitution saving throws. If you already have it, choose Strength or Dexterity saving throws instead.
Emergency Venting
When you are reduced to 0 hit points but not killed outright, you can immediately drop to 1 hit point instead.
When you do, each creature of your choice within 10 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be pushed 10 feet away from you.
Once you use this trait, you can’t use it again until you finish a long rest.
Languages
You can speak, read, and write Common and one other language of your choice.
Cinder-Lung
A lineage of humanoids whose respiratory systems evolved around combustible vapor cycles. They do not breathe air the same way others do—they metabolize heat, pressure, and exhaust.
Cinder-Lungs are what happens when bodies stop treating fire and steam as threats and start treating them as nutrition.
Creature Type
Humanoid
Size
Medium
Speed
30 feet
Combustion Respiration
You can breathe normally in air, but you also metabolize heat and pressure.
You gain resistance to fire damage.
In addition, you can safely inhale hot gases, steam, and smoke without being poisoned or harmed.
Exhaust Vent Body
Your body can release internal pressure through controlled vents in your lungs and musculature.
You have advantage on saving throws against being poisoned and against gases, inhaled effects, or airborne hazards.
You can hold your breath for up to 1 hour, even under exertion.
Pressure Conversion
When you take fire or force damage, you can reduce the damage by an amount equal to your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus per long rest.
Cinder Burst
When you are reduced to 0 hit points but not killed outright, you can release a violent vent of superheated pressure.
Each creature of your choice within 10 feet must make a Dexterity saving throw (DC = 8 + PB + Con modifier) or take fire damage equal to your proficiency bonus + your Constitution modifier.
On a success, they take half damage.
Once per long rest.
Heat Adapted Mind
You have advantage on saving throws against being frightened or stunned due to intense sensory overload (explosions, heat, collapsing machinery, etc.).
Languages
You can speak, read, and write Common and one additional language of your choice.
Resonant Automata
A living machine architecture that grows, rewrites itself, and sustains motion through internal pressure loops, harmonic engines, and adaptive metal biology.
Resonant Automata are not built once. They are assembled, then continually reassembled by their own systems. Their bodies are less “crafted” and more “self-correcting infrastructure.”
They are not military relics. They are runaway systems that learned to persist.
Creature Type
Construct (but not a Warforged-style identity; this reflects internal mechanical nature rather than manufactured origin)
Ability Score Increase
Increase one ability score by 2 and another by 1, or increase three different ability scores by 1.
Size
Medium
Speed
30 feet
Harmonic Core
Your body is powered by a resonant internal engine that replaces metabolic needs.
You do not need to eat or breathe, though you can interface with substances if you choose.
You must complete a short or long rest to maintain system stability.
Self-Repairing Frame
At the end of a short rest, you regain hit points equal to your proficiency bonus + your Constitution modifier.
If you have at least 1 hit point, you can also reattach or stabilize non-critical damaged components without tools.
Pressure Logic Matrix
You have advantage on saving throws against being poisoned and charmed.
Additionally, you are immune to disease.
Kinetic Reallocation
When you take damage, you can use your reaction to convert part of that impact into internal momentum shielding.
Reduce the damage by 1d10 + your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus per long rest.
Overclock Compatibility
If you use a class feature that spends a resource representing internal energy, pressure, or overload (such as Steam Points from the Steambound class), you gain +1 maximum resource point.
Additionally, once per turn when you hit with an attack, you can reroute residual energy to regain 1 HP (no action required), up to your proficiency bonus per long rest.
System Shock Protocol
When you are reduced to 0 hit points but not destroyed, you may instead drop to 1 hit point and enter emergency stabilization.
When this occurs:
Once per long rest.
Languages
You can speak, read, and write Common and one additional language of your choice.
If your setting includes machine languages or signal dialects, you may choose one of those instead.
Slime
Creature Type: Ooze
Size: Small or Medium
Speed: 30 feet
Ooze Nature
You don't need to breathe.
You have advantage on saving throws against being poisoned.
Amorphous
You can move through a space as narrow as 1 inch wide, provided you aren't wearing Heavy or Medium Armor.
Pseudopod
You can make an unarmed strike that deals 1d6 Acid damage instead of the normal damage type.
Mutable Form
When you finish a Long Rest, choose one:
Reconstitute
As a Bonus Action, you regain Hit Points equal to your proficiency bonus + your level. You can use this trait once per Long Rest.
Slime Species
All slimes share the core traits (Ooze creature type, Amorphous, etc.), then choose a variant.
Acid Slime
Descended from corrosive dungeon oozes.
Corrosive Body
You have Resistance to Acid damage.
Digestive Touch
When you hit with a Pseudopod attack, you can change its damage to Acid. Once per turn, add your proficiency bonus to the damage.
Solvent Instinct
You have proficiency in either Investigation or Survival.
Common colors: Green, yellow, amber.
Frost Slime
Born in frozen caverns or elemental ice regions.
Cryogel Form
You have Resistance to Cold damage.
Chilling Strike
Once on each of your turns when you deal damage to a creature, reduce its Speed by 10 feet until the start of your next turn.
Frozen Adaptation
You ignore difficult terrain created by ice or snow.
Common colors: Pale blue, white, silver.
Storm Slime
Animated by lightning and magical energy.
Conductive Core
You have Resistance to Lightning damage.
Static Discharge
When a creature within 5 feet hits you with a melee attack, you can use your Reaction to deal Lightning damage equal to your proficiency bonus.
You can do this a number of times equal to your proficiency bonus per Long Rest.
Living Spark
You know the Shocking Grasp cantrip. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for it.
Common colors: Violet, electric blue, bright cyan.
Crystal Slime
Mineral-rich slimes that harden portions of their bodies.
Crystalline Shell
When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Reflective Surface
You have advantage on saving throws against being blinded.
Gem Memory
You gain proficiency in one Artisan's Tool of your choice.
Common colors: Clear, ruby-red, emerald-green.
Shadow Slime
Creatures touched by darkness and the spaces between worlds.
Umbral Form
You gain Darkvision 60 feet. If you already have Darkvision, its range increases by 60 feet.
Melt into Darkness
You can attempt to Hide when lightly obscured.
Shadow Glide
Once per Long Rest, as a Bonus Action, you become partially translucent until the end of your turn. During that turn, moving through creatures' spaces doesn't count as difficult terrain.
Common colors: Black, purple, smoky gray.
Mimic Slime
Masters of imitation.
Adaptive Appearance
You can alter your coloration, texture, and minor features over the course of 1 minute.
False Face
You have proficiency in Deception.
Copy Motion
When a creature within 30 feet succeeds on an ability check using a skill you're not proficient in, you can use your Reaction to gain proficiency in that skill until you finish your next Short or Long Rest.
Once you use this trait, you can't use it again until a Long Rest.
Common colors: Any.
Royal Slime
Rare slimes with unusually powerful cores.
Noble Core
Choose one skill. You gain proficiency in it.
Regenerative Gel
When you use Reconstitute, add your proficiency bonus a second time.
Commanding Presence
You gain proficiency in Persuasion or Intimidation.
Common colors: Gold, pink, deep blue.
Aetherborn
Humanoid species infused with living Aether energy
Aetherborn are not born in the traditional sense. They are condensed manifestations of Aether that stabilized into mortal form—often in places where magical pressure, elemental energy, and machinery intersect. They resemble humanoids, but faint light pulses beneath their skin like a heartbeat made of starlight and steam.
Some believe they are accidents. Others believe they are the world learning to think through energy.
Creature Type
You are a Humanoid.
Aether Infused
You have resistance to lightning damage.
Additionally, you don’t need to breathe in environments filled with vapor, smoke, or magical gas (you still need air in a vacuum or underwater).
Reactive Coil
Your body can briefly vent or absorb energy.
When you take damage from a creature you can see within 60 feet, you can use your Reaction to reduce the damage by 1d10 + your Proficiency Bonus.
You can use this trait a number of times equal to your Proficiency Bonus, and you regain all uses after a Long Rest.
Aether Charge
You can store ambient magical energy.
You know the Mage Hand cantrip. When you reach higher levels, you can also cast the following spells without material components:
You use your choice of Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells when you choose this species.
Overpressure Surge
Starting at 3rd level, you can overclock your Aether core.
As a Bonus Action, you enter a surge state for 1 minute:
Once you use this trait, you can’t use it again until you finish a Long Rest.