4.1 Steampunk Items
The Steampunk aesthetic embraces the use of gears, cogs, steam-powered machinery, and intricate clockwork mechanisms, emphasizing a DIY, handcrafted feel. It can include darker, gothic elements alongside romanticism, with an emphasis on artistry and craftsmanship. The following items allow you to give your character a distinctive, visually striking, and highly personalized look.
Rocking Your Style. Wearing Steampunk gear is a commitment to fashion and a confidence booster. When all your steampunk gear is "current" and "fresh", once per day you...
- Gain advantage on a single charisma based test.
- Have advantage when resisting fear effects.
Dated. If your Steampunk items are not "current" and "fresh", You:
- suffer a -2 charisma penalty (-4 in highly cosmopolitan regions).
Keeping Current and Fresh. Steampunk gear is frequently replaced by newer versions. Cosmetic enchancements come and go out of style. Whenever you level up, you must repurchase your Steampunk items to keep them "current" and "fresh". Otherwise your style becomes "dated" (see above).
Slots. Steampunk items are assigned to one or more "slots". A slot can only hold one item with the Gear property and any amount of items with the Cosmetic property.
The available slots are:
- head
- neck
- ear (R & L)
- eye (R & L)
- arm (R & L)
- hand (R & L)
- torso
- waist
- leg (R & L)
- feet (R & L)
- apparel
Most Steampunk items uses the Recharge mechanic from the monster manual. If an item lacks the Recharge feature it is assumed to always be available for use.
- Items with the gear property typically have a specific function
- Items with the cosmetic property typically lack a specific function.
Aetheric Resonator (Gear, Recharge 4-6)
50 gp.
5 lbs
Bonus action to activate
Waist slot.
Allows the user to hover a few inches above the ground, enabling them to move effortlessly over difficult terrain.
Aural Collector (Gear, Recharge 2-6)
50 gp.
0 lbs
Bonus action to activate
Ear slot.
With the flick of a switch, the implant heightens the wearer’s sense of hearing, amplifying even the faintest of sounds. It grants advantage on Perception checks involving hearing, allowing the user to detect whispers, distant footsteps, and other subtle noises. However, when activated, the wearer is deafened for 1d6 minutes by any sudden, unexpected loud noises.
"Chrome" (Cosmetic)
200 gp.
0 lbs
Always activate
Any slot.
Blinking lights, glowing/neon colors, polished chrome, brass with a patina, rich wood tones, copper tubes, pleasant sounds and scents, anatomical endowments, outlandish hair treatments, one-of-a-kind clothing, jewelry of all kinds and/or jaw-dropping makeup contribute to your style - you get to define the look.
Chrono-Blur (Gear, Recharge after short rest)
200 gp.
1 lbs
Takes an action to activate
Torso slot.
A vest-like device creates a temporal distortion around the user. The intricate clockwork within emits a subtle hum, causing the user’s form to appear blurred and shifting, giving attackers disadvantage to hit. The effect lasts until combat ends.
Clockwork Exo-Arm (Gear, Recharge 3-6)
100 gp.
10 lbs
Bonus action to activate, club is Always active
Arm slot.
A mechanical exoskeleton that fits over the arm grants +2 Strength for grappling and lifting, and can also function as a club. Uses the don/doff rules for light armor.
Clockwork Heart (Gear)
200 gp.
1 lbs
Always active
Torso slot.
A mechanical heart that maintains a steady, precise rhythm, ensuring the wearer’s vitality. The wearer ignores one level of exhaustion and can automatically stabilize when reduced to 0 hit points, without requiring a death saving throw. It Requires 1 week downtime to install, remove or repair (it is too complex for the mend spell).
Dense-Mesh Shield (Gear, Recharge 5-6)
50 gp
1 lbs
Reaction to activate
Arm slot.
A dense woven mesh that can rapidly deploy from the user’s arm, forming a barrier to absorb incoming attacks. The shield offers resistance to bludgeoning, piercing and slashing damage.
Designer Outfit (Gear, Recharge 4-6)
500 gp.
1 lbs
Bonus action to activate (Charm takes an action).
Apparel slot.
A designer gown or tuxedo with elegant patterns and shimmering fabrics that catch the light. When activated, it radiates an aura that captivates those around the wearer granting advantage on Charisma (Persuasion) checks. Once per long rest the wearer can cast Charm Person (DC 13) on a creature that can see the outfit, requiring no spell slot.
Dragonfly Wings (Gear, Recharge 2-6)
100 gp.
5 lbs
Reaction action (Feather Fall) or move action (Fly) to activate
torso slot.
A pair of mechanical wings that can fold out from the user’s back. They give the wearer the equivalent of Feather Fall, allowing for safe descents from great heights. Once per day, the user is granted a flying speed of 30 feet for 3 rounds.
Easy Breather Suit (Gear, Recharge after a short rest)
100 gp.
1 lbs
Fright always active, immunites activated with a reaction or bonus action, light can be activated as part of any other action.
Apparel slot.
A rugged, self-sealing full-body suit designed to protect against hazardous environments for up to 1 hour. This suit is equipped with an air filtration system and a visor that shields the wearer’s face. It grants the wearer immunity to disease and poison, ensuring safe passage through contaminated areas. The suit also conveys a frightful presence - one target you choose must succeed on a DC 13 Wisdom check or become frightened for 1 minute (they can recheck at the end of thier turn). Success or ending the condition makes the target immune to the effect of the suit. The suit also sheds light on command. Uses the don/doff rules for heavy armor.
Flame-Thrower Gauntlet (Gear, Recharge after long rest)
175 gp.
1 lbs
Takes an action to activate
Arm slot.
A metal gauntlet fitted with a nozzle and fuel canister, capable of projecting a jet of fire. Once per day, it can emit a 15-foot cone of flame, dealing 2d6 fire damage to anything caught within the area.
Gyrostabilizer (Gear)
50 gp.
5 lbs
Always active
Waist slot.
A mechanical rig that helps the wearer maintain balance and stability. It prevents the wearer from being knocked prone and grants advantage on Acrobatics checks when traversing narrow or precarious footpaths. The wearer is unable to squeeze into tight spaces. Uses the don/doff rules for heavy armor.
Hot Suit (Gear, Recharge 4-6 for resistance feature)
200 gp.
1 lbs
Comfort is Always active, Reaction to activate resistance.
Apparel slot.
A water-resistant body suit with a power cell and a web of insulated copper coils that keeps the wearer warm and dry in even the harshest weather. The suit features a hood that can be drawn tight to protect against rain and cold. It can grant resistance to cold damage as a reaction. The suit is destroyed if you are reduced to 0 damage.
Kinetic Battery Core (Gear, Recharge after long rest)
200 gp.
5 lbs
Always active
Torso slot.
A compact power cell embedded in the torso, powered by the users movement is designed to provide energy to other steampunk gear. It grants the wearer resistance to lightning damage. 3 times per day, the wearer can Recharge another steampunk device. It Requires 1 week downtime to install, remove or repair (it is too complex for the mend spell). Immersion in water breaks the item.
Mechanic's Overalls (Gear, Recharge after a long rest)
200 gp.
1 lbs
Always active, recharge item feature takes an action
Apparel slot.
Sturdy, overalls designed for mechanics and engineers. These overalls come with numerous pockets and straps for holding tools and gadgets. They grant the wearer proficiency with one type of artisan’s tools (such as Tinker’s tools) and advantage on checks related to repairing or crafting mechanical devices. As an action, the wearer can also recharge one steampunk device per day.
Ocular Headpiece (Gear, Recharge 4-6)
50 gp.
1 lbs
Takes an action to activate
Eye slot.
Lenses in the headpiece providing two viewing modes. The wearer can activate magnification (granting advantage on Investigation rolls) or telephoto mode (granting advantage on Perception rolls). The user has no depth perception while using this device and moves at 1/4 speed.
Pneumatic Boots (Gear, Recharge 3-6)
50 gp.
1 lbs
Activate with Reaction or with a move action
R & L Foot slots.
Mechanized boots fitted at the ankles with springs and hydraulic pistons, giving the wearer advantage on Acrobatics checks. These enhanced ankles provide improved agility and balance, allowing for nimble and precise movements.
Pneumatic Knuckles (Gear, Recharge 4-6)
100 gp.
5 lbs
Activate as part of an attack action
Hand slot.
Metal knuckles driven by small pneumatic pistons enhance the force of each punch. They grant a +1 bonus to attack rolls and +5 damage for unarmed strikes.
Respirator (Gear, Recharge with a short rest)
100 gp.
5 lbs
Takes an action to activate
Neck slot.
A respiratory mask and air tank that provides the ability to breathe underwater for 10 minutes.
Springer Knees (Gear, Recharge 4-6)
100 gp.
5 lbs
Activate as a reaction or with a move action
R & L leg slot.
Knee braces with coiled springs and shock-absorbing material enhance the wearer’s agility. They allow the wearer to jump twice their normal distance and land softly, negating fall damage from heights up to 20 feet.
Steam Volley (Gear, Recharge after long rest)
100gp.
10 lbs
Takes an action to activate on the first round only, bonus action for successive rounds.
Torso slot.
A small cannon installed on the shoulder. When triggered, it will launch a steam-powered projectile (range of 30/60) every round for 2d4 rounds. A hit deals 1d6 bludgeoning damage.
Sticky Gun (Gear, Recharge 4-6)
50 gp.
1 lbs
Takes an action to activate
Arm or Hand slot.
A wrist-mounted device fires a sticky weight attached to a thin but strong line up to 60 feet, which can latch onto surfaces or objects, allowing the user to pull items weighing up to 100 pounds. It can also be used to set up a trip line (DC 15 to spot and Acrobatics to avoid falling prone).
Storage compartment (Gear, Cosmetic)
400 gp. Head, neck hand and foot slots can hold about 1 lbs of gear - nothing longer than a small dagger.
200 gp. Ear and eye slots can hold about 1 coin in size.
800 gp. Torso slots hold 8 lbs of gear - nothing longer than a short sword.
600 gp. Arm slots hold 2 lbs of gear - nothing longer than a dagger.
600 gp. Leg and waist slots hold 4 lbs of gear - nothing longer than a dagger.
0 lbs
It takes an action to store/retrive an item from a compartment.
You are limited to one compartment per slot. Compartments can hold nothing longer than a dagger. Secret compartments cost double. It takes 1 week of downtime to install, repair or remove a compartment. Secret compartments are indistinguishable from cosmetic enhancments and can only be spotted by an active search and require a DC of 18 to spot.
Voice Modulator (Gear, Recharge 2-6)
100 gp.
0 lbs
Bonus action to activate
Neck slot.
A device in the throat with external amplifiers that allows the user to set a new pitch or tone (and volume) of their voice. Each activation lasts 1 minute. While active, it provides advantage on Performance or Intimidation checks. You may also add your proficiency to any ability checks used to create an audible disguise. Eating and drinking takes twice as long and potions fail 20% of the time. It takes a week of downtime to install, remove or repair this device.
Vortex Gauntlet (Gear, Recharge 4-6)
200 gp.
10 lbs
Takes an action to activate
Arm slot.
A metal gauntlet with a rotating mechanism that generates a localized vortex of wind. When activated, it can create a 10-foot cone of forceful air that pushes back creatures and objects, moving them up to 10 feet away. This effect can be used to knock over light obstacles, clear a path, or separate two combatants. The gauntlet can also be used to create a gentle, steady breeze to disperse smoke, mist, or other airborne obstructions.
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