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Steampunk Weapons, Armor & Common Items

Steampunk Weapons:

Simple Melee Weapons:
  • Brass Knuckles: (costs 5 gp) unarmed strike +1 bludgeoning damage, light, special (does not count as a weapon for the purposes of making unarmed strikes)
  • Cane: (costs 5 gp) 1d4 bludgeoning damage, light, special (if you are proficient with clubs, you are proficient with canes.; canes can be modified into cane pistols or cane swords)
  • Scythe (costs 5 sp) 2d4 slashing damage, two-handed
  • Steel Fan: (costs 15 gp) 1d6 slashing damage, light, hidden (DC 15 Intelligence (Investigation) check is required to identify the weapon when it is folded)
  • Stiletto: (costs 10 gp) 1d4 piercing damage, finesse, light, hidden (DC 15 Intelligence (Investigation) check is required to identify the hidden weapon), thrown (range 20/60), special (if you are proficient with daggers, you are proficient with stilettos)
  • Switch Blade: (costs 30 gp) 1d6 piercing damage, light, hidden (DC 15 Intelligence (Investigation) check is required to identify the hidden blade inside a sleeve)
  • Martial Melee Weapons:
  • Boomerang: (costs 20 gp) 1d4 bludgeoning damage, light, thrown (range 100/300), special (returns when thrown at the start of your next turn unless the attack roll is a natural 1)
  • Cane Sword: (costs 50 gp) 1d6 slashing damage, finesse, special (can be used as a Cane), hidden (DC 15 Intelligence (Investigation) check is required to identify the shortsword inside the cane)
  • Chain Whip: (costs 10 gp) 1d6 slashing damage, finesse, reach
  • Chainsaw: (costs 500 gp) 2d8 slashing damage, heavy, two-handed, special (requires an action and a flask of oil to start. The engine runs for 1 minute per flask of oil.)
  • Chakram: (costs 200 gp) 1d6 slashing damage, finesse, light, thrown (range 20/60), special (returns when thrown at the start of your next turn unless the attack roll is a natural 1), counts as a monk weapon
  • Sawblade Bowler Hat (costs 250 gold) 1d6 slashing damage, finesse, thrown (range 20/60), hidden (DC 15 Intelligence (Investigation) check is required to identify the blade in the rim of the hat), special (returns when thrown at the start of your next turn unless the attack roll is a natural 1)
  • Martial Ranged Weapons:
  • Blunderbuss: (costs 800 gp) firearm, 1d8 bludgeoning damage, range 20 foot cone, requires pellets, loading (one attack/action), two-handed, special (targets all creatures in range)
  • Cane Pistol: (costs 150 gp) 1d4 piercing damage, range 15/45, requires bullets, loading (one attack/action), special (can be used to cause 1d4 bludgeoning damage in melee), hidden (DC 15 Intelligence (Investigation) check is required to identify the small pistol inside the cane)
  • Gunaxe: (costs 300 gp) firearm, 1d10 piercing damage, range 30/90, requires bullets, loading (one attack/action), special (can be used to cause 1d6 slashing damage in melee)
  • Gunblade: (costs 300 gp) firearm, 1d10 piercing damage, range 30/90, requires bullets, loading (one attack/action), special (can be used to cause 1d6 piercing damage in melee)
  • Musket: (costs 500 gp) firearm, 1d12 piercing damage, range 40/120, requires bullets, loading (one attack/action), two-handed
  • Pistol: (costs 250 gp) firearm, 1d10 piercing damage, range 30/90, requires bullets, loading (one attack/action)
  • Repeating Crossbow: (costs 125 gp) 1d8 piercing damage, range 80/320, requires bolts, two-handed, special (can be loaded with several bolts so it lacks the loading requirement)
  • Ammunition:
  • Bullets: (10 uses costs 3 gp) used by flintlock pistols, gunaxes, gunblades and muskets, destroyed upon use
  • Pellets: (10 uses costs 10 gp) used by blunderbusses, destroyed upon use
  • Steampunk Armor:

    Clothing:
  • Fancy Dress/Dandy Suit: (costs 200 gp, evening wear made from the finest materials) AC 10 + Dexterity Modifier, advantage to Charisma (Persuasion) checks against non-hostile targets when worn without armor
  • Circus Attire (costs 100 gp, colorful garment made from flexible materials) AC 10 + Dexterity Modifier, advantage to Dexterity (Acrobatics) checks when worn without armor
  • Light Armor:
  • Assassin Suit: (costs 25 gp, black outfit made for stealthy movement) AC 10 + Dexterity Modifier, advantage to Dexterity (Stealth) checks when in dim light or darkness
  • Leather Jacket: (costs 20 gp, long jacket made from sturdy leather) AC 11 + Dexterity Modifier, gives one carried weapon with the light property the hidden property as well (DC 15 Intelligence (Investigation) check is required to identify the weapon inside the jacket).
  • Medium Armor:
  • Kevlar Vest: (costs 150 gp, kevlar-lined vest made to withstand ammunition) AC 13 + Dexterity Modifier (max 2), +2 bonus to AC against ranged weapon attacks
  • Scrap Plate: (costs 50 gp, armor made from scrap metal) AC 15 + Dexterity Modifier (max 1), disadvantage to Dexterity (Stealth) checks and Charisma (Persuasion) checks
  • Heavy Armor:
  • Tactical Combat Armor: (costs 500 gp, hardened metal fibres allow easier movement) AC 15, requires Strength 12 or movement speed is reduced by 10 feet
  • Variant Shields:
  • Buckler: (costs 5 gp, small shield attached to the forearm) +1 AC, special (can be used with dual wielding or two-handed weapons but with disadvantage to attack rolls utilizing the offhand)
  • Parasol Shield: (costs 15 gp, metallic parasol that provides cover when unfolded) +1 AC, hidden (DC 15 Intelligence (Investigation) check is required to identify the shield when it is folded)
  • Tower Shield: (costs 100 gp, tall and heavy shield) +3 AC, requires Strength 16 or movement speed is reduced by 15 feet, disadvantage to Dexterity (Stealth) checks
  • Steampunk Common Items:

  • Binoculars: (costs 100 gp) Objects viewed through binoculars are magnified twice as large. Binoculars can be strapped around the neck.
  • Clockwork Camera: (costs 250 gp) This contraption can print a still image on a piece of photographic paper of the situation the lens is pointed at. One piece of photographic paper can be fed into the camera at a time. It takes 1 minute for the camera to produce the photograph.
  • Compass: (costs 25 gp) This pocket-sized compass always points to the north.
  • Fountain Pen: (costs 1 gp) This pen has a built-in ink compartment. It can be used to write without an ink bottle.
  • Gas Mask: (costs 50 gp) A full-face mask with a built-in filter to breathe through. Wearing this mask prevents poisonous gasses from being inhaled, but gives disadvantage on Perception (Wisdom) checks.
  • Lighter: (costs 8 gp) A lighter holds a small amount of a flammable substance ignited by a flint striking metal. It can be used to ignite flammable objects or illuminate a 5-foot area for up to 3 hours. A flask of oil can refill two lighters.
  • Molotov Cocktail: (costs 100 gp) As an action, you can light this item and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage (halved if successful). It ignites flammable objects that aren't carried or worn. Can be reproduced with alchemist's supplies if you have proficiency and acquire 50 gp worth of suitable ingredients.
  • Microscope: (costs 250 gp) This contraption can be used to ascertain the contents of substances on a microscopic level. You gain advantage on Wisdom (Medicine) checks to identify potions, poisons and other substances that fit under the microscope.
  • Photographic Paper: (costs 1 gold) This special paper is fed into the Clockwork Camera to produce photographs.
  • Pocket Watch: (costs 10 gold) This pocket-sized watch attached to a chain tells the time.
  • Shrapnel Bomb: (costs 250 gp) As an action, you can light this item and throw it at a point up to 60 feet away. Each creature within 15 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 piercing damage (halved if successful). Can be reproduced with alchemist's supplies if you have proficiency and acquire 125 gp worth of suitable ingredients.
  • Smoke Grenade: (costs 75 gp) As an action, you can throw this item to a point up to 60 feet away. When it lands, it emits a cloud of smoke that creates a heavily obscured area in a 20 foot radius for 5 rounds, unless dispersed by a strong wind. Can be reproduced with alchemist's supplies if you have proficiency and acquire 35 gp worth of suitable ingredients.
  • Stun Bomb: (costs 200 gp) As an action, you can throw this item to a point up to 60 feet away. Each creature within 10 feet of that point must succeed on a DC 12 Constitution saving throw or be stunned until the end of your next turn. Can be reproduced with alchemist's supplies if you have proficiency and acquire 100 gp worth of suitable ingredients.
  • Thermometer: (costs 10 gp) This pocket-sized meter can be used to track temperature.
  • Utility Belt: (costs 2 gp) A sturdy belt made from leather with numerous covered pockets to hold small tools and supplies, making it easy to keep about 10 pounds of items on hand. With the belt equipped, you can keep up to three consumable items close at hand to be used on yourself as a bonus action. It takes an action to resupply the items on the belt.
  • Item type
    Miscellaneous

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