By Kawaii Tornado
A collection of Steampunk inspired weapons & armor
for the world's greatest roleplaying game
The Weapons:
The weapons here are 'steampunk versions' of the weapons you find in the D&D 5E PHB page 149. I've subtracted a few weapons and added some Oomph to the martial weapons, but still kept it relatively sane.
I've not included in-depth descriptions or concept art, partly because most of the weapons are pretty self-explanatory, but also because this was made on a whim and given away for free, so adding descriptions of the weapons would destroy my work-to-fun ratio.
Weapon properties
Cannister: Weapons with this property are either gas-powered or the attack damage is partially dealt by a pressurised and/or gaseous substance.
One cannister works for 20 attacks, after which the cannister must be discarded, and replaced.
Without the cannister the weapon can only deal mundane damage.
Charging: Weapons with this property are powered by energy cells. It takes a bonus action to charge the weapon.
Energy cells must be replaced 1/week. Without the energy cell the weapon can only deal mundane damage.
* Chainsaws become entirely useless without energy cells.
Concealed: Weapons with this property are either constructed so they don't look like weapons, or so that they are easily hidden.
People searching for hidden weapons have disadvantage on investigation/perception checks to find these weapons.
Grapple: On a hit with this weapon the target is Grappled. DC 10 to break the grapple.
Reload: Weapons with this property must be reloaded after the number of shots listed under 'Properties'.
It takes an action to reload a weapon.
Ammunition Pricing
Name | Cost | Weight | Use |
---|---|---|---|
Bullets (20) | 2 gp | 1 lb | Sidearms |
Bullets (20) | 5 gp | 1 lb | Carbines & Rifles |
Stakes (5) | 1 gp | 1 lb | Stakegun |
Cannister (1) | 20 gp | 1 lb | Cannister |
Energy Cell (1) | 50 gp | 1 lb | Charging |
Simple Melee weapons
Name | Damage | Cost | Weight | Properties |
---|---|---|---|---|
Knuckle dusters | 1d2 bludgeoning | 1 gp | 0,5 lbs | Light |
Truncheon | 1d4 bludgeoning | 1 gp | 2 lbs | Light |
Spring loaded dagger | 1d4 slashing | 5 gp | 1 lbs | Finesse, Light |
Heavy baton | 1d8 bludgeoning | 5 gp | 6 lbs | Two-handed |
Throwing knife | 1d6 piercing | 5 gp | 2 lbs | Light, Thrown (range 20/60) |
Harpoon | 1d6 piercing | 5 gp | 4 lbs | Thrown (range 30/120) |
Pétanque ball | 1d4 bludgeoning | 2 gp | 2 lbs | Light, Thrown (range 20/60) |
Cane | 1d6 bludgeoning | 5 gp | 4 lbs | |
Collapsible staff | 1d6 bludgeoning | 20 gp | 4 lbs | Versatile (1d8) |
Crescent Moon Knife | 1d4 slashing | 15 gp | 4 lbs | Light |
Tipped Cane | 1d6 piercing | 10 gp | 4 lbs | Versatile (1d8) |
Boat Hook | 1d10 piercing | 6 gp | 6 lbs | Heavy, Reach, Two-handed |
Simple ranged weapons
Name | Damage | Cost | Weight | Properties |
---|---|---|---|---|
Composite crossbow | 1d8 piercing | 50 gp | 5 lbs | Ammunition (range 80/320), loading, Two-Handed |
Bo shuriken | 1d4 piercing | 2 gp | 1/4 lbs | Finesse, Thrown (range 20/60) |
Carbine | 1d6 piercing | 50 gp | 5 lbs | Ammunition (range 80/320), loading, Two-handed |
Composite Slingshot | 1d4 bludgeoning | 5 gp | 1 lbs | Ammunition (range 30/120), Two-Handed |
Steampunk Enhanced Melee Weapons ('Martial')
Name | Damage | Cost | Weight | Properties |
---|---|---|---|---|
Melee | ||||
Tesla gauntlet | 1d4 bludgeoning, 1d6 lightning | 100 gp | 1 lb | Light, Charging |
Piston axe | 1d8 slashing, 1d6 bludgeoning | 150 gp | 4 lbs | Versatile (1d10), Cannister |
Warpaxe | 1d12 slashing, 1d6 bludgeoning | 200 gp | 6 lbs | Heavy, Two-handed, Cannister |
Chainsaw* | 3d6 slashing | 200 gp | 8 lbs | Heavy, Two-handed, Charging |
Plasma Cane Sword | 1d8 slashing, 1d6 fire | 150 gp | 3 lbs | Versatile (1d10), Charging, Concealed |
Boomhammer | 2d6 bludgeoning, 1d6 thunder | 200 gp | 10 lbs | Heavy, Twohanded, Cannister |
Daystar | 1d8 piercing, 1d6 radiant | 150 gp | 4 lbs | Charging |
Duelists rapier | 1d8 piercing, 1d6 necrotic | 150 gp | 2 lbs | Finesse, Cannister |
Military Saber | 1d6 slashing, 1d6 cold | 100 gp | 2 lbs | Finesse, light, Charging |
Hollow sword cane | 1d6 piercing, 1d6 poison | 100 gp | 2 lbs | Finesse, Light, Cannister |
Hollow pick | 1d8 piercing, 1d6 acid | 150 gp | 2 lbs | Cannister |
Whomphammer | 1d8 bludgeoning , 1d6 force | 150 gp | 2 lbs | Versatile (1d10), Cannister |
Mindwhip | 1d4 slashing, 1d6 psychic | 100 gp | 3 lbs | Finesse, Reach, Charging |
Pneumatic boarding pike | 1d10 piercing, 1d6 force | 200 gp | 6 lbs | Heavy, Reach, Two-handed, Cannister |
Boomstaff | 1d6 bludgeoning, 1d6 thunder | 100 gp | 2 lbs | Versatile (1d8), Cannister |
Telescopic chainsaw* | 3d6 slashing | 250 gp | 10 lbs | Heavy, Two-handed, Reach, Charging |
Steampunk ranged weapons ('Martial')
Name | Damage | Cost | Weight | Properties | |
---|---|---|---|---|---|
Stakegun | 1d4 piercing | 100 gp | 2 lbs | Ammunition (range 20/60), Reload (2 shots) | |
Derringer | 1d4 piercing | 150 gp | 1 lbs | Ammunition (range 20/60), Reload (2 shots) | |
Pistol | 1d6 piercing | 200 gp | 3 lbs | Ammunition (range 30/90), Loading | |
Long Percussion Rifle | 1d10 piercing | 350 gp | 10 lbs | Ammunition (range 150/600), Heavy, Loading, Two-Handed | |
Revolver | 2d8 piercing | 250 gp | 3 lbs | Ammunition (range 40/120), Light, Reload (5 shots) | |
Winchester repeater | 2d8 piercing | 450 gp | 8 lbs | Ammunition (range 100/400), Reload (5 shots), Twohanded | |
Elephant Gun | 2d10 piercing | 350 gp | 10 lbs | Ammunition (range 80/240), Reload (2 shots), Two-Handed | |
Shotgun | 2d8 piercing | 350 gp | 7 lbs | Ammunition (range 30/90), reload (2 shots) Two-Handed | |
Shockgun | 2d6 lightning | 250 gp | 7 lbs | Charging (range 30/90), Two-Handed | |
Flame thrower | 2d6 fire | 250 gp | 7 lbs | Cannister (range 30/90), Two-Handed | |
Freeze blaster | 2d6 cold | 250 gp | 7 lbs | Charging (range 30/90), Two-Handed | |
Blighter | 2d6 necrotic | 250 gp | 7 lbs | Cannister (range 30/90), Two-Handed |
Espionage weapons
Name | Damage | Cost | Weight | Properties |
---|---|---|---|---|
Bola scarf | 1d4 bludgeoning | 50 gp | 1 lb | Light, Thrown (range 20/60), Concealed, Grapple |
The Axe-pistole | 1d6 slashing or 1d4 piercing |
200 gp | 3 lbs | Light, Thrown (20/60) or Ammunition (range 20/60), Reload (2 shots) |
Umbrella dartgun | 1d4 piercing | 150 gp | 3 lbs | Ammunition (range 20/60), Loading, Concealed |
Hat-brim chakram | 1d6 slashing | 150 gp | 2 lbs | Light, Thrown (range 20/60), Concealed |
Boot blade | 1d4 slashing | 100 gp | 2 lbs | Finesse, Light, Concealed |
Forearm dagger | 1d4 piercing | 50 gp | 1 lbs | Finesse, Light, Concealed |
Cane sword | 1d8 slashing, | 100 gp | 3 lbs | Versatile (1d10), Concealed |
Mundane Armors:
The armors here are 'regency' or Steampunk versions of the armors you find in the D&D 5E PHB page 145.
I've changed a few properties and added some extra choices, but the armors are still relatively simple.
Steampunk armors, non enhanced
Armor | Cost | Armor Class (AC) | Stealth | Weight | Properties | |
---|---|---|---|---|---|---|
Light Armor | ||||||
Quilted coat | 5 gp | 11 + Dex modifier | Disadvantage | 8 lb | ||
Greatcoat | 20 gp | 11 + Dex modifier | 10 lb | |||
Silk Vest | 45 gp | 12 + Dex modifier | 13 lb | _ | ||
Medium Armor | ||||||
Scrapmetal Breastplate | 5 gp | 12 + Dex modifier (max 2) | Disadvantage | 8 lb | ||
Heavy Fur Coat | 30 gp | 12 + Dex modifier (max 2) | 12 lb | |||
Leather Greatcoat | 50 gp | 13 + Dex modifier (Max 2) | 20 lb | |||
Compressed Cotton Padded Greatcoat | 50 gp | 14 + Dex modifier (max 2) | Disadvantage | 45 lb | ||
Fitted Manganese Plate Vest | 400 gp | 14 + Dex modifier (max 2) | 12 lb | |||
Steel Fortified Corset | 50 gp | 14 + Dex modifier (Max 2) | Disadvantage | 20 lb | ||
Ballistic Nylon Flak Jacket | 750 gp | 15 + Dex modifier (max 2) | 13 lb | |||
Heavy Armor | ||||||
Doron Plate Body Armor | 30 gp | 14 | Disadvantage | 40 lb | _ | |
Aluminum Plated Greatcoat | 75 gp | 16 | Disadvantage | 55 lb | STR 13 to use | |
Steel Plate Barrier Vest | 200 gp | 17 | Disadvantage | 60 lb | STR 15 to use | |
Liquid Crystalline Polymer Full Body Armor | 1500 gp | 18 | Disadvantage | 65 lb | STR 15 to use |
Shields
Steampunk Shields
Shield | Cost | Armor Class (AC) | Properties |
---|---|---|---|
Shield Harness | 500 gp | +2 | Can only be worn in combination with no or light armor |
Reflector Shield | 750 gp | +2 | Attacks which are 'rays' are deflected to closest person within 5ft of wielder |
Weighted Silk Cape | 150 gp | +2 | Can be whipped out as a reaction, lasts until the end of your next turn |
Umbrella Force Shield | 500 gp | +2 | Resistance against non-magic ranged attacks |
Armors
The armors here are homebrewed ideas, made with help & inspiration from Twitter Moots (Thank you moots!)
Note that a few of these use energy cells or cannisters.
In-depth descriptions on the next pages.
Steampunk armors, enhanced
Armor | Cost | Armor Class (AC) | Stealth | Weight | Properties |
---|---|---|---|---|---|
No proficiency | |||||
What The Fog | 2500 gp | 11 + Dex modifier | 5 lb | Bonus action Disengage | |
Pyromancers Cape | 1500 gp | 11 + Dex modifier | 5 lb | Resistance to fire damage from AOEs | |
Aviator's Mantle | 1500 gp | 12 + Dex modifier | 5 lb | Gliding* | |
Portable Forcefield Bolero | 2500 gp | 13 + Dex Modifier | 1 lb | Casters can't cast spells while wearing this | |
Pelisse of Potential | 1500 gp | 12 + Dex modifier | 8 lb | Resistance Slashing, or Piercing or Bludgeoning. | |
Light armor proficiency | |||||
Arcanists Volatile Armor | 1500 gp | 11 + 1d6 | Disadvantage | 8 lb | Roll for AC when you roll Initiative |
Assassin's Armor | 1500 gp | 11 + Dex modifier | Advantage | 8 lb | Only usable by Rogues. Advantage to Stealth Checks. |
Magnetic Deflection Vest | 1500 gp | 12 + Dex modifier | 12 lb | +3 AC bonus against metallic projectiles | |
Medium armor proficiency | |||||
Transformer's Bodysuit | 1500 gp | 12 + Dex modifier (max 2) |
12 lb | Advantage on climb checks Slow fall |
|
Chitin Modular Vest | 1500 gp | 12 + Wis modifier | 10 lb | Only usable by druids Use WIS instead of DEX for AC. |
|
Malignant Turncoat | 1500 gp | 13 + Dex modifier (max 2) |
12 lb | As a reaction to a melee attack deal 1d6 poison damage to all creatures within 5 feet. | |
Mechanic's boiler suit | 500 gp | 14 + Dex modifier (max 2) |
Disadvantage | 5 lb | Proficiency All Vehicles, Tinkerers Tools |
Tesla Greatcoat | 1500 gp | 14 + Dex Modifier (max 2) |
Disadvantage | 20 lb | As a reaction to a ranged hit deals 1d4 lightning damage to attacker |
Heavy armor proficiency | |||||
Mariner's Mackinaw | 1500 gp | 15 | Disadvantage | 50 lb | Water breathing 5 min./day |
Hydraulic Stride 'Under Armor' | 1500 gp | 16 | Disadvantage | 50 lb | Jump distance tripled |
P-5000 Pneumatic Exoskeleton | 5000 gp | 18 | Disadvantage | 35 lb | Advantage to STR checks & saves, +10 to speed. |
Self-donning Force-powered Gold-Titanium Alloy Full Body Armor | 40.000 gp | 21 | Disadvantage | 100 lb | Fly speed 100 ft, Flame throwers included |
Steampunk armor descriptions
What The Fog
This bland-looking woolly coat is equipped with double-chambered cannisters of dry ice & water. Activated as a bonus action a small puff of smoke is discharged to confuse enemies and allow the wearer a quick escape.
Grants 'bonus action disengage'.
Pyromancers Cape
This flashy purple velvet cape has tacky red and orange flames embrodiered along the hem. The cape is chemically treated to achieve a degree of fire resistance, but it can't withstand a direct hit.
Grants Resistance to fire damage from AOEs
Aviator's Mantle
This beautiful sky-blue heavy silk mantle has extra wide sleeves and a cleverly hidden collapsible whalebone harness, which in combination folds out to form a simple hanglider. It allows the wielder to glide to safety if falling from great hights. It can be activated as a reaction.
Gliding: For every 10 ft vertical fall, move 5 ft horisontally in a direction chosen by wearer.
DC 10 Dex save to land safely, on a failed save take ½ the calculated fall damage.
Portable Forcefield Bolero
The Energy Cells sewn into the hem of this highly fashionable black cropped velvet bolero power a small forcefield. It is best described as a layman's version of a mage armor, in that it's a catch-all, but not effective against big hits.
Ironically casters can't use it, as it blocks the casting done by the wearer itself.
(No, it is not possible to simply turn the bolero inside-out and thus block incoming magic. It has been tried with fatal results.)
Pelisse of Potential
This fur-lined pelisse is slightly scruffed and seems to have been expertly repaired dozens of times. It is strangely bulky and it sometimes feels as if critters nest in the lining, but there's nothing to be found. Whatever it is, it is often in the right place at the right time, absorbing some of the damage to the wielder.
The pelisse grants Resistance to either Slashing or Piercing or Bludgeoning damage. Roll 1d3 at start of combat or at initiative to decide which damage type the pelisse grants resistance to in that particular battle.
Arcanists Volatile Armor
The artificer's apprentice who patented these armors tried to imbue them with resistance to all damage types. This failed spectacularly but resulted in a stunning rainbow-hued alloy, which is strong, light and borderline fluid, making Volatile armors very formfitting. The alloy is so irregular, the level of protection is always anyone's guess, but it looks magnificent and sometimes it works.
Roll 11+1d6 for random AC when you roll Initiative or at start of combat.
Assassin's Armor
An alchymist named Vanta Black invented and patented a dye so black it must be imbued by the devil himself.
Armor treated with the costly dye makes the wearer all but disappear in darkness, and even in the daylight it obscures the wearer.
Only usable by Rogues - DM Fiat for other classes.
Grants Advantage on Stealth Checks.
Magnetic Deflection Vest
This vest is constructed from several layers of starched cotton. In the watch pocket is a small energy cell magnetising the thin metal sheets hidden in the lining. The magnetic shield deflects smaller missiles made from metal.
Grants a +3 AC bonus against metallic projectiles.
Transformer's Bodysuit
This sleek black leather bodysuit is reinforced with black scales of unknown origin. It is fitted with hooks and loops for ropes and snap hooks and comes with adhesive gloves and soft rubber soled shoes.
Grants advantage on climb checks and allows the wielder to half fall damage if there's a wall or similar to grab on to to slow the fall.
Chitin Modular Vest
It is a point of pride for druids to make their own armor from natural materials. Such armors are modular as they evolve and improve over time, and change with repairs and added new materials. This iterative proces results in highly unique, personalised, and stunning pieces of armor, tailored specifically to the wearer. The effectiveness of the armor depends on the skills of the druid wearing it.
Only usable by druids - DM Fiat for other classes.
Uses Wis for AC instead of Dex.
Steampunk armor descriptions, continued
Malignant Turncoat
This ancle-length leather duster is dyed a deep bottle-green color. It seems to be made from exclusive Ostrich leather, but what looks to be vacant quill follicles in the bumpy leather surface are actually tiny valves. The coat is equipped with a shock absorbing pneumatic system which triggers when the coat takes a heavy hit - the system then releases a cloud of poisonous gas in a 5 ft radius. Doesn't trigger when hit by missiles. Hugging while wearing the coat is discouraged.
Triggers as a reaction to a melee hit.
Wearer is not affected by the poison.
Mechanic's boiler suit
This well-worn, padded, oilstained boiler-suit is made from heavy denim and has a multitude of pockets. The pockets hold tools, machine parts, bits & bobs, and one both looks and feels extremely tech-wise while wearing it.
The combination of the padding and the content of the pockets makes the suit work as a not too shabby improvised armor.
Wearing the armor grants proficiency with all Vehicles and the suit comes with a set of 'Mechanic's tools' (Tinkerers Tools).
Tesla Greatcoat
This elegant well-tailored charcoal greatcoat is equipped with a shock-reactive trigger and an energy cell.
If hit by a ranged attack, a reactive beam of crackling energy shoots out from one of the front brass buttons.
As a reaction deals 1d4 lightning damage to the attacker (no save)
Mariner's Mackinaw
This unwieldy, bulky, mustard-colored piece of garment is anything but fahionable. But is is warm and closer inspection reveals that it's constructed of twil lined with sheets of rubber. It is 'half a diving suit'.
A hood and a small cannister of compressed air are hidden in the collar. As an action the hood can be pulled all the way over the head and the suit will seal around the waist, wrists & neck, keeping water away from head and torso.
The cannister has air supply for 5 minutes.
Hydraulic Stride 'Under Armor'
Constructed to be worn like overalls but under civil clothing, this armor is made from thin titanium plates: Despite the light design the construgtion overall is quite heavy and bulky. The leg armor is fitted with pneumatic rods enabling the wearer to jump both higher and longer than normally.
Jump distance, both horizontally and vertically is tripled.
P-5000 Pneumatic Exoskeleton
This Exoskeleton is constructed from copper pipes, brass rods and leather dyed a sickly high-visibility yellow-green hue. It is neither practical nor discreet. Originally made for heavy lifting in the Welsh coal mines, it is a heavy and noisy wearable machine and was not intended for urban use. But it is good for protection so Private Security Companies, i.e. thugs with financial backing started using them as armor.
Grants Advantage to STR checks & saves, +10 to speed.
Self-donning Force-powered Gold-Titanium Alloy Full Body Armor
This armor was made by an extremely rich highly eccentric weapon manufacturer who dubbed himself
'The Ferrous Gentleman' ...
Yeah you asked for this.
Grants a 100 ft fly speed, and has mounts for flame throwers - see weapons list.
Image credits
Front page: Artwork Kawaii Tornado on Inkarnate
Front page: Image by Zoltan Tasi on Unsplash.com