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