Guest Post – Class Options For Your Steampunk 5th Edition Game – The GM’s Table

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SteampunkHey guys, it’s Bobby from The GM;s Table.  You can check out my blog here.  Or catch me on facebook over here.
One of the great additions to Dungeons and Dragons 5th Edition is the addition of sub classes.They let you toys with new class options without having to completely reinvent the wheel. With that in mind here are a couple option for the Bard, Fighter, and Rogue for you more steampunk or Eberron style magic and science setting.

Steampunk Class options for 5th Edition

Note: With the steampunk concept it is assumed that you would be using the firearms rules from the DMG.

The Bardic College: College of Science

Many bards delve into lost lore while others trumpet the battle field, but in a world of inventions gizmos and scientific discovery sometimes understanding the new is just as important.

-Bonus Proficiency

When you join the college of Science at 3rd level you gain proficiency with thieve’s tools and any two artisans tools of your choice.

-Mastermind

Also at 3rd level you can expend one use of your bardic inspiration when you make an Intelligence ability check to grant yourself the bonus.

-Expert Knowledge

At 6th level you gain expertise in any two skills from the following: Arcana, History, Investigation, Nature, Religion.

-Quick Study

At 14th level you are now a master of investigation gaining advantage on all Intelligence (Investigation) checks, additionally you can perform such tasks as a bonus action.

Steampunk Dungeons and Dragons 5th Edition.

Fighter Archetype: Gadgeteer5th Edition

The gadgeteer fighter isn’t simply a warrior but a master of invention and science. Taking Science to the battlefield.

-Shield Generator

Starting at 3rd level a gadgeteer has perfected the use of a short term shield generator.  As a reaction the generator can be activated the provide a bonus to AC equal to their Intelligence modifier.  This ability can be used a number of times equal to their Intelligence modifier before needing to be recharged during a long rest.

-Tinkerer

At 3rd level you gain proficiency with one type of artisans tools of your choice.

-Gizmo

Also at 3rd level a gadgeteer has created another gizmo of their choice.  Choose a single cantrip from the wizard’s spell list for the effect of your gizmo.  Gadgeteers gain a second gizmo at level 10.  Additionally you may select a single level 1 wizard spell that is a ritual, you may perform that spell as a ritual you gain a second ritual spell of 2nd level or lower at level 15.

-Shield Overcharge

Starting at 7th level you have found a way to put some more punch in your shield.  Now when you activate your shield generator the attacking creature must make a Constitution saving throw (8 + Prof + Int) or take 2d10 lightning damage, half damage on a successful save.

-Weapon Augmentation

At 10th level you can now spend a bonus action to add and additional d6 of either lightning, fire, or acid damage to any single weapon you own for 1 minute.

-Super Charge

Your Shield Generator now can fully recharge after only a short rest.

-Perfected Inventions

At 18th level your dedication to science has paid off with two functioning and stable inventions.  Select a 1st level and a 2nd level wizard spell.  You can now perform those spells as if they were cantrips.

Rogue Archetype: Marksman

Some rogues slip in unseen, others strike from the shadows, the marksman prefers to camp out and pick Dungeons and Dragonsof his target from a distance.

-Gunsmith

At 3rd level a marksman takes the step to fully dedicating them self to firearms as their weapon of choice gain proficiency in pistols,  muskets and gun smithing tools and can craft firearms, gunpowder, and bullets in half the time.

-Dead EyeBeing a master of ranged combat at 3rd level a marksman scores a critical on a 19 or higher when making a ranged attack.

-Quick Draw

Beginning at 9th level a marksman is able to fire his weapon at the drop of a hat.  They may draw a pistol as a free action and add their Wisdom modifier to Initiative.

-Taking Aim

At 13th level a marksman has perfected the art of lining up a shot.  As long as they do not move more than half their speed in a given turn a marksman gains advantage on all ranged attack rolls.

-Head Shot

At 17th level only the quick can avoid a marksman’s aim.  In addition to now scoring a critical on ranged attacks that roll an 18 or higher even normal hits have a chance to cause critical damage.  If a target is hit by a ranged attack that is not already a critical they must succeed on a Dexterity save DC (8 + half proficiency bonus + Wisdom modifier) or that attack is treated as a critical.  The marksman cannot move during their turn to gain this effect.

So thanks to Bobby for these options and make sure to check out his other stuff.  If you are playing an Eberron game or  Steampunk these just might be what you need to make your game shine.

Until Next Time, Stay Nerdy!

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Follow Ted Adams:
The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table op role player for about 20 years 17 of which with the current group. I have played several itterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite being Quarrios.

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