Guest Post – Class Options For Your Steampunk 5th Edition Game – The GM’s Table
Steampunk Class options for 5th Edition
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.
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.
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.
At 6th level you gain expertise in any two skills from the following: Arcana, History, Investigation, Nature, Religion.
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.
The gadgeteer fighter isn’t simply a warrior but a master of invention and science. Taking Science to the battlefield.
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.
At 3rd level you gain proficiency with one type of artisans tools of your choice.
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.
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.
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.
Your Shield Generator now can fully recharge after only a short rest.
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
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.
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.
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.
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!