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JNAProductions
2020-11-26, 03:33 PM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier

PROFICIENCIES
Armor: Light, Medium, and Heavy Armor
Weapons: All simple weapons
Tools: Mechanics Tools

Saving Throws: Constitution, Intelligence
Skills: Choose three from Sleight of Hand, Arcana, History, Investigation, Insight, Perception, Deception, Intimidation, and Persuasion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Leather Armor, (b) Scale Mail, or (c) Chain Mail
-Any two weapons you have proficiency in, with 20 pieces of ammo (if it uses ammo) or two additional copies (if it is thrown)
-Any one simple weapon
-Any pack

Steam Mechanic


Level
Proficiency Bonus
Features
Base Pressure
Max Pressure


1st
+2
Pressure, Mechanic
0
3


2nd
+2
Steam-Powered Weaponry
0
3


3rd
+2
Archetype
0
4


4th
+2
Ability Score Improvement
0
4


5th
+3
Extra Attack
1
5


6th
+3
Steam-Powered Armor
1
5


7th
+3
Archetype Feature
1
6


8th
+3
Ability Score Improvement
1
6


9th
+4
Heat Of The Boiler
2
7


10th
+4
Archetype Feature
2
7


11th
+4
Augmented Weaponry
2
8


12th
+4
Ability Score Improvement
2
8


13th
+5
Steam-Powered Body
3
9


14th
+5
Augmented Armor
3
9


15th
+5
Archetype Feature
3
10


16th
+5
Ability Score Improvement
3
10


17th
+6
Turn Up The Pressure!
4
11


18th
+6
Archetype Feature
4
11


19th
+6
Ability Score Improvement
4
12


20th
+6
Augmented Body
4
12



Mechanic
At level one, you're already an expert with tools. Whenever you make a check with an Artisan Tool you have proficiency in, double your proficiency bonus with that.

Pressure
Also at level one, you gain a pool of Pressure, usually stored in some kind of elaborate boiler that fits on your person and is integrated into your gear. Pressure normally stays at zero. Whenever you begin combat, your Pressure begins at the Base Pressure level. At the start of each of your turns, you gain one Pressure. You may also use your action to increase Pressure by one. Regardless of how you gain Pressure, you cannot have more Pressure than your maximum, as indicated on the Max Pressure column. Pressure depletes naturally over time-it decreases by one at the end of your turn if allowed to, a choice you may make every round and requiring no action on your part. Maintaining high Pressure for more than a minute is dangerous, though. Starting after maintaining maximum Pressure for one minute, whenever you would gain Pressure, you instead take damage equal to your Max Pressure.

At level one, you may use Pressure as a ranged or Area of Effect attack by expending one unit of Pressure.

A ranged attack has a short range of 90', no long range, and deals 1d10 fire damage on a hit. You may use Intelligence instead of Dexterity for this attack.
An Area of Effect attack affects all creatures in a 15' cone, and deals 1d4 fire damage on a failed Dexterity save, with a DC of 8+your proficiency modifier+your Intelligence modifier.
If you expend additional Pressure, you deal an additional die of damage for each unit expended.

Steam-Powered Weaponry
At level two, you are able to craft your own steam-powered weaponry. Doing so requires a small supply of parts, a weapon to be modified, and a short rest's worth of tinkering. You are automatically proficient in any weapons you make this way, and may use your Intelligence modifier when attacking with them.

A steam-powered melee weapon deals additional damage equal to half your current Pressure, and gains a bonus to hit equal to one-fourth of your current Pressure.
A steam-powered ranged weapon deals additional damage equal to half your current Pressure, and gains a bonus to long range equal to 5' times your current Pressure. Add one-fourth of the range bonus to short range.

Archetype
At level three, choose what path you wish to follow. Your options are Artillery or Mech Warrior. This grants you bonuses at levels three, seven, ten, fifteen, and eighteen.

Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two, or any two by one, up to their maximum.

Extra Attack
At level five, when you take the Attack action on your turn, you may attack twice instead of once.

Steam-Powered Armor
At level six, you are able to improve your armor with steam. Doing so requires a moderate supply of parts, armor to be modified, and a long rest's worth of tinkering.

All steam-powered armor increases its AC by one-third of your current Pressure.
Steam-powered medium armor also increases its maximum Dexterity bonus by the same amount.
Steam-powered heavy armor reduces its Strength requirement by your Base Pressure amount.

Heat Of The Boiler
At level nine, your constant exposure to steam has rendered you inured to heat. Gain resistance to Fire damage.

Augmented Weaponry
At level eleven, your steam-powered weapons are now considered magical for the purposes of overcoming damage resistance or immunity. You may also give them a single augment, chosen from the list below. You may switch what augment is on your weapon over the course of a short or long rest.

Shock Prods
Add 1d6 lightning damage to your weapon, and anyone who takes lightning damage must make a Constitution save against your Pressure DC. On a failure, they cannot take reactions until the start of your next turn.

Steam Vents
Add 1d10 fire damage to your weapon.

Cleaving Amplifier
When you successfully reduce a foe to zero HP, you may immediately make another attack as part of the same action. You may not move between these attacks.

Steam-Powered Body
At level thirteen, you are now able to make your very body steam-powered. Your move speed is increased by 5' times half your current pressure. Additionally, you can use your reaction to perform any of the following:

-Expend any amount of Pressure, reducing damage taken by an amount equal to the Pressure spent times your proficiency bonus
-Expend any amount of Pressure to gain a bonus to a single save equal to the Pressure expended

Augmented Armor
At level fourteen, your steam-powered armor is further improved. You may select a single augment to apply to your armor, and may change it over a long rest.

Elemental Resistance
You gain resistance to a single type of damage, except for bludgeoning, piercing, or slashing.

Fire Immunity
You gain immunity to fire damage.

Ablative Plating
Whenever you are struck in melee, you may expend one Pressure to deal 1d10 fire damage to your attacker.

Fortification
Critical hits do not deal additional damage to you.

Turn Up The Pressure!
At level seventeen, you may increase your Pressure by one as a bonus action as well as an action.

Augmented Body
At level twenty, you may apply a single armor augment to your body.


Artillery

Bombardment
At level three, you are able lob balls of steam as an additional use of pressure. This is a ranged attack that may use your Intelligence modifier with a 200'/800' range, that deals 1d8 points of fire damage on a hit and requires one Pressure to use. Additional Pressure may either increase the number of damage dice rolled, or make the effect target all creatures within 5' of a point selected per Pressure spent in this manner. When affecting an area, make a single attack roll and compare it to all the targets' ACs.

Steam Turret
At level seven, you can expend any amount of Pressure as an action to erect a turret. This turret will use either the ranged attack, the AoE attack, or the Bombardment attack of your Pressure ability once per turn, just after your turn ends. It uses your modifiers, and is always treated as using one Pressure for each attack. It lasts for a number of rounds equal to one more than the Pressure you spent.

Archery
At level ten, you gain the Archery Fighting Style. This applies to your Pressure attack rolls as well.

Enhanced Pressure Shots
At level fifteen, you may treat all attacks made with your Pressure or Bombardment ability as having used one more Pressure than actually spent.

Field Eye
At level eighteen, you ignore the penalty for attacking a target at long range.


Mech Warrior

Feature
At level three,

Feature
At level seven,

Feature
At level ten,

Feature
At level fifteen,

Feature
At level eighteen,


WIP still, but complete enough for critique.

Kane0
2020-11-26, 04:07 PM
I’m intrigued.

A question if I may; why not roll this into the artificer? Rather not have the casting?

JNAProductions
2020-11-26, 04:28 PM
I’m intrigued.

A question if I may; why not roll this into the artificer? Rather not have the casting?

It's got a whole new base mechanic, with Pressure building as you fight. I'd rather not roll that into a subclass.