Steampunk D&D: Classes & Feats

Here is a list of the classes that we either culled from the Player’s Handbook, Tasha’s Cauldron of Everything, or Xanathar’s Guide to Everything. We added possible contacts which will be flushed out as we go along. “I know a guy” is something that the players can pull out later on when they need help. If I were to do a low magic version, then I would add in cantrips and make them available to the Bard and Ranger classes.

Alchemist

You can take a look at the class we created here.

Barbarian

 The only sub-class that we retained was the Path of the Berserker.

Bard

Bard Colleges that are available are the College of Eloquence and College of Valor. Since Bards lose their magic ability, we gave them the ability to carry bonus solutions.

Bonus Solution

At 4th level, you may now carry two 1st level solutions or one 2nd level solution, at 8th level you may now carry three 1st level solutions, a 2nd and 1st level solution, or one 3rd level solution.

Fighter

We added some fighting styles from Unearthed Arcana. The only two Martial Archetypes that we retained were Samurai and Champion. We could have kept more, but we decided to keep it as simple as possible.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

 Monk  (Martial Artist)

The two Monastic Traditions we kept were Way of the Shadow and Way of Mercy.

Ranger

The two Ranger Archetypes we kept were Hunter and Beastmaster

Fighting Styles beyond those in the source books:

  • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

  • Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

  • Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

    • When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Rogue

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. You can choose either Swashbuckler or Thief.

Feats

Actor

Alert

Athlete

Charger

Crossbow Expert

Crusher

Defensive Duelist

Dual Wielder

Dungeon Delver

Durable

Fighting Initiate

Grappler

Great Weapon Master

Gunner

Healer

Heavily Armored

Heavy Armor Master

Keen Mind

Lightly Armored

Linguist

Lucky

Medium Armor Master

Mobile

Moderately Armored

Observant

Piercer

Polearm Master

Resilient

Sentinel

Sharpshooter

Shield Master

Skill Expert

Skilled

Skulker

Slasher

Small Folk

Must have a size of small or tiny.  You can use a bonus action to step into the same square as a larger opponent.  You get advantage against the opponent while in the same square.

Solutions Expert

You get a +1 to your Intelligence score. You can carry an additional two levels worth of solutions for a total of 3 levels and you also can proficiency in the Alchemist skill.

Tavern Brawler

Tough

Weapon Master