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Heavy Boiler Mechanic: Steam Artillerist

Class Features

As a Steam Artillerist, you gain the following class features.

Hit Points

● Hit Dice: 1d8 per Steam Artillerist level.


● Hit Points at 1st Level: 8 + your Con modifier.
● Hit Points at Higher Levels: 1d8 (or 5) + your Con
modifier per Steam Artillerist level after 1st

Proficiencies

● Armor: Light armor, medium armor


● Weapons: Simple weapons, firearms, improvised weapons
● Tools: Mechanic's kit
● Saving Throws: Dexterity, Intelligence
● Skills: Choose three skills from Acrobatics, Athletics,
History, Insight, Intimidation, Perception, Survival, and
Technology.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
● (a) a high-pressure repeating crossbow and 50 bolts
○ 1d10 pierce. Crit 20/x2. Range: 80/320 ft.
○ Dex based. Ammunition, two-handed. Special.
○ Special: Reloading trait. Can fire a total of six shots before requiring a reload. Reloading is a full-round action.
● (a) a heavy boiler and 50 lbs. of bituminous coal
● (a) a dungeoneer’s pack or (b) a burglar’s pack
● (a) splint armor and mechanic's kit
Level Proficiency Bonus Features

1st +2 Heavy Boiler, Pressure Gauge

2nd +2 Explosive Decompression, Fog of War

3rd +2 Artillerist Archetype

4th +2 Ability Score Improvement

5th +3 Quick Ignition

6th +3 Duck and Cover

7th +3 Artillerist Archetype path

8th +3 Ability Score Improvement

9th +4 Calm Under Pressure

10th +4 Artillerist Archetype path

11th +4 Tried and True

12th +4 Ability Score Improvement

13th +5 Full Steam

14th +5 Point Blank

15th +5 Artillerist Archetype path

16th +5 Ability Score Improvement

17th +6 Shrouded

18th +6 Artillerist Archetype path

19th +6 Ability Score Improvement

20th +6 All or Nothing


Heavy Boiler

At the beginning of your turn, you gain one pressure. You may take your action to build additional steam, gaining one pressure.
When you take the Attack action on your turn, you may elect to spend one pressure to make an additional attack, up to a total of two
attacks.

Pressure Gauge

For each unit of pressure you have, you gain a +1 bonus to damage rolls you make with your repeating steam crossbow. For each
unit of pressure you have in excess of your Intelligence modifier, your repeating steam crossbow's critical failure threshold
increases by one. When you roll a critical failure with your repeating steam crossbow, it gains the broken condition (it cannot
benefit from pressure bonuses, it cannot critical hit, and it cannot benefit from advantage). If the repeating steam crossbow is
already broken, it instead misfires, rupturing the steam boiler. The weapon is destroyed and rendered inoperable until repaired
during the next short rest, and you suffer 1d6 fire damage for each unit of pressure you currently have.

Explosive Decompression

At 2nd level, as an action, you may expend any amount of pressure to vent excess steam from the exhaust ports of your steam
crossbow. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 fire damage for each pressure
expended on a failed save, or half as much damage on a successful one.

(The DC of any Steam Artillerist saving throw is 8 + your proficiency bonus + your Dexterity modifier + the amount of pressure
spent on the ability that provoked the saving throw.)

Fog of War

At 2nd level, as an action, you may expend one unit of pressure to create a ten-foot-square cloud that heavily obscures every unit
within it, lasting three rounds or until an effect such as gust of wind removes it.

Artillerist Archetype

At 3rd level, you begin to modify your equipment to better suit your needs, bearing a particular specialization in mind. Choose from
Bolt Ace, Trigger Happy, or Autoclave, all of which are detailed below. The archetype you choose grants you features at 3rd level
and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you
can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Quick Ignition
Starting at 5th level, when you roll initiative, you immediately gain one unit of pressure.

Duck and Cover


Beginning at 6th level, you can hurl yourself prostrate onto the ground, cowering out of the way of certain area effects, such as a red
dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to
take only half damage, you immediately fall prone if you succeed on the saving throw. While you are prone, you take no damage
from area of effect abilities that provoke Dexterity saves, regardless of if you succeed or fail. In addition, while you are prone, you
do not gain disadvantage on ranged attack rolls.

Calm Under Pressure


At 9th level, you automatically succeed on saving throws against fear, terror, and other morale checks. You cannot become
frightened or involuntarily flee.

Tried and True

At 11th level, your repeating steam crossbow does not gain the broken condition upon rolling a critical failure. Once you use this
feature, you must finish a short or long rest before using it again. Starting at 17th level, you may use this ability twice before
finishing a short or long rest.

Full Steam

At 13th level, in any instance where you would gain one unit of pressure, you instead gain two units of pressure.

Point Blank
At 14th level, attack rolls made your repeating steam crossbow against creatures within half of your weapon's normal range gain a
+1 bonus for each unit of pressure you have. Damage rolls made with your repeating steam crossbow against creatures within half
your weapon's normal range gain a +2 bonus to damage rolls for each unit of pressure you have. (This replaces, rather than stacks
with, the bonus pressure damage outlined in the 1st level Pressure Gauge ability.)

Shrouded

At 17th level, in any instance where your boiler is operational, you are considered to be lightly obscured. While you are lightly or
heavily obscured, you gain the benefits of half cover. While you are heavily obscured, attacks made against you are made with
disadvantage.

All or Nothing

At 20th level, for each unit of pressure you have in excess of your Intelligence modifier, your repeating steam crossbow's critical hit
threshold increases by one.
Artillerist Archetypes

Bolt Ace

The Bolt Ace specializes in biding their time, building up pressure and loosing measured, perfect shots with the force of compressed
steam behind them. With a keen sense of timing and keener eye, every attack the Bolt Ace makes strikes with devastating precision.

Deadeye: Beginning at 3rd level, when you take an Attack action, you may spend one pressure to gain a +2 bonus to your first
ranged attack roll.

Sharpshooter: At 7th level, you gain the Sharpshooter feat, as detailed below.
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks
ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with,
you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Sniper: Beginning at 10th level, you may elect to sacrifice your movement during your turn, taking your time to steady your
weapon and aim. Doing so grants you advantage on your first ranged attack this turn.

Rupture: At 15th level, when you take an Attack action, you may spend one pressure to roll one additional damage die for your
first ranged attack this turn.

Pinpoint Targeting: At 18th level, attacks made against enemies ignore the AC granted by their worn armor.

Trigger Happy

The Trigger Happy has found themselves with a repeating weapon capable of firing armor-piercing bolts en masse, and specializes
their capabilities to ensure that they are maximizing their effective ammunition output in any given combat scenario.

Empty the Clip: At 3rd level, when you take the Attack action on your turn, you may elect to spend any amount of pressure to
make an amount of additional attacks equal to the pressure spent.

Belt Feed: At 7th level, the effective ammunition capacity of your repeating steam crossbow is equivalent to the total amount of
ammunition you have in your possession.

Brutal Damage: At 10th level, the damage die of your repeating steam crossbow increases from 1d10 to 1d12.

Suppressive Fire: At 15th level, you may use your action to lay down a burst of suppressive fire, expending any amount of
pressure and twice that amount in ammunition in the process, suppressing a creature within your range until the beginning of your
next turn or until you sustain damage, whichever is earlier. The creature targeted by the suppressive fire takes a penalty to any
attack roll, saving throw, or ability check they make while suppressed equivalent to the amount of pressure expended. In addition,
any movement made by the creature provokes an attack of opportunity with advantage from you.

Shredder: At 18th level, enemies successfully hit by an attack have their AC reduced by 1, to a minimum of 10. This effect is
cumulative and lasts until the combat encounter is over..

Autoclave
The Autoclave recognizes that steam, in and of itself, is a thoroughly potent tool, easily lethal to the unwise or unfortunate.
Bolstering their firepower at range with a diverse application of vented steam intended to scald and incinerate, the Autoclave is
well-equipped to mow down any victim in their way with bolt or fire.

Steam Burst: At 3rd level, as an action, you may make a melee attack roll against any adjacent creature. If the attack succeeds, you
may expend any number of pressure. The creature takes 2d6 fire damage for each unit of pressure spent, and must make a Strength
saving throw. On a failure, the creature is knocked directly away from you by 10 feet for each pressure spent and falls prone.
Obstacles and intervening units will inflict or receive an additional 1d6 bludgeoning damage per pressure spent, if the creature
collides with them. On a success, the creature is knocked directly away from you for half the distance.

Locomotion: At 7th level, you may expend up to two units of pressure as part of your movement to increase your movement speed
by 20 feet for each unit of pressure spent. While under the effects of Locomotion, you cannot be targeted by attacks of opportunity,
and you may attempt to slam into a creature within your movement range as part of your movement action, moving into the square
they are occupying. The creature must make a Strength or Dexterity saving throw or be shoved 5 feet directly away and take 1d6
bludgeoning damage per pressure spent.

Overpressure: At 10th level, your Intelligence modifier is doubled for the purposes of calculating the increased critical failure
threshold due to excess pressure for your repeating steam crossbow.

Calefactor: At 15th level, you gain resistance to fire damage. If you already have resistance to fire damage, you instead gain
immunity to fire damage. In addition, all creatures entering or ending their turn in a square adjacent to you automatically take fire
damage equal to the amount of pressure you currently have.

Steam Purge: At 18th level, as an action, you may hurl a ball of rapidly-expanding, superheated steam from a modified port in your
repeating steam crossbow. Within the normal range of your weapon, you may place a 20-foot radius sphere of white-hot steam,
which blocks line of sight and heavily obscures everything within it. When it appears, creatures within the sphere's radius must
make a Dexterity save. A creature takes 2d8 fire damage for each unit of pressure spent on this attack on a failed save, or half as
much damage on a successful one. A creature entering or ending their turn in the sphere must also make this saving throw. The
steam lasts for one minute or until dispersed by wind or a similar effect.

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