TEXT: Tribality Publishing
  STEAMPUNK ADVENTURERS
  F O R  F I F T H  E D I T I O N
  C R E AT E D  B Y
  SHAWN ELLSWORTH
  STEAMPUNK ADVENTURERS
  F O R  F I F T H  E D I T I O N
  F O R  F I F T H  E D I T I O N
  STEAMPUNK ADVENTURERS
  STEAMPUNK ADVENTURERS
  F O R  F I F T H  E D I T I O N
  STEAMPUNK ADVENTURERS
  F O R  F I F T H  E D I T I O N
  STEAMPUNK ADVENTURERS
  F O R  F I F T H  E D I T I O N
  F O R  F I F T H  E D I T I O N
  STEAMPUNK ADVENTURERS
  STEAMPUNK ADVENTURERS
  STEAMPUNK ADVENTURERS
  
  Tribality Publishing
  page 2
  G E A R  U P !
  With STEAMPUNK ADVENTURERS you can provide your players with new player 
  character options for 5th edition to create steampunk themed characters. These 
  options can be used to play an entire campaign in a steampunk setting, or just to 
  provide a player with more steampunk ﬂ avored options than provided by core 5th 
  edition materials.
  Allow your players to gear up with 14 pages of custom backgrounds, equipment and 
  feats created just for their steampunk adventurers.
  Steampunk is a genre of speculative ﬁ ction, most often set in an alternate/anachronistic Victorian setting, usually with elements of science 
  ﬁ ction, fantasy or horror themes. Steampunk inspired characters are a little different than your regular ole fantasy builds. By the beginning 
  of the Victorian Era, the weapons, armor and equipment shared little in common with the military technology of the middle ages.
  These materials were designed to be used with 5th edition rules and can be played directly into your 5th edition favorite campaign.
  B A C K G R O U N D S
  • Fortune Teller ....................................................................................................................................................page 3
  • Variant Guild Artisan: Apothecary ....................................................................................................................page 4
  E Q U I P M E N T
  • Armor .................................................................................................................................................................page 5
  • Weapons & Ammunition ..................................................................................................................................page 6
  • Adventuring Gear .............................................................................................................................................page 9
  • Tools...................................................................................................................................................................page 11
  F E AT S  ................................................................................................................................................................page 11
  A P P E N D I X :  I N S P I R AT I O N A L  R E A D I N G  ..............................................................................page 13
  
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  B A C K G R O U N D S
  F O R T U N E  T E L L E R
  Fortune tellers appear to predict information about a 
  person’s life and their craft appears similar to divination 
  magic to casual observers. 
  As a fortune teller, you can quickly read people and 
  know their deepest desires and fears. You tell people 
  their fortune using your insight and they pay you for 
  sharing your mystical powers. Your fortune telling 
  abilities are not based in magic, but rather a variety 
  of skills you have learned. Your ability to tell fortune 
  requires you to draw marks in by making vague 
  statements that they willingly add in the details for 
  you. As they concentrate on your effective use of your 
  prop, you weave a story so convincing, that sometimes 
  you even believe it will come true. You always need 
  to be careful not to reveal the secret of your “gift”, 
  especially around experienced magic users. 
  Skill Proﬁ ciencies: Insight, Deception
  Tool Proﬁ ciencies: One type of fortune teller’s tools
  Languages: One of your choice
  Equipment: a set of fortune teller’s tools (one of your 
  choice, best if it matches your specialty), a set of traveler’s 
  clothes, a costume, and a pouch containing 15 gp.
  S P E C I A LT Y
  To determine the nature of your “gift”, roll a d10 or 
  choose from the options below. 
  F E AT U R E :  F O R T U N E  T E L L I N G
  As a fortune teller, you can always ﬁ nd a place to tell 
  fortunes for money, such as a tavern, market, carnival, 
  or even a noble’s court. In addition, anyone who is a 
  willing participant that has their fortune told by you, 
  will want to believe anything plausible that you reveal 
  to them, until future events prove otherwise.
  NOTE: You could decide if the participant believes the 
  fortune using an opposed Insight or Deception check 
  with advantage for the player.
  S U G G E S T E D  C H A R A C T E R I S T I C S
  Use the tables for the charlatan background in the 
  Player’s Handbook as the basis for your traits and 
  motivations, modifying the entries when appropriate 
  to suit your identity as a fortune teller.
  FORTUNE TELLER
  D10
  SPECIALTY
  1
  Astrologist
  2
  Card Reading (Cartomancy)
  3
  Clairvoyant
  4
  Crystallomancy (reading of a crystal sphere)
  5
  Face Reading
  6
  Numerologist
  7
  Palmistry (reading of the palms)
  8
  Pendulum Reading
  9
  Spirit Board Reading
  10
  Tasseography (reading tea leaves in a cup)
  Tribality Publishing
  choice, best if it matches your specialty), a set of traveler’s 
  clothes, a costume, and a pouch containing 15 gp.
  As a fortune teller, you can always ﬁ nd a place to tell 
  fortunes for money, such as a tavern, market, carnival, 
  or even a noble’s court. In addition, anyone who is a 
  willing participant that has their fortune told by you, 
  will want to believe anything plausible that you reveal 
  to them, until future events prove otherwise.
  S U G G E S T E D  C H A R A C T E R I S T I C S
  motivations, modifying the entries when appropriate 
  to suit your identity as a fortune teller.
  
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  You learned your art from a family member, old friend 
  or even another fortune teller you met on the road. 
  Your bond might be directly related to how you 
  learned the trade of fortune telling or how you intend 
  to use your “gift”.
  VA R I A N T  G U I L D  A R T I S A N : 
  A P O T H E C A R Y
  Like other members of artisan’s guilds, apothecaries 
  are experts in their particular ﬁ eld. A successful 
  apothecary is a skilled investigator and medical 
  dispenser. As an apothecary, you take a 
  multidisciplinary approach to prepare, preserve, 
  compound, analyze and dispense medicinal drugs.
  Skill Proﬁ ciencies: Investigation, Medicine
  Tool Proﬁ ciencies: Herbalism kit, Apothecary’s tools
  Equipment: Herbalism kit, a merchant’s scale, a set of 
  traveler’s clothes, a diploma or certiﬁ cate, and a belt 
  pouch containing 15 gp
  For their background feature, apothecaries can take 
  Guild Membership, Guild Merchant or The Right 
  Medicine.
  VA R I A N T  F E AT U R E :  T H E  R I G H T 
  M E D I C I N E  
  As a trained apothecary, you can usually ﬁ nd the right 
  medicine to help people with their ailments. You can 
  aid someone who is recuperating from a debilitating 
  injury, disease, or poison, decreasing the recuperation 
  time from three days to two days and providing them 
  with advantage on their Constitution saving throw. You 
  can also usually ﬁ nd a tonic or remedy to help people 
  suffering from a minor illness, a headache or even a 
  stubborn hangover. Most people that you help will be 
  appreciative and will want to reward you with a place 
  to stay, a meal, payment, information or other help.
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  Herbalism kit, a merchant’s scale, a set of 
  traveler’s clothes, a diploma or certiﬁ cate, and a belt 
  For their background feature, apothecaries can take 
  Guild Membership, Guild Merchant or The Right 
  
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  A R M O R
  Steampunk characters are often built for speed or they can go the opposite way with heavy mech suits. The 
  following armor options might ﬁ t well into your steampunk themed adventure or world. As the renaissance came 
  to an end, so did the popularity of wearing body armor, due to improving gun technology. By the beginning of 
  the Victorian Era, few even wore breastplates, other than combat engineers, heavy cavalry or ofﬁ cers in ceremonial 
  garb. The gorget, an ornamental metal vestige of armor worn by ofﬁ cers saw its popularity wane and in most 
  cases disappear by the early Victorian era.
  ARMOR
  Name
  Cost
  Armor Class (AC)
  Str
  Stealth
  Weight
  Light Armor
  Combat robe
  250 gp
  11 + Dex modiﬁ er (max 2)
  –
  –
  10 lb.
  Uniform
  20 gp
  11 + Dex modiﬁ er
  –
  –
  8 lb.
  Leather
  10 gp
  11 + Dex modiﬁ er
  –
  –
  10 lb.
  Assassin outﬁ t
  50 gp
  10 + Dex modiﬁ er
  –
  Advantage
  2 lb.
  Studded leather
  45 gp
  12 + Dex modiﬁ er
  –
  –
  13 lb.
  Masterwork coat
  50 gp
  12 + Dex Modiﬁ er
  –
  –
  11 lb.
  Medium Armor
  Hide
  10 gp
  12 + Dex modiﬁ er (max 2)
  –
  –
  12 lb.
  Chain shirt
  50 gp
  13 + Dex modiﬁ er (max 2)
  –
  –
  20 lb.
  Breastplate
  400 gp
  14 + Dex Modiﬁ er (max 2)
  –
  20 lb.
  Scrap plate
  50 gp
  15 + Dex Modiﬁ er (max 2)
  –
  Disadvantage
  40 lb.
  Heavy Armor
  Chain mail
  75 gp
  16
  Str 13
  Disadvantage
  55 lb.
  Gearplate
  1,250 gp
  18
  Str 15
  Disadvantage
  60 lb.
  Mech
  2,000 gp
  18
  Str 13
  Disadvantage
  50 lb.
  Shield
  Buckler
  5 gp
  1
  –
  –
  4 lb.
  Shield
  10 gp
  2
  –
  –
  6 lb.
  Parasol Shield
  15 gp
  1
  –
  –
  4 lb.
  
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  Assassin Outﬁ t. This outﬁ t has the same armor class 
  as clothing, but it is so well suited to hiding in the 
  shadows that it provides advantage on stealth checks. 
  It also has many small compartments for objects such 
  as poison vials and daggers.
  Combat Robe. This robe has the same armor class 
  as clothing. It is favored by arcane arts users who ﬁ nd 
  themselves mixed up in combat. The robe provides 
  some added protection to the wearer with padding 
  and leather in wearer’s most vulnerable spots. Wearing 
  this armor requires no proﬁ ciency with Light Armor.
  Buckler. Small metal shield held in a ﬁ st grip. This 
  shield is not strapped onto the arm, so it can be 
  donned or doffed in tandem with your movement and 
  action.
  Gearplate. Traditional plate armor crafted to be lighter 
  with reinforced gear-aided joints to provide easier 
  movement and more protection.
  Masterwork Coat. A reinforced full length leather 
  coat.
  Mech. Heavy, full plate armor with reinforced joints 
  that uses steamtech to carry most of its weight. Armor 
  weighs 125 lbs when it is powered down. The time to 
  don and doff this armor is the same as Medium Armor.
  Parasol Shield. This light, metal shield can be 
  collapsed into a parasol when not being used.
  Scrap Plate. Armor crafted from scrap parts and 
  antique armor.
  Uniform. Military uniform made of tough cloth, cotton 
  and other ﬁ bres. Identiﬁ es the wearer as a combatant 
  of a speciﬁ c military force.
  W E A P O N S 
  A collection of steampunk ﬂ avored weapons and ammunition to provide your players. It is recommend that you 
  allow classes proﬁ cient with hand crossbows to be proﬁ cient with all one-handed guns and classes proﬁ cient with 
  martial weapons to be proﬁ cient with any guns.
  WEAPONS
  Name
  Cost
  Damage
  Weight
  Properties
  Simple Melee Weapons
  Baton/Truncheon
  5 gp
  1d4 bludgeoning
  1 lb.
  Light
  Brass Knuckles
  10 gp
  1 bludgeoning
  1 lb.
  Special
  Cane
  5 gp
  1d4 bludgeoning
  1 lb.
  Light
  Chainsaw
  900 gp
  1d10 slashing
  1 lb.
  Heavy, two-handed, special
  Dirk
  10 gp
  1d4 piercing
  1 lb.
  Finesse, light
  Riding Crop
  5 gp
  1d2 slashing
  1 lb.
  Light
  Wood Stake
  5 gp
  1d4 piercing
  1 lb.
  Light
  Simple Ranged Weapons
  Cane Pistol
  750 gp
  1d4 piercing
  5 lb.
  Ammunition (range 15/45), loading, special
  Light Crossbow
  25gp
  1d8 piercing
  5 lb.
  Ammunition (range 80/320), loading, two-handed
  A collection of steampunk ﬂ avored weapons and ammunition to provide your players. It is recommend that you 
  allow classes proﬁ cient with hand crossbows to be proﬁ cient with all one-handed guns and classes proﬁ cient with 
  
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  * The cutlass is a blade traditionally associated with pirates and its damage through the editions has ranged from 1d6 to 1d8. For this list I went with 1d6.
  WEAPONS (CONTINUED)
  Name
  Cost
  Damage
  Weight
  Properties
  Martial Melee Weapons
  Chain Whip
  10 gp
  1d6 slashing
  2 lb.
  Finesse, reach, special
  Cane Sword
  50 gp
  1d4 bludgeoning
  3 lb.
  Finesse, light, special
  Cutlass *
  15 gp
  1d6 slashing
  3 lb.
  Finesse, light
  Dueling Cane
  5 gp
  1d6 bludgeoning
  2 lb.
  Finesse, light
  Halberd
  20 gp
  1d10 slashing
  6 lb.
  Heavy, reach, two-handed
  Kopis
  25 gp
  1d6 slashing
  3 lb.
  Light
  Rapier
  25 gp
  1d8 piercing
  2 lb.
  Finesse
  Sabre
  35 gp
  1d8 slashing
  3 lb.
  Finesse
  Sawtoothed Sword
  50 gp
  2d4 slashing
  3 lb.
  –
  Scimitar
  25 gp
  1d6 slashing
  3 lb.
  Finesse, light
  Whip
  5 gp
  1d4 slashing
  2 lb.
  Light, special
  Martial Ranged Weapons
  Bola
  1 gp
  1d4 bludgeoning
  2 lb.
  Thrown (range 10/20), special
  Boomerang
  1 gp
  1d4 bludgeoning
  1 lb.
  Light, thrown (range 100/300), special
  Hand Crossbow
  75 gp
  1d6 piercing
  4 lb.
  Ammunition (30/120), light, loading
  Sawblade Launcher
  125 gp
  1d6 slashing
  6 lb.
  Ammunition (30/90), light, reload (5)
  Repeating Crossbow
  125 gp
  1d6 piercing
  6 lb.
  Ammunition (80/320), two-handed, reload (5)
  Heavy Crossbow
  50 gp
  1d10 piercing
  18 lb.
  Ammunition (100/400), heavy, loading, two-handed
  Flintlock Pistol
  125 gp
  1d8 piercing
  4 lb.
  Ammunition (range 30/90), loading
  Dragon Pistol
  250 gp
  1d6 piercing
  3 lb.
  Ammunition (range 20/60), loading, special
  Gunblade
  750 gp
  1d8 piercing
  8 lb.
  Ammunition (range 30/70), loading, special
  Gunaxe
  750 gp
  1d8 piercing
  8 lb.
  Ammunition (range 30/70), loading, special
  Twin Pistol
  500 gp
  1d8 piercing
  5 lb.
  Ammunition (range 30/70), reload (2)
  Quad Pistol
  750 gp
  1d8 piercing
  8 lb.
  Ammunition (range 30/70), reload (4)
  Blunderbuss
  500 gp
  1d8 piercing
  8 lb.
  Ammunition (range 20/60), loading, two-handed, special
  Flintlock Musket
  250 gp
  1d10 piercing
  8 lb.
  Ammunition (range 40/120), loading, two-handed
  Twin Musket
  500 gp
  1d10 piercing
  11 lb.
  Ammunition (range 40/120), reload (2), two-handed
  Long Musket
  250 gp
  1d12 piercing
  9 lb.
  Ammunition (range 60/240), loading, two-handed
  Hand Cannon
  500 gp
  2d6 piercing
  12 lb.
  Ammunition (range 40/80), loading, two-handed, special
  Hellﬁ re Musket
  900 gp
  1d10 piercing
  16 lb.
  Ammunition (range 30/70), reload (8), two-handed
  Finesse, reach, special
  Finesse, light, special
  Heavy, reach, two-handed
  Thrown (range 10/20), special
  Light, thrown (range 100/300), special
  Ammunition (30/120), light, loading
  Ammunition (30/90), light, reload (5)
  Ammunition (80/320), two-handed, reload (5)
  Ammunition (100/400), heavy, loading, two-handed
  Ammunition (range 30/90), loading
  Ammunition (range 20/60), loading, special
  Ammunition (range 30/70), loading, special
  Ammunition (range 30/70), loading, special
  Ammunition (range 30/70), reload (2)
  Ammunition (range 20/60), loading, two-handed, special
  Ammunition (range 40/120), loading, two-handed
  Ammunition (range 40/120), reload (2), two-handed
  
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  ** Gunpowder can be reﬂ avored to be a magical explosive created by wizards or you can even go with alchemical powered ammunition.
  S P E C I A L
  Blunderbuss. This weapon can be ﬁ red normally 
  or loaded to make a scattering shot, attacking all 
  creatures within a 15 foot cone. Each creature in the 
  cone must succeed on a DC 15 Dexterity saving throw 
  or take 1d6 piercing damage. Using a scatter shot 
  requires pellet ammunition.
  Bola. This weapon allows a large or smaller target 
  that that is hit to be knocked prone and restrained on 
  a successful contested Dexterity check. A restrained 
  creature can use its action to make a DC10 strength 
  check freeing itself or another creature within its reach 
  on a success. Dealing 5 slashing to the bola (AC 10) 
  also frees the creature without harming it, ending the 
  effect and destroying the bola.
  Boomerang. This weapon will return to the thrower on 
  attack rolls that are not natural 1s.
  Brass Knuckles. This weapon is used in combination 
  with an unarmed strike to provide added damage.
  Cane Sword. This weapon is a cane with a sword that 
  can be slid out and looks like an ordinary cane when 
  inspected. A successful Intelligence (Investigation) DC 
  15 check will reveal the hidden weapon. The blade 
  uses the statistics for shortsword. Those proﬁ cient with 
  a shortsword are proﬁ cient with this weapon.
  Cane Pistol. This weapon is a pistol small enough to 
  ﬁ t into a cane and looks like an ordinary cane when 
  inspected. A successful Intelligence (Investigation) DC 
  15 check will reveal the hidden weapon. Attacking with 
  the cane uses the statistics for cane.
  Chain Whip. This weapon allows a large or smaller 
  target that is hit to be knocked prone on a successful 
  contested Dexterity check.
  Chainsaw. This weapon was designed to be a tool to 
  cut through wood. When used as a weapon it will jam 
  on rolls of natural 1 and score a critical hit on rolls of 
  natural 19 and natural 20.
  Dragon Pistol. This weapon can be ﬁ red normally 
  or loaded to make a scattering shot, attacking all 
  creatures within a 15 foot cone. Each creature in the 
  cone must succeed on a DC 15 Dexterity saving throw 
  or take 1d4 piercing damage. Using a scatter shot 
  requires pellet ammunition.
  Gun Blade. This weapon is a pistol with a blade 
  attached under the barrel. The blade uses the statistics 
  for shortsword.
  Gun Axe: This weapon is a pistol with an axe attached. 
  The axe uses the statistics for handaxe.
  WEAPONS (CONTINUED)
  Name
  Cost
  Damage
  Weight
  Properties
  Ammunition
  Lead Balls (40)
  5 gp
  –
  1 lb.
  Special
  Pellets (40 handfuls)
  40 gp
  –
  1 lb.
  Special
  Gunpowder (40) **
  10 gp
  –
  2 lb.
  –
  Lightning Balls (5)
  100 gp
  –
  –
  Special
  Silvered Balls (5)
  25 gp
  –
  –
  Special
  Sawblades (5)
  1 gp
  –
  –
  Special
  This weapon is a pistol small enough to 
  ﬁ t into a cane and looks like an ordinary cane when 
  inspected. A successful Intelligence (Investigation) DC 
  15 check will reveal the hidden weapon. Attacking with 
  a shortsword are proﬁ cient with this weapon.
  
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  Hand Cannon: This weapon can be ﬁ red normally 
  or loaded to make a scattering shot, attacking all 
  creatures within a 15 foot cone. Each creature in the 
  cone must succeed on a DC 15 Dexterity saving throw 
  or take 1d8 piercing damage. Using a scatter shot 
  requires pellet ammunition.
  Lead Balls. This ammunition is destroyed when 
  used. You do not get to ﬁ nd half of your expended 
  ammunition.
  Lightning Shot. Each lightning shot a lead ball 
  that has been charged with electricity, providing an 
  additional 1d4 lightning damage.
  Pellets. This ammunition is destroyed when used. You 
  do not get to ﬁ nd half of your expended ammunition.
  Sawblades. This ammunition is used by the sawblade 
  launcher and half of all ﬁ red sawblades can be 
  recovered.
  Silvered Balls. This ammunition is destroyed when 
  used and should be considered silvered.
  Whip. This weapon allows a large or smaller target 
  that is hit to be knocked prone on a successful 
  contested Dexterity check.
  A D V E N T U R I N G  G E A R
  A collection of steampunk ﬂ avored gear to provide 
  your players.
  Compass. A tiny, simple with a pointer that always 
  points north. All Wisdom(Survival) checks made to 
  determine location and direction using a compass are 
  made with Advantage.
  Goggles. A pair of goggles can block out the soot and 
  wind while traveling or protect the vision of the wearer 
  from smoke, sparks and other hazards. They also help 
  your character look the part.
  Hat. A hat comes in a variety of looks such as the 
  popular bowler, top hat, cap and bonnet. Hats are 
  worn on the head as often for sun protection as for 
  style.
  ADVENTURING GEAR
  Item
  Cost
  Weight
  Binoculars
  10 gp
  2 lb.
  Compass
  10 gp
  1/4 lb.
  Goggles
  1 gp
  1/2 lb.
  Hat
  1 sp to 5 gp
  1/2 lb. to 2 lb.
  Ink Cartridge Pen
  1 gp
  –
  Ink Cartridge
  5 sp
  –
  Lighter
  8 gp
  –
  Match
  4 gp
  –
  Parasol (Silk)
  5 gp
  –
  Pocket Watch
  5 gp
  –
  Photographic Camera
  50 gp
  4 lb.
  Photo Plate (1 sheet)
  1 gp
  –
  Smokestick
  14 gp
  1/2 lb.
  Steamer Trunk (Large)
  5 gp
  20 lb.
  Tool/Utility Belt
  2 gp
  2 lb.
  Wristwatch
  5 gp
  –
  
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  Ink Cartridge Pen. A pen that does not require a 
  bottle of ink to dip into, since the ink is stored in a 
  cartridge inside the pen.
  Lighter. A lighter holds a small amount of a ﬂ ammable 
  substance ignited by a ﬂ int striking metal, similar to 
  a ﬁ rearm. Its ﬂ ame lights a 5-foot area as a candle 
  does but it burns for 3 hours. A single ﬂ ask of oil can 
  reﬁ ll two lighters. It is much easier to light fuses with a 
  lighter than with any other source of ﬂ ame.
  Match. An alchemical substance on the end of this 
  small, wooden stick ignites when struck against a 
  rough surface. Creating a ﬂ ame with a match is much 
  faster than creating a ﬂ ame with ﬂ int and steel (or 
  a magnifying glass) and tinder, although not as fast 
  as with a lighter. Lighting a torch with a match is a 
  standard action (rather than a full-round action) and 
  lighting any other ﬁ re with one is at least a standard 
  action
  Photographic Camera. A handheld device with a 
  protruding lens on the front. It is used to capture a 
  static image, or snapshot of what is in the view of the 
  lens onto a plate.
  Photo Plate. A metal plate that holds a special paper 
  used to capture what is exposed by the photographic 
  camera lens. The captured image provides a perfect 
  rendition of what opening the lens revealed, but 
  without color. To develop a photo plate you must be 
  proﬁ cient with the alchemist kit.
  Pocket Watch. A circular device stored in a metal case 
  used to provide the exact time of day, linked to a chain 
  that is stored in a waist pocket of a jacket or vest.
  Smokestick. A wooden stick that is alchemically 
  treated to instantly create thick, opaque smoke when 
  ignited. It emits a cloud of smoke in a 10-foot radius. 
  The stick is consumed after 1 round, and the smoke 
  disperses in one round.
  Tool/Utility Belt. A sturdy belt made from leather with 
  numerous covered pockets to hold small tools and 
  supplies, making it easy to keep about 10 pounds of 
  items on hand.
  Wristwatch. a device worn on the wrist used to 
  provide the exact time of day.
  Tribality Publishing
  
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  T O O L S
  The following is a list of new tools that a steampunk 
  adventurer could choose to be proﬁ cient in. You 
  can add these tools to the list of tools already in the 
  Player’s Handbook like Smith’s Tools and Tinker’s Tools.
  Proﬁ ciency with any of these artisan’s tools lets you 
  add your proﬁ ciency bonus to any ability checks made 
  using the tools of your craft. Each type of artisan’s 
  tools requires a separate proﬁ ciency. Each of these kits 
  provide the tools needed to pursue a craft or trade.
  Apothecary’s Supplies. This kit provides a 
  portable alchemical lab which includes the tools 
  and components necessary to prepare, preserve, 
  compound, analyze and dispense medicinal drugs.
  Investigator’s Supplies. This kit provides a portable 
  investigator kit which includes the tools and 
  components necessary to collect and analyze evidence 
  in the ﬁ eld with materials including clean containers, 
  labels, gloves, tweezers and swabs.
  Fortune Teller’s Tools. These are the items used by 
  mystics to ply their arts. Your mystic tool may appear 
  however you wish, as they all serve nearly the same 
  function, to be a prop.
  F E AT S
  The following steampunk ﬂ avored feats will allow your 
  players to further customize their characters to be 
  experts with ﬁ rearms, avoiding attacks or tinkering.
  F I R E A R M S  E X P E R T
  Thanks to extensive practice with ﬁ rearms (guns, 
  pistols, muskets), you gain the following beneﬁ ts:
  • You are proﬁ cient with all ﬁ rearms.
  • Being within 5 feet of a hostile creature doesn’t 
   
  impose disadvantage on your ranged attack rolls 
   
  made with a ﬁ rearm.
  • When you use the Attack action and attack with a 
   
  one-handed weapon, you can use a bonus action 
   
  to make a ranged attack with a loaded ﬁ rearm you 
   
  are holding.
  • You can use this feat for any ﬁ rearms you are 
   
  carrying that are loaded.
  N I M B L E
  Prerequisite: Dexterity 13 or higher
  You are built for speed. You are trained to get out of 
  the way of an attack versus wearing heavy armor to 
  absorb an attack! Gain the following beneﬁ ts:
  • Increase your Dexterity score by 1, to a maximum of 20.
  • Add +1 bonus to your AC while you are wearing 
   
  light or no armor. This stacks with any other effects 
   
  that add to your AC. 
  TOOLS
  Item
  Cost
  Weight
  Artisan’s Tools
  Apothecary’s supplies
  50 gp
  8 lb.
  Investigator’s supplies
  50 gp
  8 lb.
  Fortune Teller’s Tools
  Crystal ball
  25 gp
  3 lb.
  Fortune-telling cards
  10 gp
  -
  Pendulum
  25 gp
  1 lb.
  Astrology charts
  25 gp
  1 lb.
  Bone set
  10 gp
  -
  Rune stones
  10 gp
  -
  Bowl of intoxicating 
  vapors
  10 gp
  -
  Spirit Board
  10 gp
  1 lb.
  Tea set and tea leaves
  10 gp
  -
  Steamer Trunk (Large)
  5 gp
  20 lb.
  Tool/Utility Belt
  2 gp
  2 lb.
  Wristwatch
  5 gp
  –
  page 11
  This kit provides a 
  portable alchemical lab which includes the tools 
  and components necessary to prepare, preserve, 
  compound, analyze and dispense medicinal drugs.
  This kit provides a portable 
  investigator kit which includes the tools and 
  components necessary to collect and analyze evidence 
  in the ﬁ eld with materials including clean containers, 
   
  light or no armor. This stacks with any other effects 
   
  that add to your AC. 
  
  Tribality Publishing
  page 12
  T I N K E R E R
  Prerequisite: Intelligence 13 or higher
  You apply your natural inventiveness to create small 
  devices, gaining the following beneﬁ ts:
  • Your Intelligence increases by 1, to a maximum of 20.
  • You have proﬁ ciency with artisan’s tools (tinker’s tools).
  • Using tinker’s tools, you can spend 1 hour and 10 gp 
   
  worth of materials to construct a Tiny clockwork 
   
  device (AC 5, 1 hp). 
  • The device ceases to function after 24 hours (unless 
   
  you spend 1 hour repairing it to keep the device 
   
  functioning), or when you use your action to 
   
  dismantle it; at that time, you can reclaim the 
   
  materials used to create it. You can have up to three 
   
  such devices active at a time.
  • When you create a device, choose one of the 
   
  following options: 
  Clockwork Toy. This toy is a clockwork animal, 
  monster, or person, such as a frog, mouse, bird, 
  dragon, or soldier. When placed on the ground, 
  the toy moves 5 feet across the ground on each of 
  your turns in a random direction. It makes noises as 
  appropriate to the creature it represents. 
  Fire Starter. The device produces a miniature ﬂ ame, 
  which you can use to light a candle, torch, or campﬁ re. 
  Using the device requires your action. 
  Music Box. When opened, this music box plays a 
  single song at a moderate volume. The box stops 
  playing when it reaches the song’s end or when it is 
  closed.
  page 12
  
  Tribality Publishing
  page 13
  I N S P I R AT I O N A L  R E A D I N G
  Looking for more steampunk inspiration? Some of the items below are a little outside of the core 
  deﬁ nition (such as dieselpunk or atomicpunk), but check out the following list for inspiration for your 
  steampunk adventurers.
  TV. The world of Avatar: The Last Airbender and The Legend of Korra, The Wild, Wild West, Doctor 
  Snuggles, Jack of All Trades, Fullmetal Alchemist
  Movies. Hansel & Gretel: Witch Hunters (2013), The Three Musketeers (2011), Sucker Punch (2011), 
  Hugo (2011), Sherlock Holmes (2009), City of Ember (2008),  Stardust (2007), The Golden Compass 
  (2007),  The Prestige (2006), Lemony Snicket’s A Series of Unfortunate Events (2004), Hellboy (2004), Van 
  Helsing (2004), League of Extraordinary Gentlemen (2003), Wild Wild West (1999), Sleepy Hollow (1999), 
  The Adventures of Baron Munchausen (1988), Atlantis: The Lost Empire (2001), Chitty Chitty Bang Bang 
  (1968), The Great Race (1965), Brazil (1985), Steamboy (2004), Metropolis (1927), Around the World in 80 
  Days (2004)
  Video Games. Final Fantasy Series, Bioshock Inﬁ nite, Chrono Trigger, Wild Arms, Professor Layton and 
  Code Name: S.T.E.A.M.
  Books. The Time Machine, 20,000 Leagues Under the Sea, Morlock Night, City of Ember, The Anubis 
  Gates, Homunculus, Infernal Devices, The Difference Engine, Warlord of the Air, The Land Leviathan, The 
  Steel Tsar, A Series of Unfortunate Events, Amulet Series
  page 13
  Steel Tsar, A Series of Unfortunate Events, Amulet Series
  
  Tribality Publishing
  page 14
  OPEN GAME LICENSE Version 1.0a
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  15.COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  Steampunk Adventurers for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Shawn Ellsworth.
  
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