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The Greasemonkey's Handbook: Rules for piloting Magitech, Steampunk and Sci Fi mechs in D&D 5th Edition
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The Greasemonkey's Handbook: Rules for piloting Magitech, Steampunk and Sci Fi mechs in D&D 5th Edition

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"If you want a magitech, steampunk, or sci-fi campaign, this is the supplement you need. You don't even need to include the mechs (but you should), this book has so many mechanics for how technology would work and could serve as a template for you to create your own mechanics and rules." - Fred T

"I highly recommend if you're interested in [the] concepts presented, you pick the supplement up. It's really well written and from the credits it's obviously thoroughly playtested and vetted." - Bryan H

"Fantastic supplement. If you are a fan of the Eberron setting, you will find a tonne of content in this product that will enhance your game. All of the player and dm options contained within are at the quality that you have come to expect from Vall does DnD." - Trevor A.

"Not only is this new supplement great for adding a new wrinkle to Eberron campaigns, it can also be utilized for campaigns set in the Magic: The Gathering world of Ravnica. Since D&D recently released The Guildmaster's Guide to Ravnica, this new guide even has some hooks and backgrounds that are made just for the Ravnica campaign setting." -

What lies within this book?

The Greasemonkey's Handbook is a comprehensive guide to building, piloting and fighting alongside your very own mechanical constructs in the fantastic world of Dungeons and Dragons 5th edition.
Designed from the ground up to be completely compatible with almost any campaign setting, this handbook brings the world of mechs, tanks, cars, carts, and any other mechanical, magitech or sci-fi vehicle or construct you can think of into your games. With step-by-step guides to building your own custom creations, the possibilities are limited only by your imagination.
Want to introduce your world to walking dieselpunk tanks? The Greasemonkey's has rules for that. 
You might have decided your spelljammer sci fi homebrew campaign now needs demon-possessed robots with laser eyes, or perhaps you've decided your Eberron or Ravnica games would benefit from magictech or steampunk mobile suits; complete with mech-sized greatswords, shields and ranged weapons? Well, the Greasemonkey's Handbook has rules for that too. 

However, with the sudden influx in gigantic killer constructs, your players might be growing a little concerned their spellcasters might not be as useful as they were before. Fear not! The Greasemonkey's Handbook also introduces a brand new school of Automation magic, alongside 51 construct-themed spells, 40+ magical items, 12 new class archetypes, including the tech-hunting ranger, spell-weaving wizard, college of metal bard, and a mech pilot prestige class!
Tear apart enemy mechs with the Deconstruct spell, or manifest a wall of rotating gears to shield your allies from harm. Or draw upon the divine power of Mechanus to summon a squadron of modrons to do your bidding, while quickly transforming the scrap of long-dead constructs into a fearsome mechanical dragon, taking the fight to your enemy's door. 

So what are you waiting for? Grab your spanners and roll up those sleeves - it's mech building time!


  • Rules for piloting your own All Terrain Utility Machine (ATUM), both in and out of combat
  • An easy to use, step - by - step guide to constructing your ATUM, from chassis to weapon upgrades
  • New firearm equipment for players
  • A simple fuel and ammo management system, for those hardcore players wanting to track fuel or ammo consumption during travel and encounters
  • 3 Background mech clans you can integrate into Ravnica or your own homebrew settings
  • A mech pilot prestige class with 3 differing paths into the different clans - the Junker, Nomad or Grey Wolf
  • 47 new magical items, from uncommon all the way up to legendary
  • 12 construct themed class archetypes, including the Bard College of Metal, Druid Circle of Steel, Tech Hunter Ranger, and Paladin Oath of the Primus
  • A brand new type of construct magic, the School of Automation
  • 51 construct themed spells, from 1st - 9th level
  • 3 new feats - the Tinkerer, Hardware Savant and Mechanically Enhanced
  • A guide to introducing ATUMs to your current campaign, with plot hooks for sci fi, steampunk and magical settings
  • Variant rules for climbing large ATUMs and creatures, and mechanics for hacking constructs and objects
  • A step by step guide to balancing encounters with one or more ATUMs involved
  • Variant rules and examples for using 3 specialist engine and fuel types - magical lodestone crystals, sci fi plasma engines, and ritualistic soul cages
  • 4 NPC pilots, each with their own backstory, personality and ATUM you can use to help flesh out your world
  • Rules for salvaging destroyed ATUMs, turning construct hunting into a profitable and worthwhile venture for your players
  • Rules for building and earning gold from your own ATUM workshops during downtime or between adventures
  • 3 different ATUM chassis types, 4 different mobility types, and 3 different classes - civilian, industrial and military
  • 81 different ATUM weapons, each with their own special rules and uses; from light, pintle mounted machine guns to missile launchers and industrial wrecking balls
  • 36 different ATUM upgrades, including pressurized cockpits for space travel, storage trailers for wheeled vehicles and mobile workshop installations
  • 22 different player weapons, including revolvers, laser rifles, energy blades and tesla gloves
  • Rules for modifying ranged weapons with different scopes, frames, grips and barrels
  • 11 different firearm ammunition types, from high explosive to tranquilizer rounds
  • 100+ pages, filled with art from artists such as Dean Spencer, Patrick E. Pullen, Dean Spencer, Forge Studios, Aaron Lee and more
  • A form fillable ATUM character sheet PDF for tracking the development of both ATUM and player!

Here are a few page samples from the PDF, click to enlarge them!:

Monster1 magic items 1 classes 1 sample 4

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Reviews (8)
Discussions (11)
Customer avatar
Kirk L December 10, 2018 4:21 pm UTC
Hi again! I had another question: How were the damage dice values for the manipulator weapons decided on? Because they seem a little lower than I would think they should be. For example, a mech Great Hammer does the same amount of damage as a normal human-sized maul, and a Titan War axe has only a slightly higher damage value than a normal battleaxe. How big are these weapons meant to be?
Customer avatar
Vall S December 10, 2018 9:01 pm UTC
The weapons are intended to be sized to fit a manipulator - so probably around hill giant compatible size, or larger, depending on the ATUM in question.
We had to also factor in the additional Strength bonus from the manipulator weapon itself and module quality as well. So while at first glance the weapons might appear not as heavy-hitting as you would expect, once you add the +1 bonus to the attack roll from the weapon being New (so a higher chance to hit) and combine it with the +5, +6 or +8 damage modifiers from the manipulators themselves, it very quickly adds up. Especially once you factor in extra attack features, rage damage bonuses, smiting and other features characters piloting can bring to the table.
If your group is finding the damage a bit too low, however, you can always up the dice by one or two steps if it suits your campaign better. It'll certainly make the fights a little more heavy-hitting and dangerous!
Customer avatar
Kirk L December 11, 2018 3:46 pm UTC
Good to know. Thanks!
Customer avatar
nick M December 04, 2018 10:02 pm UTC
So quick question. If we wanted to start with an Atum, what sort of gold limit should we set?
Customer avatar
Vall S December 05, 2018 1:15 pm UTC
That depends entirely on your Dungeon Master.
I'd advise starting your players with around 4,000 - 4,500gp each, and let them construct their ATUMs from that. The nature of ATUM combat means a lot of money will likely be put on repairs and improvements, so you certainly want to make sure you budget correctly with that initial gold.
It'd also advise the DM use the ATUM Encounter Balancing mechanic on page 66 once all the players have their ATUMs ready, so they can get an idea of the party's XP threshold and adjust encounters accordingly.
Customer avatar
Tukes S December 04, 2018 6:45 pm UTC
Few questions on Constructing Your ATUM chapter.
1) Can you purchase Upgrade Modules in different qualities using the Module Quality Table?
2) Why do Manipulator Weapons have a Class listed? I don't see a rule preventing using Industrial or Military class Manipulator Weapons with a simple Civilian Manipulator.
3) If you are wielding a Two-Handed Manipulator Weapon with two Masterwork Manipulators do you get a total of +4 to all attack rolls?
Customer avatar
Vall S December 04, 2018 9:59 pm UTC
Thanks for the questions!

1) 'Module' applies to both Upgrades and Hardpoints, so yes you can. It's down to your Dungeon Master what the availability of such modules are in your location.

2) See page 25 for the rules on class limitations. Manipulator Weapons are also modules, so fall under the same rules as above. You could wield these weapons using a Civilian Manipulator, but only if the ATUM itself is Military Class. This assumes the other technical requirements for using such large weapons effectively (such as gyro stabilizers, additional support beams in the ATUM chassis, and any power couplings the weapons might require to function) are available only to Military Class ATUMs.

3) As per the rules in the PHB, DMG and Xan's guide, multiple identical effects/bonuses don't stack: you'd simply choose the better of the 2 bonuses. If you had a +1 manipulator and a +2, for example, you'd defer to the +2 bonus, not gain a +3.
Customer avatar
Garin J December 01, 2018 5:58 pm UTC
Hi! This work looks really cool, if you're interested in having it featured on an episode of Dnd Character Lab please email us at

We would build characters using your content and provide our listeners with a brief of what to expect in the product as well as links on show notes and social media.
Customer avatar
Vall S December 04, 2018 9:44 pm UTC
Hi Garin, that sounds fantastic. I'll drop you an email later on this week.
Customer avatar
Charles P December 01, 2018 2:38 pm UTC
My unzip tool says there is a password on the character sheet zip file. Any idea what it is?
Customer avatar
Vall S December 01, 2018 3:00 pm UTC
There shouldn't be a password on the zip file or the character sheet PDF. That's very strange. Can you open it and enter data as per a normal form-fillable?
Customer avatar
Kirk L November 30, 2018 9:46 pm UTC
Is there any benefit to having a high Strength score as a pilot? If the ATUM's Strength replaces your own and there is no other use for pilot Strength, then there is no benefit investing anything in it. It becomes a worthless stat in ATUM focused games, which would be disappointing for players that want to play as beefy Kamina-style mech drivers. Maybe I missed it somewhere in the PDF, but it would be great if there were some kind of use for pilot Strength, either as applied to something else or some kind of special ability.
Customer avatar
Vall S December 01, 2018 4:02 pm UTC
Thanks for the question!
The whole point of mecha in general is that they are stronger than people. The ATUMs can make up for a character's lack of strength by doing all the heavy lifting and performing tasks the character wouldn't normally be able to do. It does tip pilots down a more dexterity focused route, but if their ATUM goes down or they end up fighting an enemy that simply pulls them out of the cockpit, having a low Strength score will certainly prove to be a weak point.

We tried experimenting with Strength-based abilities, but they always seemed more of a hindrance due to the ATUM's Strength score always being better, and thus nobody bothered using them. That certainly doesn't stop you building a Strength-focused character though! A paladin in a mech, for example, is a fearsome and frightening opponent, both in and out of the cockpit.

You could also spice up your games by requiring strength checks from the character as the ATUM takes damage. A creature trying to pry...See more
Customer avatar
Kirk L December 10, 2018 3:57 pm UTC
Thank you for the developer insight on this very cool package! I like ability scores to be roughly equal in value, and I'm planning on having my players spending a lot of time in their ATUMs for combat, which is why I was a little concerned about pilot strength not being useful. I might still house rule it in my games that an ATUM's effective Strength and Constitution for checks, attacks, and saves are equal to the pilot's score plus some bonus based on chassis, and then give the ATUMs a fixed lifting/pushing/carrying capacity based on the score listed in the PDF. That just fits my personal ideals on RPG character balance better. Narratively/conceptually, it means that the mech's capabilities in close combat still rely on the pilot's physical fitness, experience, and aptitude for leveraging direct force.

Thanks, and have a good day!
Customer avatar
Vall S December 10, 2018 8:43 pm UTC
No problem at all! The rules have been designed to be as tweak-able as possible for just this reason. Each DM will likely want to play a little differently, or shift a rule around to better fit their world, and you are certainly encouraged to do so if it helps flesh out your campaign! :)
I hope you and your party enjoy the supplement and have a great December!
Customer avatar
Matthew H November 28, 2018 10:46 pm UTC
Can you clarify the difference between the Medium G-23 AT Rifle and the heavy G-42 AT rifle, as far as I am aware they have the same stats apart from the G-42 being slightly more expensive. Just querying this incase it's a typo or error in the manual.
Customer avatar
Vall S November 28, 2018 11:56 pm UTC
The Medium G-23 should have d10 damage dice, and the G-42 should have d12s. Good catch on the typo, I'll update that shortly!
Customer avatar
Matthew H November 29, 2018 8:36 am UTC
Thanks, really great module by the way.
Customer avatar
Vall S November 29, 2018 9:52 am UTC
No problem, I'm glad you're enjoying it! ^_^
Customer avatar
Matthew H November 29, 2018 11:51 am UTC
Sorry to bother you again but there's a typo on page 82. In the pilot challenge rating section it mentions Rini piloting Da Nut-Kracker instead of Rustbucket.
Customer avatar
Vall S November 29, 2018 1:18 pm UTC
That's no problem! It's a huge book, so there's bound to be a few typos! I'll get it fixed in the next update. :)
Customer avatar
Gage R November 28, 2018 3:20 pm UTC
I don't understand how reload and ammo box works together? Does each ammo box allow you to reload once? Do you have unlimited reloads but you lose an ammo box count at the end of the fight?
Customer avatar
Vall S November 28, 2018 5:59 pm UTC
The latter is correct. The reload value is for how many shots you can fire before needing to reload, and the ammo box value is how many encounters/combats you can use that weapon in before you completely run out of ammo.
Reload = changing magazines
Ammo Box = what holds the extra magazines.
Once your Ammo Box has run out, you're completely out of spare ammunition to reload the hardpoint module.

Hopefully this helps!
Customer avatar
Matthew C November 26, 2018 7:36 pm UTC
Wow! What classes are the subclasses for if I may ask?
Customer avatar
Vall S November 26, 2018 9:53 pm UTC
Hi Matthew, there is one subclass for each class in the PHB. :)
Customer avatar
Kevin M November 26, 2018 8:37 am UTC
Hey I'm having issues with downloading the PDF
Customer avatar
Vall S November 26, 2018 12:33 pm UTC
Hi Kevin, what seems to be the problem?
Customer avatar
Nat K November 30, 2018 12:44 pm UTC
I also am having trouble with downloading it as well
Customer avatar
Katherine T November 26, 2018 5:42 am UTC
There appears to be a typo at the start of chapter 5. THe light chassis description says it has the lowest base ac, but then in the table it has the highest (19), comapred to the heavy chassis which claims to have the highest but on the table has the lowest (15).
Just wondering which was the correct reading?
Customer avatar
Vall S November 26, 2018 12:33 pm UTC
Thanks for getting in touch Katherine! The Chassis Type table has the correct values. I'll update the PDF shortly to reflect this. :)
Customer avatar
Katherine T November 27, 2018 1:34 pm UTC
Really? I would have thought the Heavy chassis would have, well, the heaviest armour. But alright then, makes my rip off of a titanfall titan better so I'm not complaining.
Another thing I noticed, why is it that the ATUM isn't immune to psychic damage (as all objects are) if it's a vehicle and not a creature? Same for charmed, exhaustion frightened, and unconscious conditions? Or was that just something that seemed unnecessary since it's not a creature?
Customer avatar
Vall S November 27, 2018 4:25 pm UTC
The intention was that light mechs would be harder to hit due to size, and thus have a higher AC. Considering they also have the least amount of hit points, it seemed a fair trade, considering the potential damage heavier mechs can deal to them. Likewise, the larger something is, the easier it is to hit, but the more hit points it has. There are upgrades to change the AC, so making a heavy mech build with a potential AC of 18+ is still a viable option.
Any damage or effect that would deal psychic damage normally requires a mental saving throw, which means it wouldn't target the ATUM, it would instead target a crew member, so it didn't seem necessary to make the ATUM immune.
This goes for most of the conditions listed as well - charmed creatures require a wisdom saving throw, so while you would target the ATUM, the spell instead would affect once random crew member inside it, not the ATUM itself.
You are also correct that the ATUM is also assumed to be immune to exhaustion as it's a vehicle....See more
Customer avatar
Katherine T November 28, 2018 1:24 am UTC
Yeah I thought that might be the reasoning behind all those. It's just sometimes there are effects that cause psychic damage without requiring a mental saving throw, such as the Shadow Blade spell, or creatures that do additional psychic damage on a hit like the Gith or the College of Whispers Bard.
I don't think there's anything that causes charmed or frightened that doesn't require a mental save so those are probably fine.
I think those clarifications would be useful for anyone considering using the prestige class and picking Nomad which eventually gives it an AI, making it an autonomous creature so these things could then be relevant to that. Can the AI be charmed or frightened? I know that the Iron Golem can't but I'm not sure about other constructs. It's still a construct creature then so it should still reasonably have immunity to exhaustion like all construct creatures do. Can the AI take psychic damage? Objects/vehicles are immune to psychic damage but most constructs aren't.
Things like...See more
Customer avatar
Vall S November 28, 2018 8:08 pm UTC
I hadn't considered the whisper bard's psychic damage, that's a good point. I've always thought that psychic damage can be physical as well as mental. Psychic screams that warp metal plating, or psychic damage that could force a creature's eyes to bleed, for example. So an attack that requires a Strength saving throw and deals psychic damage would still be able to damage the ATUM, but an attack that focused on the mind, such as something that required a Wisdom saving throw, wouldn't.
I believe the AI in the prestige class specifies the AI cannot be targeted directly with attacks or spells, and for all intents and purposes, the AI is simply another piece of the ATUM's hardware, so any mental psychic damage probably wouldn't have any effect, and it would still be immune to charmed and exhausted conditions because it's still a vehicle.

However, this supplement has been written as a guide Dungeon Masters can use to enhance their gaming experience. If you decide to tweak or change anything to...See more
Customer avatar
Katherine T November 28, 2018 11:53 pm UTC
The AI stuff I more just meant because the vehicle counts as a creature then, which may bring some of those questions up in game and I'm sure there are DMs and players who'd be a little confused about if its suddenly capable of being affected by those conditions/damages. I don't think there's anything that does psychic damage on a physical save, but there are attack roll psychic damage. I could easily see that being flavoured as scrambling the circuitry/arcane runes/etc when it damages the ATUM, so that's fair.
Thanks for answering all my questions ^-^
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