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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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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!

The Greasemonkey's Handbook is now updated to Version 3! As a celebration of hitting Mithral Best-Seller status and a thank your for your support, I've added another PDF containing 60 battlemap variations, completely for free! In addition, the book now has added spell list support for the revised Artificer, and a Print on Demand version is also on the way, so keep that toolbox at the ready!   


  • 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 complete spell list for the Artificer class
  • 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!

Still not sure if the Greasemonkey's is for you? Check out what our reviewers have to say!

"One of the best magitech guides i've ever seen." - Eu C.

"What an impressive feat of world building and writing this book is. The authors outlined every detail required to build, maintain and fully immerse yourself in the "giant robot" genre for 5e. Player options (subclasses) are very well balanced and provide intriguing options for any game regardless of if you plan to include the ATUM." - Garin J. 

"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." -

Check out the Greasemonkey's review over on the D&D Character Lab! -

You can also find an in-depth content review from the Crit Academy Podcast! -

Here are a few page samples from the PDFs:

Monster1 magic items 1 classes 1 sample 4

sample 7 map 4

map 2 map 3 map 7

Thank you for checking out my stuff! You can find more of my work below: 

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You can also find me on Patreon! 

Want to see more of my stuff? Click Here!, or check out the links below for some best sellers and new products:

Supplements and Adventure Modules

Monster Hunt Cover Monster Hunt Cover Dogfighters Handbook  Librarian Class 

Map Packs


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Reviews (13)
Discussions (21)
Customer avatar
Dylan C March 22, 2019 7:07 pm UTC
are there some mass combat rules for wars in this system
Customer avatar
Vall S March 22, 2019 9:14 pm UTC
Not yet, but it's on the development list! :)
Customer avatar
Dylan C March 22, 2019 4:00 pm UTC
hello, how do I find the rules for the carrying capacity?
Customer avatar
Vall S March 22, 2019 4:31 pm UTC
An ATUM's carrying capacity is determined by it's chassis Strength score (pg 23), as per the rules for carrying capacity in the Player's Handbook (pg 176).
You can also find the storage capacity for trailers and cargo boxes under the module special rules (pg 43).

Customer avatar
Dylan C March 23, 2019 10:00 pm UTC
Hey is there a flying version of the atum
Customer avatar
Vall S March 24, 2019 8:52 am UTC
ATUMs are inherently land based vehicles, but I have written a guide to steampunk airships and flying machines that can be used alongside the Greasemonkey's Handbook, called the Dogfighter's Handbook.
You can also have a wizard cast fly on an ATUM from within the cockpit if you needed something a little more temporary in combat. Like for chasing down a flying dragon, for example.
Customer avatar
Justin T March 18, 2019 10:01 pm UTC
Hey Vall!
i wanted to ask about where in your PDF i would be able to learn about determining my ATUM's hit dice. i spent some time reading through different rules but couldn't find the specifics about it. Im probably just blind
Customer avatar
Justin T March 18, 2019 10:04 pm UTC
I would also want to ask wether or not the mech itself has any proficiencies with its saving throws, since i was unable to determine that myself as of now
Customer avatar
Vall S March 19, 2019 11:05 am UTC
Hi Justin, thanks for the questions and support!

> An ATUM's hit dice are determined on page 23 in the Chassis Type table, under Chapter 5: Constructing Your ATUM.

> Everything you need to know about conventional ATUM, including saving throws, damage immunities etc can be found on page 7, under Chapter 2: ATUM Combat.

Conventional ATUMs use the proficiencies/saving throws of the pilot. There are, however, expanded rules on page 70, under Soul Cages, that can grant ATUMs their own proficiencies - usually by binding them with the soul of a demon or similar.

The PDF is also bookmarked by chapter for ease of navigation.
I hope this helps!
Customer avatar
Vivas K March 06, 2019 4:17 am UTC
Hey there Vall,
Love the book, but just wanted to ask if there have been any updates to it and, if so, where we can find that errata? Can I just redownload it and get an updated PDF?

Customer avatar
Vall S March 06, 2019 9:48 am UTC
Hi Vivas, thanks for the question!
I'm in the process of getting the new update out in the coming week or so. Once it's out, it'll be automatically added to your library for download. :)
Customer avatar
Vall S February 25, 2019 7:28 pm UTC
Just a quick update for everyone - The PDF update is taking a little longer than expected, but should be out in the next few weeks, then PoD after that! Watch this space for more info!
Customer avatar
Antonio C February 10, 2019 10:20 pm UTC
Will there be PoD anytime soon?
Customer avatar
Vall S February 10, 2019 11:24 pm UTC
I'm currently working on it, so watch this space for more info soon! :)
Customer avatar
Antonio C February 11, 2019 10:25 pm UTC
Customer avatar
Andrew T February 08, 2019 10:20 pm UTC
I can't seem to find the "Crushing Force" property described anywhere, I'm probably just blind but could ya help me find it? thanks! (this pdf was overall way more in depth than I was expecting, fantastic job <3 )
Customer avatar
Vall S February 09, 2019 3:51 pm UTC
Thanks for the question Andrew! The "Crushing Force" property has been replaced with "Powerful Blow". So any hardpoint that has the Crushing Blow property should be considered to have Powerful Blow instead. I'm currently in the process of amending this for the next update as there's a few weapons that were missed when the rule was removed, but hopefully that clears up any confusion! :)
Customer avatar
Rob M January 19, 2019 6:36 pm UTC
So I recently purchased this product. I asked on a FB link, about getting it printed at Staples for example. I was told to check the fine print for permission, couldn't find any such, or ask on the discussion page for the product. I guess I'm just old fashioned and prefer something to hold in my hands and flip through as opposed to pdf format. Is there permission for having this printed through a professional service?
Customer avatar
Vall S January 20, 2019 12:10 am UTC
If you'd like to print it out then feel free. You have my permission to print out a copy for your own personal use, but obviously not for commercial purposes or redistribution. An update is in the works for the end of January though, so if you do want to print it yourself then I advise waiting until then to save on ink ;)
Customer avatar
Micah I January 27, 2019 3:20 pm UTC
Oh wow nice man!
Customer avatar
Eu C December 27, 2018 7:26 pm UTC
Hello. I don't know how ROF and reload work together. If I have a weapon with reload 4 and ROF 2 that means y have 8 bullets per clip or is completely diferent?

Customer avatar
Vall S December 28, 2018 4:53 pm UTC
Hi Eu, thanks for the support!
Essentially yes, you're correct with your question.

ROF (Rate of Fire) is how many shots/attacks the weapon makes each time it's activated (if on an ATUM) or each time you make an attack with it (if using player equipment, such as an assault rifle).

An ordinary hand held ranged weapon with ROF (2) would make 2 separate shots each time a character made an attack with it. So a fighter with 2 attacks would make 4 shots. (2 shots per attack, each making a separate attack roll, similar to eldritch blast).

The Reload value in brackets (x) tells you how many Attacks you can make with the weapon before it needs reloading/ the magazine runs out.
So if you take the Attack action with a Reload (2) ROF 2 weapon, you can make up to 2 attacks (with each attack making 2 shots/separate attack rolls ) before needing to spend your action and reload.

I hope this helps! :)
Customer avatar
Eu C December 28, 2018 10:30 pm UTC
Thank you for the response. It's all clear now.
Customer avatar
Austin S December 17, 2018 9:55 am UTC
Hello. im having trouble finding the description for a stated value. in the Industrial and Military Class types, the book states 'Chassis resistance' (1dX). ive looked throughout the entire Build Your ATUM section as well as ATUM special rules but ive not been able to find anything relating to it. if im missing something, id be happy to know. if not, id love to know what it means.
Customer avatar
Vall S December 17, 2018 12:08 pm UTC
Hi Austin, thanks for your support!
The rule you are looking for is on page 39, under "Module Special Rules". I hope this helps!
Customer avatar
Austin S December 17, 2018 9:54 pm UTC
i dont know how i missed that. thank you so much!
Customer avatar
Vall S December 17, 2018 10:06 pm UTC
No problem, it's a big book so it's easy to miss stuff! I'll try to bookmark everything with more detail next time and see if I can make the navigation any easier.
Enjoy the supplement, and have a lovely Christmas! :)
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?
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