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The Master Mechanic's Steampunk Manual

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"From the shadows of Victorian England, the genre of
Steampunk takes the Age of Steam and throws it into
overdrive, mixing dark intrigue and social conflict with
technological wonders and a world of opportunity."


Bring your D&D game into the Age of Steam with this 180 page expansion for 5th Edition Dungeons & Dragons!


The Master Mechanic's Steampunk Manual provides content for both Dungeon Masters and Players who want to experience adventures in a Steampunk setting. Designed for both official and original Dungeons & Dragons settings, you'll find extensive rules and resources inside for building your Steampunk character or adventure!

Included in this expansion:

  • Extensive lore and material on adapting existing settings to the Steampunk genre
  • Optional rules, 2 new skills and industrial environmental effects
  • Rules for firearms and vehicles, including airships
  • Gadgets: a new set of rules for technological alternatives to magic items, with 41 example gadgets
  • 5 new races, including subraces, and 3 new subraces for existing races
  • 2 new classes: the Diplomat and the Mechanic
  • 29 new subclasses, with at least 1 new subclass for each official class
  • 7 new backgrounds
  • New feats and spells
  • 30 monster statblocks, including many new NPCs and vehicle combat stats.
  • And more!

Recommendations for improvements are always gladly accepted! Credit to artists (see page 2) and to Scott Tolksdorf for producing NaturalCrit's The Homebrewery, which was used to format this supplement.

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Updates:

Update v2.0:

  • Artificer section updated for The Artificer Revisited Unearthed Arcana article.
  • Addition of Artificer Speciality, the Magitechnician.
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Discussions (10)
Customer avatar
Patrick W December 28, 2020 2:28 am UTC
PURCHASER
Hi, was just wondering- The airbarge says it requires a crew of 6 to function but it can only hold 5 passengers, and some of the vehicles don't list any number of allowed passengers at all. For the former, are we counting "allowed passengers" as just extra people that can ride the vehicle along with the necessary crew? And for the latter- Does that mean the vehicle is only large enough to fit the single pilot?
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Customer avatar
Toby L December 29, 2020 6:13 pm UTC
CREATOR
It was my intention that 'allowed passangers' was in addition to any attendent crew - however, vehicles is something I want to rework (partially in light of new mechanics brought in with Saltmarsh), so I expect I will be reworking this in a future update. Thanks for bringing it to my attention!
Customer avatar
Michael O July 29, 2020 2:27 am UTC
PURCHASER
Looking at the Gadgets, I can't find any information on how you create or buy more fuel or gas canisters. Is there any information on getting/making/buying more resources for the gadgets?
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Customer avatar
Toby L August 06, 2020 2:17 pm UTC
CREATOR
Hey! So as it stands, oil should be priced along the Player's Handbook lines, and coal and other fuels should have similar costs. However, I will add recommended prices for the next update.
Customer avatar
Lewis B July 15, 2020 7:09 pm UTC
Toby, we're using this in one of the campaigns I'm in, and a question came up on the Steamborn and interaction with healing magic... in the Living Construct trait, "Even though you were constructed, you are also a living creature. You are considered a construct, instead of a humanoid." When you factor that in to the wording on say, Healing Word, "This spell has no effect on undead or constructs." was that an intended interaction to prevent healing for Steamborn? If so, it seems like a harsh penalty with no other intrinsic healing for the race.

For comparison, the Battle Smith's Steel Defender can be healed with Mending out of battle, or has an limited use action for healing. So, curious as to the intent of this, if it was a design, an oversight, or we are overthinking it.
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Customer avatar
Toby L July 19, 2020 7:43 pm UTC
CREATOR
Hello!

So as an initial point, the Steamborn race is one of the parts of this manual which I am revisiting for v3.0 (currently in the works), so the answer I give here will be with respect to the *current* rules, but may change with the next update.

With respect to the current ruling - yes, the construct type would make you immune to normal healing magic. The trade-off here is that it *also* makes you immune to effects such as Hold Person, so it trades off support for greater resilience against hostile effects. I would leave it at the DM's discretion at present whether to allow healing by Mending or something similar - I would be inclined to do so, but equally, if the DM wished to restrict the Steamborn race to only use internal healing features (such as short rests and Fighter's Second Wind) that would be within the scope of the *current* rules.

With respect to the update, it is something I am playing back and forth with - I quite like the idea of Steamborn being a "difficult"...See more
Customer avatar
Daniel R May 30, 2020 5:06 pm UTC
PURCHASER
I think this is the same PDF that my DM has, and if so, it has a bit with a hunting rifle that can be loaded with darts, but it doesn't give any stats for those darts (poisoned or tranquiliser), and playing a Warlock who refuses to kill, those tranq darts could be very useful.

Is that something you can update, or something you reference from elsewhere?
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Customer avatar
Toby L June 26, 2020 11:45 am UTC
CREATOR
So at present the best option is to run with the usual poison rules, which your DM will find in the DM's Guide, and treat the damage of a dart as 1 non-lethal piercing damage which applies whatever effect is associated with the poison on the dart. At least one of the standard poisons (I can't recall which at present) has a sleep effect, which would work great for a tranq dart.

However, now you have pointed this out, this does feel like a hole in the project, so I will look into writing some a fuller set of rules for this as part of the next update to this expansion!
Customer avatar
Richard S February 05, 2020 5:30 am UTC
Will there be an edit/update to the Magitechnician now that Artificer has been published in Rising From The Last War?
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Customer avatar
Toby L February 06, 2020 1:06 pm UTC
CREATOR
I am working on this but currently inundated with other commitments. Will update and release as soon as I have the time to get it all put together!
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Customer avatar
James R March 09, 2020 5:29 am UTC
PURCHASER
Glad to hear it! there are way too many amazing projects on this site that have been abandoned
Customer avatar
Austin W December 20, 2019 7:46 am UTC
Man, I wish there was a hardcover copy of this to buy
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Customer avatar
Toby L December 23, 2019 12:38 am UTC
CREATOR
In all honesty, me too. It is my one frustration with DM's Guild that there's no easy way to get hardcover publication - I have tried to recommending this to the team for consideration for the hardcover publishing scheme, but they never got back to me...
Customer avatar
Terrance H April 15, 2019 12:10 am UTC
My DM has a copy of this and while looking through it I noticed that the diplomat has medium armour proficiency, but the prospector archetype lists medium armour in the bonus proficiencies.
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Customer avatar
Toby L April 16, 2019 9:51 am UTC
CREATOR
Thank you for pointing this out! While I tried to thoroughly edit the original document, I am unsurprised if a couple of things slipped past my eye!

Medium armour on the general Diplomat class is a mistake - they should only have Light armour, with Medium armour granted by the Prospector subclass. I will publish an updated version of the document asap!
Customer avatar
christopher D March 02, 2019 1:39 am UTC
PURCHASER
I know it JUST came out but are you planning on updating the artificer section to be compatible with the new revised artificer?
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Customer avatar
Toby L March 07, 2019 11:44 am UTC
CREATOR
Hello!

I am quite excited by the revised Artificer and hope to add some content for that into the Artificer section in this manual at some point in the future. However, I don't have anything currently underway, so it could be a few weeks/months before I can get the time to get that together!

In short, keep an eye out for updates on this front but don't hold your breath for it!
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Customer avatar
Toby L April 11, 2019 4:36 pm UTC
CREATOR
Hello!

As you'll see from the updates log, I have no added some new content to go with the revised Artificer - hope you enjoy it!
Customer avatar
Michael O February 26, 2019 3:17 am UTC
PURCHASER
Would this make a good companion to the Artificer Class?
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Customer avatar
Toby L March 07, 2019 11:40 am UTC
CREATOR
This supplement is designed to work well with the Artificer Class, as both have a strong Steampunk theme, and includes a section detailing adapting the previous version of the Artificer to the Gadgets mechanics. (If Wizards had not already released an Artificer class, I would have included one in this!)

The supplement does not currently include anything *for* the revised Artificer, but it should still work well with the supplement.
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Customer avatar
Michael O March 15, 2019 4:01 am UTC
PURCHASER
Awesome thank you! I look forward to seeing if I can make this work with the brand new artificer.
Customer avatar
Shekinah Glory K February 04, 2019 12:29 pm UTC
PURCHASER
Hello, I cannot seem to download the original version. Although there is no problem downloading the printer friendly version. Can you help with this? Thanks.
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Customer avatar
Shekinah Glory K February 06, 2019 1:45 am UTC
PURCHASER
Update: Issue solved, the problem was from my end. I apologize.
Reply
Customer avatar
Toby L February 11, 2019 2:50 pm UTC
CREATOR
Hello! Glad to hear the problem's resolved - hope you enjoy the book!
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180
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File Last Updated:
April 11, 2019
This title was added to our catalog on December 08, 2018.