Steampunk D&D: Equipment
Equipment
Alchemist’s Pack. Includes a backpack, a recipe book, a bottle of ink, an ink pen, a travel alchemist’s set and enough ingredients to make 25 solutions.
Ammunition (A)
You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield.
Steampunk Equipment
Pistol 200 gp
Musket 500 gp
Blunderbuss 550 gp
Properties
Firearms use special ammunition, and some of them have the reload property.
Ammunition: The ammunition of a firearm is destroyed upon use. Firearms use bullets or shot.
Reload: A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Weapon Descriptions
Pistol. The smallest and most compact firearm, the pistol is also one of the rarest firearms, as most people not only prefer firearms with longer range, but the pistol itself requires greater craftsmanship to craft. Despite its short range, a pistol is still a formidable weapon, and is often used as a self-defense weapon. Due to this, pistol grips often have metal butts that allow them to be used as effective clubs.
Blunderbuss. The shortest of the long guns, a blunderbuss only has a barrel around one foot long, sometimes less, which often ends in a flared muzzle. Most blunderbusses have a full stock, but some are made with only a pistol grip. The blunderbuss shoots a cone 30’ cone that can damage multiple opponents, but they can make a Dexterity saving throw to take only half-damage
Musket. A marksman’s gun, a musket has long barrel three to four feet long and a heavy wooden stock, allowing for greater accuracy than all other firearms. A bayonet can be added to the weapon which would allow the musket to be used as a melee weapon.
Bayonet. A bayonet is a knife, sword, or spike-shaped weapon designed to fit in, on, over, or underneath the muzzle of a musket. In this regard, it is an ancillary close-quarter combat or last-resort weapon.
When mounted on a musket it has the reach property. If the bayonet is used when not attached to a two-handed firearm, it is considered an improvised weapon.
Grenade, Fragmentation
Cost: 100 gp
Weight: 1 lb
As an action, a character can throw a grenade at a point up to 60 feet away.
Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
Grenade, Smoke
Cost: 25 gp
Weight: 2 lbs
As an action, a character can throw a grenade at a point up to 60 feet away.
One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Stun Grenade
Cost: 50 gp
Damage: Special
Wight: 1/2 lb.
Properties: Thrown (60 ft.), Special
Also known as flashbangs, thunderflashes, and sound bombs, stun grenades are intended to disorient combatants with a bright flash and a bang louder than 170 decibels.
As an action, you can throw a concussion grenade at a point up to 60 feet away. Each creature within 20 feet of an exploding concussion grenade must make a DC 15 Dexterity saving throw or become blinded and deafened until the end of its next turn. Creatures within 5 ft. of the grenade take 1d6 thunder damage. On a successful save, a creature takes half damage and isn't blinded and deafened.
Tear Gas Grenade
Cost: 50 gp
Damage: Special
Weight: 1/2 lb.
Properties: Thrown (60 ft.), Special
Tear gas grenades contain a payload of irritating chemicals such as CS gas or mace. They are commonly used as a non-lethal riot control weapon.
As an action, you can throw a tear gas grenade at a point up to 60 feet away. Each creature within 20 feet of an exploding tear gas grenade must make a DC 15 Dexterity saving throw or be blinded and stunned for 1 minute. A creature has advantage on the Constitution saving throw if it holds its breath and closes its eyes, but it can still be affected as tear gas is both an inhaled chemical and a contact agent. A creature which fails its saving throw against tear gas can make a new Constitution save at the end of each of its turns, ending the effect on itself on a success.
Gas Mask
A gas mask is a sealed mask which protects its wearer from inhaling hazardous gases, vapors, fumes, and particles, including radioactive particles. While wearing a gas mask, you are immune to non-magical inhaled chemicals, toxins, or particles, and you have advantage on saving throws against inhaled chemicals, toxins, or particles of a magical nature. Even should you fail a saving throw against such an agent, you still have resistance to the damage it causes.
A gas mask is good for 1 hour of use; after that time, its filter(s) must be replaced in order for it to provide a benefit. A gas mask's filters are designed to be swapped out and replaced quickly in the heat of combat or in an emergency situation; thus, you can replace the filter(s) with a Use an Object action. Some gas masks have one large filter, while others have two small ones.
Rarity: 50 gp
Weight: 1 lb.
Gas Mask Filter – One-time use filters are good for 1 hour of use.
Price: 5 gp for 10 filters
Weight: 1 lb.
Goggles
Price: 20 gp
Weight: 1/2 lb.
Goggles will protect the eyes of the wearer. Special lenses can be added to the goggles.