Artificer - Steam Knight

by FragSauce

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Artificer Specialist

Steam knight

A master of taking and dealing damage, staying in the heat of battle and using it to his best advantage.

Steam knight’s arsenal

when you choose this specialisation at 3rd level you gain proficiency in Heavy Armor, shields, Glavies, Greatswords, Rapiers, Warhammers, steam weapons and steam armor. Steam weapons and armor are exclusive to the steam knight and can be found at the end of this pdf.

Also you gain proficiency in smith's tools, and when you craft a magic item in the armor or weapon category it takes half the time to craft, and costs half the usual gold.

Heat of the battle

When you hit a creature with a steam weapon you generate 1 heat (you gain this after the attack is done). You can store a maximum of 5 heat. The heat is stored in a tank that is placed somewhere on either your armor or your weapon (your choice). All heat disappears if you don’t gain more heat for 10 minutes. Heat can be spent to do special moves with your steam weapons or steam armor. Special moves uses your Artificer Spellsave DC when they call for a saving throw. Most steam weapons have special moves that only they can do, but you also learn some when you level up. At first level, you learn the following moves:

Steam Smash

when you hit a creature with a steam weapon you can choose to spend all your stored heat to hit it extra hard. If you do, the creature takes an extra 1d6 damage fire damage for each point of heat spent. if you spent 5 heat on this move, you can add your Intelligence modifier to the damage.

Steaming Renewal

As a bonus action, you can spend all your stored heat to make the steam magically seal your wounds temporarily, you regain 1d6 temporary hit points for each heat spent. if you spent 5 heat on this move, you can add your Intelligence modifier to the temporary hit points.

Heating Up!

when you reach 6th level you can, as a bonus action, heat up your body and gain any amount of heat you want. You take 1d4 damage for every heat you gain through this feature.

Once you can used this feature you must finish a short or long rest before you can do so again.

additionally, when you reach 6th level you also learn this special move:

Heating Hit

Whenever you hit a creature and gain 1 heat, you can choose to use this special move to gain 2 heat instead. When you use this special move you also take 1d6 damage.

A Knights Glory

when you reach 14th level you fight even harder for what you believe in, and won’t go down easily. If you get hit by damage that would put you at 0 hp, you can spend 3 heat to drop to 1 instead.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Additionally, you learn the following special moves.

A Dance of Steam and Blade

You can spend 2 heat to make your body move around faster and more nimble, you can take the dodge action as a bonus action.

Steam Envelopment

As an action, you can spend 5 heat to envelope your body in steam for 1 minute. All ranged attacks against you have disadvantage. Any creature that ends its turn within 5 feet of you must make a Constitution saving throw. The creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.

Steam Weapons

The Steam knight wields his trust steam weapons in battle, that are powered up by the steam he generates to deal greater damage. All steam weapons are magical.

Weapon crafting

The steam knight makes his own weapons, at level 1 he can start with 1 steam weapons but will have to craft the rest himself, it takes 1 week to craft 1 weapon and they all have different crafting costs. The steam knight can also spend 100g and one week of work, to attach a steam gage and tank, to any melee weapon, this will allow the weapon to collect heat of hits.

Steam Weapons
Name Damage crafting costs Weight Properties
Steam Hammer 1d8 bludgeoning 50 gp 5 Ib. Versatile (1d10)
Steam Greatsword 2d6 slashing 75 gp 10 Ib. Heavy, two-handed
Steam Glavie 1d10 piercing 60 gp 10 Ib. Heavy, reach, two-handed
Steam Rapier 1d8 piercing 40 gp 3 Ib. Finesse

Weapon moves

Each steam weapons have its own special move that you can perform while you are holding that weapon.

Steam hammer: Power Push

When you hit a creature with your steam hammer you can spend 1 heat to push it 10 feet away from you.

Steam Greatsword: Heating spin

as an action, you can spend all your stored heat to spin around in a whirl of steam and blade. each creature of your choice within 5 feet of you must make a Dexterity saving throw. A target takes 1d8 slashing damage for each heat spend on a failed save, or half as much damage on a successful one. You cant collect heat with this move.

Steam Glavie: Steam Rush

as a bonus action, you can spend 3 heat to move up to 20 feet in in any direction (this does not count towards your movement) if you hit another creature you can make an attack against that creature.

Steam Rapier: Steam Cloud

As a bonus action, you can spend 1 heat to spray out steam around you. Each creature within 5 feet of you must succeed a Constitution saving throw or loose their reaction.

Steam Armor

The steamknight protect his body in steam armor which is filled with gages and tubes where the steam can flow through.

Steam Armor Crafting

As a part of a long rest and by spending 20 gold you can modify a set of armor, by installing pipes for the steam to flow through, making the armor steam armor.

Steam Armor Moves

Dependent on which kind of armor you are wearing, when you make that armor to steam armor you will get access to various kinds of special moves.

Light Armor: Spinning swoop

As a bonus action, you can spend 3 heat to perform a leg swoop all around you, by releasing steam through your armor. Each creature within 5 feet of you must succeed a Dexterity saving throw or be knocked prone.

Medium Armor: Shoulder Bump

As an bonus action, you can spend 3 heat to thrust yourself against a creature within 5 feet of you. The creature must succeed a strength saving throw or lose its action on its next turn.

Heavy Armor: A Knights Justice

If a creature within 5 feet of you is going to attacks one of your allies, you can use your reaction to spend 3 heat and attack that creature with advantage. If you hit the creature must make its attack with disadvantage.

Artist Credit
First picture by Artozi
Second picture by Thomas Tan

Third Picture by Tysen Johnson

 

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