Artificer Specialist - Steam Knight

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Artificer Specialist - Steam Knight

Steam Knights specialize in harnessing the elements of fire and water of fire combined to unleash the devastating power of steam on the battlefield. This destructive power is valued by armies in the wars on many different worlds.

However in peaceful times members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.

The world-hopping gnome Artificer Vi has been especially vocal about making things right: "It's all about making the power of elements useful for good, rather than abusing them for evil."

Tools of the Trade

By the time you adopt this specialty at 3rd level you're deeply familiar with controlling the power of steam to do most of the heavy lifting.

Proficiencies. You gain proficiency in Heavy Armor, Shields, Glaives, Greatswords, Rapiers, Warhammers, Steam Weapons and Steam Armor. Also you gain proficiency in smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Crafting. If you craft a magic item in the armor or weapon category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Steam Knight Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
3rd Burning Hands, Searing Smite
5th Blockchain, Branding Smite, Scorching Ray
9th Steam Cloud*, Protection from Energy
13th Steam Sphere*, Wall of Fire
17th Steel Wind Strike, Conjure Volley

*Find the spell's description below.

Battle Ready

At 3rd level, your combat training and your experiments with magic have paid off. When you make an attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.




Steam Pressure

By 3rd level, your tinkering has made you an expert with steam and its power. Whenever you hit a creature successfully with a Steam-powered Weapon you generate 1 unit of steam pressure (you gain this after the damage has been calculated).

For the beginning you can store a maximum of 5 units of pressure. The steam pressure is stored in a tank that is placed somewhere on either your armor or your weapon (your choice).

All pressure disappears if you don't gain more pressure for 10 minutes as the steam cools down and leaks through small gaps in your build.

Pressure can be spent to perform Steam-powered Moves and Steam-powered Actions of your Steam Weapons or Steam Armor.

Steam-powered Moves

As the tinkerer you are, you have built many small inventions that you've integrated into your armor, suit and body to give you special moves.

When required Steam-powered Moves use your Artificer Spell Save DC when they call for a saving throw.

Blowing off Steam

At 3rd level, you can release steam through distinct valves all over your arms, legs, torso and neck to give you an extra boost. Jump higher, hit harder, move further, stand stronger.

Ability Score Boost. As a bonus action, you can spend units of pressure to temporarily increase your physical ability scores (strength, dexterity, constitution). Add 1d6 per unit of pressure to your ability score for the next immediate action only. Ability scores max out at 30.

Movement Boost. As a bonus action, for each unit of pressure spent you can move 1d6 ft. further or jump 1d6 ft. higher.

Damage Boost. As a bonus action, after you have hit a creature with a Steam-powered Weapon you can choose to spend all your stored pressure to hit it extra hard. If you do, the creature takes an extra 1d6 damage fire damage for each point of pressure spent.

Under Pressure

From 6th level, you can, as a bonus action, pressure up your suit and gain any amount of pressure you want up to the maximum of your storage capacity.

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.

Determine how many units of pressure you want to gain and roll on the following table.

d6 Outcome
1 Malfunction: All, if any, steam pressure stored leaks. You need to complete a short rest to restore this feature.
2 Gain half (rounded down) of the pressure desired, but also 1d6 of fire damage per unit of pressure desired.
3 Gain half (rounded down) of the pressure desired, but also 1d6 of fire damage per unit of pressure gained.
4 Gain the pressure desired, but also 1d6 of fire damage per unit of pressure gained.
5 Gain the pressure desired, but also 1d4 of fire damage per unit of pressure gained.
6 Gain the pressure you desired.

Steaming Renewal

At 10th level, once per short, you can spend all your stored pressure as a bonus action, to make the steam magically seal your wounds temporarily, you regain 1d8 temporary hit points for each unit of pressure spent. If you spent at least 5 pressure on this move, you can add your Intelligence modifier to the temporary hit points as well. This feature can also be used, as a reaction if you get hit by damage that would put you below 0 hp.

Steam Storage Improvements

At level 15th your maximum store capacity of steam increases to 10 units. In addition your steam pressure will last now 1h before it leaks entirely. Further improvement at your pressure tank now add +2 on the roll of your Charging Steam feature.



Steam Weapons

Through experimenting Steam Knights have learned to amplify their weapons with steam power. They can craft or augment existing weapons to deal devastating damage or use their enhancements for utility.

Weapon Crafting

Steam Knights are masters at crafting weapons, and so can forge their own or augment found weapons to their liking.

At level 1 they can start with 1 Steam Weapon, however they will have to craft the rest themselves. It takes 1 week to craft 1 weapon with the different crafting costs below.

Steam Knights can also spend 20 gold and one week of work, to augment any weapon made from strong enough material with the necessary parts, gauges, tanks, valves, pipes to turn it into a Steam-powered weapon. This will allow the weapon to collect and store pressure. However the weapon will be 4 lb. heavier due to the extra parts.

Steam-powered Weapons
Type Damage Costs Weight Properties
Steam Warhammer 1d8 bludgeoning 35 gp 6 lb. Versatile (1d10)
Steam Greatsword 2d6 slashing 70 gp 10 Ib. Heavy, two-handed
Steam Glaive 1d10 piercing 45 gp 10 Ib. Heavy, reach, two-handed
Steam Rapier 1d8 piercing 30 gp 6 Ib. Finesse
Steam Crossbow 1d8 piercing 70 gp 22 Ib. Ammunition (range 100/400), heavy, loading, two-handed

Steam-powered Weapon's Actions

Each Steam Weapon has its own special move that you can perform while you are wielding that weapon.

Steam Hammer: Power Push

As a bonus action, and after a hit, you can release 1 unit of pressure through the hammer to push the creature you just have hit to push it 10 ft. away from you.

Steam Greatsword: Steam Swirl

As an action, you can spend 3 units of your stored pressure to spin around in a whirl of steam and blade. Each creature of your choice within 5 ft. of you must make a Dexterity saving throw. A target takes 1d8 slashing damage for each pressure spent on a failed save, or half as much damage on a successful one. You can't collect pressure with this move.

Steam Glaive: Steam Rush

As a bonus action, you can spend 3 units of pressure to move up to 20 ft. 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 Distraction

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

Steam Crossbow: Steam Reload

As a bonus action, you can spend 1 unit of pressure reload the crossbow immediately and fire it once more.

Steam Armor

The Steam Knight protects his body in steam armor which is filled with gauges, tubes, valves and pressure tanks filled with steam and water to be turned into more steam.

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-powered Armor's Actions

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 units of pressure to perform a leg swoop all around you, by releasing steam through your armor. Each creature within 5 ft. of you must succeed a Dexterity saving throw or be knocked prone.

Medium Armor: Shoulder Bump

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

Heavy Armor: A Knight's Justice

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

Spells

Summon Blockchain

2nd-level conjuration


  • Casting Time: 1 Action
  • Range: 90 ft.
  • Target: Self
  • Components: V, S, M (a handful of engineering scrap or parts)
  • Duration: Concentration, up to 1 hour

You create a chain of 22 blocks with from scrap and breathe steam into them. Each block has a size of 2 x 1 x 0.5 ft. and weighs 10 lb.. It manifests in an unoccupied space that you can see within range. The construct uses the stat block below. The construct disappears when it drops to 0 hit points or when the spell ends.


The construct is an ally to you and your companions. In combat, the construct shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.


Blockchain

Medium swarm of Tiny constructs


  • Armor Class 10 + level of spell
  • Hit Points 22 (4d8+4) + 5 for each spell level above 2nd
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2 ) 12 (+1) 12 (+1) 1 (-5) 10 (+0) 1 (-5)

  • Damage Vulnerabilities cold
  • Damage Resistances fire
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Proficiency Bonus +2
  • Challenge 1/4 (50 XP) Pro

  • Swarm. The blockchain can occupy another creature's space and vice versa, and the blockchain can move through any opening large enough for its size. The blockchain can't regain hit points or gain temporary hit points.

  • Shapechange. The blockchain can change shapes physically possible by its blocks such as a ring, plank, platform, pillar, ladder, stairs etc.. However, its maximum size of can never be larger than the sum of its blocks would allow (for example as a plank at 22 hit points 44 x 1 x 0.5 ft.).

Actions

Whip. Melee Weapon Attack: +your spell attack modifier to hit, reach 0 ft., one creature in the blockchain's space. Hit: 2d4 + spell's level bludgeoning damage, or 1d4 + spell's level bludgeoning damage if the blockchain has half of its hit points or fewer.

Enchain. Melee Weapon Attack: +your spell attack modifier to hit, reach 0 ft., one medium or smaller creature in the blockchain's space. Hit: The creature is grappled. Until this grapple ends, the target is restrained and the blockchain can neither enchain another target nor attack. In addition, at the start of each of the target's turns, the target takes 2d4 + spell's level bludgeoning damage, or 1d4 + spell's level bludgeoning damage if the blockhain has half of its hit points or fewer.

Steam Cloud

3rd level evocation


  • Casting Time: 1 Action
  • Range: Self
  • Target: 5-foot-radius sphere
  • Components: V, S, M (a piece of hot metal and 2 gallon of water)
  • Duration: Concentration, up to 1 minute

You release a 5-foot-radius sphere cloud of burning hot steam around you. Each creature that ends its turn within 5 ft. of you must make a Constitution saving throw. On a failed save, the creature takes 4d6 fire damage. On a successful save, the creature takes half as much damage. All ranged attacks against you have disadvantage. You can end this spell as a bonus action.

Steam Sphere

4th level evocation


  • Casting Time: 1 Action
  • Range: 120 ft.
  • Target: 20-foot-radius sphere
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You release steam into a 20-foot-radius sphere centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.


Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 ft. of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.


Creatures within 30 ft. of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

Credits

Written by Hendrik Schicke

Special Thanks to

FragSauce (original idea)

Artozi (artwork)

Kashivan (artwork)

Thomas Tan (artwork)

Tysen Johnson (artwork)




 

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