{ "_meta": { "sources": [ { "json": "SC", "abbreviation": "SC", "full": "Steampunk Compendium", "authors": [ "u/Maxhydro", "u/ThePumpkinator87", "u/Resdamalos" ], "convertedBy": [ "Chris" ], "version": "1.1", "color": "91161D", "url": "https://homebrewery.naturalcrit.com/share/r1mnLrkNrZ" } ], "dateLastModified": 1690651618 }, "optionalfeature": [ { "name": "Pact of the Firearm", "source": "SC", "featureType": ["PB"], "entries": [ "Some warlocks summon blades into their waiting hands to cut down their foes. Others rely on their patron to fuel arcane incantations; still others manifest their connection to their patron in the form of a familiar. You, however, have taken a slightly different approach.", "You can use your action to create a pact weapon in your empty hand. You can choose the form that this firearm takes each time you create it. You are proficient with it while you wield it. This firearm counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This firearm uses a magical reserve of ammunition supplied by your patron that does not run out. You still have to reload it, however.", "You can only summon a primitive firearm as your pact weapon until you reach 13th level, when you can now summon firearms.", "Your pact firearm disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic firearm into your pact weapon by performing a special ritual while you hold the firearm. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks." ] }, { "name": "First Impressions", "source": "SC", "featureType": ["EI"], "entries": ["You have a knack for making an impression in combat. Add your Charisma modifier to your initiative rolls."] }, { "name": "Blast & Shoot", "source": "SC", "featureType": ["EI"], "entries": ["When you cast eldritch blast, you can attack with your pact weapon as a bonus action."], "prerequisite": [{ "level": { "level": 5, "class": { "name": "Warlock" } }, "pact": "Pact of the Firearm", "spell": ["eldritch blast#c"] }] }, { "name": "Gunstorm", "source": "SC", "featureType": ["EI"], "entries": ["You can attack twice when you take the attack action on your turn using your pact weapon."], "prerequisite": [{ "level": { "level": 5, "class": { "name": "Warlock" } }, "pact": "Pact of the Firearm" }] }, { "name": "Improved Pact Weapon", "source": "SC", "featureType": ["EI"], "entries": ["Any weapon you create using your pact feature is a +1 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon."], "prerequisite": [{ "level": { "level": 5, "class": { "name": "Warlock" } }, "pact": "Pact of the Firearm" }] }, { "name": "Show of Force", "source": "SC", "featureType": ["EI"], "entries": ["You can use your Charisma modifier, instead of your Dexterity modifier, for your attack and damage rolls for your pact weapon."], "prerequisite": [{ "pact": "Pact of the Firearm", "level": { "level": 9, "class": { "name": "Warlock" } } }] }, { "name": "Superior Pact Weapon", "source": "SC", "featureType": ["EI"], "entries": ["Any weapon you create using your pact feature is a +2 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon."], "prerequisite": [{ "pact": "Pact of the Firearm", "level": { "level": 9, "class": { "name": "Warlock" } } }] }, { "name": "Draining Shot", "source": "SC", "featureType": ["EI"], "entries": ["When you make a successful shot against a creature with your pact firearm, you can choose to drain that creature of life and transfer it to you. A dark crimson line leads back to the barrel of your gun, giving you temporary HP equal to half the amount of damage dealt."], "prerequisite": [{ "pact": "Pact of the Firearm", "level": { "level": 11, "class": { "name": "Warlock" } } }] }, { "name": "Greater Pact Firearm", "source": "SC", "featureType": ["EI"], "entries": ["You can summon a special firearm when you invoke your pact weapon as part of your Pact of the Firearm feature. You can change your current weapon to become one of these special firearms when you take this invocation."], "prerequisite": [{ "level": { "level": 13, "class": { "name": "Warlock" } } }] }, { "name": "Customized Pact Weapon", "source": "SC", "featureType": ["EI"], "entries": ["Any firearm you create using your Pact of the Firearm feature can start with one Attachment or Custom Part of your choice that can be used with it. This invocation doesn't affect a magic weapon you transformed into your pact weapon."], "prerequisite": [{ "pact": "Pact of the Firearm", "level": { "level": 13, "class": { "name": "Warlock" } } }] }, { "name": "Eldritch Strike", "source": "SC", "featureType": ["EI"], "entries": ["When you cast eldritch blast, you can use a bonus action to make a weapon attack."], "prerequisite": [{ "pact": "Pact of the Firearm", "level": { "level": 9, "class": { "name": "Warlock" } }, "spell": ["eldritch blast#c"] }] }, { "name": "Ultimate Pact Weapon", "source": "SC", "featureType": ["EI"], "entries": ["Any weapon you create using your pact feature is a +3 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon."], "prerequisite": [{ "pact": "Pact of the Firearm", "level": { "level": 15, "class": { "name": "Warlock" } } }] }, { "name": "Eldritch Storm", "source": "SC", "featureType": ["EI"], "entries": ["You can concentrate the eldritch blast cantrip through the barrel of your pact weapon, focusing the crackling beams into one large ray of magical force. Make a ranged spell attack roll. If the attack hits, roll four eldritch blast damage rolls. Add your Dexterity modifier to the damage of this attack."], "prerequisite": [{ "pact": "Pact of the Firearm", "level": { "level": 18, "class": { "name": "Warlock" } }, "spell": ["eldritch blast#c"] }] }, { "name": "Sly Sniper", "source": "SC", "featureType": ["EI"], "entries": ["You can create an arquebus (or a heavy rifle if firearms are prominent, or when you reach 13th level) forged from a spindly wood, whose barrel is bright brass adorned with ornate carvings. Vines are wrapped around the gun's length. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional 2d8 poison damage to the target per spell level, and make the creature charmed by you until the end of your next turn."], "prerequisite": [{ "patron": "The Archfey", "pact": "Pact of the Firearm" }] }, { "name": "Grasp of The Ancient One", "source": "SC", "featureType": ["EI"], "entries": ["You can create a blunderbuss (or shotgun if firearms are prominent, or when you reach 13th level) made from black, inky marble and sickly, green-colored steel that seems to glow. Spectral tentacles writhe around the barrel of the shotgun, with slurping sounds following every shot you make with it. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional 2d8 psychic damage to the target per spell level, and make the creature frightened of you until the end of your next turn."], "prerequisite": [{ "pact": "Pact of the Firearm", "patron": "The Great Old One" }] }, { "name": "Wrath of The Inferno", "source": "SC", "featureType": ["EI"], "entries": ["You can create a musket (or a rifle if firearms are prominent, or when you reach 13th level) forged in the fires of Pandemonium. Its wood is black, unbreakable charcoal, and its barrel is blood red. Flames seem to surround the trigger that doesn't hurt you when you put your finger inside it. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional {@dice 2d8} fire damage to the target per spell level that ignores resistance and immunity."], "prerequisite": [{ "patron": "The Fiend", "pact": "Pact of the Firearm" }] } ], "feat": [ { "name": "Tinkerer", "source": "SC", "entries": [ "You are inquisitive and insightful when it comes to looking at and modifying a device's inner workings. You gain the following benefits:", { "type": "list", "items": [ "You become proficient with {@item tinker's tools|PHB}. If you were already proficient, you can apply double your proficiency bonus to tinker's tools checks to work with a mechanical object.", "If working on an item or performing a crafting task during a long rest, you can choose to treat the results of a given tinker's tools check as if you had rolled a 20. If you use this feature, you do not gain the benefits of along rest, gaining the benefits of a short rest instead." ] } ], "ability": [ { "int": 1 } ] }, { "name": "Will of Iron", "source": "SC", "prerequisite": [ { "other": "suffered and recovered from long-term madness or insanity" } ], "entries": [ "You have seen things beyond mortal understanding and lived to tell the tale. You now remain resolute when facing these dangers again. You have advantage on Charisma and Wisdom saving throws to resist madness-inducing effects. Additionally, if you are afflicted with a long-term madness effect, you can make a Wisdom saving throw to cure yourself of the effect every 24 hours. The DC of this saving throw starts at either 15 or the DC of the effect that inflicted madness upon you, whichever is higher, and reduces by 1 for every subsequent failed save." ] }, { "name": "Akimbo Master", "source": "SC", "entries": [ "You master the art of wielding two firearms at once. You gain the following benefits:", { "type": "list", "items": [ "You can wield two sidearms at once, even if they do not have the *light* property.", "You can draw or holster two sidearms when you would normally be able to draw or holster only one.", "Before you make an attack roll, you can choose to fire both guns as part of a single attack, taking a -5 penalty. If the attack hits, roll damage for each of your firearms and add +5 to each damage roll. If you use this feature for any of your attacks, you cannot use your bonus action to make an attack with your offhand firearm in the same turn." ] } ] }, { "name": "Vicious Augmentation", "source": "SC", "prerequisite": [ { "other": "one or more limbs replaced with a prosthetic, proficiency with tinker's tools (or access to a qualified craftsman)" } ], "entries": [ "You've modified your prosthetic limb, making it into a viable item in melee. When you take this feat, choose one of the following benefits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Mental Link", "entries": [ "Choose Charisma or Wisdom. Your unarmed strikes and melee weapon attacks may use the chosen ability in place of Strength or Dexterity when determining bonuses to attack and damage rolls." ] }, { "type": "item", "name": "Power Fist (Arm/hand prosthetic only)", "entries": [ "The damage of your unarmed strike increases to {@dice 1d6} + your Strength modifier. Additionally, before you take the Attack action on your turn, you may take a bonus action to charge power in your fist. If you do so, the damage of your unarmed strike improves again to {@dice 1d12} + your Strength modifier until the end of your turn." ] }, { "type": "item", "name": "Spring-Recoiled Sprint (Leg/foot prosthetic only)", "entries": [ "When a creature misses an attack against you, you may use your reaction to move up to 10 feet without provoking an attack of opportunity." ] } ] }, "You may take this feat up to twice, choosing a different benefit each time." ] }, { "name": "Superior Marksman", "source": "SC", "entries": [ "You have perfected the art of the patient, precise kill. When you wield a heavy firearm that has either a telescopic sight or longshot sight equipped on it, you get the following benefits:", { "type": "list", "items": [ "If you use a bonus action to steady your aim with your firearm, you can choose to make an attack roll that can neither have advantage or disadvantage. On a hit, if you roll a 1 or 2 on a damage die, you can reroll that die and must use the new roll.", "If you make a ranged attack roll with advantage, you can reroll one of the attack rolls once." ] } ] }, { "name": "Shar's Favor", "source": "SC", "prerequisite": [ { "race": [{"name": "shadar-kai"}] } ], "entries": [ "The tenebrous magics of the Shadowfell surge within your body. You gain the ability to cast {@spell darkness}, without using any material components. You can use this ability a number of times equal to your Constitution modifier (minimum 1). You regain any spent uses whenever you complete a long rest." ] }, { "name": "Scattershot Master", "source": "SC", "entries": [ "You have mastered getting the most effect out of firearms with the scatter property. You get the following benefits:", { "type": "list", "items": [ "When you make a scatter attack, if three or more enemies are in the affected area, add +1 to the attack roll.", "When you roll a 1 or 2 on a damage die for a scatter attack, you can reroll the die and must use the new roll.", "You can load all of the ammunition for shell loading firearms with the scatter property using a bonus action." ] } ] }, { "name": "Riot Breaker", "source": "SC", "prerequisite": [ { "proficiency": [{"shield": true}] } ], "entries": [ "You have become quite adept at crowd control using your shield. As long as you are wielding your shield, whenever you make an attack against a creature, you are considered to have half cover if that creature attacks you. Additionally, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage dealt by that creature.", "The benefits of this feature last until the start of your next turn." ] } ] }