Skip to content

Industrial Tools & Weapons

Power Sources

Kinetic Harness

Power Source, Clockwork

A kinetic harness acts as a power source for industrial and military equipment and can always power one primary Attachment, which often have their own modules. In addition, more powerful harnesses can power additional accessories, which increase the versatility of the wearer.

Attachment Bonus. The attachment bonus operates as an Enhancement Bonus, which can be divided between Attachments that are connected to the harness. The amount of power your Attachments receive can be adjusted as a part of a Short or Long Rest.

Accessories. Accessories are slots that allow the wearer to utilize other types of equipment that are powered from the harness. These do not draw from the Attachment Bonus and only function so long as there are enough accessory slots available. The specific accessories can be adjusted as a part of a Short or Long Rest.

Enhancement Bonus. The value of the Attachment Bonus can be divided among attached weapons and armor until all attachment bonus values have been accounted for.

  • Some Attachments have a set value that cannot be changed.
Tier Rarity Cost Weight Attunement Slots Total Attachment Bonus Max Attachment Bonus Accessories Initiative Bonus Movement Speed
Industrial Industrial 100 gp 5 0 +0 +0 1 +1 +5 ft
Military Military 400 gp 5 1 +1 +1 2 +2 +10 ft
Masterwork Masterwork 4,000 gp 5 2 +3 +2 3 +3 +15 ft
Prototype Prototype 40,000 gp 5 3 +5 +3 4 +4 +20 ft
Experimental Experimental 200,000 gp 5 3 +7 +4 5 +5 +30 ft

Boiler Backpack

Power Source, Steam Power

A boiler backpack acts as a power source for industrial and military equipment and can always power one primary Attachment, which often have their own modules. In addition, more powerful boiler backpacks can power additional accessories, which increase the versatility of the wearer.

Attachment Bonus. The attachment bonus operates as an Enhancement Bonus, which can be divided between Attachments that are connected to the backpack. The amount of power your Attachments receive can be adjusted as a part of a Short or Long Rest.

Accessories. Accessories are slots that allow the wearer to utilize other types of equipment that are powered from the backpack. These do not draw from the Attachment Bonus and only function so long as there are enough accessory slots available. The specific accessories can be adjusted as a part of a Short or Long Rest.

Overcharge. As a Bonus Action, you can redline your backpack to grant a bonus to your next weapon attack with a weapon connected to your backpack up to the number of accessories you can attach to your backpack (1-5). Roll 1d20 and if you roll a value equal to or less than the bonus, your backpack ruptures, and you must take a number of d10s of fire damage equal to the bonus used.

Enhancement Bonus. The value of the Attachment Bonus can be divided among attached weapons and armor until all attachment bonus values have been accounted for.

  • Some Attachments have a set value that cannot be changed.
Tier Rarity Cost Weight Attunement Slots Total Attachment Bonus Max Attachment Bonus Accessories Strength
Industrial Industrial 100 gp 5 0 +0 +0 1 17
Military Military 400 gp 15 1 +1 +1 2 19
Masterwork Masterwork 4,000 gp 20 2 +3 +2 3 21
Prototype Prototype 40,000 gp 25 3 +5 +3 4 23
Experimental Experimental 200,000 gp 30 3 +7 +4 5 25

Weapons

Steam-Vented Glaive

Weapon (Glaive), Masterwork (Requires Attunement and connection to a Masterwork or better Power Source)

Type Weapon
Subtype Martial Melee Weapons
Rarity Masterwork (Requires Power Source)
Cost 4,000 gp
Weight 6
Bonus +1
Damage 1d10 Slashing
Properties Heavy, Reach, Two-Handed, Magic
Mastery Graze

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can take a Bonus Action to cause this weapon to release a powerful burst of superheated steam. Each creature in a 15-foot cone originating from you must make a DC 15 Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one.

Once you use this feature, you can't use it again until the next dawn.


Industrial Tools

All Industrial Tools require a Power Source to function.

Pneumatic Hammer

Type Weapon
Subtype Industrial Tools
Rarity Industrial (Requires Power Source)
Cost 95 GP
Weight 15
Damage 1d8 Bludgeoning
Properties Heavy, Versatile (1d10), Siege, Special
Mastery Topple

A heavy, percussive hammer commonly used in demolition work or for driving massive foundation stakes.

Utilize. Used for demolition, heavy construction, or driving large stakes.

Combat Use. Functions as a melee weapon (bludgeoning, Heavy, Versatile, Siege, Special).

With Industrial Combat Training Feat

Special — Concussive Blow. When you hit a Large or smaller creature with this weapon, it must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If it fails by 5 or more, it is Stunned until the end of its next turn.

Pneumatic Shears

Type Weapon
Subtype Industrial Tools
Rarity Industrial (Requires Power Source)
Cost 85 GP
Weight 15
Damage 1d10 Slashing
Properties Heavy, Two-Handed, Special

Large, steam-actuated cutting jaws designed for slicing through thick metal plates or heavy cables. They require significant steam pressure to operate effectively.

Utilize. Used for emergency rescue, salvage operations, or cutting heavy cables and pipes.

Combat Use. Functions as a melee weapon (1d10 slashing, Heavy, Two-Handed, Special).

With Industrial Combat Training Feat

Special — Snip. If you hit a creature with the Shears as part of a weapon attack, you can attempt to grapple it. You can make this attempt once per turn. While you maintain the grapple, you have Advantage on attack rolls against the grappled creature. You cannot target other creatures while maintaining this grapple.


Pneumatic Rivet Driver

Type Weapon
Subtype Industrial Tools
Rarity Industrial (Requires Power Source)
Cost 75 GP
Weight 15
Damage 2d6 Piercing
Properties Heavy, Two-Handed, Special

A tool used to drive rivets into steel beams and other industrial materials. It operates by pressing against a surface and releasing steam pressure to hammer rivets into place.

Utilize. Used in construction, metalworking, and industrial repairs.

Combat Use. Functions as a melee weapon (2d6 piercing, Heavy, Two-Handed, Special).

With Industrial Combat Training Feat

Special — Fixation. If the target is within 5 feet of a vertical solid surface (wall, pillar, etc.), they must make a Strength saving throw (DC 8 + Proficiency Bonus + Strength modifier) or be grappled. A creature grappled this way can free itself by using an action or taking 1d6 piercing damage to tear free.


Power Source Accessories

Pneumatic Anchor Rig

Power Source Accessory, Military (Requires Power Source)

Type Power Source Accessory
Subtype Shoes
Rarity Military (Requires Power Source)
Cost 400 GP

This rig consists of a pair of heavy boots connected by pneumatic hoses to an active boiler backpack. Each boot sole features a small, steam-piston-driven device that fires and retracts a hardened steel spike as a part of your walking motion.

While this rig is powered, you gain a climbing speed equal to your walking speed, and you can move on vertical surfaces and ceilings. However, each time you move using this rig, it emits loud, clanking, hissing, and grinding noises as it bites into surfaces, resulting in noises audible out to 100 feet.


Rapid-Fire Trigger Gauntlet

Power Source Accessory, Military (Requires Power Source)

Type Power Source Accessory
Subtype Bracers
Rarity Military (Requires Power Source)
Cost 400 GP

This accessory consists of a heavy, reinforced gauntlet, connected by a pneumatic hose to an active power source. The power source is used to drive a high-speed piston linkage in the gauntlet, allowing the user to "fan" a firearm's trigger at a superhuman speed.

When you take the Attack action on your turn to attack with a firearm, you can choose to activate this rig. If you do, all attacks made during your turn are rolled at a -2, but you gain 1 additional attack as a part of your Attack action. You must have a free hand to wear and use the gauntlet. You cannot gain more than 1 additional attack during your turn and this item does not change the number of available shots your firearm can make based on ammunition, barrels, or reloading the weapon.


Pneumatic Grip-Gauntlets

Power Source Accessory, Military (Requires Power Source)

Type Power Source Accessory
Subtype Gloves
Rarity Military (Requires Power Source)
Cost 400 GP

While this accessory is powered, the gauntlets lock with immense, steam-driven force, granting you the following benefits:

  • You have Advantage on Strength (Athletics) checks made to climb.
  • You have Advantage on ability checks or saving throws made to resist being disarmed or to maintain your grip on an object or ledge.
  • Any creature you are grappling has Disadvantage on its checks to escape your grapple.

The gauntlets are loud, clunky, and designed for force, not finesse. While active, you have Disadvantage on Dexterity (Sleight of Hand) checks.


Steam Bellows

Boiler Backpack Accessory, Military (Requires Boiler Backpack)

Type Power Source Accessory
Subtype Boiler Backpack Accessory
Rarity Military (Requires Boiler Backpack)
Cost 400 GP

As a Utilize Action, you can exhaust your steam vent as if you had cast Gust of Wind (save DC 13) from it, but only for a single round. When you do so, the steam vent is fully exhausted and you cannot use the Overcharge feature of your Boiler Backpack until you complete a Short or Long Rest.


Steam-Powered Respirator

Wondrous Item, Masterwork (Requires Boiler Backpack)

Type Power Source Accessory
Subtype Boiler Backpack Accessory
Rarity Masterwork (Requires Boiler Backpack)
Cost 4,000 GP
Weight 5

A full-face mask of hardened composites and treated leather, with custom-ground glass lenses. A reinforced, quick-release hose connects the mask's advanced chemical filtration system to a Boiler Backpack.

With Boiler Backpack. When the mask is connected to an active Boiler Backpack, you can breathe normally in any environment and are Immune to inhaled Poisons and Diseases.

Without Boiler Backpack. The Respirator acts as a Plague Mask without Disadvantage on Wisdom (Perception) checks that rely on sight.