If you love steampunk, don’t miss a cool way to mix it into your next D&D campaign with this new book from the creative minds at the DMs Guild.
If you feel like a steampunk twist would add some fun to your fantasy role-playing games then you should check out The Greasemonkey’s Handbook.
The Greasemonkey’s Handbook: Rules for piloting Magitech, Steampunk and Sci Fi mechs in D&D 5th Edition: $14.99
The Greasemonkey’s Handbook is a comprehensive guide to building, piloting, and fighting alongside your very own mechanical constructs in the fantastic world of Dungeons and Dragons 5th edition.
Designed from the ground up to be completely compatible with almost any campaign setting, this handbook brings the world of mechs, tanks, cars, carts, and any other mechanical, magitech or sci-fi vehicle or construct you can think of into your games. With step-by-step guides to building your own custom creations, the possibilities are limited only by your imagination.
Want to introduce your world to walking dieselpunk tanks? The Greasemonkey’s has rules for that.
You might have decided your spelljammer sci-fi homebrew campaign now needs demon-possessed robots with laser eyes, or perhaps you’ve decided your Eberron or Ravnica games would benefit from magictech or steampunk mobile suits; complete with mech-sized greatswords, shields and ranged weapons? Well, the Greasemonkey’s Handbook has rules for that too.
However, with the sudden influx in gigantic killer constructs, your players might be growing a little concerned their spellcasters might not be as useful as they were before. Fear not! The Greasemonkey’s Handbook also introduces a brand new school of Automation magic, alongside 51 construct-themed spells, 40+ magical items, 12 new class archetypes, including the tech-hunting ranger, spell-weaving wizard, college of metal bard, and a mech pilot prestige class!
Tear apart enemy mechs with the Deconstruct spell, or manifest a wall of rotating gears to shield your allies from harm. Or draw upon the divine power of Mechanus to summon a squadron of modrons to do your bidding, while quickly transforming the scrap of long-dead constructs into a fearsome mechanical dragon, taking the fight to your enemy’s door.
So what are you waiting for? Grab your spanners and roll up those sleeves – it’s mech building time!
Contents:
- Rules for piloting your own All Terrain Utility Machine (ATUM), both in and out of combat
- An easy to use, step – by – step guide to constructing your ATUM, from chassis to weapon upgrades
- New firearm equipment for players
- A simple fuel and ammo management system, for those hardcore players wanting to track fuel or ammo consumption during travel and encounters
- 3 Background mech clans you can integrate into Ravnica or your own homebrew settings
- A mech pilot prestige class with 3 differing paths into the different clans – the Junker, Nomad or Grey Wolf
- 47 new magical items, from uncommon all the way up to legendary
- 12 construct themed class archetypes, including the Bard College of Metal, Druid Circle of Steel, Tech Hunter Ranger, and Paladin Oath of the Primus
- A complete spell list for the Artificer class
- A brand new type of construct magic, the School of Automation
- 51 construct themed spells, from 1st – 9th level
- 3 new feats – the Tinkerer, Hardware Savant, and Mechanically Enhanced
- A guide to introducing ATUMs to your current campaign, with plot hooks for sci-fi, steampunk and magical settings
- Variant rules for climbing large ATUMs and creatures, and mechanics for hacking constructs and objects
- A step by step guide to balancing encounters with one or more ATUMs involved
- Variant rules and examples for using 3 specialist engine and fuel types – magical lodestone crystals, sci-fi plasma engines, and ritualistic soul cages
- 4 NPC pilots, each with their own backstory, personality and ATUM you can use to help flesh out your world
- Rules for salvaging destroyed ATUMs, turning construct hunting into a profitable and worthwhile venture for your players
- Rules for building and earning gold from your own ATUM workshops during downtime or between adventures
- 3 different ATUM chassis types, 4 different mobility types, and 3 different classes – civilian, industrial and military
- 81 different ATUM weapons, each with their own special rules and uses; from light, pintle-mounted machine guns to missile launchers and industrial wrecking balls
- 36 different ATUM upgrades, including pressurized cockpits for space travel, storage trailers for wheeled vehicles and mobile workshop installations
- 22 different player weapons, including revolvers, laser rifles, energy blades, and tesla gloves
- Rules for modifying ranged weapons with different scopes, frames, grips, and barrels
- 11 different firearm ammunition types, from high explosive to tranquilizer rounds
- Hundreds of story entries filled with art from artists such as Dean Spencer, Patrick E. Pullen, Dean Spencer, Forge Studios, Aaron Lee and more
- A form fillable ATUM character sheet PDF for tracking the development of both ATUM and player!
This book will add a kick your game into high gear! Make sure you visit The DMs Guild and secure your copy today!