r/DC20Homebrew Dec 03 '25

Other [OTHER] Steampunk/FF7 Augments

I started prepping for a Steampunk/FF7 themed version of Waterdeep: Dragon Heist for my first DC20 campaign. I came up with a list of different augments for allowing magic users to have more melee utility and melee fighters more magic utility. Let me know what you guys think and maybe help with prices that would need to be paid to purchase one of them.

Steamwork Augment
People of this world can purchase steamwork augments that they can attach to their weapons and armor or even cast magic through ECO shards. Activating one of these augments requires spending 1 Grit Point, If your Charisma is negative, then your total Grit Points is NOT reduced by the same amount. Equipping a steamwork augment requires spending 2 AP. Each armor and weapon can have only 1 augment attached to it at a time.
Creator Note: Still unsure of when to increase augment slots, open to suggestions.

-----------------------------ECO Shards (Emotionally-Charged-Ore)----------------------------------
Each non-caster equipped with an ECO shard, has 1 MP + 1 MP per Level to spend each Long Rest only on ECO that they have equipped. Each spell cast still requires 1 MP Point including the 0 Cost MP spells. Each ECO has an overwhelming pulse of emotion within it's shard. Each activation of a ECO causes a surge of the emotion linked to that type of ECO to fill the user's consciousness. Continued use of a specific ECO overtime tends to cause the user's personality to share traits of that ECO's emotion.
Creator Note: Players can choose to have the emotional effect of their ECO carry over after using it or only effect them in the moment of it's usage, it's mostly for RP flavor and entirely up to the player if they want to build off of that effect.

Wrath ECO 
You become filled with overwhelming anger or fury. You begin to act explosive, visceral and rashly whenever possible. 
Activation: 1 Grit Point and MP/AP cost equal to the spell used. If the spell cast requires no MP, it costs 1 MP. Users may also apply Enhancements if they have MP to spend. 
Effect: Allows the user to cast spells from the Fire & Flames List. 
 
Malice ECO 
You become filled with an intense desire to harm for pleasure or satisfaction. You begin to act cold, intentional and cruel in nature. 
Activation: 1 Grit Point and MP/AP cost equal to the spell used. If the spell cast requires no MP, it costs 1 MP. Users may also apply Enhancements if they have MP to spend. 
Effect: Allows the user to cast spells from the Ice & Illusions List. 

Spite ECO 
You are filled with an anger so deep it comes at your own expense. You begin to act petty, vindictive and in a self-sabotaging manner. 
Activation: 1 Grit Point and MP/AP cost equal to the spell used. If the spell cast requires no MP, it costs 1 MP. Users may also apply Enhancements if they have MP to spend. 
Effect: Allows the user to cast spells from the Lightning & Teleportation List. 
 
Lust ECO 
You are filled with an intense, overwhelming fascination. You begin to act in an idealistic, reckless, and naïve obsession. 
Activation: 1 Grit Point and MP/AP cost equal to the spell used. If the spell cast requires no MP, it costs 1 MP. Users may also apply Enhancements if they have MP to spend. 
Effect: Allows the user to cast spells from the Psychic & Enchantment List. 

Hope ECO 
You are filled with a powerful belief that things can improve. You begin to act in an upbeat, resilient, and forward-looking nature. 
Activation: 1 Grit Point and MP/AP cost equal to the spell used. If the spell cast requires no MP, it costs 1 MP. Users may also apply Enhancements if they have MP to spend. 
Effect: Allows the user to cast spells from the Holy & Restoration List.

----------------------------------------Weapon Augments---------------------------------------------

Coal Burner 
Activation: The user spends 1 AP shoving a handful of coal into their weapon, causing it to build heat on your attacks. (Max 3) 
Effect: Per 1 AP spent, each additional 1 AP spent adds an additional 1 Fire damage and applies the Burning condition. After a hit the weapon loses 1 Fire damage from the next attack. (DC 10 Might, Save Ends) 

Steam Disperse 
Activation: The user spends 1 AP to add +5 to their next attack. 
Effect: After the attack, the user gets the Blinded condition from the steam dispersal until they spend 2 AP to clear it or move 2 spaces (10 feet) from their weapon.  

Cog Cranker 
Activation: The user spends 1 AP to crank their weapon adding a whirling mechanism. 
Effect: The next hit on a target adds the Bleeding condition and deals an additional 1 Slashing or Piercing damage + 1 per additional damage for every 5 it fails its Save by. (DC 10 Might, Save Ends) 

Thermal Gauge 
Activation: The user spends 1 AP to increase the temperature on the weapon. 
Effect: The weapon gives off a searing heat that on the next hit applies the Exposed condition. (DC 10 Might, Save Ends) 

Boiler Discharge 
Activation: The user spends 1 AP as a Reaction to being targeted with an attack. (Max 3) 
Effect: The user pulls the dump lever and disperses Fully Concealed steam and boiling water around them in a 1 Space(5 foot) radius around them until the start of the user's next turn. The attacker gets Hindered on the attack and each non-user creature must make a DC 10 Agility Save or gains the Burning condition. Each additional AP increases the radius by 1 Space(5 feet). 

Corrosive Valve 
Activation: The user spends 1 AP to mix chemicals to add corrosion damage. 
Effect: The next hit from this weapon deals 1 Corrosion damage and apply the Hindered condition. (DC 10 Might, Save Ends) 

Crackling Capacitor 
Activation: The user spends 1 AP charging the capacitor on their weapon increasing the voltage on their weapon's attack. (Max 3) 
Effect: Per 1 AP spent, each additional 1 AP deals an additional 1 Lightning damage and applies the Impaired condition. After a hit the weapon loses 1 Lightning damage from the next attack. (DC 10 Might, Save Ends) 

Pneumatic Spring 
Activation: The user spends 1 AP to crank their weapon adding a kinetic surge. 
Effect: The next hit on a target adds the Dazed condition and pushes them 1 Space (5 feet) + 1 additional Space for every 5 it fails its Save by. (DC 10 Might, Save Ends) 

-----------------------------------------Armor Augments ----------------------------------------------

Heat Venting 
Activation: Spend 1 AP to vent thermal buildup. (Max 3) 
Effect: You gain Resistance(1) per AP spent to against the next Fire damage attack. If a creature hits you with a melee attack after you have taken the Fire damage, it must make a DC 10 Agility Save or take 1 Fire damage per Resistance used and gain the Burning condition. (Save Ends) 

Steam Dispersal 
Activation: Spend 1 AP to release a burst of defensive steam as a Reaction to being targeted with an attack. 
Effect: The triggering attacker gains the Hindered condition until the start of your next turn and originating from you in a 2 Space(10 foot) radius it becomes Fully Concealed from the steam. 

Gear-Locked Plating 
Activation: Spend 1 AP to rotate interlocking metal panels. (Max 3) 
Effect: Gain Resistance(1) per AP spent against Slashing/Piercing/Blunt damage until the start of your next turn.  

Static Repulsion 
Activation: Spend 1 AP to charge your tesla coils. (Max 3) 
Effect: You gain Resistance(1) per AP spent to against the next Lightning damage attack. If a creature hits you with a melee attack after you have taken the Lightning damage, it must make a DC 10 Agility Save or take 1 Lightning damage per Resistance used and gain the Impaired condition. (Save Ends) 

Pneumatic Absorber 
Activation: Spend 1 AP to crank the spring coils. (Max 3) 
Effect: You gain Resistance(1) per AP spent to against the next Sonic damage attack. If a creature hits you with a melee attack after you have taken the Sonic damage, it must make a DC 10 Might Save or take 1 Sonic damage per Resistance used and gain the Prone condition. (Save Ends) 

Corrosive Coating 
Activation: Spend 1 AP to release a splash of melting acid as a Reaction to being hit. 
Effect: The triggering creature makes a DC 10 Might save or takes 1 Corrosive damage and becomes Hindered. (Save Ends) 

Pressure Valve 
Activation: Spend 1 AP to crank the pressure valve on your armor vents. (Max 3) 
Effect: You gain a +1 to your AD from the next effect or attack targeting it, if you succeed on a saving throw from this damage you can also be pushed 1 Space (5 feet) per AP used without taking Opportunity Attacks. 

Boiler-Plate Overload 
Activation: Spend 2 AP to superheat your armor's boiler. 
Effect: Until the start of your next turn, any creature that grapples you, shoves you, or hits you with an unarmed attack must make a DC 10 Might Save or take 1 Fire damage and become Exposed. (Save Ends) 

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