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Table of Contents

Spell Descriptions
Preface
Introduction Part 2
__Using This Manual CHAPTER 6: URBAN FANTASY
Balance Before You Play
Tips for GMs Core Assumptions
Making It Your World
Part 1 The Gods and You

CHAPTER 1: RACES CHAPTER 7: SETTLEMENTS


Aasimar Size
Bugbear Location
Centaur Government
Construct Trade and Commerce
Elf Factions and Organizations
Fairy
Gnome
Golem (Warforged)
Part 3
Half-Elf CHAPTER 9: MODERN ADVENTURES
Half-Orc Mystery
Human Monster of the Week
Leprechaun (Halfling) Horror
Nymph
Rat-Folk Credits
Reptoid
Credits
Sasquatch (Firbolg)
Satyr
Tiefling

CHAPTER 2: SUBCLASS OPTIONS


Bard: College Dropout
Cleric: City Domain
Rogue: Gambler
Rogue: Skater
Sorcerer: Fame
Warlock: The Lady
Wizard: Modern Wizard

CHAPTER 3: MECHANICS
Modern Backgrounds
Electronic Devices
Wealth and Reputation
Addiction Recovery
Breaking the Law
Tiny Character Rules
Self-Propelled Vehicles

CHAPTER 4: EQUIPMENT
Armor
Weapons
Firearms
Explosive Devices
Adventuring Gear
Starting Equipment
Magic Items
Vehicles

CHAPTER 5: SPELLS
Spell List

Spell
TABLE Descriptions
OF CONTENTS
2

Preface

T
his manual is intended to serve as an
information and rules source for Dungeon
Masters running a 5e D&D campaign in a
modern setting. I do not take credit for a
majority of the materials in this collection. I
have cited, to the best of my ability, the authors
and artists whose work have contributed to
this manual. All images and writings in this manual are for
informational and personal use only.
This manual is a living document and is subject to
changes and alterations.

Currently, best viewed


using Google Chrome.

PREFACE
3

Introduction
Technology is a double-edged sword. Modern
Using This Manual technology shares many of the same benefits as the
powerful magical items you would see in high-level D&D.
This manual is divided into three parts.
While your players may indeed have these items at lower
Part 1 includes information on races, subclases,
levels, so will their enemies. Your player characters have
backgrounds, equipment, and spells that players can choose
guns? The enemies have them too. Your PCs make post
when creating their characters. All materials are, of course,
incriminationg evidence on social media about an evil
allowed at the discretion of every individual GM.
organization? That organization tracks them using the
Part 2 is provided for Game Masters. This section
GPS on their phones.
contains various setting details that could aid a Game Master
Use technology to tell your story. Make sure to use
in running an urban fantasy campaign set in a setting they
technology to your own advantage as a Game Master. If
created or an existing urban setting, e.g., London, New York,
you want to nudge your player characters in a specific
Los Angeles, or Rome.
direction have an NPC ally call them and give them new
Part 3 covers various types of genre adventures that a GM
information. Are your PCs split up throughout a large city?
can run in a modern setting. Various tips and advice are
Let them call each other and meet up at a specific
provided to inspire and help GMs prepare adventures that fit
location. Want to present your villain as a no nonsense
the setting.
bureaucrat? Give them a social media presence that
reflects their personality.
Balance Player Engagement
While some of the materials included in this manual have Players with characters that are invested in your setting
been reviewed and revised, others have not. I have tried to will have more to engage them. As your players flesh out
ensure that the materials provided in this collection are as their characters' backgrounds, encourage them to
balanced as possible by drawing from sources that have been establish roots in your world. Characters who own
critiqued, play-tested, and revised, and by including materials property in a settlement; who are members of local
that were strongly based on the existing mechanics of the societies; or have family living in your setting have
core game. something to invest in.
Consistently tie-in the character's lives to the
Tips for GMs adventure you are running. Characters have significant
reason to become involved in adventures they have
Item Availability personal investment in. Consistently connecting their
Almost anything can be purchased or sold in most backstories to the adventure also gives you ample
modern settings, either by finding and ordering the items opportunity to involve them in the story.
through the internet or by searching in specialty stores.
While items may be available, they may not necessarily be Start Small
The world is as large as you can imagine, the process of
available at any time. Some items may require the player
creating a believeable world for your players to adventure
characters to wait several days for their arrival.
in can wind up being a herculean task if you allow it. It is
Illegal and dangerous items are usually difficult to
easy to become bogged down in the large-scale details of
find. A handgun may be easy to find and purchase; a
your world; details which may not become relevant for
flamethrower less so. Player characters with connections
weeks, months, years, or even ever. Have an outline for
to criminal factions may be able to attain these types of
the large-scale details, but focus on the small details
items with more ease.
of your world, the ones which your player characters
Technology will interact with most. You can waste a lot of time
Avoid limiting modern technology. It will be tempting to preparing 6 fully detailed cities for your players to explore
limit your players use of technology. Cell phones, GPS, only for them to never leave the one they first began in.
vehicles, firearms, and the internet are powerful tools that
your players will certainly use to solve many of the Prepare General Details
You can't plan for everything. You players will surprise you
situations you present them. This is okay. Your players are
at every turn, and improvising something you don't have
using the tools available to them to solve problems.
prepared is difficult for even the greatest of GM's, so
Reserve limiting the effectiveness of technology for very
having even the most general of details prepared can be
special and dramatic moments in your campaign.
extremely helpful when these situations arise. Prepare
using broad details instead of delving too deep into
specifics. Use bullet points to note only the most
important features. If there comes a time where you
don't have a specific detail prepared, you can improvise
and build on the general details you do have.

Technology is a
INTRODUCTION double-edged sword. Modern
4

Chapter 1: Races

T
he races included in this manual are racial
suggestions for players in my own homebrew Aasimar
campaign, and are not intended as definitive
Children of angels, aasimar bear within their souls the light
options for a modern setting. They instead
of the heavens. With this light they journey throughout the
serve as options for players on races that can
world as strident foes of evil; righting wrongs and trying to
easily fit into the lore and history of my
bring some semblance of law and good to a chaotic and
personal homebrew world. The race
unforgiving world.
descriptions, as such, are presented to assist players when
Each aasimar is born with a purpose: to serve as a
building their character's backstory.
champion of all that is good, receiving visions and guidance
If you wish to play a race not listed below speak with your
from their celestial progenitors through dreams and visions.
DM.
While many aasimar willingly take up the responsibilities
bestowed upon them, some have wandered from their path,
choosing instead to ignore the dreams of their bloodline and
take up less than angelic pursuits.
Aasimar tend to embrace the lighter aspects of this world,
becoming nurses, philanthropists, first-responders, and
everyday saints.
This race uses Aasimar stats (Source: Player's Handbook).

Bugbear
Nightmarish creatures of folklore and legend, bugbears are a
frightening race of humanoid rarely seen in broad daylight.
Great hairy bear-like creatures with unnaturally elongated
limbs, the visage of a bugbear can evoke intense terror in
those caught unprepared.
With their preternatural stealth and disturbing
appearance, bugbears prefer to operate at night, scavenging a
living for themselves in whatever way they can find.
This race uses Bugbear traits and stats (Source: Volo's
Guide to Monsters).

Centaur
A rare race of half-horse, half-fey humanoid from the
Feywilds. Sharing an affinity for the natural world some
centaur choose to live either in Sasquatch communities in
the forests, or in their own communities in the open plains of
the American Mid-West. Contemplative and studious, centaur
usually focus on passion projects, working to pursue some
personal venture or feat. Those who cannot percieve a
centaur's true form will often remark at the curious presence
of the person on a horse.
This race uses Centaur traits and stats (Source: Mythic
Odysseys of Theros).

RACES
5

Work in Progress
Construct Homunculus
Size. Your size is Tiny.
A construct is a being brought to life, a vassel for an already
Speed. Your base walking speed is 20 feet.
living creature, or a sentient weapon...
Flight. You have a flying speed of 30 feet. To use this speed,
Ability Score Increase. Your Constitution score increases by
you can’t be wearing medium or heavy armor.
2.
Age.
Alignment. Living Doll
Armored Casing. You are encased in thin metal or some Size. Your size is Small.
other durable material. While you aren’t wearing armor, your Speed. Your base walking speed is 25 feet.
base Armor Class is 13 + your Dexterity modifier. False Appearance. When you remain motionless, you are
Mechanical Nature. You have resistance to poison damage indistinguishable from a normal doll.
and immunity to disease, and you have advantage on saving Naturally Stealthy. You can attempt to hide even when you
throws against being paralyzed or poisoned. You don’t need to are only obscured by a creature that is at least one size larger
eat, drink, or breathe. than you.
Sentry’s Rest. When you take a long rest, you spend at least
6 hours in an inactive, motionless state, instead of sleeping. Golem
In this state, you appear inert, but you aren’t unconscious.
True Life. If the mending spell is cast on you, you can expend Size. Your size is Medium.
a Hit Die, roll it, and regain a number of hit points equal to Speed. Your base walking speed is 30 feet.
the roll plus your Constitution modifier (minimum of 1 hit Powerful Build. You count as one size larger when
point). determining your carrying capacity and the weight you can
In addition, your creator designed you to benefit from push, drag, or lift.
common spells that preserve life but that normally don’t Hardened Punch. Your fists are natural weapons, which you
affect Constructs: cure wounds, healing word, and spare the can use to make unarmed strikes. If you hit with them, you
dying. can deal bludgeoning damage equal to 1d6 + your Strength
Construct. Your creature type is Construct. modifier.
Languages. You can speak, read, and write Common, and
one language of your choice.

Construct History
d8 Story
1 Your creator gave you autonomy and urged you to
follow your dreams.
2 Your creator died, leaving you to fend for yourself.
3 A temporary malfunction caused you to harm your
creator, and you fled rather than face reprisal.
4 A glitch caused you to forget your original
programming. You don’t remember who made you or
where you came from.
5 You were stolen from your creator and long to return to
them.
6 You didn’t like how you were being treated by your
creator, so you ran away from home.
7 Your creator built you to complete a special mission.
8 You felt trapped in the role for which you were built and
abandoned your creator, determined to find a greater
purpose.

RACES
6

Elf City Elf


Your heritage as an urban-dwelling elf grants you a number of
Elves are a magical people of otherworldly grace and
traits. Compared to their high elven brothers, city elves tend
ethereal beauty. They are magical beings from the Feywilds, a
to apply their intellect towards street-smarts and maintaining
mutualistic reality that long ago latched on to this reality. The
a low-profile rather than towards the arcane arts.
community of elves who do choose to live in this reality
Ability Score Increase. Your Intelligence scr increases by 1.
jealously conceal the few entrances into the Feywilds.
Agile Climber. You have a climbing speed of 30 feet. You
Elves love art and artistry, music and poetry, magic and
can't use your climbing speed while you wear medium or
riches, and the many luxuries of modern life. Elves can live
heavy armor. (If your campaign uses the variant rule for
well over 700 years, and will often accrue knowledge, riches,
encumbrance, you can't use your climbing speed if you are
and wealth over the centuries that affords them a place in
encumbered.)
high society and among the uber-rich. The oldest elf families
Urban Camouflage. You have advantage on Dexterity
of this world give new meaning to the term 'Old Money'.
(Stealth) checks to hide in urban terrain such as crowds,
Ability Score Increase. Your Dexterity score increases by 2.
smoke, structures, and other urban features.
Age. Although elves reach physical maturity at about the
City Elf Names. City Elves, as an oppressed people
same age as humans, the elven understanding of adulthood
struggling with preserving their heritage or adapting to their
goes beyond physical growth to encompass worldly
situation, typically name their children using High Elven
experience. An elf typically claims adulthood and an adult
names or names from the dominant culture of the city they
name around the age of 100 and can live to be 750 years old.
were born in.
Alignment. Elves love freedom, variety, and self-expression,
so they lean strongly towards the gentler aspects of chaos.
They value and protect others' freedom as well as their own,
and are good more often than not. Drow are an exception;
their exile into the Underdark has made them vicious and
dangerous. Drow are more often evil than not.
Size. Elves range from under 5 to over 6 feet tall and have
slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night
sky, you have superior vision in dark and dim
conditions. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as
if it were dim light. You can't discern color in
darkness, only shades of gray.
Fey Ancestry. You have advantage on saving
throws against being charmed, and magic
can't put you to sleep.
Trance. Elves do not sleep. Instead they
meditate deeply, remaining semi-conscious,
for 4 hours a day. The Common word for
this meditation is "trance". While
meditating, you dream after a fashion;
such dreams are actually mental
exercises that have become reflexive
after years of practice. After resting
in this way, you gain the same benefit
a human would from 8 hours of sleep.
Keen Senses. You have proficiency
in the Perception skill.
Languages. You can speak, read, and
write Common and Elven.

RACES
7

Fairy Beetle
Ability Score Increase. Your Constitution score increases by
An enchanted race of raw fey magic, the fairies of the
1.
Feywilds are playful and mischevious creatures that adore
Beetle's Carapace. While you are not wearing any armor,
playing tricks and pranks on others. What they lack in size,
your Armor Class equals 12 + your Dexterity modifier + your
fairies certainly make up for in personality.
Constitution modifier. A shield's benefits apply as normal.
Ability Score Increases. Your Dexterity score increases by
Powerful Build. You count as one size larger when
2.
determining your carrying capacity and the weight you can
Age. Fairies reach maturity at the same age as humans and
push, drag, or lift.
can live to be as old as 1000 years old.
Alignment. Fairies tend toward a chaotic nature, but can be
of any alignment.
Size. Fairies are a diminutive race ranging in size from 6
inches to 2 feet tall. Your size is Tiny.
Speed. Your base walking speed is 20 feet.
Flight. You have a flying speed of 30 feet. To use this speed,
you can’t be wearing medium or heavy armor.
Fey. Your creature type is Fey.
Swiftness. You are naturally swift and difficult to hit. While
you aren't wearing armor, your AC is 13 + your Dexterity
modifier. A shield's benefits apply as normal.
Languages. You can speak, read, and write Common and
Sylvan.

Butterfly
Ability Score Increase. Your Charisma score increases by 1.
Pixie Dust. Once you reach 3rd level, you can cast the
Levitate spell without expending a spell slot. Once you reach
5th level, you can also cast the Fly spell as a 3rd-level spell
without expending a spell slot. You must finish a long rest to
cast these spells again with this trait. You can also cast either
of these spells using any spell slots you have. Your
spellcasting ability for these spells is your choice of
Intelligence, Wisdom, or Charisma.

Dragonfly
Ability Score Increase. Your Strength score increases by 1.
Agile Flight. Your flying speed increases to 40 feet.
Tiny Fury. The damage dice for attacks you make with tiny
weapons increase by one size (e.g., 1d6 to 1d8), and attacks
you make with tiny weapons do not deal 1d4 less damage.

Moth
Ability Score Increase. Your Wisdom score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
Hidden Step. As a bonus action, you can magically turn
invisible until the start of your next turn or until you attack,
make a damage roll, or force someone to make a saving
throw. Once you use this trait, you can't use it again until you
finish a short or long rest.

RACES
8

Gnome
Lively and eager, gnomes exude a love of life and learning. Of
the Fey-folk, gnomes have taken exceptionally well to the
technological advances of modern society. Magical engineers
and alchemical chemists; gnomes throw themselves into
their work pushing the boundaries of current technology and
magic.
Gnomes are credited with creating all sorts of remarkable
feats of magical engineering: body-altering drugs, tech
enchantments, and even magical modern weapons.
This race uses Gnome traits and stats (Source: Player's
Handbook).

Golem (Warforged)
Creatures of Jewish folklore, golems are beings crafted of
clay or mud, brought to life with holy scripture. The scripture,
placed in their mouth, defines the intended purpose of these
golems. Very few exist today, but those who do remain have
certainly never strayed from their given purpose. Determined
and hard-working, a golem will work tirelessly to fulfill its
purpose.
While all golem work to accomplish their purpose, rumors
persist of some who are able to interpret their scripture
loosely enough to explore and live lives beyond their purpose.
The art of crafting a golem is considered a lost art, but not
a dead one. A modern golem may even be made of modern
materials, such as iron or plastic, as the ritual process only
requires a moldable substance.
This race uses Warforged traits and stats (Source:
Eberron: Rising from the Last War).

Half-Elf
Scions of elves and humans, half-elves walk the line between
two worlds, while belonging to neither. Combining the
ethereal glamour of the elves and the grounded sensibility of
most humans, Half-elves often struggle with their personal
identity. The clashing customs and beliefs of two very
different cultures weigh heavily on the shoulders of half-elves.
This race uses Half-elf traits and stats (Source: Player's
Handbook).

RACES
9

Half-Orc
While the blood of humans moderates the impact of their
orcish heritage, many half-orc still tend to be aggressive and
brash. Short-tempered and sometimes sullen, half-orc are
generally more inclined to action than contemplation and to
fighting than arguing.
Half-orc have a strength uncommon to most humans, and a
durability associated strongly with their powerful progenitor.
This race uses traits and Half-orc stats (Source: Player's
Handbook).

Human
Humans are the most prolific and prosperous of the races,
and are often regarded by the other races as being
astonishingly adaptable and ambitious. Empire builders and
wildly innovate, humans are apex predators, pioneers,
scoundrels, prey, and dreamers. Quite unlike the other races,
humans come in many, many different forms and with wildly
varying beliefs.
Humans, as a whole, are unable to see though the
Anesthesium, an arcane veil of magic from the Feywilds, that
hides and disguises the strange and mysterious beings who
walk among them. The few humans who can see through the
veil may have done so in various ways. Some humans may
garnered this ability through an exotic lineage in their
bloodline, through some otherworldly influence, exposure to
an unknown cosmic force, or through meddlings with
eldritch and arcane arts.
This race uses Human traits and stats (Source: Player's
Handbook).

Leprechaun (Halfling)
Mischevious and exceptionally social beings, leprechauns
love food, practical jokes, and are quite notoriously fond of
gambling. Leprechauns can be found anywhere from the
front rows of sporting events, to the floors of busy casinos.
They may even be found on the bleachers of a children's
baseball game if it looks worthy of a bet.
This race uses Halfling traits and stats (Source: Player's
Handbook).

RACES
10

Nymph Dryad
Guardians of woodlands and nature, dryads inhabit
Divine servants that inhabit unspoiled corners of the world,
meadows, forests, plains, and lands of natural beauty. While
nymphs protect places of natural power and infuse their
many live far from human civilization some choose not to shy
surroundings with the magic of the earth. Some are
too from human eyes. Farmers of the past were grateful for
benevolent and aid those who live off the land, while others
the presence of dryads often left them offerings of mead,
embody violent aspects of nature. In either case, nymphs
honey, flowers, and dates in return for protecting their flocks
generally avoid other sapient creatures, preferring to mind
and making their crops more abundant.
the cycles of nature, the daily interplay of wild animals, or
other cosmic forces. Occasionally, though, groups of the
Ability Score Increase. Your Strength score increases by 1.
same kind of nymphs congregate in a place of natural power
Speak with Beasts and Plants. You can communicate with
or beauty. In times of special need, deities tied to facets of
Beasts and Plants as if you share a language.
nature might employ nymphs as messengers, guardians, or
Mask of the Wild. You can attempt to hide even when you
scouts.
are only lightly obscured by foliage, heavy rain, falling snow,
Your nymph character has certain characteristics in
mist, and other natural phenomena.
common with all other nymph.
Woodland Magic. You know the druidcraft and barkskin
Ability Score Increase. Your Charisma score increases by 2.
spells. You can cast barkskin without expending a spell slot,
Age. Nymphs reach adulthood in their late teens. They do not
requiring no material components, and you must finish a
age physically and can live to be over 1000 years old.
long rest before you can cast it this way again. You can also
Alignment. Nymphs are most often neutral, with their main
cast this spell using any spell slots you have. Charisma is
focus on tending to nature around them. Those deeply
your spellcasting ability for this spell.
isolated in wild, untamed environments may be chaotic.
Size. Nymphs come in a variety of sizes but are generally
built like humans, standing anywhere from 5 feet to over 6
feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Elemental. Your creature type is Elemental.
Languages. You can speak, read, and write Common and
Primordial. Primordial is a guttural language, filled with
harsh syllables and hard consonants.

Aurae
Free-willed and confident, Aurae are living spirits of
whirlwinds, gusts, breezes, and gales. They can appear
almost transparent their hair rippling even
without the presence of a breeze. Though Aurae
are usually gentle and pleasant, their tempers
can turn tempestuous as the most violent of
stormy winds.
Ability Score Increase. Your Dexterity score
increases by 1.
Unending Breath. You can hold your breath
indefinitely while you’re not incapacitated.
One with the Wind. You know the gust cantrip.
When you reach 3rd level, you can cast the
feather fall spell once with this trait and regain
the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
Flight. You have a flying speed equal to your walking speed.
To use this speed, you can’t be wearing medium or heavy
armor. This flight is magical.

RACES
11

Lampad Oread
Lampads watch over the dark shadowy places of the world; Aggressive oreads number among the most dangerous
often spotted in graveyards, crumbling crypts, and tunnels nymphs, as they embody the wild might of flames, volcanism,
that bore deep into the earth, where their forlorn cries echo and the hidden forces of the earth. These creatures typically
throughout the darkness. Touched by the essence of death, dwell in remote mountain crags and near volcanoes, where
stories vary between them leading wayward souls to the they caper among the forces of dissolution and rebirth.
afterlife, and their torch lights driving the living to madness. During avalanches and volcanic eruptions, groups of oreads
Ability Score Increase. Your Wisdom score increases by 1. might race ahead of the destruction, dancing, singing, and
Superior Darkvision. Your darkvision has a radius of 120 doing what they can to maximize the impending devastation.
feet. Ability Score Increase. Your Intelligence score increases by
Necrotic Resistance. You have resistance to necrotic 1.
damage. Darkvision. You can see in dim light within 60 feet of you as
Chill of the Grave. You know the dancing lights cantrip. if it were bright light, and in darkness as if it were dim light.
When you reach 3rd level, you can cast the cause fear spell Your ties to fiery elements make your darkvision unusual:
once with this trait and regain the ability to do so when you everything you see in darkness is in a shade of red.
finish a long rest. When you reach 5th level, you can cast the Fire Resistance. You have resistance to fire damage.
gentle repose spell once with this trait and regain the ability Reach to the Blaze. You know the produce flame cantrip.
to do so when you finish a long rest. Charisma is your Once you reach 3rd level, you can cast the burning hands
spellcasting ability for these spells. spell once with this trait as a 1st-level spell, and you regain
the ability to cast it this way when you finish a long rest.
Naiad Charisma is your spellcasting ability for these spells.

Naiads live in and near water. They might be spotted among


rivers and lakes, on isolated shores, or amid coral labyrinths
and deep sea fumaroles. Wherever rivers and seas show their
variety and force, naiads gather to revel in nature’s might.
Individual naiads often grow fixated with a single type or
body of water, potentially preferring a deep sea trench,
coastline, or river system above all others. Over time, such a
resident nymph often becomes connected with their aquatic
home through sightings and stories, becoming a guardian of
the place and, in effect, a manifestation of its personality.
Ability Score Increase. Your Consitution score increases by
1.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet.
One with Water. You know the shape water cantrip.
Invisible in Water. When you are fully immersed in water
you can use your action to become invisible until you take an
action or a reaction.

RACES
12

Street
Living on streets, in gardens, parks, burrows and farms,
street rat-folk are the most commonly seen variety of rat-folk,
and often the most dangerous. Exposed to the many dangers
of the streets these rat-folk have developed to be remarkably
scrappy and competent fighters.
Ability Score Increase. Your Charisma score increases by 1.
Fury of the Small. When you damage a creature with an
attack or a spell and the creature's size is larger than yours,
you can cause the attack or spell to deal extra damage to the
creature. The extra damage equals your level. Once you use
this trait, you can't use it again until you finish a short or long
rest.
Hard to Kill. You are proficient in the Percepion and
Survival skills.

High-rise
Preferring to make their nests inside and in high up places
such as abandoned buildings, factories, and attics, high-rise
rat-folk are excellent at staying out of sight and away from
danger.
Ability Score Increase. Your Wisdom score increases by 1.
Agile Climber. You have a climbing speed of 30 feet. You
can't use your climbing speed while you wear medium or
heavy armor. (If your campaign uses the variant rule for
encumbrance, you can't use your climbing speed if you are
encumbered.)
Urban Camouflage. You have advantage on Dexterity
(Stealth) checks to hide in urban terrain such as crowds,
smoke, structures, and other urban features.

Sewer
Living amongst the waste and refuse of society, sewer rat-folk
are the filthiest and hardiest of the rat-folk.
Ability Score Increase. Your Consitution score increases by
Rat-Folk 1.
Putrid Constitution. You have advantage on saving throws
Horrific science spawned monstrosities? Magically warped against poison, and you have resistance against poison
experiments gone wrong? Both? Whatever their origins these damage. You also have advantage on saving throws against
spunky filth-stained folk live in the shadows of civilized any disease.
society scavenging what they can to survive. Sunlight Sensitivity. You have disadvantage on attack rolls
Ability Score Increase. Your Dexterity score increases by 2. and Wisdom (Perception) checks that rely on sight when you,
Age. Rat-folk reach adulthood at age 8 and live up to 60 the target of the attack, or whatever you are trying to perceive
years. is in direct sunlight.
Alignment. Rat-folk are typically chaotic neutral, and often Superior Darkvision. Your darkvision has a range of 120
care only for their own needs. feet, instead of 60.
Size. Rat-folk are between 2 and 3 feet tall and weigh
between 25 and 30 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
Bite. Your teeth are a natural weapon, which you can use to
make unarmed strikes. If you hit with it, you deal piercing
damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.
Speak with Small Beasts. Through sounds and gestures,
you can communicate simple ideas with Small or smaller
beasts.
Languages. You can speak, read, and write Common.

RACES
13

Reptoid Satyr
A parasitic lizard-like race, reptoids infect human children A race originating from the Feywilds. Satyrs love one thing
(the only race they can infect) with a dreadful curse, which above all else: partying.
inevitably alters their being over the course of their life. Very While they are not the most prevalent fey race on this
few children survive the physical strain the reptoid curse puts plane, they often have a great deal of cultural influence in the
on their body. The few who do survive the transformative form of music and art. The satyr community was last at the
curse inevitably become reptoids themselves. Most reptoids height of their power in the 1960s, specifically during the
remain unaware of their true nature until early adulthood Summer of Love (1967), satyrs were heavily influential in the
when their true nature begins emerge. Hippy Movement and still promote some of the same
No one is quite certain of the origin of the reptoids, but concepts and ideals they founded then. Always down for a
many suspect they are the result of a monstrous fey curse. good time, satyrs can be found in most any party setting
Reptoids will often infect the children of politicians, imaginable. A party without a satyr is usually regarded as a
celebrities, the wealthy, and other individuals who will be sober affair.
able to successfully support their sickly children into This race uses Satyr traits and stats (Source: Mythic
adulthood. Odysseys of Theros).
This race uses Changeling traits and stats (Source:
Eberron: Rising from the Last War).
Tiefling
Sasquatch (Firbolg) Being greeted with stares and whispers by those who are
able to see their true forms, tiefling suffer violence and insult,
Secretive and isolationist, few sasquatch have wandered to mistrust and fear. The blood of the Nine Hells flows
from the safety of the woods and forests of the American through their veins. Similar to half-elves, tiefling straddle two
North West. sasquatch often prefer to spend their days in worlds: Hell and Earth.
quiet harmony with nature. Some sasquatch have been Tiefling live in small communities, where they often
known to leave their lands for the hustle and bustle of operate as servants in the worldly schemes of their fiendish
civilization in an effort to protect the interests of nature. progenitors, though some have been known to rebel against
This race uses Firbolg traits and stats (Source: Volo's their infernal upbringing.
Guide to Monsters). Swindlers, thieves, crime lords, and drug pushers, tiefling,
whether by nature or nurture, tend toward the darker aspects
of life.
This race uses Tiefling traits and stats (Source: Player's
Handbook).
RACES
14

Part 2. Subclass Options


Bard
College Dropout Free Thinker
At 6th level, your words of advice are so grounding that
College isn’t for everyone, and for some bards, attending
others feel they can overcome whatever obstacles life throws
Julliard just wasn’t in the fates. Bards such as these may have
at them. When a creature adds one of your Bardic Inspiration
attended a few classes at a local college but probably learn
dice to a saving throw against being charmed, frightened,
anything while there, and certainly didn’t graduate. These
paralyzed, or stunned they can make the roll with advantage.
bards instead choose to learn their skills and hone their
talents through real-life experiences, believing that the path
to success requires common sense, a willingness to learn, Perseverance
and a decent work ethic. At 14th level, your determination and perseverance are an
Many may look down on these bards, viewing their lack of inspiration to others. As an action, choose one or more
a formal education as reason enough to call them stupid or creatures within 60 feet of you, up to a number equal to your
unsuccessful. For this reason, these bards will sometimes Charisma modifier (minimum of one creature). Without
hide their true education, choosing instead to let their actions expending any of your Bardic Inspiration uses, each creature
speak for them. gains one Bardic Inspiration die.
Once you use this feature, you can’t use it again until you
Informal Education finish a long rest.
College may not have taught you much, but real life certainly
has. At 3rd level, you gain proficiency in one skill of your
choice, a set of artisan’s tools of your choice, a gaming set of
your choice, a musical instrument of your choice, and you
learn one language of your choice.

It's Never Too Late


At 3rd level, you can offer a humanoid a bit of life advice
causing it to reconsider its actions. When a humanoid that
you can see within 30 feet of you makes an attack roll against
you, you can use your reaction to expend one use of your
Bardic Inspiration, rolling a Bardic Inspiration die and
subtracting the number rolled from the creature’s roll. You
can choose to use this feature after the humanoid makes its
roll, but before the DM determines whether the attack roll
succeeds or fails. The humanoid is immune if it can't hear
you or if it's immune to being charmed.

Sage Advice
Also at 3rd level, if you speak to a humanoid for at least 1
minute, you can attempt to persuade it into taking a long
hard look at its actions. At the end of the conversation, the
target must succeed on a Wisdom saving throw against your
spell save DC or become either charmed, frightened, or
stunned (choose one) depending on the advice that was
given.
The target is affected in this way for 1 hour, until it is
attacked or damaged, or until it witnesses its allies being
attacked or damaged.
If the target succeeds on its saving throw, the target has no
hint that you tried to charm, frighten, or stun it.
Once you use this feature, you can’t use it again until you
finish a short or long rest.

SUBCLASS OPTIONS
15

Cleric
This effect is entirely local and affects only utilities within
City Domain 30 feet of you. Determination of what utilities are available
within range and how the physical effects of those utilities
The City domain is concerned with the citizenry, commerce,
manifest are left to the DM.
traffic, and even architecture of modern civilization. In the
eyes of a cleric of the city, the center of modern life is a sense
and spirit of community, and the gravest enemies of the city Block Watch
are those who seek to harm the common weal of its citizens. Starting at 6th level, your awareness while in the city extends
Lady Luck lets you choose from an expanded list of spells preternaturally. While in an urban environment, you are
when you learn a warlock spell. The following spells are considered proficient in the Insight and Perception skills,
added to the warlock spell list for you. and you add double your proficiency bonus to Wisdom
(Insight) and Wisdom (Perception) checks, instead of your
City Domain Spell List normal proficiency bonus.

City Domain Spells


Cleric Level Spells
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
1st Comprehend Languages, Remote Access
with psychic energy borrowed from the citizens of your city.
3rd Find Vehicle, Heat Metal Once on each of your turns when you hit a creature with a
5th Lightning Bolt, Protection from Ballistics weapon attack, you can cause the attack to deal an extra 1d8
psychic damage to the target. When you reach 14th level, the
7th Locate Creature, Synchronicity extra psychic damage increases to 2d8.
9th Commune with City, Shutdown
Express Transit
Bonus Cantrip At 17th level, you can use mass transit routes to transport
When you choose this domain at 1st level, you gain the instantaneously to other points in the city. Starting from a
On/Off* cantrip in addition to your chosen cantrips. bus stop, train station, subway stop, or other suitable mass
transit site within the city, you can teleport to any other
similar transit stop within the city, as if you had cast a
Bonus Proficiencies Teleport spell whose destination is a permanent
Also starting at 1st level, you gain proficiency with martial Teleportation Circle you know. Once you use this feature, you
weapons and proficiency with vehicles (land). must finish a short or long rest before using it again.

Heart of the City


From 1st level, you are able to tap into the spirit of
community found in the city. While you are within any city,
you can gain advantage on a single Charisma (Deception,
Intimidation, or Persuasion) check, and you are considered
proficient in the appropriate skill. You can use this feature a
number of times equal to your Wisdom modifier (a minimum
of once). You regain any expended uses when you finish a
long rest.

Channel Divinity: Spritis of the


City
Starting at 2nd level, you can use your Channel Divinity to
call on the city for aid. As an action, you present your holy
symbol, and any city utility within 30 feet of you either works
perfectly or shuts down entirely for 1 minute (your choice).
Additionally, each hostile creature within 30 feet of you
must make a Charisma saving throw. On a failed save, the
creature is knocked prone or restrained (your choice) by
hazards such as entangling wires, high-pressure water
erupting from fire hydrants, pavement collapsing to unseen
potholes, and so on. A restrained creature can escape by
making a successful Strength (Athletics) or Dexterity
(Acrobatics) check against your spell save DC.

This effect is
SUBCLASS entirely local and affects only utilities within
OPTIONS
16

Rogue
Roguish Archetype: Improved Dirty Tricks
At 9th level, your gambling dice turn into d8s. At 13th level,
Gambler they turn into d10s. At 17th level, they turn into d12s.
Rogues such as you believe that chance is always on your
side. You make sure of this by honing your skills in Mulligan
underhanded strategy and calculations, exploiting any Beginning at 13th level, whenever you make an attack roll,
opportunity to turn the game in your favor. Cunning cheats, ability check, or saving throw, you can choose to roll an
sly gamblers, and lucky hustlers typically follow this additional d20 and decide which of the d20s is used. You can
archetype. choose to use this feature after you roll the die, but before the
The riveting thrill of a high stakes game is almost as fun as outcome is determined.
the result, but win or lose, a scoundrel such as yourself You can also use this feature when an attack roll is made
always believes the next big score is right around the corner. against you. Roll a d20, and then choose whether the attack
uses the attacker's roll or yours.
Gambler If more than one creature influences the outcome of a roll,
Level Feature
all influence is canceled; no additional dice are rolled.
3 Dirty Tricks, Gaming Proficiencies You can use this feature twice between long rests, and
9 Lucky Number, Improved Dirty Tricks three times between long rests at 17th level.

13 Mulligan
Ace Up Your Sleeve
17 Ace Up Your Sleeve
Starting at 17th level, when you roll initiative and have no
gambling dice remaining, regain 1 gambling die.
Dirty Tricks
When you choose this archetype at 3rd level, you learn
underhanded tricks that are fueled by special dice called
gambling dice.
Tricks. You learn four tricks of your choice. Many tricks
enhance an attack in some way. You can use only one trick
per attack. You learn two additional tricks of your choice at
9th, 13th, and 17th level. Each time you learn new tricks, you
can also replace one trick you know with a different one.
Gambling Dice. Beginning at 3rd level, you have four
gambling dice, which are d6s. A gambling die is expended
when you use it. You regain all of your expended gambling
dice at the end of a short or long rest. You gain an additional
gambling die at 9th and 13th level.
Saving Throws. Some of your tricks require your target
to make a saving throw to resist the trick’s effects.
The saving throw DC is calculated as follows:
Trick save DC = 8 + your proficiency bonus + your
Dexterity modifier.

Gaming Proficiencies
Beginning at 3rd level, you gain proficiency in all gaming sets.

Lucky Number
At 9th level, you find you have a lucky number. Choose any
number on a d20 other than 1 and 20. When you roll your
lucky number on an attack roll or saving throw the roll is
treated as a critical success, and when rolled on an ability
check your lucky number is treated as a 20.

SUBCLASS OPTIONS
17

Tricks Press Your Luck. You can reroll one gambling die for any
tricks where you would apply the gambling die to the roll. You
must use the new roll. You can use this ability a number of
Adrenaline Rush. When you hit a creature with a melee
times equal to your Wisdom modifier. You regain all
weapon attack, you can expend one gambling die to boost
expended uses when you finish a long rest.
your vitality. You gain temporary hit points equal to the
Second Nature. When you make a Dexterity (Sleight of
gambling die roll + half your character level, rounded down.
Hand) check, a Charisma (Deception) check, or use a gaming
All temporary hit points are lost at the end of your next long
set, you can expend one gambling die and add the gambling
rest.
die to the roll.
Loaded Dice. When you make a Dexterity (Stealth) check
Try Your Luck. When you make an ability check with a
or an initiative roll, you can expend one gambling die and add
skill you are not proficient in, you can expend one gambling
the die to the roll, provided you aren't incapacitated.
die and gain advantage on the roll.
Cash Out. When you take the Disengage action, you can
Up The Ante. When you hit a creature with a weapon
expend one gambling die to move an additional 15 feet that
attack, you can expend one gambling die to distract the
turn.
creature, giving your allies an opening. You add the gambling
Double Down. When you hit a creature with a weapon
die to the attack's damage roll. The next attack roll against
attack that does not have Sneak Attack damage applied, you
the target by an attacker other than you has advantage if the
can expend gambling die to deal an extra 1d6 damage to the
attack is made before the start of your next turn.
creature. The amount of the extra damage increases by 1d6
When The Chips Are Down. When you make a weapon
for each gambling die spent, e.g., 3 gambling die = 3d6 extra
attack against a creature with disadvantage and hit, you can
damage.
expend one gambling die to add your Sneak Attack damage
You may not use this trick if you have already used Sneak
to the attack’s damage roll, even if you have already used
Attack this turn. The attack must use a finesse or ranged
Sneak Attack this turn.
weapon.
Double Or Nothing. When you make a weapon attack roll
against a creature, you can expend a gambling die and
choose Odd or Even. If the weapon attack roll, with modifiers
applied, is what you chose, the weapon’s damage dice are
doubled if the attack hits. If the number rolled is not what
you chose, the attack fails and damage is negated.
Even The Odds. When another creature damages you
with a melee attack, you can use your reaction and expend
one gambling die to reduce the damage by the number you
roll on your gambling die + your Dexterity modifier.
Gambler’s Intuition. When you make an Intelligence
(Investigation), a Wisdom (Perception), or a Wisdom (Insight)
check, you can expend one gambling die and add the
gambling die to the ability check.
Long Shot. As a bonus action, you can expend one
gambling die and make a ranged attack with a weapon that
has the thrown property. You can draw the weapon as part of
making this attack. If you hit, add the gambling die to the
weapon's damage roll.
Lucky Shot. When you make a weapon attack roll against
a creature, you can expend one gambling die to add it to the
roll. You can use this trick before or after making the attack
roll, but before any effects of the attack are applied.
Lucky Streak. When you roll your Lucky Number on an
attack roll, ability check, or saving throw, regain one gambling
die. You can not exceed your maximum number of gambling
dice.
Misdirection. When you move, you can expend one
gambling die to improve your odds at evading. Roll the die
and add the number rolled to your AC until you stop moving.
Safe Bet. If you fail a saving throw, you can expend one
gambling die and add it to the total, possibly changing the
outcome.

SUBCLASS OPTIONS
18

Rogue
Roguish Archetype: Bail Out
At 9th level, you learn to quickly maneuver yourself away
Skater from danger. When you use your Uncanny Dodge feature, you
Skaters are rogues who specialize in unorthodox movement. can can move up to half your movement speed as part of the
Traveling via skateboard, roller blades, or scooter is not same reaction. This movement doesn't provoke opportunity
generally the most efficient way to get around until you attacks.
master the art. Once you have mastered it, however, it is a
powerful boon to anyone, especially during combat. Rogues Can't Stop, Won't Stop
who focus on this style of movement possess unmatched Starting at 13th level, you have advantage on saving throws
speed and agility, and will often ride in circles around foes against spells and other magical effects that would reduce
just to show off. your speed or cause you to be paralyzed or restrained, and
Getting around is one thing, but fighting on a skateboard or moving through non-magical difficult terrain costs you no
scooter is an entirely different issue. It demands an extra movement.
extraordinary degree of precision and care which few people
possess.
Skate or Die
Bonus Proficiencies At 17th level, you have mastered your unique art of fighting.
Whenever you first use your vehicle after a short or long rest,
When you choose this archetype at 3rd level, you gain you gain 20 temporary hit points. While you still have these
proficiency with one of the following self-propelled vehicles: temporary hit points, you can reroll any 1's you roll for your
roller skates/blades, skateboard, scooter, or bicycle (see Self- Sneak Attack damage.
Propelled Vehicles, Chapter 4). Your GM may allow you to
select more options, such as a hoverboard or other self-
propelled vehicle.
You can add your proficiency bonus to any check you make Self-Propelled Vehicle Rules
to control a self-propelled vehicle you are proficient with. You
can add a vehicle proficiency at 6th, 9th, and 13th level. Self-Propelled Vehicles
In addition, you have advantage on Dexterity (Acrobatics)
and Charisma (Performance) checks made to perform tricks
with your vehicles.

Sick Tricks
At 3rd level, you gain the ability to distract an enemy with a
sick trick. You gain an additional way to use your Sneak
Attack.
You don't need advantage on the attack roll to use your
Sneak Attack against a creature if: you are within 5 feet of it,
you can expend 10 feet of movement to perform a trick on
your vehicle as a free object interaction, you succeed on a DC
10 Dexterity (Acrobatics) or DC 10 Charisma (Performance)
check, and all other rules for Sneak Attack still apply.
In addition, you learn how to minimize the damage you
take from falling. You can use your reaction when you fall to
reduce any falling damage you take by an amount equal to
five times your rogue level.

SUBCLASS OPTIONS
19

Sorcerer
Recognition. You can get people to do things for you pretty
Sorcerous Origin: Fame easily. Using this ability you can cast the Fast Friends
(Source: Acquisitions Inc.) at 3rd level without expending a
Some people rise to stardom through hard work. Some
spell slot. You can cast this spell at higher levels, up to a spell
people attain it through pure luck. Others still gain fame
level you are capable of casting at, by expending more
through money. You, on the other hand, were born to be
sorcery points per increased spell level.
famous. Your claim to fame is an innate and captivating
magic that grants you a natural magnetism. Perhaps you
were a child star pushed into the limelight at a young age. In The Spotlight
Maybe you were born into a famous celebrity family or Beginning at 14th level, the power of your presence is simply
dynasty. Or you could be a recent sensation, the notoriety divine. You can use your action to unleash a divine light that
having fueled the spark of celebrity in your soul. Whatever radiates from you. Your transformation lasts for 1 minute, or
your origin, you’re here to shine. until you end it as a bonus action.
When you first activate this feature each creature within 30
Star Struck feet of you must make a Constitution saving throw. On a
failed save, a creature takes 6d8 radiant damage and is
Starting at 1st level, you can channel the enchanting energy
blinded for 1 minute. On a successful save, it takes half as
within you to impress others with your presence. As an
much damage and isn’t blinded. A creature blinded by this
action, choose a number of creatures equal to your Charisma
feature makes another Constitution saving throw at the end
modifier (minimum of 1) within 30 feet that can see and hear
of each of its turns. On a successful save, it is no longer
you. Each target must succeed on a Wisdom saving throw
blinded.
against your spell save DC or be charmed by your celebrity
During your transformation, you shed bright light in a 30-
until the end of your next turn. While charmed in this way, a
foot radius and dim light for an additional 30 feet, and at the
creature can do nothing but use its movement to approach
end of each of your turns you and each creature within 30
you in a safe manner. While an affected creature is within 5
feet of you take radiant damage equal to half your level
feet of you, it is incapacitated and has a speed of 0 as it
(rounded up). In addition, once on each of your turns, you can
simply stares at you in awe.
deal extra radiant damage to one target when you deal
On subsequent turns, you can use your action to maintain
damage to it with an attack or spell. The extra radiant
this effect, extending its duration until the end of your next
damage equals your level. This ability dispels any darkness in
turn. However, the effect ends if you move more than 5 feet
its area that was created by a spell. Once you use this trait,
away from the creature, if the creature can neither see nor
you can’t use it again until you finish a long rest.
hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can't use this Super Stardom
feature on that creature again until you finish a long rest. At 18th level, you’ve officially made it. You’re a superstar.
When you make a Charisma (Persuasion) or Charisma
Quick Disguise (Deception) check, you can treat a d20 roll of 9 or lower as a
10.
Beginning at 1st level, you can cast Disguise Self without
Any use of your Special Treatment feature now only costs 1
expending a spell slot. Once you cast this spell, you can't cast
sorcery point to activate.
it again with this trait until you finish a long rest.

Special Treatmentt
Starting at 6th level, as an action, you can expend 3 sorcery
points to activate one of the effects listed below. Only one
effect can be used at a time.
15 Minutes of Fame. For the next 15 minutes whenever a
friendly creature within 30 feet of you makes a Charisma
based skill check or saving throw, the creature gains a bonus
to the roll equal to your Charisma modifier (with a minimum
bonus of +1). You must be conscious to grant this bonus.
Adoring Fans. You call forth the spirits of your followers to
protect you. Using this ability you can cast the spell Spirit
Guardians at 3rd level without expending a spell slot. You can
cast this spell at higher levels, up to a spell level you are
capable of casting at,by expending more sorcery points per
increasedspell level.

Recognition. You can get people to do things for you pretty


SUBCLASS OPTIONS
20

Warlock
No other feature, ability, or modifier can be used to affect
Otherworldly Patron: the outcome of this feature. This feature cannot be used with
advantage or disadvantage.
Lady Luck Once you use this ability, you must finish a long rest before
Your patron is an inscrutable goddess of immense reality- you can use it again. Starting at 10th level, you can use it
bending power, a mysterious deity who serves as patron to twice before a long rest, but only once on the same turn.
gamblers, dare-devils, risk-takers, and fools. Lady Luck
inexplicably deals out her fortune, or misfortune, to Everything's Looking Up
whomever she pleases. With warlocks as her pawns, she Starting at 6th level, things just start going your way. You have
plays a mercurial game of chance against the fates, adding advantage on all Charisma (Persuasion), Charisma
chaos and improbability into the world. Her motivations in (Deception), and Charisma (Performance) checks against any
why she chooses her warlocks are as varied as they are creature of your choice that isn’t hostile toward you.
mysterious. Perhaps she wishes to support those who take In addition, you gain an uncanny ability to remain safe in
risks, defy fate, or simply play with the lives of boring dangerous situations. You have advantage on Dexterity saving
mortals. Though she may have few true followers, many still throws against effects such as traps and spells. To gain this
pray to Lady Luck hoping she may smile upon them. benefit, you can't be incapacitated.

Expanded Spell List Million-to-One Chance


Lady Luck lets you choose from an expanded list of spells It’s a million-to-one-chance, but it might just work! Beginning
when you learn a warlock spell. The following spells are at 10th level, you can call on your patron to intervene on your
added to the warlock spell list for you. behalf when your need is great.
Imploring your patron’s aid requires you to use your action.
Lady Luck Expanded Spell List
Describe the assistance you seek, and roll percentile dice. If
Spell Level Spells
you roll a number equal to or lower than your Warlock level,
1st Bane, Bless your deity intervenes. The DM chooses the Nature of the
2nd Enchance Ability, Magic Weapon intervention; the Effect of any Warlock spell would be
appropriate. If your deity intervenes, you can’t use this
3rd Bestow Curse, Remove Curse feature again for 7 days. Otherwise, you can use it again after
4th Death Ward, Freedom of Movement you finish a Long Rest.
At 20th level, your call for intervention succeeds
5th Circle of Power, Reincarnate
automatically, no roll required.

Beginner's Luck Wish Me Luck


Beginning at 1st level, Lady Luck has chosen to smile upon Beginning at 14th level, your patron can grant you all of the
you. You gain the ability to channel luck for yourself and luck. For 1 minute you implore your patron to bestow her
others. Whenever you or a creature you can see within 60 divine favor upon you, making you the luckiest being alive.
feet of you makes an attack roll, ability check, or saving throw, For the next 8 hours you can’t be surprised and have
you can use your reaction to roll 1d4 and add or subtract the advantage on attack rolls, ability checks, and saving throws.
number rolled as a bonus to the roll. Additionally, other creatures have disadvantage on attack
You can choose to use this ability after the initial dice roll, rolls against you for the duration.
but must use it before the DM says whether the roll succeeds Once you use this feature, you can’t use it again until you
or fails. finish 1d4 long rests.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once). You regain all of your
expended uses of Beginner's Luck when you finish a short
rest.

All or Nothing
Also at 1st level, you can attempt to push your luck beyond its
limits. On your turn, you can choose to instead roll an attack
roll, ability check, or saving throw with a d2, instead of a d20.
Choose either Heads or Tails, or roll a d20: 1-10 = Tails,
11-20 = Heads. On a success, the roll is a critical success and
you regain a spell slot. On a failure, the roll is a critical failure
and you expend a spell slot.

No other feature, ability, or modifier can be used to affect SUBCLASS OPTIONS


21

Quirks
Lady Luck may not directly influence the behavior of her
warlocks, but a combination of the type of warlock she
chooses and the powers she offers may have lasting effects.
The following quirks for Lady Luck patron warlock are made
to provide flavor options and inspiration to one who has
made a pact with her.

Lady Luck Warlock Quirks


d8 Quirks
1 You are remarkably easy going and lazy.
2 You always have an upbeat and charming attitude.
3 You are extremely superstitious, seeing omens and
signs in the smallest of things.
4 You are oblivious to the hard work of others.
5 You have difficulty taking dangerous situations
seriously.
6 You have odd compulsions and rituals you perform to
ward off misfortune.
7 You are impulsive, almost never thinking before you act.
8 You can't resist taking a risk if there's money involved.

Your Pact Boon


The following are suggestions for the appearance and style of
your pact boon as a warlock of Lady Luck.
Pact of the Chain. Your familiar may take on a special
form in accordance with the nature of your patron. Perhaps a
black cat familiar to represent misfortune, a scarab beetle for
wealth, or a frog for prosperity. In addition, when you cast
find familiar you can also choose one of the following special
forms: tressym, or almiraj.
Pact of the Blade. Your pact weapon may appear well-
worn and simple, gleaming with an unnatural luster when in
just the right light. Alternatively, your weapon may be
adorned in complex scrawlings, talismans, and other lucky
charms.
Pact of the Tome. Your Book of Shadows may take the
form of a tome of ancient occult knowledge, brimming with
detailed descriptions of good and bad omens; or it may be a
book of old wive’s tales and superstitions detailing everything
from cheating at dice to curing everyday illnesses.
Pact of the Talisman. Your talisman may take the form of
a lucky rabbit's foot, an iron horseshoe, a certain set of dice,
or a special metal coin.

SUBCLASS OPTIONS
22

Wizard
Modern Wizard
Ancient tomes, leather-bound journals, and dusty scrolls are
relics of the past. No modern wizard would dare be caught
with such old trivialities of by-gone eras. Modern wizards
exploit and enjoy the countless benefits the Information Age
has brought with it. To these wizards, technology is the
greatest tool of all; a conduit and storage space for magical
energy, as well as a source of vast knowledge, and to some a
school of magic all itself.

Electronic Device
At 2nd level, you trade out your spellbook for an Electronic
Device capable of accessing and storing magical data. The
device is a Tiny object. The computing power of this device is
equivalent to that of a smartphone. You can only attune to
one device capable of accessing and storing magical data at
any given time.
While touching the device, you can use it in the following
ways:

Spellcasting Focus. You can use the device as a


spellcasting focus for your wizard spells.
Internet Access. You can add half your proficiency bonus,
rounded up, to any Intelligence (History), Intelligence
(Nature), Intelligence (Religion) check.

Copying a Spell into the Electronic Device. When you


find a wizard spell of 1st level or higher, you can add it to
your Electronic Device if it is of a level for which you have
spell slots. Using the device’s camera, spells can be copied
into this device at no cost, however the process of
deciphering and understanding a new spell's notation is still
required (2 hours per spell level). Once you have spent this
time, you can prepare the spell just like your other spells.
Replacing an Electronic Device. You can copy a spell
from your Electronic Device into a Storage device (detailed
below), if you want to make a backup copy of your device.
Backing up the magical data to the Storage device requires 1
hour per spell.
If the device is destroyed or you lose it, you can acquire a
new one to replace it. During a short rest or long rest, you
can replace the previous device by downloading the magical
data from a Storage device onto a new Electronic Device
which you become attuned to. The previous device is wiped
clean of all information and spells if it still exists.
The Device's Appearance. Your Electronic Device is a
unique device with its own quirks and personal design. It
might be a plain, functional flip phone that you use as a
burner phone, a next generation phone with a rose-gold
colored case you received when you upgraded models, or
even an older generation gaming device that was updated
and rewired to operate like new tech.

SUBCLASS OPTIONS
23

Electronic Interface Animate Electronics


At 2nd level, you learn the Shocking Grasp cantrip if you Also at 10th level, you develop the ability to bring electronics
don't already know it. If you do know it, you may choose to life. You learn the spell Animate Objects, if you don’t
another wizard cantrip to learn. The range of this cantrip already know it. If you do know it, you may choose another
increases to 30 feet. wizard spell to learn.
Your work with electronics has given you some ability to This spell operates as described, with the added restriction
magically interface with technology. As an action, you can that the objects animated must be an electronic device.
choose to perform the following additional actions:
Group Message. You can speak through any Neural Network
Communication devices you choose within a 60 foot radius.
Magical silence, 1 foot of stone, 1 inch of common metal, a At 14th level, your ability to interface with technology has
thin sheet of lead, or 3 feet of wood blocks the effect. The advanced greatly. While your Electronic Device is on your
effect can travel freely around corners or through openings. person, you have advantage on all Intelligence skill checks, as
Eavesdrop. You can see and hear through one Monitoring you can better interface with internet search engines.
device within 30 feet if it has an accessible camera and/or In addition, you have learned to push yourself to access
microphone. You can see and/or hear through the Monitoring and comprehend your spells at an incredible rate. You can
device for 1 minute, or until you lose your concentration as if change your list of prepared spells over the course of a short
you were concentrating on a spell. During this time, you are rest. Once you use this feature, you can’t use it again until you
deaf and blind with regard to your own senses. finish a long rest.
Beginning at 14th level, as an action, you can perform the
additional task with your Electronic Interface feature:
Elite Hacker EMP. You can generate a sustained small electromagnetic
At 6th level, your body has grown familiar with manipulating pulse. A sustained burst of electromagnetic energy erupts
electronic fields. You gain resistance to lightning damage. In from you. All electronics within 1 mile are deactivated and
addition, when you cast a spell that deals lightning damage cannot be activated for 1 minute, or until you lose your
add your Intelligence modifier to the damage roll. concentration as if you were concentrating on a spell. Once
Beginning at 6th level, as an action, you can perform the you use this ability, you can’t use it again until you finish a
additional tasks with your Electronic Interface feature: long rest.
Malware. You can attempt to disable one Monitoring
device within a 60 foot radius. Make a DC 15 Intelligence
(Arcana) check. If you succeed the device is disabled and
does not trigger any warning or trap. If you fail, make a DC
12 Intelligence saving throw. On a success, nothing happens,
and the Monitoring device is immune to this effect for 24
hours. On a failure, the Monitoring device triggers a warning
or trap if any.
Back-door. You can access any unencrypted information
on a Storage device you are touching. If the information is
encrypted you can attempt to decipher the encryption with a
DC 20 Intelligence (Arcana) check. On a success, the
encryption is broken and the information becomes
accessible. On a failure, the encryption remains and the
Storage device is immune to this effect for 24 hours.

Arcane Storage Space


Starting at 10th level, you engineer the ability to store spells
in your Electronic Device. Your Electronic Device can store
up to 3 levels worth of spells at a time. You can cast a spell of
1st through 3rd level into the device by touching the device as
the spell is cast. The spell has no effect, other than to be
stored in the device. If the device can’t hold the spell, the spell
is expended without effect. The level of the slot used to cast
the spell determines how much space it uses.
While wielding your Electronic Device, you can cast any
spell stored in it. The spell is treated as if you cast the spell
normally. A spell cast from the device is no longer stored in it,
freeing up space.

SUBCLASS OPTIONS
24

Part 3. Mechanics
Feature: Researcher
Modern Backgrounds When you attempt to learn or recall a piece of knowledge, if
Many of the backgrounds presented in the Player's you do not know that information, you often know where and
Handbook can be used in a modern setting with a little from whom you can obtain it. Usually, this information comes
adjustment, but they don't cover the full range of occupations from a library, research laboratory, university, or an expert in
and lifestyles of a modern era. These backgrounds are that field of knowledge. Your GM might rule that the
presented as a supplement to those in the Player's knowledge you seek is secreted away in an almost
Handbook. inaccessible place, or that it simply cannot be found.
If converting a Player's Handbook background for use with
this manual, add an additional tool proficiency to bring them Suggested Characteristics
in line with these backgrounds. Academics live to learn and teach, and their characteristics
An example of an adjusted Player's Handbook background often reflect this. Academics typically highly value esoteric or
is given in the Criminal background. It is always worth complex information, whether for its own sake or as some
remembering that backgrounds should be very free-form, so means to an end.
you are free to change anything right down to an individual Use the suggested characteristics for the Anthropologist or
level. Archaeologist backgrounds in Tomb of Annihilation, or the
Sage background in the Player's Handbook for a character
Backgrounds List with the Academic background, modifying them as necessary
Academic Dilettante Military to suit your character.

Adventurer Doctor Political


Adventurer
Athlete Emergency Services Religious
You live for thrills and exploration, and spend your time in
Blue Collar Entrepreneur Rural search for your next big adventure. Many adventurer's have
Celebrity Investigative Student been living this way for most of their lives, although some do
turn to the wild life after years of mundanity.
Creative Law Enforcement Technician Adventurers include relic hunters, explorers, field
Criminal Madcap White Collar scientists, and others called to roam the world for a variety of
reasons.
Skill Proficiencies: Survival, plus your choice of one from
Academic among Arcana, Nature, and Religion
As an academic, you have spent significant time employed Tool Proficiencies: One of your choice
within educational systems. You may have been employed to Languages: One of your choice
teach a particular subject, or you may be researching Wealth Bonus: +1
independently.
Academics include librarians, archaeologists, scholars, Feature: Historical Knowledge
professors, teachers, and other education professionals. The When you enter a ruin or dungeon, you can usually ascertain
standard academic typically doesn't cover magical or its original purpose and determine who built it, whether they
otherwordly topics, but this is setting dependent. were Aztecs, Egyptians, Babylonians, Mesopotamian, or
Skill Proficiencies: History, plus your choice of one from some other ancient civilisation. In addition, you can correctly
among Arcana, Nature, and Religion determine the monetary value of art objects more than a
Tool Proficiencies: Two of your choice century old.
Languages: Two of your choice
Wealth Bonus: +3 Suggested Characteristics
Adventurers often have a great curiosity for the world around
Specialty them, usually expressed by a desire to experience as much of
To determine the nature of your academic pursuits, roll a d8 it as is possible.
or choose from the options in the table below. Use the suggested characteristics for the Folk Hero
background in the Player's Handbook or the Archaeologist
d8 Specialty d8 Specialty
background in Tomb of Annihilation for a character with the
1 Ancient Languages 5 Professor Adventurer background, modifying them as necessary to suit
2 Prehistory 6 Researcher your character.

3 Librarian 7 Obscure Religion


4 Discredited Academic 8 World Cultures

Backgrounds
25

Athlete Suggested Characteristics


Athletes usually love competition, and many find the spotlight
Athletes include amateur athletes of Olympic quality and of their career very appealing. Most have a strong sense of
professional athletes of all types, including gymnasts, weight fair play or sportsmanship, but there are always athletes
trainers, wrestlers, boxers, martial artists, swimmers, which try to bend the rules.
skaters, and those who engage in any type of competitive Use the suggested characteristics for the Entertainer or
sport. Folk Hero backgrounds in the Player's Handbook for a
Skill Proficiencies: Athletics, plus your choice of one from character with the Athlete background, modifying them as
among Acrobatics, Medicine and Intimidation necessary to suit your character.
Tool Proficiencies: One of your choice
Wealth Bonus: +1
Blue Collar
Event Blue Collar workers are often referred to as the hands of a
To determine your particular athletic specialty, roll a d10 or nation, and in your case this couldn't be more true. You have
choose from the options in the table below. spent your career doing largely manual labour.
Blue collar occupations include factory work, food service
d10 Event d10 Event jobs, construction, service industry jobs, taxi drivers, postal
1 Running 6 Ball Games workers, and other jobs that are usually not considered to be
2 Watersports 7 Gymnastics desk jobs.
Skill Proficiencies: Athletics, plus your choice of one from
3 Archery 8 Weight Lifting among Animal Handling, Insight and Intimidation
4 Shooting 9 Mixed Events Tool Proficiencies: One type of artisan's tools (including
engineering or mechanic tools), plus one of your choice
5 Martial Arts 10 Other Equipment: One set of tools with which you are proficient
Wealth Bonus: +2
Feature: Athletic Conditioning
You have conditioned your body for performance under the Feature: Working Class
harshest circumstances. As long as you can exercise for one You can usually find a place to hide, rest or recuperate among
hour daily, you only need half the amount of food and sleep other working class citizens, unless you have shown yourself
normally required to avoid exhaustion. In addition, you can to be a danger to them. They will shield you from the law or
hold your breath twice as long as normal. anyone else searching for you, though they will not risk their
lives for you. Additionally, you can usually find someone
willing to lend you tools and certain equipment used in
manufacturing or shipping.

Suggested Characteristics
Working class citizens typically value community and
solidarity; your friends and family will matter a lot.
Use the suggested characteristics for the Guild Artisan or
Folk Hero backgrounds in the Player's Handbook for a
character with the Blue Collar background, or perhaps the
Urchin background if you come from a particularly poor
background.

Backgrounds
26

Celebrity Creative
A celebrity is anyone who has been thrust into the spotlight of The creative background covers artists of all types who fan
the public eye. It's said everyone eventually gains their 15 their creative spark into a career. A creative may make
minutes of fame. The typical celebrity stretches that time into various forms of art, or they may be a performer particularly
a career. You may have inherited fame, stumbled into it dedicated to the spirit of their act.
accidentally, or sought it out yourself. Illustrators, copywriters, cartoonists, graphic artists,
Actors, entertainers of all types, newscasters, radio and novelists, magazine columnists, actors, sculptors, game
television personalities, and more fall under this background. designers, musicians, screenwriters, photographers, actors
Skill Proficiencies: Performance, plus your choice of one and web designers all fall under this background.
from among Persuasion, Deception and Sleight of Hand Skill Proficiencies: Persuasion, plus your choice of one
Tool Proficiencies: One of either disguise kit or one type of from among Insight, Performance and Perception
musical instrument, plus one of your choice Tool Proficiencies: One type of artisan's tools or one type of
Languages: One of your choice musical instrument, plus one of your choice
Reputation Bonus: +1 Languages: One of your choice
Wealth Bonus: +4 Wealth Bonus: +2

Debut Pursuit of Passion


There are 101 ways to become famous. To determine the To determine the nature of your creative pursuits, roll a d10
triggering event of your fame, roll a d6 or choose from the or choose from the options in the table below
options in the table below.
d10 Pursuit
d6 Debut 1 Poetry
1 TV Appearance 2 Writing
2 Viral Video 3 Painting
3 News Story 4 Sculpting
4 Popular Song 5 Photography
5 Live Performance 6 Music
6 Slow Rise to Fame 7 Performance Art

Feature: By Popular Demand 8 Film


You can always find a place to perform, usually in a nightclub 9 Animation
or bar but possibly at a festival or theatre, or even at a private 10 Drawing
party. At such a place, you receive free lodging and food of a
modest or comfortable standard (depending on the quality of
the establishment), as long as you perform each night. In Feature: Body of Work
You can usually find the local haunts of the creative
addition, your performance makes you something of a local
community, and will be welcomed there as one of their own.
figure. When strangers recognize you in an area where you
These places are generally less frequented by the general
have performed, they typically take a liking to you.
public, and you can expect some additional privacy there than
more mainstream establishments. Additionally, you may be
Suggested Characteristics
recognised for your work among certain circles, and if
Perpetually chasing the spotlight, celebrities often must fight
someone does so they typically take a liking to you.
to stay relevant.
Use the suggested characteristics for the Entertainer
background in the Player's Handbook for a character with Suggested Characteristics
Creatives can cover a wide range of people, from struggling
the Celebrity background, modifying them as necessary to
bohemians who live for their art to types that see all others as
suit your character.
spiritually and intellectually inferior.
Use the suggested characteristics for the Entertainer or
Guild Artisan backgrounds in the Player's Handbook for a
character with the Creative background, modifying them as
necessary to suit your character.

Backgrounds
27

Criminal Dilettante
Criminals cover all types who have habitually found Dilettantes usually get their wealth from family holdings and
themselves on the wrong side of the law. Often, people are trust funds. The typical dilettante has no job, few
born into this life and know nothing else, but more rarely responsibilities, and at least one driving passion that
people turn to this life with a far-fetched grand plan for vast occupies their day. That passion might be a charity or
personal gain. philanthropic foundation, an ideal or cause worth fighting for,
Criminal covers a huge range of backgrounds, including or a lust for living a fun and carefree existence.
con artists, burglars, thieves, crime family soldiers, gang Skill Proficiencies: Persuasion, plus your choice of one
members, bank robbers, professional hackers, and any other from among Acrobatics, Performance and History
types of career criminals. Tool Proficiencies: One set of artisan's tools, plus one of
Skill Proficiencies: Deception, plus your choice of one from your choice
among Persuasion, Stealth and Intimidation Languages: Two of your choice
Tool Proficiencies: Thieves' tools or hacking tools, plus one Reputation Bonus: +1
of your choice Wealth Bonus: +6
Wealth Bonus: +1
Feature: Old Money
Feature: Criminal Contact While you have significant financial resources of your own,
You have a reliable and trustworthy contact who acts as your you can also draw on your family’s extensive funds in a pinch.
liaison to a network of other criminals. You know how to get However, this assistance is rarely without strings attached. In
messages to and from your contact, even over great exchange for additional resources you may be expected to
distances; specifically, you know the local messengers, make certain public appearances, or perhaps you may even
corrupt officials, and seedy characters who can deliver be set up in an arranged relationship.
messages for you.
Suggested Characteristics
Criminal Specialty Diettantes often flit between a variety of interests, usually
There are many kinds of criminal, and whether part of a struggling to commit to a single goal or activity for a long
larger organisation or not most individual criminals have period of time. They typically display a great passion in their
their own specialties. works before quickly growing bored.
To determine your particular criminal specialty, roll a d10 Use the suggested characteristics for the the Noble
or choose from the options in the table below background in the Player's Handbook for a character with
the Dilettante background, modifying them as necessary to
d10 Specialty d10 Specialty suit your character.
1 Blackmailer 6 Hacker
2 Burglar 7 Hired Killer
3 Enforcer 8 Pickpocket
4 Fence 9 Smuggler
5 Mugger 10 Dealer

Suggested Characteristics
Most criminals are irreversibly changed by their checkered
past, and have usually seen more harrowing events and
hardship than most. They often have disdain for authority,
viewing it as an oppressive force, though if they were a
component of a more structured criminal organisation this
may in fact be reversed.
Use the suggested characteristics for the Criminal or
Urchin backgrounds in the Player's Handbook for a character
with the Criminal background, modifying them as necessary
to suit your character.

Backgrounds
28

Doctor Emergency Services


The doctor background covers all forms of medical Emergency Services covers all forms of quick response
professionals or anyone that uses anatomical and biological personnel called in to deal with dangerous or urgent
knowledge to treat others situations.
A doctor can be a physician (including general Rescue workers, firefighters, paramedics, hazardous
practitioners and specialists), a nurse, a surgeon, or a material handlers, and emergency medical technicians fall
psychiatrist. under this category.
Optionally, you could include rural healers using their Skill Proficiencies: Athletics, plus your choice of one from
knowledge of natural resources to treat ailments and injuries. among Medicine, Perception and Animal Handling
Skill Proficiencies: Medicine, plus your choice of one from Tool Proficiencies: One type of civilian vehicles, plus one
among Insight, Persuasion and Animal Handling other of your choice
Tool Proficiencies: Herbalism kit, plus one other of your Wealth Bonus: +2
choice.
Languages: One of your choice Feature: Local Hero
Wealth Bonus: +4 In the past, you have been involved in at least one incident
which caught the public eye - maybe you saved several people
Feature: Medical Access from a burning building, or perhaps you disarmed a bomb in
You have access to medical equipment that you might not a public building. Whatever the incident, you gained
otherwise be able to requisition, such as X-ray machines and significant status locally, and to a lesser extent other areas
medical labs. In addition, you can write prescriptions for the incident was reported. People in or around the area of the
various substances that are otherwise illegal to obtain. incident may recognise you, and you can likely find a place to
hide, rest or recuperate in the area with ease. To a lesser
Suggested Characteristics extent, people recognising you or that are familiar with the
Some doctors enter into the profession through a noble event will shield you from anyone searching for you, though
desire to help people and save lives, whereas others might they will not risk their lives for you.
take up the mantle out of desire for financial gain.
Use the suggested characteristics for the the Folk Hero, Suggested Characteristics
Guild Artisan, or Sage backgrounds in the Player's Many people go into emergency services work through a
Handbook for a character with the Doctor background, sense of heroism, or perhaps just an honest career. In certain
modifying them as necessary to suit your character. situations, people go into emergency services careers due to
a particular ideal or cause. For example, certain fire fighters
may take up the task due to a love of a particular forest prone
to wildfires.
Use the suggested characteristics for the the Folk Hero or
Sailor backgrounds in the Player's Handbook for a character
with the Emergency Services background, modifying them as
necessary to suit your character.

Backgrounds
29

Entrepreneur Feature: Network


You have a network of contacts in the business and financial
Entrepreneurs have an obsession about being their own world that you can use as a source of information, loans, or
boss. They believe in themselves, have an abundance of equipment requisitions, usually in return for favours.
confidence, and the ability to acquire the funds necessary to Additionally, you can usually acquire an invite to various
bankroll their newest moneymaking venture. business galas and launch events.
These small to large business owners have a knack for
putting together business plans, gathering resources, and Suggested Characteristics
getting a new venture off the ground. They rarely want to Many entrepreneurs would consider their "vision" their most
stick around after the launch, however, as they prefer to put valuable asset, and pride themselves on their ability to
their energies into the next big thing. anticipate what will work and what will flop.
Skill Proficiencies: Persuasion, plus your choice of one Use the suggested characteristics for the the Guild Artisan
from among Deception, Insight and History or Noble backgrounds in the Player's Handbook for a
Tool Proficiencies: Mechanic tools, plus one of your choice character with the Entrepreneur background, modifying them
Languages: One of your choice as necessary to suit your character.
Reputation Bonus: +1
Wealth Bonus: +4
Investigative
The Investigative background covers all sorts of people who
make your business their business.
There are a number of jobs that fit within this background,
including investigative reporters, photojournalists, private
investigators, police detectives, criminologists, criminal
profilers, espionage agents, and others who use their skills to
gather evidence and analyze clues.
Skill Proficiencies: Investigation, plus your choice of one
from among Insight, Perception and Stealth
Tool Proficiencies: Forensics kit, plus one of your choice
Languages: One of your choice
Wealth Bonus: +2

Feature: Connected
When you attempt to learn or recall a piece of information, if
you do not know that information, you often know where and
from whom you can obtain it. Usually, this information comes
from an anonymous informant, a law enforcement agency, or
criminal contacts. Your GM might rule that the information
you seek is almost impossible to get out of your sources, or
that it simply cannot be found.

Suggested Characteristics
Investigative types may simply be the curious sort, or they
could be actively suspicious about most they meet.
Somewhat ironically, many investigative types have dark
secrets of their own which they conceal at all costs.
Use the suggested characteristics for the the Soldier or
Sage backgrounds in the Player's Handbook for a character
with the Investigative background, modifying them as
necessary to suit your character.

Backgrounds
30

Law Enforcement Madcap


Law enforcement personnel include uniformed police, state You have spent your life seeking thrills and unnecessary
troopers, federal police, federal agents, SWAT team amounts of danger, maybe just for kicks or perhaps out of
members, and military police. necessity
Skill Proficiencies: Athletics, plus your choice of one from Madcaps include professional daredevils, big-game
among Investigation, Perception and Acrobatics hunters, extreme sports enthusiasts, thrill-seekers, storm
Armour Proficiencies: Light armour, medium armour chasers, and all others called to face danger for a whatever
Weapon Proficiencies: Two martial weapons of your choice reason.
Tool Proficiencies: One type of civilian vehicle, plus one of Skill Proficiencies: Acrobatics, plus your choice of one from
your choice among Athletics, Performance and Animal Handling
Equipment: A shotgun or an automatic pistol with 2 box Tool Proficiencies: One type of civilian vehicles, plus one of
magazines, plus 30 rounds appropriate to the weapon your choice
Wealth Bonus: +1 Reputation Bonus: +1
Wealth Bonus: +1
Feature: Enforcer's Eye
Your experience in enforcing the law, and dealing with Feature: Adrenaline Junkie
lawbreakers, gives you a feel for local laws and criminals. You Danger runs in your veins, and the threat to your life only
can easily find a local law enforcement agency or a similar spurs you on further. When performing planned out
organisation, and just as easily pick out the dens of criminal dangerous or showy tasks, you have a knack for coming out
activity in a community, although you're more likely to be unscathed. Additionally, anyone who witnesses you succeed
welcome in the former locations rather than the latter. at an unnecessarily dangerous task or stunt is awed by your
bravery, and will treat you much more favourably in the
Suggested Characteristics future.
Justice and authority are key ideals to a law enforcer, and to
most this is synonymous with the law of the land. They Suggested Characteristics
typically see great value in authority and stability. Madcaps are usually defined by low impulse control and a
Use the suggested characteristics for the the Soldier headstrong attitude. Many rarely think plans fully through
background in the Player's Handbook for a character with before executing them, though there are always exceptions.
the Law Enforcement background, modifying them as Use the suggested characteristics for the Entertainer
necessary to suit your character. background in the Player's Handbook for a Madcap.

Variant Law Enforcer: Corrupt


As a corrupt law enforcer, you have habitually acted
immorally or downright illegally throughout your career.
Many corrupt officers simply turn a blind eye in return for
cash, whereas others actively involve themselves in criminal
activity.
You gain an additional +1 Wealth as a corrupt law enforcer,
and you might use the suggested characteristics for the the
Criminal background in the Player's Handbook.
Additionally, your Enforcer's Eye feature is altered to take
into account your darker activities. You will naturally be more
welcome in dens of criminal activity, though they may still
treat you with some suspicion, and honest law enforcers may
resent you if they know the truth about you.

Backgrounds
31

Military Political
Military covers any of the branches of the armed forces, You are particularly involved in the politics of your chosen
including army, navy, air force, and marines, as well as the region, whether local or national. You may be working
various elite training units such as Seals, Rangers, and towards a significant change, or merely trying to keep the
Special Forces. peace.
Skill Proficiencies: Athletics, plus your choice of one from Politicians, campaigners, councilmen, and members of
among Survival, Acrobatics and Perception pressure groups and activists all fall within this category.
Armour Proficiencies: All armour Skill Proficiencies: Persuasion, plus your choice of one
Weapon Proficiencies: Martial weapons from among Deception, Insight and History
Tool Proficiencies: One type of military vehicle, plus one of Tool Proficiencies: One of your choice
your choice Languages: Two of your choice
Equipment: An assault rifle with a rifle box magazine or an Reputation Bonus: +1
automatic pistol with 2 pistol box magazines, plus 30 rounds Wealth Bonus: +2
appropriate to the weapon
Wealth Bonus: +1 Feature: The System
Your knowledge of how bureaucracies function lets you gain
Feature: Rank & Privilege access to the records and inner workings of many
You have a rank from your career as a military officer. Active organisations and governments you may encounter. You
and former military officers still recognize your authority and know who the movers and shakers are, whom to go to for the
influence, and they defer to you if they are of a lower rank. favours you seek, and what the current intrigues of interest in
You can invoke your rank to exert influence over other the group are.
officers and requisition simple equipment for temporary use.
You can also usually gain access to events and locations Suggested Characteristics
where your rank is recognized. Politicians have a large range of personalities. Some work to
serve an ideal they believe in, whereas others are only in it
Suggested Characteristics for personal gain. A large number of political figures come
Authority and discipline are drilled into military personnel, from privileged backgrounds.
and they inevitable become core values to them. The majority Use the suggested characteristics for the Noble or Guild
of military personnel also have a strong sense of duty or Artisan backgrounds in the Player's Handbook for a
patriotism. character with the Political background, modifying them as
Use the suggested characteristics for the Soldier or Sailor necessary to suit your character.
backgrounds in the Player's Handbook for a character with
the Military background, modifying them as necessary to suit Variant: Revolutionary
your character. Some individuals become so disillusioned with the reigning
political force in a region that they turn to more subversive
means to further their cause. You are a member of such a
cause, usually seeking some highly significant change.
You only gain a +1 Wealth as a revolutionary, and you
might use the suggested characteristics for the the Soldier
background in the Player's Handbook.

Feature: The Cause


Your passion for the cause helps you survive the most
desperate circumstances and you have experience cautiously
conveying that spark to someone else.
You are able to discern if person is sympathetic to your
cause after having a short conversation with them. This may
be facilitated by certain code phrases, or maybe a
distinguishing tattoo.
People sympathetic to your cause will aid you and your
friends by performing mundane tasks such as providing you a
place sleep, giving you information on the local area or
treating your wounds. This hospitality may end if you have
shown yourself to be a danger to them or have asked them to
do something obviously dangerous.
Your cause may have a base of operations which is
relatively safe, and may include certain capabilities such as
large-scale printing or manufacturing, a weapons store or a
place to hide. Work with you GM to determine the
capabilities of your particular cause.

Backgrounds
32

Religious Rural
Ordained clergy of all persuasions, as well as theological Farm workers, hunters, and others who make a living in rural
scholars and experts on religious studies fall within the scope communities fall under this category.
of this starting occupation. Skill Proficiencies: Nature, plus your choice of one from
Skill Proficiencies: Religion, plus your choice of one from among Survival, Animal Handling and Athletics
among Insight, Arcana and History Tool Proficiencies: Two of your choice
Tool Proficiencies: One of your choice Wealth Bonus: +1
Languages: Two of your choice
Wealth Bonus: +2 Feature: Farm Wisdom
You have a feel for the countryside, and you can always recall
Feature: Faith Community the general layout of terrain, small towns, and other features
You command the respect of those who share your faith, and around you. In addition, you can find food and fresh water for
you can perform the religious ceremonies of your order. You yourself and up to five other people each day, provided that
and your companions can expect to be received favourably at the land offers berries, small game, water, and so forth.
a temple, shrine, or other established presence of your faith.
Those who share your religion will offer their personal and Suggested Characteristics
financial support to a limited degree. Most rural types pride themselves on their hardiness and
perseverance, though they encompass a wide range of
Suggested Characteristics peoples. In the modern world, most people which live rurally
Religious figure are primarily driven by their faith and do so by choice rather than necessity or circumstance.
resolve, and many work very hard to further their doctrine or Use the suggested characteristics for the Folk Hero,
religion. Many have a thoughtful disposition, though this can Hermit, or Outlander backgrounds in the Player's Handbook
be contrasted by moments of great passion. for a character with the Rural background, modifying them as
Use the suggested characteristics for the Acolyte necessary to suit your character.
background in the Player's Handbook for a character with
the Religious background, modifying them as necessary to Student
suit your character.
A student can be in high school, college, or graduate school.
Variant: Cultist They could be in a seminary, a military school, or a private
Some individuals use religion and belief to manipulate institution. A college-age student could also pick a major field
people to amass power and wealth. This background covers of study.
individuals within the leadership of cults that manipulate Skill Proficiencies: Two of your choice
underlings, and those relatively innocent people that have Tool Proficiencies: One of your choice
been manipulated into joining a cult. Languages: One of your choice
You may still be a member of the cult, travelling out into Wealth Bonus: +1
the world to further the cult's doctrine, or you may be an ex-
member, who left the cult after a particular event. Feature: Student ID
As a cultist, and you might use the suggested Your student ID gives you access to various services and
characteristics for the the Charlatan or Criminal discounts that are not available to the general public, as well
backgrounds in the Player's Handbook. as access to school resources, such as libraries, laboratories
and conference spaces. This ID doesn't act as a no-bars pass,
Feature: Secret Symbolism and there are likely certain resources which your educational
You know the secret signs which identify members of your institution will not permit immediate access to.
cult. This may be in the form of a hand sign, a particular You have a working knowledge of your institution's
phrase, a specific tattoo or perhaps some form of ritual personnel and bureaucracy, and you know how to navigate
mutilation. Your cult may include some influential members, those connections with some ease.
from whom you may be able to secure certain resources. Additionally, you are likely to gain preferential treatment at
Your cult may also have hidden cloisters scattered among other educational institutions, as professional courtesy
different settlements, where you may be able to secure aid. shown to a fellow scholar.

Suggested Characteristics
Students come from a huge range of different backgrounds,
and they have a great range of different traits. Many share a
love of knowledge and learning, but a great number of
students merely see their education as a path into a career, or
are even just stalling before they need to enter the real world.
Students also often have great conviction in their beliefs.
Use the suggested characteristics for the Sage or Noble
backgrounds in the Player's Handbook for a character with
the Student background, modifying them as necessary to suit
your character.

Backgrounds
33

Technician White Collar


This background covers a wide range of people with Office workers and desk jockeys, lawyers, accountants,
technical knowledge and skills. insurance agents, bank personnel, financial advisors, tax
Characterised by specialised knowledge or skills, this preparers, clerks, sales personnel, real estate agents, and a
background include scientists, engineers, and professional variety of mid-level managers fall within the scope of this
programmers of all types. background.
Skill Proficiencies: Perception, plus your choice of one from Skill Proficiencies: Persuasion, plus your choice of one
among Investigation, Nature and Medicine from among Deception, History and Perception
Tool Proficiencies: Engineering tools, mechanical tools or Tool Proficiencies: Two of your choice
spy kit, plus one of your choice Languages: One of your choice
Languages: One of your choice Wealth Bonus: +3
Wealth Bonus: +3
Feature: Corporate Chameleon
Feature: Technical Tap You are familiar with the etiquette and adherence to protocol
Electronic and mechanical devices just seem to work better that comes with working in an office environment. While in
when you’re around, but when they misbehave, sometimes all such an environment, no one questions your presence, and
it takes is a swift kick in the right area to set things right. entry level workers are likely to respond in a submissive
manner. Especially if you are carrying a clipboard.
Suggested Characteristics
Technical jobs are often lucrative, and that is certainly a big Suggested Characteristics
draw towards them, for those with the capability. Others are White collar workers may hail from a middle-class
drawn to the careers through technical or scientific passion, background, simply following the expected career path before
or merely a high level of raw talent. them. Alternatively, they might come from a poorer family,
Use the suggested characteristics for the Sage or Guild and are hoping to break out of their family history. Whatever
Artisan backgrounds in the Player's Handbook for a their history, they display a wide range of personalities.
character with the Technician background, modifying them as
necessary to suit your character.

Backgrounds
34

This process requires your concentration. If your


Electronic Devices concentration is broken, the attempt fails and the application
or electronic device is not altered or destroyed.
Tech Categories
At the DM’s discretion, all electronic devices fall into one or File Search
more of the following categories: Whenever a character is using an electronic device such as a
Functional. Electronics built to serve mostly one purpose: computer, smartphone or tablet to find files or data in an
Lights, stereos, calculators, lawn mowers, etc... unfamiliar network it can make an Intelligence (Investigation)
Communication. Electronics built for purposes of check. The DC and the time for finding a file vary depending
communicating over distance: Phones, radio, bluetooth, wi-fi, on the size of the network, as shown in the table below.
networks, etc...
Monitoring. Electronics built for surveillance and security Network Size DC Time
purposes: Security cameras, motion sensors, GPS, card Personal Computer 10 1 round
readers, fingerprint scanners, etc…
Storage. Electronics built for the purpose of storing Small Office Network 15 2 rounds
information: Hard drives, flash drives, floppy disks, etc… Large Office Network 20 1 minute
Massive Corporation Network 25 10 minutes
Bypass Device Security
Most electronic devices are protected by a security program If the character succeeds on the check, the file is found. On
intended to defend the device from being hacked. A character a failure, the file is not found and it must make another check
can make an Intelligence check to attempt to disable the to search it again. After 1 failed attempt, the character has
security system to gain access to the device. The character 1d4 more failed attempts before the security system denies
may add their proficiency bonus to this check if they use them further acess the system.
hacking tools and are proficient with them.
The DC for this check is determined by the quality of the Operate Remote Device
security program installed, as shown in the table below.
If a character has access to a controller that operates a
Security Level DC remote device, it can either shut them off or change their
Minimum 15 operating parameters. The DC depends on the nature of the
operation.
Average 20
Type of Operation DC Time
Exceptional 25
Shut down a passive remote device (including 20 1
Maximum 30 cameras and door locks) round

If the check is failed, make a DC 20 Intelligence saving Shut down an active remote device (including 25 2
motion detectors and alarms) rounds
throw. On a success, the system does not trigger an alarm or
trap, and the character can make another attempt to bypass Reset the remote device parameters 25 1
the device's security system. On a failure, the device's security minute
system triggers a warning or trap (if any), and the character Change remote device passcodes 25 1
loses access to the device and can not attempt to bypass it's minute
security program again for 24 hours.
If the check is failed, make a DC 25 Intelligence saving
Degrade Programming throw. On a success, the system does not trigger an alarm or
trap, and the character can make another attempt to operate
A character can try to destroy or alter applications on an
the remote device. On a failure, the device's security system
electronic device to make use of that device harder or
triggers a warning or trap (if any), and the character loses
impossible. There're three possible actions related to this:
access to the device and can not attempt to operate it again
Crashing a Device. This simply shuts down the device. It’s
for 24 hours.
possible to restart the device in 1 minute without making a
skill check.
Damage Programming. This imposes disadvantage on all
Additional Hacking Actions
There are two additional actions you can make to hack into a
Intelligence checks made with the device until its repaired.
site:
Destroy Programming. This make the device unusable
Covering Tracks. Spending 1 minute, you can make an
until the programming is repaired.
Intelligence check (DC 20) using the hacking tools to alter
Degrade Programming DC Time your identifying information. Doing this imposes
disadvantage to the Intelligence check made by the
Crash Device 10 1 minute
administrator to identify you.
Damage Programming 15 10 minutes Accessing Through Internet. If you are not able to access
Destroy Programming 20 10 minutes the device physically, you must find the address making an
Intelligence (Investigation) check first, and then defeat the
device security (if any). The DC for the Intelligence
(Investigation) check is determined by the DM.

This process requires your concentration. If your Electronic Devices


35

How much your Wealth is reduced depends on how


Wealth and Reputation expensive the object is. Compare the Value of the item to
your current Wealth score and consult the table below to see
The following rules present an alternative way to deal with
how much your wealth will decrease if you choose to
wealth in a modern world, as well as a way to deal with the
purchase the item.
reputation of a particular character and what benefits that
Along with this loss, any time you buy an object or service
might confer.
with a sale Value of 15 or higher, you reduce your current
Characters have a Wealth score that reflects their total
Wealth score by an additional 1 point.
buying power. This is a composite of income, credit rating,
This means if you are purchasing something with a Value
and savings. Your wealth score serves as the measure of
less than your Wealth score, and with a Value less than 15,
whether you can afford to purchase equipment and services.
your Wealth is not reduced at all. The cost for the item is
Likewise, characters have a Reputation score that
considered to fall easily within your financial capabilities
represents your social capital. You can Leverage your
without any noticeable effect.
Reputation to request favours, requisition equipment, and
turn social interactions in your favour. Value Wealth Descrease
1st-level characters generate these scores by rolling 2d4
15 or higher 1 point
for each of them, and adding any bonuses granted by their
background. Additionally, characters add their Charisma 1-10 points higher than your Wealth 1 point
modifier to their initial Reputation score. 11-15 points higher than your Wealth 1d6 points
16-20 points higher than your Wealth 2d6 points
Wealth
Your Wealth only goes down if you choose to buy the object
Over the course of play, your Wealth will fluctuate as you
or service after the cost has been determined. If you choose
purchase expensive items and increase as you earn rewards.
not to buy the object or service, you can try again, but not
Your wealth can never fall below 0, and there is no upper
until you have spent a number of hours equal to the value of
limit on how high your wealth can climb.
the object or service representing the time spent trying to
Since Wealth is an abstracted number bundling together
find a better price or circumstance.
various real-world concepts, it can be difficult to determine
Note that you cannot purchase an item that has a value
how financially well off you are. To get a general sense of how
that is more than 20 points higher than your current Wealth,
financially solvent you are at any given time, check the
nor can you successfully make a purchase that would reduce
following table.
your Wealth lower than 0.
Wealth Financial Condition For example, if a character has a Wealth score of 9
currently, and they wish to purchase an item with a Value of
0 Impoverished or Indebted
6, they can do so entirely within their expenses and without
1-4 Struggling any Wealth loss. If the same character wanted to purchase an
5-10 Middle Class item with a Value of 16, their Wealth would reduce by 2
points (1 as it's Value is 1-10 points higher than their current
11-15 Affluent wealth, plus 1 as it's Value is higher than 15).
16-20 Wealthy
21-30 Rich Accumulating Wealth
31 or higher Filthy Rich There are a number of ways to increase your Wealth score.
Adventuring may result in finding valuable items. One way
to gain Wealth is selling such items.
Purchasing Equipment & To sell something, you first need to determine its Value.
Services Assuming the object is undamaged and in working condition,
Wealth is used to determine what you can afford and what the sale value is equal to the object’s base Value (as if
gear you might reasonably have access to. Every object and purchased new) minus 3. A damaged object may have it's
service has a Value rating, rather than an associated Value reduced by as much as 10.
monetary cost. Selling an object provides equal to the amount of Wealth
While common objects are readily available, buying less you would lose if you purchased an object with a Value equal
common objects generally takes a number of hours equal to to the sale Value. If you sell an item with a Value of at least
the Value of the object or service, reflecting the time needed 21 higher than your current Wealth, add an additional 1d6
to locate the wanted materials and close the deal. Wealth per 10 points above 20.
Whether this is necessary is entirely dependent on the You gain a Wealth increase of at least 1 whenever you sell
specific setting you are playing in and is down to GM an object with a sale Value of 15 or higher . If you sell an
discretion. For example, in some settings guns are readily object with a sale value less than or equal to your current
available, whereas in others they are more difficult to Wealth bonus, and that sale Value is 14 or lower, you gain
acquire. nothing.
Any time you purchase an object or service with a Value
higher than your current wealth, your wealth goes down.

How much
Wealth your Wealth is reduced depends on how
and Reputation
36

You cannot legally sell restricted objects unless you are Values and Dollar Amounts D&D
licensed to own them, and there are usually further Value Dollar Amount 30 $27,500-$34,999 1 platinum
distribution licenses required. You also cannot legally sell
objects that have been reported as stolen. Selling objects 1 --- 31 $35,000-$49,999 1 gold
illegally usually requires that you have contacts in the black 2 Less than $5 32 $50,000-$64,999 1 electrum
market, and reduces the sale Value by an additional 3.
3 $5-$11 33 $65,000-$89,999 1 silver
Selling an object takes a number of hours equal to the
normal Value of the item. 4 $12-$19 34 $90,000-$119,999 1 copper
There are other ways to increase your Wealth score. If you 5 $20-$29 35 $120,000-$149,999
are given a job by a patron, they will likely choose to pay you
directly. If so, the reward will be given a Value, and your 6 $30-$39 36 $150,000-$199,999
Wealth score increases as if you sold an object of that Value. 7 $40-$54 37 $200,000-$274,999
If your character is employed, they may be able to
8 $55-$69 38 $275,000-$349,999
accumulate savings over time, which will translate to a
Wealth increase. At the end of each month your character is 9 $70-$89 39 $350,000-$499,999
employed, roll a d20. If the result is greater than their current 10 $90-$119 40 $500,000-$649,999
Wealth, their Wealth increases by 1. For every 10 points by
which you exceed your current Wealth, you gain an additional 11 $120-$149 41 $650,000-$899,999
+1 to your Wealth score. Based on your job, the GM may 12 $150-$199 42 $900,000-
allow you to add an appropriate ability score bonus to the $1,199,999
13 $200-$274
check. Additionally, you may add your proficiency bonus to
14 $275-$349 43 $1,200,000-
the check if you are proficient in a skill or tool which is $1,499,999
appropriate to the job. For example, a history teacher may 15 $350-$499
add their Intelligence or Charisma bonus to the check, and 44 $1,500,000-
would add their proficiency bonus if they are proficient in the 16 $500-$649 $1,999,999
History skill. 17 $650-$899 45 $2,000,000-
$274,999
18 $900-$1,199
How Much Is It Really? 46 $2,750,000-
19 $1,200-$1,499 $3,499,999
Sometimes you just need to know how much something is
worth in cash terms. If someone flashes a briefcase full of 20 $1,500-$1,999 47 $3,500,000-
money at you, it can break the immersion a little to just say it 21 $2,000-$2,749 $4,999,999
has a Value of 24. 48 $5,000,000-
22 $2,750-$3,499
It is often better to know that there’s $5,000 in the $6,499,999
briefcase. It's also a good reference for if you’re going to split 23 $3,500-$4,999
49 $6,500,000-
that reward five ways, and what the resulting Value of each 24 $5,000-$6,499 $8,999,999
share will be.
The following table puts a rough monetary range for most 25 $6,500-$8,999 50 $9,000,000-
Values players will come into contact with. $11,999,999
While there is no technical limit to a character's Wealth, Value Dollar Amount
this table only gives monetary values for Values up to 50. If 26 $9,000-$11,999
you require cash values for Value scores greater than this, it
27 $12,000-$14,999
shouldn't be too difficult to get a rough estimate based on the
patterns in the table. On-Hand Objects 28 $15,000-$19,999
In the modern world, most people have a lot of stuff - 29 $20,000-$27,499
probably a lot more than you’re going to write down on your
character sheet. These rules account for the mundane and Currency Exchange
innocuous objects that most people have among their
possessions and avoids forcing every character to specifically While gold bars, silver coins, copper pieces, and solid
purchase such objects in order to employ them. platinum may work well as currency in a fantasy setting, they
With the GM’s permission, you can roll a d20 and add your are ill-suited for a modern one. The Value rating system
current Wealth score to see if you have a mundane object on introduced in this manual abstracts the real-world complexity
hand, as long as the object has a value of 10 or lower. (The of wealth into an easy to understand system, however, this
GM determines the value for an object that’s not mentioned system doesn't convert the currency values for items and
in this document, using similarly priced objects as a guide.) spell materials in the standard game.
The DC for this check is equal to 10 + the object’s value. You For example, the spell Revivify requires the caster to
can only do this during play, not at character creation or provide "diamonds worth 300 gp". How many dollars do you
between adventures. If you succeed, your Wealth score is need to spend to purchase 300 gp worth of diamonds? Using
unaffected, even if the object’s value is higher than your this system, the 300 gp worth of diamonds becomes $3,000
wealth score. worth of diamonds, which is a value rating of 22.

Currency Exchange Rates

Wealth and Reputation


37

Why not Just Track Money? Reputation


This financial system is abstract and simplisitc, and your
Over the course of play, your reputation will fluctuate as you
Wealth isn't a precise measurement of your character's net
gather more notoriety and as you leverage it for various
worth. However, this system is simpler than tracking your
advantages. Your reputation can never fall below 0, and there
paychecks, credit scores, bank statements, interest rates, and
is no limit to how high your reputation can climb.
credit limits.
Modern personal finance can be extremely complex; this
system saves you from spending as much effort on balancing Leveraging Your Reputation
your character's checkbook as you spend on your own Reputation is used to measure your social capital and the
influence that you can exert. Similarly to objects and
Rent or Own? services, favours and requisitions have a Value rating. Any
The rules for Wealth don’t say anything about paying rent or time you Leverage your Reputation to gain a favour or
having a mortgage. That’s because such day-to-day expenses requisition equipment with a Value higher than your current
as a home, utility bills, and groceries are already built into Reputation, your Reputation goes down. How much your
the Wealth system - your Wealth reflects your buying power Reputation is reduced depends on how valuable the favour or
after paying for such basics. equipment is.
Since the cost of rent is already built into your Wealth Compare the Value of the favour or item to your current
bonus, why should any character want to waste Wealth on Reputation score and consult the table below to see how
something as expensive as a home? The answer in game much your Reputation will decrease if you choose to go
terms is the same as in the real world: When you own your through with the request.
own home, you aren’t subject to someone else’s rules on how
to use it. Want to build a secret lab in your garage? That’s Reputation
Value Decrease
kind of difficult in an apartment building - but you can
probably do it if you own a house. 15 or higher 1 point
To buy a house, you only have to pay for the down payment 1-10 points higher than your 1 point
(that’s what the Value in the Housing table represents). You Wealth
don’t have to worry about the monthly mortgage payment,
just as a renter doesn’t have to worry about rent. 11-15 points higher than your 1d6 points
Wealth
Lifestyle 16-20 points higher than your 2d6 points
What sort of lifestyle does your character live? Do they drive Wealth
an exotic car and own a speedboat, throwing lavish parties
and flying off to Rio for the weekend? This system is functionally identical to purchasing items
Or do they subsist on microwave pizza in a one-room using Wealth. You cannot request a favour or requisition that
apartment? That question is answered, in part, by the objects is more than 20 points higher than your current Reputation.
you own and your current Wealth score. If your reputation drops to 0, you have exhausted your social
A character with a mid-range Wealth score (say, 7) can capital and cannot request favours or requisition equipment
generally afford items costing around $50 without their until you have regained some of your Reputation.
Wealth reducing. Such a character can afford a meal at a
good restaurant, a ticket to a basketball game, or a new So you wanna be Famous?
computer game pretty much any time they want. More
There are a number of ways to build your Reputation. You
expensive lifestyle options are always available, but only at
can spend your downtime rubbing elbows with the elite in
the cost of driving their Wealth down - so they can’t really live
your circles. Keep track of the hours you spend networking.
beyond their means for long. Of course, if they already owns a
When you have accumulated a number of hours equal to your
Ferrari, having a lower Wealth score does not mean they have
current Reputation score, your Reputation score increases by
to give it up. They still drive an expensive car - they just can’t
1, and you reset your accumulated hours to 0
currently afford to do all the other things people associate
Your reputation can also grow as you go about your daily
with that kind of life.
life. At the end of each month, make a Charisma check. If the
A poorer character - perhaps with a current Wealth score
result is higher than your current Reputation, your
of 4 - can generally afford a $20 expense without reducing
Reputation increases by 1.
their Wealth bonus. A night at the movies might be a routine
You may also gain Reputation increases when completing
entertainment, but they can’t regularly afford anything more
missions, objectives, or goals. Guidelines for appropriate
expensive. Rich characters, those with Wealth scores of 15 or
rewards are given below.
higher, can easily drop about $500 at a time, meaning that
they will fly first class more often than not. Significance of Objective Reputation Increase
Minor 1
Major 2
Critical 4

Wealth and Reputation


38

Value
Calling in Favours More Situations Modifier
Favours make the world go ‘round, and you’ll probably want Character is proficient in use of object -2
to call in your fair share of them. Favours have a Value rating
commensurate with the risk they carry for the one granting Character returned any requisitioned gear -2
undamaged on previous assignment
the favour, and following the rules for Leveraging your
Reputation presented above. Assignment was set by the organisation being -2
Remember, though, that no matter how much social capital requisitioned*
you’ve gathered, the person you ask a favour from can always
say no to a particularly dangerous or suicidal request Additionally, when the assignment was set by the
Similarly, the GM can rule that the Value for a Favour from a organisation being requisitioned, if the item is returned
particular individual might be reduced owing to the undamaged you regain half the Reputation spent
relationship between them and the character requesting the requisitioning it (round up).
favour. For example, Sadie has a Reputaion of 9, and wants to
requisition a machine gun. The mission will almost certainly
Apparent Risk Value involve combat, and she turned in all her requisitioned gear
None 1 undamaged after her last assignment.
The Value of a machine gun is 19, but it is considered
Slight (Minor social consequences) 15(10+2d4)
necessary for the assignment (-6), Sadie is proficient in it's
Moderate (Retribution or Minor legal 20(15+2d4) use (-2), she returned all her gear undamaged (-2), the
problems) machine gun is most likely Restricted (+4) at the very least
Extreme (Severe retribution or Major legal 30(20+4d4) (See Equipment), and the assignment was set by the
problems) organisation being requisitioned (-2). This gives a final value
of 11. Sadie is able to requisition the weapon at a cost of 1
Deadly (Threats or attacks on their person, 50(30+8d4)
friends, or family) reputation.
Additionally, Sadie is requisitioning the item from the
same organisation who set the assignment, so if Sadie
Requisitioning Equipment returns the machine gun undamaged, she would regain the 1
Those with connections to powerful organizations can often Reputation point spent requisitioning it (half of 1 rounded up
leverage equipment and services that they would otherwise is 1).
be unable to acquire using personal wealth. The organization
evaluates whether you really need the object, how soon they
can supply it, and whether they can reasonably expect to get
it back when you are done with it.
Compare your Reputation to the final requisition Value of
the item you are requisitioning, and lower your Reputation as
if you had just purchased the item. The organization has final
say over whether they can supply the object requested, and if
they can do so, will provide the item within a number of
hours equal to the item’s value.
Value
Situation Modifier
Object is necessary for assignment -6
Object has obvious application for -4
assignment
Object has peripheral application for -2
assignment
Object has no obvious application for +2
assignment
Object is rare +2
Object is restricted (See Equipment)
- Licensed +2
- Restricted +4
- Military +6
- Illegal +8

Wealth and Reputation


39

Do I know you?
To determine if one character recognises another based on
their Reputation, roll a d20. If the result is lower than the
target's Reputation score, the target is recognised. As with
requisitioning equipment, certain modifiers may apply to the
target's Reputation score for the purposes of being
recognised, as described in the following table.
If the character is acquainted with the target, they
automatically recognise them without having to make a roll,
unless there is a good reason for them not to.
Reputation
Situation Modifier
Character has extensive knowledge of the +6
field(s) making the target renowned
Character is fairly involved in the field(s) +4
making the target renowned
Character is peripherally involved in the +2
field(s) making the target renowned
Character has no connection to the field(s) -2
making the target renowned

If the target is disguised, usually the character must pass a


check to see through the disguise before attempting to
recognise the target.
When a player character is recognised, they may gain
advantage or disadvantage on certain checks, depending on
whether their Reputation puts them in a positive or negative
light to the individual recognising them, as determined by the
GM. For example, a character recognised as an infamous
criminal would likely gain disadvantage on many social
checks involving law enforcement, but may gain advantage on
Intimidation checks.

Social Maneuvering
Sometimes your reputation can save you when your charms
fail you. When you fail a Charisma ability check you can
leverage your Reputation to reroll the result of the check,
using the new result instead. Compare your Reputation score
to a Value equal to the DC of the ability check you just failed,
and lower your Reputation as described above. To do this, the
target of the check must recognise you.
The GM has final say over whether you can use this option
in any given situation. For instance, if you are using
Deception to try to convince a target that you are someone
you’re not, it would be inappropriate to Leverage your
Reputation to succeed.

Additional Uses for Reputation


Certain Advance Class features may give you alternative ways
to Leverage your Reputation to give various benefits. If you
aren't using the Reputation system, alternative abilities with
similar functions are provided.

Wealth and Reputation


40

Players who want to use this system to represent their A PC in recovery may always choose to use this Downtime
Addiction Recovery character’s recovery will come up with a list of Sobriety to work on their sobriety. They may do this through means
Triggers for their character. The list can be as long or as such as attending meetings, engaging in activities to improve
Designed by Brennan Lee Mulligan and Joe DeSimone, Co-
short as you’d like and should reflect the individual struggles their mental health and emotional well-being, and otherwise
Founder of The Academy of Games based on consultancy
of the character. Some characters may have very generally dedicating themselves to their recovery. These
provided by Joe DeSimone and Seosamh Lily
straightforward triggers, such as the presence of their activities should be generated by the player, as to give them
preferred addictive substance (e.g. a character struggling ultimate narrative freedom over their character’s recovery,
with alcoholism may have “People drinking alcohol nearby” but this can also be a group process. A PC that chooses to
CONTENT WARNING as a Sobriety Trigger). Sobriety Triggers can likewise be use their Downtime in this way automatically improves their
The game system below discusses and addresses personal and emotional, such as feelings of isolation or Sobriety Die by one die type. Characters who had previously
addiction, recovery, sobriety, and relapse. abandonment, a particular toxic relationship, or familiar relapsed or who were not otherwise sober may use their
locations or times of year. Any given character will likely Downtime period to enter or re-enter recovery, starting with a
A Quick Note: possess a combination of straightforward and more abstract d4 Sobriety Die.
'Why a Game System?: In our early conversations Sobriety Triggers. Regardless of the specifics, the player All PCs, including those in recovery, may also choose to
with addiction sensitivity consultants before should have the final authority on their character’s specific use this Downtime in other ways - Researching Spells and
recording TUC2, Dimension 20 asked “Should the Sobriety Triggers. A GM can absolutely help a player craft Magic Items, Creating or Maintaining a Stronghold, making
recovery of Player Characters be handled strictly their list of Sobriety Triggers should the player desire, and a Investigation or Arcana checks, etc. If a PC chooses to
narratively or be systematized?” Our consultants GM may also help a player by pointing out the possible prioritize other pursuits during Downtime in this way, they
recommended the creation of a game system to help presence of a Sobriety Trigger in a scene. That said, a player are not necessarily in immediate danger of relapse, but their
underline and reinforce a couple important aspects has final authority as to what specifically constitutes a Sobriety Die will drop by one die type to the next highest
of recovery: specifically, that we shouldn’t depict
Sobriety Trigger for their character, both before and during level. The purpose of this Downtime Mechanic is to
relapse as a “choice”, narrative or otherwise; and
play. acknowledge the very real opportunity cost of recovery, and
that, in a world where struggle is generally handled
by rolling dice, it may be more responsible and Whenever a PC encounters one of their Sobriety Triggers, to reflect the very real sacrifices of time, effort, and diligence
accurate to depict characters’ relationship with they roll their Sobriety Die. If they roll a 2 or higher, they it takes for people to maintain their sobriety. Note: A PC in
addiction and recovery in that same vein.' maintain their current Sobriety Die. If they roll a 1 on their recovery should absolutely be afforded regular, non-
die, their Sobriety Die drops down to the next largest die type Downtime opportunities to Research Spells and build
(e.g. Sarah rolls her Sobriety Die of a d12 - she has worked Strongholds, but those should once-again be handled
hard on her sobriety over the campaign - but still rolls a 1. separately than the Downtime system outlined here. This
Sobriety Dice She is able to resist the temptation of relapsing but this system is also meant to represent the degree to which
causes her great distress. As such, her Sobriety Die becomes recovery is rarely static: Your Sobriety Die either increases or
A character in recovery will have a Sobriety Die that
a d10). If a character is currently at a d4 Sobriety Die and decreases during Downtime, as Sobriety is not something
represents the amount of stress their sobriety is currently
rolls a 1, that represents the beginning of a relapse event. In that can or should be taken for granted.
under, whether from within or without. The strength of a
that event, a GM should take their cues from the player about
character’s sobriety at any given time is represented by the
how that relapse occurs and give the player as much agency
size of their Sobriety Die. For instance, a character with a
as possible. Relapse events may be roleplayed or portrayed as
Sobriety Die of d4, the lowest die used in this mechanic,
a fade to black with the aftermath portrayed or otherwise
would be deeply struggling with their sobriety and may be at
communicated by the player, however is most comfortable for
immediate risk of relapse. Characters may also have a d6, a
them and the group at large.
d8, a d10, a d12, all the way up to a d20. As the Sobriety Die
size grows, so does their progress in recovery.
Downtime
Sobriety Triggers While using this system, a GM should make sure to include
regular periods of Downtime so that PCs in recovery may
have opportunities to work on their sobriety. During periods
of Downtime, a DM should offer PCs, both those in recovery
and those not, the opportunity to describe what their
characters will be focusing on during Downtime. Downtime
activities may include anything the group deems appropriate
for their characters and the setting, but some sample
activities include training, therapy, reconnecting with friends
and family, and developing new relationships or skills.
Players who want to use this system to represent their A PC in recovery may always choose to use this Downtime
Addiction
41

1d100 Arrival Time


Breaking the Law 1-10 Immediately
All cities are built upon a code of laws that determine how 11-22 1 round after 1st turn
they are governed. Many of these laws are explicitly made to
combat criminal behavior. It is likely that player characters 23-35 2 rounds after 1st turn
prone to slaughter and plunder will eventually run afoul of 36-50 3 rounds after 1st turn
the law. Characters charged with committing a crime may
51-65 4 rounds after 1st turn
have character witnesses speak on their behalf if they have
made connections with influential NPCs. 66-78 5 rounds after 1st turn
79-89 1 minute after 1st turn
Misdemeanor Crimes
Misdemeanor offenses may result in a character being 90-100 2 minutes after 1st turn
arrested, cited, and eventually released with orders to appear
in court at a later date. Police Statistics
Characters arrested and charged with a misdemeanor may To create a quick and easy stat block for a police officer, use
be sentenced to such punishments as community service, the standard "Guard" stat block. Replace the guard's spear
short-term imprisonment, or fines. with a pistol, taser, and baton, and their leather armor for a
bulletproof vest. Officers will also carry a shotgun in the
Felony Crimes trunk of their vehicle. All weapons and armor listed are
Felony offenses will often result in a character being arrested, detailed in the Weapons and Armor portions of the Modern
taken into police custody, booked, charged for their crimes, Equipment section of this handbook.
and potentially denied bail and imprisoned.
Characters arrested and charged with a felony crimes may The Arrest Process
be sentenced with severe punishments such as years of
How the police in your campaign react to criminal activities
imprisonment, or death.
will vary depending on the form of government and the
severity of the crime committed. Below is a general process
Arresting Characters for how you might go about arresting your player characters.
Authorities are quick to arrest any characters suspected of or
engaged in criminal activities. Before Arrest
You can handle the process of arresting your characters The police may perform a "pat-down" to determine if a
several ways. character is concealing a weapon. A Dexterity (Sleight of
You can roleplay the encounter with the arresting officers, Hand) check can be made to effectively conceal a weapon or
with the characters choosing to either resist arrest or item from a "pat-down". An arrest will often result in a full
cooperate. One benefit of this approach is the characters search of a character's person.
having a chance at being able to escape arrest either by
talking their way out of being arrested or through some other After Arrest
means. The police will ask for basic information (name, address, age)
The other method is to inform the players of their and will fingerprint and photograph the player characters.
characters arrest, detailing the process by which they are
arrested, booked, and detained. This method eschews
Being Booked
roleplay for a speedy process. The character may be able to Charges, detailed in a police report, must be brought against
influence the result of their arrest using skill checks to the character(s) within 48-72 hours, or they are released
mitigate the consequences of their actions. from police custody.

Arraignment
Police Arrival Time The charges against the characters are read aloud in court.
When traveling over distance, police arrival times can vary
Characters are asked to plead, "Guilty" or "Not Guilty". They
depending on the type of crime reported.
may also plead, "No Contest", which implies the charges are
Crime Arrival Time correct but is not seen as an admission of guilt.
Violence 5 to 10 minutes Posting Bail
Robbery 5 to 10 minutes Characters may be able to get out of jail after their arrest and
Theft 10 minutes to 1 hour before their trial, by posting bail, paying money to the court to
enture that they'll make future court appearances. The
Active Shooter 3 minutes money is refunded if the character appears in court.
Otherwise, a warrant is issued for the characters arrest.
Nearby police officers, such as those who patrol areas
where large groups of people congregate, will arrive relatively
quickly. Roll on the table below to determine a spontaneous
arrival time for nearby police officers.

Breaking The Law


42

Weapons
Tiny Character Rules You can wield weapons crafted specifically for Tiny
Tiny creatures range in height from 6 inches to 2 feet tall, and creatures. These weapons deal 1d4 less damage than
require a unique set of rules as compared to conventional their normal-sized counterparts (this can't reduce the
Dungeons and Dragons races. damage below 1). Per the spell effect of the "Reduce"
The Rules as Written sub-section is a set of rules drawn option of the Enlarge/Reduce spell which also reduces a
directly from the Player's Handbook and the Dungeon creature's weapon to match it's new size. The reduced
Master's Guide. These are rules which, by how they are weapon deals 1d4 less damage. (PHB, p. 237)
written, explicitly apply to Tiny creatures.
You have disadvantage on attack rolls with normal-sized
The Rules as Intended, or Implied sub-section is a set of
weapons, unless they have the light property. These
rules which, while not explicitly stated in the Player's
weapons gain the two-handed property and lose the light
Handbook or Dungeon Master's Guide, are intended or
property. Per the Heavy weapon property giving Small
implied, based on existing rules, conventions, and common
creatures disadvantage on attack rolls with heavy
sense.
weapons. Normal-sized weapons, without the light
All rules are provided in their definitive form.
property, can be considered as heavy weapons for a Tiny
creature. Light weapons are reasonably wieldable, but due
Size, Strength, & Weapons to their size and bulk require two hands to use effectively.
Rules as Written (PHB, p. 147)
Carrying Capacity You are unable to use normal-sized weapons with the
Your carrying capacity is your Strength score multiplied heavy property. Per the Heavy weapon property giving
by 15, then halved. "...Tiny creatures can carry less... For a Small creatures disadvantage on attack rolls with heavy
Tiny creature, halve these weights." (PHB, p. 176) weapons. It is reasonable that a Tiny creature would be
unable to wield a heavy normal-sized weapon. (PHB, p.
Push, Drag, or Lift 147)
You can push, drag, or lift a weight in pounds up to twice
your carrying capacity (or 15 times your Strength score).
While pushing or dragging weight in excess of your
Armor and Goods
carrying capacity, your speed drops to 5 feet."...Tiny You can only wear armor and shields made for Tiny
creatures can carry less... For a Tiny creature, halve these creatures. Armor, clothing, and similar items that are
weights." (PHB, p. 176) made to be worn by larger creatures, can be altered to be
made wearable. The cost for such work varies from 10 to
Grapple 40 percent of the market price of the item (roll 1d4 x 10 to
You cannot grapple Medium or larger creatures. "The determine the cost increase (or decrease)). While this is a
target of your grapple must be no more than one size variant rule provided in the PHB, it is still an official rule
larger than you, and it must be within your reach." (PHB, option that addresses any disparities in wearable items
p. 195) between characters of disparate sizes. (PHB, p. 144)

Shove Movement, Position, & Cover


You cannot shove a Medium or larger creature. "The Rules as Written
target of your shove must be no more than one size larger
than you, and it must be within your reach." (PHB, p. 195)
Spacing
You occupy a 2.5 x 2.5 ft space."The Size Categories table
Food and Water shows how much space a creature of a particular size
You require 1/4 the food and water of a Small or Medium controls in combat." (PHB, p. 191)
creature. Food and Water Needs chart. (DMG, p. 111) You can occupy the same space (5 ft x 5 ft) as three other
Tiny creatures. "A creature's size determines how much
Rules as Intended/Implied
space it occupies on squares or hexes, as shown in the
Strength Creature Size and Space table." (DMG, p. 251)
You have disadvantage on Strength checks and Strength
saving throws. Per the spell effect of the "Reduce" option
of the Enlarge/Reduce spell which reduces a creature by Movement
one size category, i.e., Medium to Small, and Small to You can move through a Medium or larger Hostile
Tiny. A Tiny creature would likely come under this rule as creature's space, as difficult terrain. "You can move
it's size heavily implies that it cannot reasonably provide through a Hostile creature’s space only if the creature is at
the same strength as a Small or larger creature. (PHB, p. least two sizes larger or smaller than you." (PHB, p. 191)
237)

Tiny Player Character Rules


43

Mounts __
You can use a Small or larger creature that has an
appropriate anatomy as a mount. "A willing creature that
The following Armor Class Progression charts
is at least one size larger than you and that has an assume:
appropriate anatomy can serve as a mount..." (PHB, p. 1) The Tiny and Medium PCs are otherwise
198) identical.
2) The PCs' Class is Fighter.
Rules as Intended/Implied 3) Both PCs begins with a +3 Dexterity Modifier.
Cover 4) The Medium PC uses Heavy Armor and a
Your Cover options are improved. An obstacle that gives Shield.
half cover to a Small or Medium sized creature, gives you 5) The Tiny PC uses the Stealth proficiency option
three-quarters cover; three-quarters cover would give you included in this section.
total cover. Per the Cover section in the Player's
Handbook, it is reasonable that a Tiny creature would be
provided more cover by an obstacle than a larger creature.

Spacing Medium AC Progression


You can occupy the same space as a non-hostile creature
PC Total
so long as you use them as a mount. Rules as Written, in Level Armor Shield AC Stealth
combat, creatures of any size are unable to end their
movement in another creature's space whether they be 1 Chain M. = +2 -- 18 Disadvantage
16 >
friendly or hostile. By these rules, a familiar (or Tiny PC)
is unable to occupy the same space as their master (or 5 Chain M. = +2 -- 18 Disadvantage
ally). The Mounted Combat rules in the PHB offer an 16 >
exception to this rule, granting the ability to share another 10 Splint = 17 +2 -- 19 Disadvantage
creature's space so long as they follow the mounting rules. >

Additional Options For Tiny 15 Plate = 18 +2 -- 20 Disadvantage


>
PCs 20 Plate = 18 +2 -- 20 Disadvantage
A majority of the rules provided above can be >
disadvantageous for Tiny player characters. Disadvantage on
Strength checks and Strength saving throws, weapon Tiny AC Progression
damage reductions, limits for grappling and shoves, and a PC Level Dex Mod Prof. Total AC Stealth
reduced arsenal of weapons can easily deter a player from
choosing to use a martial class. 1 +3 +2 --> 15 Proficient
The following series of suggestions are a list of optional 5 +4 +3 --> 17 Proficient
rules (with various reasonings provided) intended to give
10 +5 +4 --> 19 Proficient
some noteable advantages to playing a Tiny character.
15 +5 +5 --> 20 Proficient
Stealth Proficiency 20 +5 +6 --> 21 Proficient
You are proficient in Dexterity (Stealth) checks. The most
humanoid of tiny creatures in Dungeons and Dragons: the
Sprite, Pixie, Imp, and Quasit, all have proficiencies for
Stealth in their respective statblocks. It would stand to
reason that a Tiny player character would share this same
benefit.

Fair Armor Restrictions


If the Tiny PC is unable to wear armor or shields (DM's
discretion on whether to use the Armor and Goods
Intended/Implied ruling listed above) add their proficiency
bonus to their Armor Class. This ensures that the
character maintains a reasonable Armor Class in relation
to the natural progression of armor throughout the course
of the game. This boost to their AC can be reasoned to
reflect the difficulty in hitting a Tiny creature with an
attack.

Tiny Player Character Rules


44

Self-Propelled Vehicles Roller Skates /


Self-propelled vehicles are equipment such as skateboards,
roller blades, scooters, and even roller skates which can Blades
augment a character's movement. With GM approval, the Tiny vehicle (7 lb.)
definition of "self-propelled vehicles" can be expanded to
include other unspecifed self-propelled vehicles. Creature Capacity 1 creature
Carrying Capacity 220 lb.
When using a self-propelled vehicle, your speed increases Armor Class 12 + your proficiency bonus + your
by 5 feet for every 10 feet of walking speed you possess; Dexterity modifier.
for example, if your walking speed is 30 feet, your speed Hit Points 8 (3d4) + your proficiency bonus.
on a bicycle is 45 feet.
Your vehicle is immune to poison and psychic damage.
If a vehicle is destroyed or you lose it, you can attempt to Damage Imunities poison, psychic
repair it, or find a replacement. Condition Immunities blinded, charmed,
deafened, frightened, paralyzed, petrified,
Vehicle Sizes poisoned, stunned, unconscious
Jump. If your self-propelled vehicle moves at least
Tiny 30 feet in a straight line, you can clear a distance
A Tiny vehicle's AC equals 12 + your proficiency bonus + your of up to 60 feet when jumping over a chasm,
ravine, or other gap. Each foot you clear on the
Dexterity modifier. The vehicle's hit points equal 8(3d4) +
jump costs a foot of movement.
your proficiency bonus. (EXA: roller blade, roller skates).

Small Actions
A Small vehicle's AC equals 10 + your proficiency bonus + Trick. On your turn, you can expend 10 feet of
movement to perform a trick using your vehicle,
your Dexterity modifier. The vehicle's hit points equal 10(3d6)
such as a wheelie. Before the trick can be
+ your proficiency bonus. (EXA: skateboard, scooter). performed, the vehicle must move at least 10
feet. If you succeed on a DC 10 Dexterity check,
Medium the trick is successful. Otherwise, you are unable
A Medium vehicle's AC equals 8 + your proficiency bonus + to perform the trick and can’t attempt another
your Dexterity modifier. A Medium vehicle's hit points equal trick until the start of your next turn. If the check
18(4d8) + your proficiency bonus. (EXA: bicycle). fails by 5 or more, you fall prone as you wipe out,
coming to a dead stop.
Mounting And Dismounting
Reactions
Once during your move, you can mount or dismount a self-
Juke. If your vehicle is able to move, you can use
propelled vehicle that is within 5 feet of you. your reaction to gain advantage on a Dexterity
You must spend at least 5 feet of movement to saving throw.
mount/dismount a Small vehicle, and mounting/dismounting
a Medium-sized vehicle costs an amount of movement equal
to half your speed. For example, if your speed is 30 feet, you
must spend 15 feet of movement to mount a bicycle.
Therefore, you can't mount it if you don't have 15 feet of
movement left or if your speed is 0.
If an effect moves your self-propelled vehicle against your
will while you're on it, you must succeed on a DC 10
Dexterity saving throw or fall off your vehicle, landing prone
in a space within 5 feet of it. If you're knocked prone while
mounted, you must make the same saving throw.
If your self-propelled vehicle is reduced to 0 hit points, you
can use your reaction to dismount it as it falls and lands at
your feet damaged. Otherwise, you are dismounted and fall
prone in a space within 5 feet of it.

Wearing A Vehicle
Donning and doffing self-propelled vehicles that are worn
takes 1 minute.
If an effect moves your self-propelled vehicle while you are
wearing it or reduces its hit points to 0, you must succeed on
a DC 10 Dexterity saving throw or be knocked prone.
If your self-propelled vehicle is reduced to 0 hit points
while being worn, your speed decreases by 5 feet for every 10
feet of walking speed you possess.

Self-Propelled Vehicles Bicycle


Medium vehicle (20 lb.)
Skateboard / Scooter Creature Capacity 1 creature
Small vehicle (8 lb.) Carrying Capacity 300 lb.
Armor Class 8 + your proficiency bonus + your
Creature Capacity 1 creature Dexterity modifier.
Carrying Capacity 300 lb. Hit Points 18 (4d8) + your proficiency bonus.
Armor Class 10 + your proficiency bonus + your
Dexterity modifier.
Hit Points 10 (3d6) + your proficiency bonus. Damage Imunities poison, psychic
Condition Immunities blinded, charmed,
deafened, frightened, paralyzed, petrified,
Damage Imunities poison, psychic poisoned, stunned, unconscious
Condition Immunities blinded, charmed, Jump. If your self-propelled vehicle moves at least
deafened, frightened, paralyzed, petrified, 30 feet in a straight line, it can clear a distance of
poisoned, stunned, unconscious up to 60 feet when jumping over a chasm, ravine,
Jump. If your self-propelled vehicle moves at least or other gap. Each foot it clears on the jump costs
30 feet in a straight line, it can clear a distance of a foot of movement.
up to 60 feet when jumping over a chasm, ravine, Prone Deficiency. If the Bicycle rolls over and falls
or other gap. Each foot it clears on the jump costs prone, it can’t right itself and is incapacitated until
a foot of movement. flipped upright.

Actions Actions
Trick. On your turn, you can expend 10 feet of Trick. On your turn, you can expend 10 feet of
movement to perform a trick using your vehicle, movement to perform a trick using your vehicle,
such as a wheelie. Before the trick can be such as a wheelie. Before the trick can be
performed, the vehicle must move at least 10 performed, the vehicle must move at least 10
feet. If you succeed on a DC 10 Dexterity check, feet. If you succeed on a DC 10 Dexterity check,
the trick is successful. Otherwise, you are unable the trick is successful. Otherwise, you are unable
to perform the trick and can’t attempt another to perform the trick and can’t attempt another
trick until the start of your next turn. If the check trick until the start of your next turn. If the check
fails by 5 or more, you fall prone as you wipe out, fails by 5 or more, you fall prone as you wipe out,
coming to a dead stop. coming to a dead stop.

Reactions Reactions
Juke. If your vehicle is able to move, you can use Juke. If your vehicle is able to move, you can use
your reaction to gain advantage on a Dexterity your reaction to gain advantage on a Dexterity
saving throw. saving throw.

46

Part 4. Equipment
Armor
Name Cost Armor Class (AC) Strength Stealth Weight Properties
Light Armor ---- ---- ---- ---- ---- ----
Heavy Coat 8 11 + DEX mod. ---- Disadvantage 6 lb. ----
Leather Jacket 11 11 + DEX mod. ---- ---- 4 lb. ----
Undercover Vest 14 12 + DEX mod. ---- ---- 2 lb. BDR - 2
Undercover Shirt 15 13 + DEX mod. ---- ---- 3 lb. BDR - 2
Medium Armor ---- ---- ---- ---- ---- ----
Concealable Vest 16 13 + DEX mod. (max 2) ---- ---- 4 lb. BDR - 3
Light-Duty Vest 17 14 + DEX mod. (max 3) ---- ---- 8 lb. BDR - 3
Tactical Vest 18 15 + DEX mod. (max 2) STR 10 Disadvantag 10 lb. BDR Resistance
Heavy Armor ---- ---- ---- ---- ---- ----
Bulletproof Vest 18 15 STR 10 Disadvantage 15 lb. BDR Resistance
Plate Vest 19 17 STR 13 Disadvantage 10 lb. BDR & Slashing - 5
Tactical Plate Vest 20 18 STR 13 Disadvantage 20 lb. BDR & Slashing Resistance
Shield ---- ---- ---- ---- ---- ----
Makeshift Shield ---- +1 ---- ---- ---- BDR - 1
Riot Shield 12 +2 ---- ---- 6 lb. BDR - 3

Ballistics Damage Medium Armor


Ballistic damage is the type of damage that firearms inflict, Medium armor offers more protection than light armor, but it
and is a subset of piercing damage. Several of the armors also impairs movement more.
grant Ballistic Damage Reduction (BDR). Concealable Vest. Standard issue in many police forces.
All ballistic damage counts as piercing damage, but not all This vest provides maximum protection in a garment that
piercing damage counts as ballistic damage. Magical effects can be worn all day long under regular clothing. While it may
or creature properties that grant resistance to piercing go unnoticed by a quick glance, it is usually visible to anyone
damage also apply to ballistic damage, but effects or looking closely for it.
properties reducing ballistic damage do not automatically Light-duty Vest. A lightweight tactical vest designed for
apply to piercing damage. extended use by riot police and forces on alert for potential
attack. This armor sacrifices a degree of protection for a
Light Armor modicum of comfort -- at least compared to other tactical
body armors.
Made from thickly woven and sturdy materials, light armor Tactical Vest. The standard body armor for police tactical
favors agile adventurers since it offers some protection and units. This vest provides full-torso protection in the toughest
discretion without sacrificing mobility. flexible protective materials available.
Heavy Coat. A standard heavy coat made of thick
materials.
Leather Jacket. A heavy leather biker's jacket that offers
Heavy Armor
some protection. Of all the armor categories, heavy armor offers the best
Undercover Vest. Designed for deep undercover work in protection. These armors provide more coverage and defense
which it is critical that the wearer not appear to be armed or than lighter armors, and are designed to reduce damage
armored. This garment consists of a T-shirt with a band of significantly.
light protective Kevlar sewn in around the lower torso. Bulletproof Vest. Built like the tactical vest, but
Undercover Shirt. Covering a large area of the torso, this incorporating groin and neck protection as well as a light
vest provides better protection than the light undercover shirt ceramic plate over the chest. This armor provides additional
-- but it's also more easily noticable. It's best used when the protection in battles against armed opponents.
armor should remain unseen but the wearer doesn't expect to
face much scrutiny.

MODERN EQUIPMENT
47

Plate Vest. A modern body armor consisting of a jacket


with ceramic plates over a majority of the torso. This armor
provides amble protection against ballistics, and sharp-edged
or pointed weapons.
Tactical Plate Vest. The most powerful protection
available is built into this durable suit, which consists of a
heavy torso jacket with ceramic plates over the chest and
back, neck, and groin guards, and arm protection. Heavy and
cumbersome, this armor is generally only donned by tactical
officers heading into a dangerous assault.

Variant: Plot Armor


You're the protagonist, right? Damn skippy you are! The very
narrative structure of the universe itself protects you in battle.
Any armor can be used as plot armor (except shields). A
character wearing plot armor gains the benefits of the armor
they wear without having to physically wear the armor. It's
crazy that your character can miraculously escape danger or
survive an obviously fatal situation, but such is the life of a
protagonist.

Shields
A shield is made of a durable protective material and carried
in one hand. You can benefit from only one shield at a time.
Makeshift Shield. A makeshift shield is an impromptu
shield either found or rapidly crafted. Each time you are hit
with an attack, roll a d20. On a 10 or lower the makeshift
shield breaks or is damaged beyond use.
Riot Shield. A lighweight protective device deployed by
police and military organizations.

Getting Into and Out of Armor


The time it takes to don or doff armor depends on the
armor's category.
Don. This is the time it takes to put on armor. You benefit
from the armor's AC only if you take the time to don the
armor.
Doff. This is the time it takes to take off armor. If you have
help, reduce this time by half.
Donning and Doffing Armor
Category Don Doff
Light Armor 1 Action 1 Action
Medium Armor 1 Minute 30 seconds
Heavy Armor 5 Minutes 1 Minute
Shield 1 Action 1 Action

MODERN EQUIPMENT
48

Weapons
Name Cost Damage Weight Properties
Simple Melee
Baseball Bat 8 1d6 bludgeoning 2 lb. Versatile ( 1d8 )
Baton 7 1d6 bludgeoning 2 lb. Light
Baton, Expandable 8 1d6 bludgeoning 2 lb. Light, Special
Baton, Stun 9 1d6 bludgeoning + 1d4 2 lb. Light, Special
lightning
Brass Knuckles 5 1d4 bludgeoning 1 lb. Covert, Light, Versatile ( 2d4 )
Cleaver 5 1d4 slashing 2 lb. Light
Hatchet 6 1d6 slashing 2 lb. Light, Thrown ( 20/60 )
Hammer 5 1d4 bludgeoning 2 lb. Light, Thrown ( 20/60 )
Hunting Knife 6 1d4 piercing 2 lb. Finesse, Light, Thrown ( 20/60 )
Machete 6 1d6 slashing 3 lb. Finesse, Light
Nunchaku 5 1d4 bludgeoing 2 lb. Finesse, Special, Versatile ( 2d4 )
Pocket Knife 5 1d4 piercing 1 lb. Covert, Finesse, Light
Stun Gun 7 1d4 lightning 1 lb. Covert, Light, Special
Simple Ranged
Pistol 15 2d6 piercing 2 lb. Covert, Light, Range ( 50/150 ), Reload ( 15 )
Pistol, Automatic 20 2d6 piercing 3 lb. Burst Fire, Covert, Light, Range ( 50/150 ), Reload ( 15 )
Revolver 17 2d8 piercing 3 lb. Range ( 40/120 ), Reload ( 6 ), Special
Rifle, Hunting 18 2d10 piercing 8 lb. Range ( 80/240 ), Reload ( 5 ), Two-Handed
Taser 9 1d4 lightning 2 lb. Covert, Range ( 15/35 ), Special
Martial Melee
Chain 4 1d8 bludgeoning 6 lb. Two-Handed, Reach
Chainsaw 10 3d6 slashing 10 lb. Heavy, Special, Two-Handed
Katana 9 1d8 slashing 3 lb. Versatile ( 1d10 )
Sledgehammer 6 2d6 bludgeoning 10 lb. Heavy, Two-Handed
Sword Cane 9 1d8 slashing 3 lb. Finesse, Special
Whip 7 1d4 slashing 3 lb. Finesse, Reach
Martial Ranged
Grenade Launcher 25 Special 12 lb. Heavy, Range ( 40/120 ), Reload ( 6 ), Two-Handed
Machine Gun, 25 2d12 piercing 30 lb. Auto Fire, Heavy, Range ( 100/400 ), Reload ( 120 ), Special,
Heavy Two-Handed
Machine Gun, Light 23 2d8 piercing 20 lb. Auto Fire, Range ( 100/300 ), Reload ( 120 ), Two-Handed
Rifle, Automatic 21 2d8 piercing 8 lb. Burst Fire, Range ( 80/240 ), Reload ( 30 ), Two-Handed
Rifle, Sniper 22 2d12 piercing 8 lb. Range ( 180/540 ), Reload ( 2 ), Two-Handed
Shotgun, Double- 20 2d8 piercing 7 lb. CQC, Range ( 30/90 ), Reload ( 2 ), Two-Handed
Barrel
Submachine Gun 20 3d6 piercing 6 lb. Burst Fire, Range ( 80/320 ), Reload ( 30 ), Two-Handed
Ammunition
Bullets (10) 2 -- 0.5 lb. --
Shells (10) 5 -- 0.5 lb. For Shotguns Only

MODERN EQUIPMENT
49

Weapon Properties Special Weapons


__Auto Fire. A weapon that has the auto fire property can This section describes weapons that have special rules or
only spray in a 10-foot-cube area within normal range with require further explanation.
shots. Each creature in the area must succeed on a Dexterity Baton, Expandable. This weapon can be collapsed to
saving throw or take the weapon's normal damage (DC reduce its size and increase its concealability. A collapsed
equals to 12 + your proficiency bonus if proficient). This baton can't be used as a weapon and is given the Covert
action uses ten pieces of ammunition and it cannot be property. Extending or collapsing the baton is a free action.
affected by any of the special "shot" attacks from the Baton, Stun. A stun baton has 5 charges. When you hit a
Firearms Expert feat. creature with a stun baton, you can choose to expend one
Burst Fire. A weapon that has the burst fire property can charge. When you do so, the target must make a DC10
make a normal single-target attack, or it can spray a 10-foot- Constitution saving throw or be incapacitated. At the end of
cube area within normal range with shots. Each creature in each of its turns, the target can make another Constitution
the area must succeed on a Dexterity saving throw or take saving throw. On a success, the effect ends on the target.
the weapon's normal damage (DC equals to 12 + your Chainsaw. A chainsaw must be running to be used as a
proficiency bonus if proficient). This action uses ten pieces of weapon, otherwise it is considered an improvised weapon.
ammunition and it cannot be affected by any of the special Starting a chainsaw is an action. If you roll a natural 1 on an
"shot" attacks from the Firearms Expert feat. attack roll with a chainsaw, it stalls and requires an action to
Covert. You have advantage on Dexterity (Sleight of Hand) restart.
checks to conceal this weapon. Machine Gun, Heavy. The recoil of this weapon is difficult
CQC (Close Quarters Combat). You have advantage on to control. A creature with a Strength of 12 or lower has
attack rolls made against targets within 20 feet or less from disadvantage on attack rolls with this weapon and must
you. make a DC 20 Strength saving throw or be knocked prone.
Finesse. When making an attack with a finesse weapon, Nunchaku. This weapon can be flourished any number of
you use your choice of your Strength or Dexterity modifier times before making an attack. Each successful flourish adds
for the attack and damage rolls. You muist use the same a +1 to the attack roll. Immediately after each flourish, the
modifier for both rolls. DM can have you roll a d20. If you roll a 1, you fail and hit
Heavy. Small creatures have disadvantage on attack rolls yourself with the nunchaku. With each successful flourish the
with heavy weapons. A heavy weapon's size and bulk make it chance of failure increases by 1.
too large for a Small creature to use effectively. A Tiny Grenade Launcher. This weapon allows you to propel a
creature is unable to use a heavy weapon at all. fragmentation, smoke or tear gas grenade up to 120 feet
Light. A light weapon is small and easy to handle, making away. You can target a creature within 40 feet using a
it ideal for use when fightng with two weapons. grenade launcher. On a hit you deal 1d6 bludgeoning damage
Range. A weapon that can be used to make a ranged to that creature, and then the grenade effect occurs.
attack has a range shown in parentheses after the Revolver. Since the character must insert every bullet one
ammunition or thrown property. The range lists two by one, reloading this weapon takes an action.
numbers. The first is the weapon's normal range in feet, and Stun Gun. A creature hit by a Stun Gun takes 1d4
the second indicates the weapon's maximum range. When lightning damage and it must make a Constitution saving
attacking a target beyond the normal range, you have throw (DC 15) or be paralyzed until the start of your next
disadvantage on the attack roll. You can't attack a target turn. You can use your action in the following turns to deal
beyond the weapon's long range. 1d4 lightning damage and maintain the target paralyzed for
Reach. This weapon adds 5 feet to your reach when you up to 4 turns. The Taser must be recharged after five shots.
attack with it. Sword Cane. This is a lightweight, concealed sword that
Reload. A weapon with the reload property can be fired a hides its blade in the shaft of a walking stick or umbrella. A
number of times, shown in parentheses, before needing to be stowed sword cane can't be used as a weapon and is given
reloaded. A character must then reload it using an action or a the Covert property. Unsheathing the sword cane is a free
bonus action (the character's choice). You must have one free action.
hand to reload a firearm. Taser. A taser has 5 charges. When you hit a creature with
Special. A weapon with the special property has unusual a taser, you can expend one charge. The target must make a
rules governing its use, explained in the weapon's Constitution saving throw (DC 10) or be paralyzed until the
description(see "Special Weapons" later in this section). start of your next turn. The taser must be recharged after
Thrown. If a weapon has the thrown property, you can expending the last charge.
throw the weapon to make a ranged attack. If the weapon is a
melee weapon, you use the same ability modifier for that
attack roll and damage roll that you would use for a melee
attack with the weapon.
Two-Handed. This weapon requires two hands to use.
Versatile. This weapon can be used with one or two
hands. A damage value in parentheses appears with the
property-- the damage when the weapon is used with two
hands to make a melee attack.

MODERN EQUIPMENT
50

Incendiary Round (Shell). This ammunition for shotguns


Silvered Weapons is designed to fire a large blast of flame. Each shell deals an
Some monsters that have immunity or resistance to extra 1d10 fire damage to a creature it hits.
nonmagical weapons are susceptible to silver weapons, so
cautious adventurers invest extra coin to plate their weapons Noise
with silver. You can silver a single weapon or ten pieces of
ammunition for $500 (16 value rating). This cost represents A character using a firearm must be careful when choosing
not only the price of the silver, but the time and expertise to use it as all firearms create a loud noise when fired,
needed to add silver to the weapon without making it less potentially alerting enemies. Any shot from a firearm can be
effective. heard from 200 feet away.

Firearm Proficiencies by Class


Firearms Class Firearm Proficiency
Firearm Proficiency Artificer Simple
A character proficient with a firearm does not automatically Barbarian Simple, Martial
add any proficiency bonus to the weapon attack roll. Rather,
Bard Simple
proficiency with a firearm allows a character to use a bonus
action to take the Aim action, which adds the character’s Cleric Simple, (Martial, if City or War Domain)
proficiency bonus to the attack roll. Without taking the Aim Druid Hunting Rifle
action (or if a character is using a firearm without
proficiency), the shooter receives only the benefit of a Fighter Simple, Martial
Dexterity bonus on the attack roll. Monk Simple
Paladin Simple, Martial
Ammunition
Ranger Simple, Martial
All firearms require ammunition to make an attack.
You can use a firearm to make a ranged weapon attack Rogue Simple, Semi-Auto Pistol, Sniper Rifle
only if you have ammunition to fire from the weapon. Each Sorcerer None
time you attack with the weapon you expend one piece of
Warlock None, (Simple, if Hexblade or Pact of the Blade)
ammunition, unless stated otherwise. The ammunition of a
firearm is destroyed upon use. Wizard None
If you use a firearm to make a melee attack, you treat the
firearm as an improvised weapon.
Real firearm ammunition comes in a wide variety of sizes
and calibers. To avoid complicating the use of ammunition,
they have been simplified to bullets and shells. Shotguns
only use shells as ammunition. All other firearms only use
bullets.
A pedantic DM can institute their own bullet and shell
categorizations at their own discretion.

Suppressing Fire
Every firearm can do suppressing fire. As an action, you can
spray in a 10-foot-cube area within the firearm's normal
range using up to ten pieces of ammunition. Each creature in
the area must succeed on a Wisdom saving throw (DC equal
to 8 + the number of bullets used) or be frightened of you
until the end of your next turn. If a creature succeeds on its
saving throw, it's immune to suppressing fire for 24 hours.

Special Ammunition
Certain ammunition can be purchased or modified to create
special ammunition. Special ammunition is available at a
DM's discretion.
Breaching Shells. Ammunition designed to destroy
deadbolts, locks, or door hinges. Each shell deals double
damage to doors and others objects/structures.
Silvered Ammunition. Refer to the "Silvered Weapons"
section above.

Incendiary Round (Shell). This ammunition for shotguns MODERN EQUIPMENT


51

Smoke
Explosive Devices Smoke grenades are used as ground-to-ground or ground-to-
Some of the explosives can be bought as a grenade or a air signaling devices, target or landing zone marking devices,
planted explosive, giving them particular properties and to create a smoke-screen for concealment. When buying
depending on how it’s used. a smoke grenade you can also select the color of the smoke.
Grenade. As an action, a character can throw a smoke
grenade at a point within 60 feet. One round after the smoke
Grenades grenade lands, it emits a cloud of smoke that creates a
As an action, a character can throw a grenade at a point heavily obscured area in a 20-foot radius. It disperses after 1
up to 60 feet away. With a grenade launcher, the character minute, though a moderate wind (at least 10 miles per hour)
can propel the grenade up to 120 feet away. disperses the smoke in 4 rounds; a strong wind (20 or more
miles per hour) disperses it in 1 round.
Planted Explosives
You need a detonator for each explosive you use. Tear Gas
Tear gas works by irritating mucous membranes in the eyes,
Flashbang nose, mouth and lungs, and causes crying, sneezing,
A flashbang is a non-lethal explosive device used to coughing, difficulty breathing, pain in the eyes, and
temporarily disorient an enemy's senses. It is designed to temporary blindness.
produce a blinding flash of light and an intensely loud "bang" Grenade. As an action, a character can throw a smoke
without causing permanent injury. grenade at a point withing 60 feet. One round after the
Grenade. As an action, a character can throw a flashbang grenade lands, it emits a cloud of tear gas that creates a
at a point within 60 feet. Each creature within 20 feet of the heavily obscured area in a 20-foot radius. It disperses after 1
point must make a DC 15 Dexterity saving throw or be minute, though a moderate wind (at least 10 miles per hour)
blinded and deafened until the end of their next turn. disperses the smoke in 4 rounds; a strong wind (20 or more
miles per hour) disperses it in 1 round. Any creature starting
Fragmentation its turn in the gas is considered blinded and it must make a
This explosives are designed to disperse lethal fragments on DC 15 Constitution saving throw or be incapacitated. A
detonation. The body is generally made of a hard synthetic creature wearing a gas mask automatically succeeds the
material or steel, which will provide some fragmentation as saving throw.
shards and splinters.
Grenade. As an action, a character can throw a grenade at Thermite
a point within 60 feet. Each creature within 20 feet of the Thermite does not technically explode. Instead, it creates
point must make a DC 15 Dexterity saving throw, taking 5d6 intense heat meant to burn or melt through an object upon
piercing damage on a failed save, or half as much damage on which the thermite is set.
a successful one. Planted. Each creature that ends its turn in the same
Planted. When it's activated, each creature within 20 feet space of the thermite must make a Dexterity saving throw,
of the point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much
taking 5d6 piercing damage on a failed save, or half as much damage on a successful one. It last for 1 minute and it
damage on a successful one. provides bright light for a 5-foot radius and dim light for an
additional 5 feet while burning. It deals double damage
Plastic Explosive against objects and structures.
Plastic explosive is a soft and hand-moldable solid form of
explosive material. Plastic explosives are especially suited for White Phosphorus
explosive demolition of obstacles and fortifications by White phosphorus devices use an explosive charge to
engineers, combat engineers and criminals. It can be cut, distribute burning phosphorus across the burst radius.
formed, wrapped, and combined with others of its type. Grenade. As an action, a character can throw a grenade at
Planted. Each creature within 10 feet of the explosive a point within 60 feet. Each creature within 10 feet of the
must make a DC 12 Dexterity saving throw, taking 4d6 point must make a DC 15 Dexterity saving throw, taking 2d6
bludgeoning and 3d6 fire damage on a failed save, or half as fire damage on a failed save, or half as much damage on a
much damage on a successful one. It deals double damage successful one. One round after the grenade lands, it emits a
against objects and structures. cloud of white phosphorus that creates a heavily obscured
You can combine units of plastic explosive so they explode area in a 10-foot radius. It disperses after 1 minute, though a
at the same time. Each additional pound of plastic explosive moderate wind (at least 10 miles per hour) disperses the
increases the bludgeoning and fire damage each by 1d6 (to a smoke in 4 rounds; a strong wind
maximum of 10d6 and 9d6 respectively) and the burst radius (20 or more miles per hour) disperses it in 1 round. Any
by 5 feet (to a maximum of 20 feet). creature starting its turn in the gas is considered blinded and
In addition, when you combine two or more units, you can it must make a DC 15 Constitution saving throw taking 1d6
change the burst radius to a cone-shaped explosion (you fire damage on a failed save, or half as much damage on a
must determine the area affected by the explosive when you successful one.
plant it).

MODERN EQUIPMENT
52

Adventuring Gear Item Cost Weight


Item Cost Weight Engineering kit -- --
Acid (vial) 10 1 lb. Fake ID 7 --
Airhorn 4 -- Fire extinguisher 6 2 lb.
Antitoxin (vial) 8 -- First aid kit 5 3 lb.
Arcane focus 4 -- Fishing tackle 10 4 lb.
Backpack 6 -- Flashlight 4 1 lb.
Bag 7 5 lb. Flask or tankard 4 --
Ball bearings (bag of 1,000 5 2 lb. Forensics kit -- --
Bandolier, ammo 6 1 lb. Gas mask 11 3 lb.
Bandolier, explosives 6 1 lb. Ghillie suit 9 5 lb.
Basket -- -- Glowsticks (5) 2 1 lb.
Battery 2 -- GPS 9 1 lb.
Bell 2 -- Grappling hook 6 4 lb.
Binoculars 7 1 lb. Hacking tools -- --
Blanket 2 Hammer 5 --
Blanket, emergency 4 -- Handcuffs 5 3 lb.
Book -- -- HDD (Hard Drive Disk) -- --
Bottle, glass 4 -- Headlamp -- --
Bottle, plastic 2 -- Holster, concealed 5 0.5 lb.
Box Magazine 4 0.5 lb. Holster, hip 5 0.5 lb.
Briefcase 7 2 lb. Holy symbol -- --
Bullet 3 0.5 lb. Holy water (bottle) 5 1 lb.
Burner phone 5 -- Hourglass -- --
Caltrops (bag of 20) 5 2 lb. Hunting trap 9 25 lb.
Camcorder 12 1 lb. Hydroflask 5 --
Camera 13 2 lb. Infrared goggles 13 1 lb.
Candle, scented 2 -- Jug (or pitcher) -- --
Chain (10 feet) 4 -- Ladder (10-foot) 8 25 lb.
Chalk (1 piece) 2 -- Lighter 2 --
Charger 3 0.5 lb. Lock 4 1 lb.
Climber's kit 11 12 lb. Lock release gun 7 1 lb.
Clothes, common -- -- Magnifying glass 2 --
Clothes, costume -- -- Mechanics tools -- --
Clothes, fine -- -- Mess kit 4 1 lb.
Clothes, traveler's -- -- Metal detector 9 2 lb.
Compass -- -- Mirror, steel -- --
Component pouch 6 -- Notebook, small (10 sheets of paper) -- --
Computer, desktop 16 -- Oil (bottle) -- --
Computer, laptop 15 -- Padded case 6 5 lb.
Computer, smartphone 13 -- Painkillers, standard (pack of 8) 3 --
Computer, tablet 14 -- Painkillers, strong (pack of 4) 5 --
Crowbar 5 5 lb. Paper -- --
Druidic focus -- -- Pen -- --
EMP device 13 1 lb. Pencil -- --

MODERN EQUIPMENT
53

Item Cost Weight


Pepper spray 5 0.5 lb.
Perfume (vial) -- --
Pick, miner's -- --
Piton -- --
Poison, basic (vial) 10 --
Pole (10-foot) 3 7 lb.
Pot, iron -- --
Potion of healing -- --
Pouch 4 1 lb.
Ram, portable -- --
Rations (1 day) -- --
Robes -- --
Rope, hempen (50 feet) 5 10 lb.
Rope, paracord (50 feet) 4 5 lb.
Satchel 6 --
Scale, digital 4 1 lb.
Screwdriver -- --
Shell (10) 5 0.5 lb.
Shovel 5 5 lb.
Signal flare 4 0.5 lb.
Signal jammer 11 1 lb.
Sleeping bag 4 2 lb.
SSD (Solid State Drive) -- --
Speedloader 4 0.5 lb.
Spellbook -- --
Spy kit -- --
Spike strip 12 22 lb.
Stamp -- --
Stopwatch 3 0.5 lb.
Sunglasses 3 --
Tent, large 11 10 lb.
Tent, single 7 3 lb.
Two-way radio 5 1 lb.
USB flash drive 4 --
Vial 3 --
Watch, wrist 4 --
Whistle $ --
Zip-ties (bag of 20) 3 0.5 lb.

MODERN EQUIPMENT
54

Starting Equipment Tools


A tool helps you to do something you couldn't otherwise do.
When you create your character, you receive equipment
Here are new modern tools you can use.
based on a combination of your class and background.
Alternatively, you can start with a dollar amount based on Tools
your class and spend them on items from the lists in this Item Cost Weight
chapter. See the StartingWealth by Class table to determine
how much money you have to spend. Kits
You decide how you character came by this starting Engineering kit 12 8lb.
equipment. It might have been an inheritance, or goods that
Forensics kit 12 8lb.
the character purchased during his or her upbringing. You
might have been equipped with a weapon, armor, and a Hacking tools 14 6lb.
backpack as part of military service. You might even have Mechanic tools 12 8lb.
stolen your gear. A weapon could be a family heirloom, pased
down from generation to generation until your character Spy kit 16 12lb.
finally took up the mantle and followed in an ancestor's
adventureous footsteps. Engineering Kit. This kit includes a soldering gun, wires,
clips, wire cutters and various diagnostic tools. Proficiency
Starting Wealth with this kit lets you add your proficiency bonus to any ability
To determine a character's starting wealth score, roll 2d4 and check you make to repair electrical devices and to disarm
add any bonuses granted by their background. planted explosives.
Forensics Kit. This kit includes bindle paper, sterile
Starting Reputation swabs, distilled water, evidence seals/tape, footwear casting
To determine a character's starting reputation score, roll 2d4 materials, personal protective equipment, test tubes and
and add their Charisma modifier and any bonuses granted by various other tools for collecting evidence at crime scenes
their background. without contaminating it. Proficiency with this kit lets you
add your proficiency bonus to any ability check you make to
Equipment Packs investigate any area or body considered as a crime scene.
Hacking Tools. This kit contains the hardware and
The starting equipment you get from your class includes a software necessary to allow access into most computer
collection of useful adventuring gear, put together in a pack. systems and electronic devices such as automatic port
The modernized contents of these packs are listed here. scanning, banner grabbing, footprinting, SQL Injection, web
Burglar's Pack. Includes a backpack, a screwdriver, 5 application vulnerability search, DDoS tools and data
glowsticks, a flashlight, a crowbar, a hammer, a headlamp, 5 sniffing. Proficiency with hacking tools lets you add your
days rations, a lighter, and a water bottle. The pack also has proficiency bonus to any Intelligence checks you make to
50 feet of hempen rope strapped to the side of it.
50 feet of hempen rope strapped to the side of it. connect to or make use of a computer system or electronic
Diplomat's Pack. Includes a briefcase or satchel, a set of device. The kit fits snugly in a backpack or toolbox. You might
fine clothes, 5 pens or pencils, a flashlight, a small notebook need a computer, a smartphone or a tablet to use some
(10 sheets of paper), a vial of perfume, and a self-inking elements of this kit.
stamp. Mechanic Tools. This kit includes basic tools for repairing
Dungeoneer's Pack. Includes a backpack, a map, a cars and motorcycles.
compass, a hammer, 10 pitons, 2 flashlights, a tinderbox, 10 Spy Kit. This kit includes items such as camera detectors,
days of rations, binoculars, and a hydroflask. The pack also sound amplifier, small cameras and microphones, noise
has 50 feet of hempen rope strapped to the side of it. generators, frequency and cell phone detectors and tracers.
Entertainer's Pack. Includes a backpack or satchel, a You might need a computer, a smartphone or a tablet to use
sleeping bag, 2 costumes, a flashlight, 5 days of rations, a some elements of this kit.
water bottle, and a disguise kit.
Explorer's Pack. Includes a backpack, a sleeping bag, a
mess kit, a lighter, a flashlight, 10 days of rations, and a
hydroflask. The pack also has 50 feet of hempen rope
strapped to the side of it.
Priest's Pack. Includes a backpack or satchel, a blanket, a
flashlight, a lighter, a tinderbox, an alms box, 2 blocks of
incense, a censer, vestments, 2 days of rations, and a water
bottle.
Scholar's Pack. Includes a backpack or satchel, a book on
a scholarly subject, 5 pens or pencils, a small notebook (10
sheets of paper), and a hydroflask.

MODERN EQUIPMENT
55

Girl Scout Thin Mint Cookies of


Magic Items Heroism
Same abilities as a Potion of Heroism
Item Descriptions
Here is a list of magic items of various rarities that have been Gaming Chip of Good Luck
reflavored for a modern setting. Same abilities as a Stone of Good Luck (Luckstone)
(exception: +2 bonus)
COMMON
Monster Energy Drink of Healing
Same abilities as a Potion of Healing VERY RARE
Machete of Speed
Magician's Tophat Same abilities as a Scimitar of Speed
Same abilities as a Hat of Vermin
Stop Sign Shield
Barbara Doll Same abilities as an Animated Shield
Same abilities as a Talking Doll
"Hard Bodies: 6 Pack Abs in 48
UNCOMMON hours!"
Same abilities as a Manual of Gainful Exercise
Dope Sneakers of Elvenkind
Same abilities as a Boots of Elvenkind
LEGENDARY
Oversized Hoodie of Protection Tarot Deck of Many Things
Same abilities as a Cloak of Protection Same abilities as a Deck of Many Things

Bougie Gemstone Ring Lucky Hockey Stick


Same abilities as an Elemental Gem Same abilities as a Luck Blade

Supreme Fanny Pack of Holding Oversized Anime Blade


Same abilities as a Bag of Holding Same abilities as a Vorpal Sword

LED Flashlight of Revealing Magic Item Pricing


Same abilities as a Lantern of Revealing
Magic Item Rarity
Recorder of the Sewers Rarity Character Level Value
Same abilities as Pipes of the Sewers
Common 1st or higher 16 - 18
Reading Glasses of Minute Seeing Uncommon 1st or higher 18 - 24
Same abilities as Eyes of Minute Seeing Rare 5th or higher 24 - 29

Neck Choker of Mind Shielding Very Rare 7th or higher 29 - 32


Same abilities as a Ring of Mind Shielding Legendary 11th or higher 32 - 34

Boy Scout Sash of Useful Things


Same abilities as a Robe of Useful Things

Alchemy Hydroflask
Same abilities as an Alchemy Jug

RARE
Bag of 50 Flavors Jelly Beans
Same abilities as a Bag of Beans

Healing Crystal of Health


Same abilities as an Amulet of Health

Neck Choker of Hill Giant Strength


Same abilities as a Belt of Hill Giant Strength

Siren Song Fender Bass Guitar


Same abilities as a Siren Song Lyre

MODERN EQUIPMENT
56

Vehicles Mishaps
Roll on the Mishaps table when one of the following occurs
Rules to a vehicle while it’s in motion:
Rules for vehicles are summarized below. The vehicle takes damage from a single source equal to or
greater than its mishap threshold.
Opportunity Attacks The vehicle fails an ability check (or its driver fails an
Vehicles provoke opportunity attacks as normal. When a ability check using the vehicle’s ability) by more than 5.
vehicle provokes an opportunity attack, the attacker can
target the vehicle or any creature riding on or inside it that If a mishap has a repair DC, the mishap can be ended by
doesn’t have total cover and is within reach. making repairs to the vehicle (see “Repairs” below).
Repair
Action Stations d20 Mishap DC
A creature can use an action of the station it’s occupying.
Once a creature uses a station’s action, that action can’t be 1-3 Engine Flare. Fire erupts from the engine 15(Dex)
and engulfs the vehicle. Any creature that
used again until the start of that creature’s next turn. Only starts its turn on or inside the vehicle takes
one creature can occupy each station. 10 (3d6) fire damage until this mishap ends.
A creature not occupying an action station is either in a
passenger seat or clinging to the outside of the vehicle. It can 4-6 Locked Steering. The vehicle can move in a 15(Str)
straight line only. It automatically fails
take actions as normal. Dexterity checks and Dexterity saving throws
until this mishap ends.
Driver
Driver''s Seat
The driver's seat of a vehicle is a chair with a wheel, pedals, 7-9 Engine Rupture. The vehicle’s speed 15(Str)
and other controls. The driver's seat requires a driver to decreases by 30 feet until this mishap ends.
operate. A vehicle with no driver automatically fails Dexterity 10- Blinding Smoke. The vehicle fills with 15(Dex)
saving throws. 12 smoke and is heavily obscured until this
A driver proficient with land vehicles can add its mishap ends. Any creature in the driver's seat
proficiency bonus to ability checks and saving throws made is blinded by the smoke.
using the vehicle's ability scores. 13- Ugly Dent. The vehicle’s damage threshold 15(Str)
Drive. While the vehicle's engine is on, the driver can use 15 is reduced by 10 until this mishap ends.
an action to propel the vehicle up to its speed or bring the 16- Damaged Axle. The vehicle grinds and 20(Dex)
vehicle to a dead stop. While the vehicle is moving, the driver 18 shakes uncontrollably. Until the mishap ends,
can steer it along any course. the vehicle has disadvantage on all Dexterity
If the driver is incapacitated, leaves the driver's seat, or checks, and all ability checks and attack rolls
does nothing to alter the vehicle’s course and speed, the made by creatures on or inside the vehicle
vehicle moves in the same direction and at the same speed as have disadvantage.
it did during the driver’s last turn until it hits an obstacle big 19- Flip. The vehicle flips over, falls prone, and None
enough to stop it. 20 comes to a dead stop in an unoccupied
Bonus Actions. As a bonus action the driver can do one of space. Any unsecured creature holding on to
the following: the outside of the vehicle must succeed on a
DC 20 Strength saving throw or be thrown
Start the vehicle's engine or shut it off. off, landing prone in a random unoccupied
space within 20 feet of the overturned
Cause the vehicle to take the Dash or Disengage action
vehicle. Creatures inside the vehicle fall prone
while the vehicle's engine is running. and must succeed on a DC 15 Strength
saving throw or take 10 (3d6) bludgeoning
Front Passenger Seat damage.
The front passenger seat is a chair with a glove box, and
access to the car navigation. The vehicle does not require a
front passenger to operate. A vehicle with an missing or
Vehicular Exhaustion
capacitated driver makes Dexterity saving throws with The harsh conditions or extensive damage can cause a
disadvantage instead of automaticlally failing. vehicle to stop functioning properly, until it eventually breaks
A front passenger proficient with land vehicles can add its down. Such wear and tear can be represented using
proficiency bonus to ability checks and saving throws made exhaustion, as described in appendix A of the Player’s
using the vehicle's ability scores, if the driver is missing or Handbook, with these modifications:
otherwise incapacitated.
When a vehicle reaches exhaustion level 6, its hit points
drop to 0, and the vehicle breaks down.
Fuel The only way to remove the effects of exhaustion on a
A vehicle has a number of charges which determine the vehicle is to repair the vehicle.
distance it can travel before needing to be refueled. A single
charge is equivalent to 100 miles.

MODERN EQUIPMENT
57

If this damage is less than the vehicle’s damage threshold, the


Repairs
vehicle takes no damage from the crash.
When
Regardless
a vehicle
ofiswhether
damaged,or not
suffers
the avehicle
mishap, takes
or gains
damage,one or
morecreature
each levels of on
exhaustion,
or inside athe
creature
vehiclecanwhenattempt
it crashes
to make
must
repairsa to
make DCthe15vehicle.
Strength The
saving
creature
throw,
making
takingthe1d6repairs must
meet the following
bludgeoning damage criteria:
for every 10 feet the vehicle moved
since its last turn (maximum 20d6), or half as much damage
on aThe creaturesave.
successful can’t operate the vehicle’s driver's seat or
one of its other stations while making repairs.
The creatureinto
Crashing must beCreatures
within reach of the damaged area in
need ofcan
A vehicle repair.
crash into a creature by entering its space. The
creature can use must
The creature have the
its reaction to right
attempttools
to for
getthe
outjob (smith’s
of the
tools or tinker’s tools, for example).
vehicle’s way, doing so and taking no damage with a
successful DC 10 Dexterity
Before beginning repairs, saving throw.
a creature mustIf the saving
decide throw
whether
fails, the vehicle slams into the creature and deals
the repairs are aimed at ending a mishap, removing a level of 1d6
bludgeoning
exhaustion, or damage
restoringto the
thecreature
damagedfor every 10
vehicle’s hitfeet the
points.
vehicle moved
Each option is since its last
discussed turn (maximum 20d6).
below.
A vehicle that is at least two size categories bigger than the
creature
End a itMishap
crashed into can continue moving through that
creature’s
A creaturespace
can useif the
its vehicle
action to has any an
make movement left. based
ability check
Otherwise,
on the nature theofvehicle comes
the mishap to athe
(see sudden
Mishapsstop, and each
table), with
creature on or inside the vehicle when it crashes
disadvantage if the vehicle is moving. The creature adds must make
its
a DC 15 Strength saving throw, taking 1d6 bludgeoning
proficiency bonus to the check if it’s proficient with the tools
damage for every
used to make 10 feet the
the repairs. vehicle moved
A successful checksince
endsitsthelast turn
(maximum 20d6), or
mishap. A mishap withhalf
noasrepair
muchDC damage
can’t beonrepaired.
a successful
save.
Remove Exhaustion
Falling
If the vehicle has one or more levels of exhaustion, a creature
can
Whenspend 1 hour
a vehicle or more
goes over atrying
cliff ortootherwise
reduce thefalls,
vehicle’s
the vehicle
exhaustion
and all creatures on or inside it take damage from thethe
level. The vehicle must be stationary, and fall as
creature must have spare parts to make the
normal (1d6 bludgeoning damage per 10 feet fallen, necessary
repairs.
maximum After 1 hour
20d6) andof repair
land work, the creature makes a DC
prone.
15 Intelligence check, adding its proficiency bonus to the
check if it’s proficient with the tools used to make repairs. If
the check succeeds, the vehicle’s exhaustion level decreases
by 1. If the check fails, the vehicle’s exhaustion level remains
unchanged, though the repair can be attempted again using
the same replacement parts.

Restore Hit Points


If the vehicle has taken damage but has at least 1 hit point, a
creature can spend 1 hour or more trying to patch the body
and replace damaged parts. The vehicle must be stationary,
and the creature must have the spare parts to make the
necessary repairs.
After 1 hour of repair work, the creature makes a DC 15
Dexterity check, adding its proficiency bonus to the check if
it’s proficient with the tools used to make repairs. If the check
succeeds, the vehicle regains 2d4 + 2 hit points. If the check
fails, the vehicle regains no hit points, but the repair can be
attempted again using the same replacement parts.

Crashing
When a vehicle into something that could reasonably damage
it, such as an iron wall or another vehicle of its size or bigger,
the vehicle comes to a sudden stop and takes 1d6
bludgeoning damage for every 10 feet it moved since its last
turn (maximum 20d6). Whatever the vehicle struck takes the
same amount of damage.

MODERN EQUIPMENT
58

Economy Car Motorcycle


Huge vehicle (4,000 lb.) Large vehicle (500 lb.)
Creature Capacity 1 crew, 4 passengers Creature Capacity 1 medium creature
Cargo Capacity 600 lb. Cargo Capacity 100 lb.
Armor Class 18 (16 while motionless) Armor Class 20 (16 while motionless)
Hit Points 60 (damage threshld 10, mishap Hit Points 30 (damage threshld 5, mishap
threshold 20) threshold 10)
Speed 100 ft. Speed 120 ft.
Fuel Charges 4 Fuel Charges 2

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16(+3) 14(+2) 14(+2) 0 0 0 14(+2) 18(+4) 12(+1) 0 0 0

Damage Imunities fire, poison, psychic Damage Imunities fire, poison, psychic
Condition Immunities blinded, charmed, Condition Immunities blinded, charmed,
deafened, frightened, paralyzed, petrified, deafened, frightened, paralyzed, petrified,
poisoned, stunned, unconscious poisoned, stunned, unconscious

Slam. The Economy Car can move through the Jump. If the Motorcycle moves at least 30 feet in a
space of any Medium or smaller creature. When it straight line, it can clear a distance of up to 60
does, the creature must succeed on a DC 13 feet when jumping over a chasm, ravine, or other
Dexterity saving throw or take 11 (2d10) gap. Each foot it clears on the jump costs a foot
bludgeoning damage and be knocked prone. If the of movement.
creature was already prone, it takes an extra 11 Prone Deficiency. If the Motorcycle rolls over and
(2d10) bludgeoning damage. This trait can’t be falls prone, it can’t right itself and is incapacitated
used against a particular creature more than once until flipped upright.
each turn. Stunt. On its turn, the driver of the Motorcycle can
Prone Deficiency. If the Economy Car rolls over expend 10 feet of movement to perform one free
and falls prone, it can’t right itself and is vehicle stunt, such as a wheelie or a burnout.
incapacitated until flipped upright. Before the stunt can be performed, the
Motorcycle must move at least 10 feet in a
Action Stations straight line. If the driver succeeds on a DC 10
Driver's Seat (Requires 1 crew and Grants Dexterity check using the bike’s Dexterity, the
Three-Quarters Cover. Drive and steer the stunt is successful. Otherwise, the driver is unable
Economy Car. to perform the stunt and can’t attempt another
stunt until the start of its next turn. If the check
Reactions fails by 5 or more, the Motorcycle and all
creatures riding it immediately fall prone as the
Juke. If the Economy Car is able to move, the bike wipes out and comes to a dead stop.
driver can use its reaction to grant the Economy
Car advantage on a Dexterity saving throw. Action Stations
Driver's Seat (Requires 1 crew and Grants
Three-Quarters Cover. Drive and steer the
Motorcycle.

Reactions
Juke. If the Motorcycle is able to move, the driver
can use its reaction to grant the Motorcycle
advantage on a Dexterity saving throw.

MODERN EQUIPMENT
59

Pickup Truck Bus


Huge vehicle (4,500 lb.) Gargantuan vehicle (25,000 lb.)
Creature Capacity 1 crew, 8 passengers Creature Capacity 1 crew, 70 passengers
Cargo Capacity 3000 lb. Cargo Capacity 15,000 lb.
Armor Class 19 (16 while motionless) Armor Class 20 (18 while motionless)
Hit Points 120 (damage threshld 10, mishap Hit Points 240 (damage threshold 10, mishap
threshold 20) threshold 20)
Speed 80 ft. Speed 60 ft.
Fuel Charges 3 Fuel Charges 1

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18(+4) 10(+0) 18(+4) 0 0 0 20(+5) 6(-2) 20(+5) 0 0 0

Damage Imunities fire, poison, psychic Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, Condition Immunities blinded, charmed,
deafened, frightened, paralyzed, petrified, deafened, frightened, paralyzed, petrified,
poisoned, stunned, unconscious poisoned, stunned, unconscious

Slam. The Pickup Truck can move through the space Heavy Slam. The Bus can move through the space
of any Medium or smaller creature. When it does, of any Huge or smaller creature. When it does, the
the creature must succeed on a DC 13 Dexterity creature must succeed on a DC 13 Dexterity
saving throw or take 11 (2d10) bludgeoning saving throw or take 40 (8d8 + 4) bludgeoning
damage and be knocked prone. If the creature was damage and be knocked prone. If the creature was
already prone, it takes an extra 11 (2d10) already prone, it takes an extra 11 (2d10)
bludgeoning damage. This trait can’t be used bludgeoning damage. This trait can’t be used
against a particular creature more than once each against a particular creature more than once each
turn. Double the damage if the target is an object turn. Double the damage if the target is an object
or a structure. or a structure.
Prone Deficiency. If the Pickup Truck rolls over Prone Deficiency. If the Bus rolls over and falls
and falls prone, it can’t right itself and is prone, it can’t right itself and is incapacitated until
incapacitated until flipped upright. flipped upright.

Action Stations Action Stations


Driver's Seat (Requires 1 crew and Grants Driver's Seat (Requires 1 crew and Grants
Three-Quarters Cover. Drive and steer the Three-Quarters Cover. Drive and steer the Bus.
Pickup Truck.

MODERN EQUIPMENT
60

Part 5. Spells

T
his section describes several new spells that Electrical currents, wireless signals, and active transit
can be included in a modern campaign of lines and tracks.
Dungeons & Dragons. This section begins
with a spell list of the modern spells. The For example, you could determine the location of powerful
remainder contains spell descriptions, undead in the area, the location of major sources of electrical
presented in alphabetical order by the name of power or interface, and the location of any nearby parks.
the spell. Spell Lists. Sorcerer, Warlock, Wizard

Conjure Knowbot
Spell List 4th-level conjuration (technomagic)
Casting Time: 1 action
Cantrips (0 Level) Range: Touch
On/Off Component: V, S
Trip Duration: 10 minutes
You touch a single computerized device or computer
1st Level system to conjure a knowbot—a partially sentient piece of
Infallible Relay software imprinted with vestiges of your own skills and
Remote Access computer abilities. For the duration of the spell, you can use a
bonus action to have the knowbot execute a computer related
2nd Level task that would normally require an action. The knowbot
Find Vehicle makes Intelligence ability checks using your ability score and
3rd Level proficiency bonuses including your proficiency with hacking
tools, if applicable.
Haywire
You have a limited telepathic bond with the knowbot, out to
Invisibility to Cameras
a range of 500 feet from the device or system where the
Protection from Ballistics
knowbot was conjured. If you move beyond this range, the
4th Level knowbot disappears in 2d4 rounds, as if the duration of the
spell had expired. Moving within range again immediately
Conjure Knowbot
reestablishes the bond.
Synchronicity
The knowbot is bound to the system in which it was
System Backdoor
created, and it stays there until it is dismissed or the spell’s
5th Level duration expires.
Commune with City At Higher Levels. When you cast this spell using a spell
Shutdown slot of 5th level or higher, the spell’s duration increases to 1
hour. Additionally, your telepathic bond with the knowbot is
effective out to a range of 1,000 feet, and if you leave the
Spell Descriptions range of the bond, the knowbot continues performing its last
directed task until the spell expires.
The spells are presented in alphabetical order.
Spell Lists. Sorcerer, Warlock, Wizard
Commune with City Find Vehicle
5th-level divination (ritual) (technomagic)
2nd-level conjuration (technomagic)
Casting Time: 1 minute
Casting Time: 10 minutes
Range: Self
Range: 30 feet
Component: V, S
Component: V, S
Duration: Instantaneous
Duration: 8 hours
You briefly become one with the city and gain knowledge of
You summon a spirit that assumes the form of a
the surrounding area. Aboveground, this spell gives you
nonmilitary land vehicle of your choice, appearing in an
knowledge of the area within 1 mile of you. In sewers and
unoccupied space within range. The vehicle has the statistics
other underground settings, you gain knowledge of the area
of a normal vehicle of its sort, though it is celestial, fey, or
within 600 feet of you.
fiendish (your choice in origin). The physical characteristics
You instantly gain knowledge of up to three facts of your
of the vehicle reflect its origin to some degree. For example, a
choice about any of the following subjects as they relate to
fiendish SUV might be jet black in color, with tinted windows
the area.
and a sinister-looking front grille.
Terrain and bodies of water You have a supernatural bond with the conjured vehicle
Prevalent buildings , plants, animals, or intelligent that allows you to drive beyond your normal ability. While
creatures
Powerful (CR 1 or higher) celestials, fey, fiends,
elementals, or undead.
Influences from other planes of existence

Electrical currents, wireless signals, and active transit MODERN SPELLS


61

driving the conjured vehicle, you are considered proficient Infallible Relay
with vehicles of its type, and you add double your proficiency 1st-level divination (technomagic)
bonus to ability checks related to driving the vehicle. While Casting Time: 1 minute
driving the vehicle, you can make any spell you cast that Range: Self
targets only you also target the vehicle. Component: V, S, M (a mobile phone)
If the vehicle drops to 0 hit points, it disappears, leaving Duration: Concentration, up to 10 minutes
behind no physical form. You can also dismiss the vehicle at With this spell, you can target any creature with whom you
any time as an action, causing it to disappear. have spoken previously, as long as the two of you are on the
You can't have more than one vehicle bonded by this spell same plane of existence. When you cast the spell, the nearest
at a time. As an action, you can release the vehicle from its functioning telephone or similar communications device
bond at any time, causing it to disappear. within 100 feet of the target begins to ring. If there is no
At Higher Levels. When you cast this spell using a spell suitable device close enough to the target, the spell fails.
slot of 3rd level or higher, you can conjure a nonmilitary The target must make a successful Charisma saving throw
water vehicle large enough to carry six Medium creatures. or be compelled to answer your call. Once the connection is
When you cast this spell using a spell slot of 5th level or established, the call is crystal clear and cannot be dropped
higher, you can conjure a nonmilitary air vehicle large enough until the conversation has ended or the spell’s duration ends.
to carry ten Medium creatures. When you cast this spell You can end the conversation at any time, but a target must
using a spell slot of 7th level or higher, you can conjure any succeed on a Charisma saving throw to end the conversation.
type of vehicle, subject to the DM's approval. Spell Lists. Sorcerer, Warlock, Wizard
Spell Lists. Paladin, Sorcerer, Warlock, Wizard
Invisibility to Cameras
Haywire 3rd-level illusion (technomagic)
3rd-level enchantment (technomagic) Casting Time: 1 action
Casting Time: 1 action Range: 10 feet
Range: 90 feet Component: V, S, M (a scrap of black paper)
Component: V, S Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Four creatures of your choice within range become
This spell plays havoc with electronic devices, making the undetectable to electronic sensorss and cameras for the
use of such devices all but impossible. Each electronic device duration of the spell. Anything a target is wearing or carrying
in a 10-foot-radius sphere centered on a point you choose is likewise undetectable as long as it is on the target's person.
within range is subject to random behavior while it remains The targets remain visible to vision.
within the area. A device not held by a creature is Spell Lists. Sorcerer, Warlock, Wizard
automatically affected. If an electronic device is held by a
creature, that creature must succeed on a Wisdom saving On / Off
throw or have the device affected by the spell. Transmutation cantrip (technomagic)
At the start of each of your turns, roll a d6 for each affected Casting Time: 1 action
device to determine its behavior. Except where otherwise Range: 60 feet
indicated, that behavior lasts until the start of your next turn Component: V, S
while this spell is in effect. Duration: Instantaneous
d6 Effect This cantrip allows you to activate or deactivate any
electronic device within range, as long as the device has a
1 The device shuts down and must be restarted. Do not clearly defined on or off function that can be easily accessed
roll again for this device until it is restarted.
from the outside of the device. Any device that requires a
2- The device does not function software- based shutdown sequence to activate or deactivate
4 cannot be affected by on/off.
5 The device experiences a power surge, causing an Spell Lists. Sorcerer, Warlock, Wizard
electric shock to the wielder (if any and one random
creature within 5 feet of the device. Each affected
creature must make a Dexterity saving throw against
Protection from Ballistics
your spell save DC, taking 6d6 lightning damage on a 3rd-level abjuration
failed save, or half as much damage on a successful one. Casting Time: 1 action
6 The device is usable as normal. Range: Touch
Component: V, S, M (a shell casing)
At Higher Levels. When you cast this spell using a spell Duration: Concentration, up to 10 minutes
slot of 4th level or higher, the radius of the sphere affected by This spell enchants the flesh of the target against the
the spell increases by 5 feet for each slot level above 3rd. impact of bullets. Until the spell ends, the target has
Spell Lists. Sorcerer, Warlock, Wizard resistance to nonmagical ballistic damage.
Spell Lists. Sorcerer, Warlock, Wizard

MODERN SPELLS
62

Remote Access System Backdoor


1st-level transmutation (technomagic) 4th-level transmutation (technomagic)
Casting Time: 1 action Casting Time: 1 minute
Range: 120 feet Range: Touch
Component: V, S Component: V, S, M (hacking tools)
Duration: 10 minutes Duration: Concentration, up to 1 hour
You can use any electronic device within range as if it were This spell allows you to bypass system security in order to
in your hands. This is not a telekinesis effect. Rather, this create a secure login on a foreign system. The login you
spell allows you to simulate a device's mechanical functions create allows you administrator-level privileges in any
electronically. You are able to access only functions that a computer system not enhanced through technomagic. The
person using the device manually would be able to access. login defeats any technomagic spells of 3rd level or lower.
You can use remote access with only one device at a time. Once the duration of the spell expires, the login and all
Spell Lists. Sorcerer, Warlock, Wizard privileges are wiped from the system. System logs still show
the activity of the user, but the user identification cannot be
Shutdown found or traced.
At Higher Levels. When you cast this spell using a spell
5th-level transmutation (technomagic) slot of 5th level or higher, you are able to bypass technomagic
Casting Time: 1 action spells if the spell’s level is equal to or less than the level of the
Range: 120 feet spell slot you used.
Component: V, S Spell Lists. Sorcerer, Warlock, Wizard
Duration: Concentration, up to 1 minute
This spell shuts down all electronic devices within range
that are not wielded by or under the direct control of a
Trip
creature. If an electronic device within range is used by a Conjuration cantrip
creature, that creature must succeed on a Constitution saving Casting Time: 1 action
throw to prevent the device from being shut down. While the Range: 30 feet
spell remains active, no electronic device within range can be Component: S
started or restarted. Duration: Instantaneous
Spell Lists. Sorcerer, Warlock, Wizard You twist the fortunes of a Large or smaller creature you
can see within range causing it to misstep. The target must
Synchronicity succeed on a Dexterity saving throw or be knocked prone.
This spell does not effect flying or hovering creatures.
4th-level enchantment Spell Lists. Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: Concentration, up to 1 hour
The creature you touch feels reality subtly shifted to its
favor while this spell is in effect. The target isn't
inconvenienced by mundane delays of any sort. Traffic lights
are always green, there's always a waiting elevator, and a taxi
is always around the corner. The target can run at full speed
through dense crowds, and attacks of opportunity provoked
by the target's movement are made with disadvantage.
Synchronicity grants advantage to Dexterity (Stealth)
checks, since the target always finds a handy piece of cover
available. Additionally, the target has advantage on all ability
checks made to drive a vehicle.
In the event that two or more creatures under the effect of
synchronicity are attempting to avoid being inconvenienced
by each other, the creatures engage in a contest of Charisma
each time the effects of the spells would oppose each other.
Spell Lists. Bard, Sorcerer, Warlock, Wizard

MODERN SPELLS
63

Urban Fantasy

T
raditionally, the game of Dungeons & Dragons Incorporating the supernatural with the natural can be
is grounded in the conventions of the fantasy done at many points in time. The His Dark Materials series,
genre. A majority of these campaigns take begins in an alternate world version of Oxford wherein an
place in medievel settings where the gods individual's "inner-self" has always existed outside of
exist, monsters of myth and folklore are themself in the form of an animal-shaped "daemon". In the
common, and supernatural elements such as novel Jonathan Strange and Mr. Norrell, magic is
magic are real. reintroduced into a 19th-century world by the two titular
Urban fantasy, however, is a genre that takes many of those magicians around the time of the Napoleonic Wars.
same characteristics and applies them to a modern setting.
Many works of urban fantasy (also referred to as
contemporary fantasy) feature a world similar to our own in Core Assumptions
which the supernatural exists in secret, or in an approximate The rules of Dungeons & Dragons is are based on a set of
world where it exists openly (usually involving an alternative core assumptions that can be found in chapter 1 of the
history). Dungeon Master's Guide.
To accommodate an urban fantasy setting, those core
Before You Play assumptions have been altered to account for the fantastical
elements in the game, as well as the mundane. Alternative
Before you begin building your world, spend some time assumptions for urban fantasy settings have been provided
thinking of what kind of world you want to place your below.
campaign in. Your players and you will build the world as you The Gods Are Discrete. The gods of various religions are
play, but it is important to brainstorm some ideas on what real and embody a variety of beliefs, with each god claiming a
world you want to begin with. Consider drawing from some dominion over an aspect of the world, such as war, forests,
of your favorite urban fantasy fiction, or even other kinds of technology, or the sea. The many gods of these religions may
modern fantastical ficiton. How will your world work? What share dominions, and in some cases, a god of a dominion in
is happening in it? How will your players see that world? The one religion may also be the god of the same dominion in
ideas you sketch out will give you an outline of the world for another religion operating under a different guise.
you to begin with. To some extent, gods rely on mortal belief to maintain their
Urban fantasy can be distinguished between one of two connection to the mortal world, but do not rely on mortal
worlds. belief for existence. Some gods are able to become more
mortal to personally exert more influence in the world,
Separate World whereas some gods choose to exert less influence while
remaining immortal.
This style of urban fantasy features a world in which the The gods exert influence over the world through their
supernatural exists in secrecy, below the radar of the followers, bestowing upon them divine magic and visions to
mundane majority. Most people don't believe in monsters, guide them. A god's follower operates on behalf of that god in
and when they do find out, it's usually too late. Other sapient the world, promoting that god's ideals and opposing their
species live in secret among the (usually) mortal human enemies.
majority, concealing their true nature through some manner We Don't Know Everything. The unknown, once hidden
of disguise or by magical means. in the depths of the darkest forests or beyond the furthest
The mundane world can be separated from the fantastical mountains, now lurks beyond every street corner waiting to
in many ways. In the Harry Potter novels, the wizarding pounce. Magic lies in wait just behind every door, and
world is kept secret from muggles by the Ministry of Magic fantastical creatures walk among us unseen.
using memory modifing and concealment charms. In The The World Is Modern. Empires stretch out across the
Chronicles of Narnia series, the land of Narnia is a separate globe, leaving few places in this world untouched by mortal
world entirely existing on a plane all its own. In the Dresden hands. Wars span countries, skyscrapers line the horizon,
Files novels, the supernatural is largely discredited by the and the opposite side of the globe is a plane flight away. The
mundane world with only the most fringe members of society average modern person is vastly more educated than the
believing in its existence. average fantasy peasant. Food is produced in abundance and
on a massive scale. A conversation can span continents with
Alternative History nothing more than the press of a button.
Alternative history worlds are usually ones which resemble Modern society is advanced and far different from the
our own world, but are noticably different in that they openly medieval setting found in most Dungeons & Dragons
incorporate magical elements. Monsterous creatures may campaigns. Many of the problems inherent in those
have been tamed and trained, the sapient species of the world campaigns can easily be fixed with the simplest of
are aware of each other and live in either separate societies technologies in a modern world. However, a modern world is
or in coexisting ones, and magic intermingles with not a world without problems, just different ones.
technology.

Incorporating
URBAN FANTASYthe supernatural with the natural can be
64

Conflict Shapes the World's History. Powerful individuals


strive to make their mark on the world, and factions of like- The Gods and You
minded individuals can alter the course of history. Factions Appendix B of the Player's Handbook presents a number of
include religions led by charismatic priests, countries ruled pantheons (loose groupings of deities not united by a single
by lasting dynasties, and shadowy societies that seek to doctrine or philosophy) for use in your game, including the
control the world and it's peoples. The influence of such gods of established D&D worlds and fantasy-historical
factions waxes and wanes as they compete with eachother pantheons. You can choose one of these pantheons for your
for power. Some seek to preserve the world and usher in a own campaign, or pick and choose deities to use as you
golden age. Others strive toward evil ends, seeking to rule the please.
world with an iron fist. Still others seek goals that range from The rules of the game don't require a pantheon of a certain
the practical to the esoteric, such as the accumulation of size. Your world can have hundreds of gods, or a single one.
material wealth or the resurrection of a dead god. Whatever The Player's Handbook includes several real world
their goals, these factions inevitably collide, creating conflict pantheons. Included below are a selection of other pantheons
that can steer the world's fate. not included in the Player's Handbook.
The World Is Indeed Magical. Practitioners of magic are
relatively few in number. Some may leave evidence of their
craft on the world, others still hide their craft, preferring to
Other Religious Systems
keep their secrets hidden from the eyes of those who would Agnosticism
seek to take their power. Magic can be innocuous and Agnostics take a pragmatic view of the world. They believe
commonplace as a substantially enhanced mundane item to that the existence of God, gods, the divine, or the
something much more rare and impressive, such as a flying supernatural is unknown or completely unknowable. An
vehicle or a dragon guarding the contents of a bank vault. evidence based approach, agnostics believe that they can not
Hidden amongst the mundanity of civilization is the magic of proclaim to know or believe anything which they do not have
the world, easily overlooked and often guarded. any scientific grounding or evidence to believe. A method,
rather than a creed, agnosticism follows a belief in reason
Making It Your World and demonstrability.

In creating a modern campaign world, it helps to start with Athesism


the core assumptions and consider how your setting may Atheism may seem a misnomer when included in a game
change them. The subsequent sections of this chapter that explicitly includes the existence of gods, but atheism
address each element and give details on how to flesh out does not explicitly deny the existence of the gods. To atheists,
your world with gods, factions, and so forth. the "gods" may exist, however, they are seen not as "gods" but
The assumptions sketched out above aren't set in stone. as very powerful beings. The distinction is their "godhood".
They serve as a potential basis for a contemporary D&D Much as a simple farmer may mistakenly view the magic of a
world full of adventure, but they're not the only set of powerful wizard as the work of a god, an atheist would view
assumptions that can do so. You can build an interesting this wizard as just being a similar creature with vastly
campaign concept by altering one or more of those different abilities than their own. Put simply, the "gods" are
assumptions. not truly deities, but just creatures of immense power.
The World Is Indeed Mundane. Is magic rare?
Dangerous? Missing? How does magic factor into your Dualism
world? If magic is rare, maybe your campaign is set in a Dualistic religions view the world as a battleground hosting a
world similiar to your own. Perhaps even one where the conflict between two separate deities or divine forces.
rarity of magic and it's disappearance play a great role in it's Whether these opposing forces be good and evil, law and
history. What supernatural elements do exist in this world? chaos, life and death, these forces are fundamentally
The World Is Modern-ish. Your world doesn't have to take opposites. A primary tenet of the conflict between these two
place in the exact time you live in for it to be modern. What if deities is that there muyst be a balance between them, lest
your world takes place in our past? Our future? A campaign the divine forces which they define them become imbalanced.
set in the 1900's is just as modern as a campaign set in the
2100's when compared to the typical medieval Dungeons & Monotheism
Dragons setting. Monotheistic religions center around the existence of only
The World Is Changing. What if magic is a recent one deity. In some instances, a monotheistic religion will
development? What if monsters are new and rare? Are these deny the existence of other deities. Should you include a
monsters familiar, creatures of myth and legend, or are they monotheistic religion into your campaign you will want to
new aberrations of your own devising? Did magic once exist choose whether or not other gods exist as well.
in this world, only to disappear and eventually return? Why
might it have disappeared? Why did it return? Spiritualism
Magic and Technology Coexist. What if a cellphone was Spiritualism is an informal relgious movement based on the
powered by magic? What if magic was included in the school belief that spirits of the dead exist and are able to
curriculum? What if soldiers went to war wielding wands, communicate with the living. Spiritualists believes that
and fantastical beasts were tame domesticated housepets? anyone may receive messages from spirits, but that a
How might the existence of technology and the supernatural medium is required for more formal forms of communication
have influenced the course of the world? in order to receive information about the afterlife.

URBAN FANTASY
65

Settlements

S
ettlements are the places where people live. Busy Medium Density
cities, pleasant towns, and quaint villages are Type: Town, Township, or Locality
what make up civilization as a whole. A single Population: Between 10,000 and 100,000 residents
location -- a home base for your adventurers -- is a Government: A local government (usually comprised of
great way to start your campaign and built out residents) governs within powers delegated to them by law
your world. and/or directives of a higher level of government.
There are many questions to consider when Defense: A small police force with 15 to 50 officers. A local
developing a settlement: militia may also be formed in times of need.
How does the location play into your campaign's story? Commerce: Basic supplies are readily available, though
How big is your settlement? some specialty goods and services may not be available.
What are some notable features and characteristics of Uncommon goods are available through mail or by online
your settlement? order.
Who lives there? Organizations: A medium density settlement may contain
How is it governed? several different places of worship, a variety of different
Where are goods and services commonly sold? businesses and industries, and other organizations.
What factors distinguish it from other places?
Is it defended? Towns are trade centers, settlements located where
Which factions and organizations feature prominently? important industries and trade routes enabled the town to
Why should your characters care about your settlement? grow. Towns arise at the intersection of roads between major
trade routes, intersecting waterways, near significant sources
Size of natural resources, or as travel hubs between two large
cities.
Most of the world's population currently lives in large cities,
as opposed to the smaller settlements typical to standard High Density
dugeons and dragons games. Small settlements still exist but Type: City, Prefecture, or District
are not as prevalent as they once were. Settlements of all Population: Between 100,000 and 300,000 residents
sizes, however, are largely governed by a higher form of Government: A local or national government (comprised of
government which delegates certain responsibilities to local citizens) governs within powers either delegated to them by
and state governments. law and/or directives of a higher level of government, or of it's
own accord.
Low Density Defense: A large police force between 50 to 150 officers. A
Type: Village or Hamlet local militia may be formed in times of need, or a national
Population: Up to 1,000 residents militia may be deployed in the event of a significant threat.
Government: A local government (usually comprised of Commerce: Basic supplies, specialty goods and services are
residents) governs within powers delegated to them by law readily available. Uncommon goods are also available though
and/or directives of a higher level of government. may be restritcted to certain business centers, areas, or
Defense: A small police force with fewer than 10 officers. locations.
Commerce: Basic supplies are readily available, possibly Organizations: A high density settlement contains a
from a local general store or shopping center. Other goods multitude of different places of worship, industries,
are available through mail or by online order. businesses, factions, and organizations which can hold
Organizations: A low density settlement may contain one or significant power not only in the city but throughout the
two places of worship, but few or no other industries, world.
businesses, or organizations.
This settlement may have incorporated smaller cities and
Most villages or hamlets are based around one or two main towns over time as it has expanded. Cities are mass trade
industries. Mining, fishing, farming, forestry, hunting, and hubs and centers of industry.
tourism are all industries which a village or hamlet may have
grown around to support. The economic support these
industries create will support the families of their workers
and maintain the overall operations of the settlement. The
heart of these settlements consist of a small grouping of
structures such as a marketplace, place of worship, a
gathering place, and a motel for visitors.

SETTLEMENTS
66

Extreme Density Temperate


Type: Megacity or Metropolis Population: Between 300,000 d6 Terrain
to 10 million residents 1 Seacoast 4 Plains
Government: A local or national government (comprised of
citizens) governs within powers either delegated to them by 2 Forest 5 Mountains
law and/or directives of a higher level of government, or of it's 3 Hills 6 River Coast
own accord.
Defense: A large police force with up to 40,000 officers. A Tropical
local militia may be formed in times of need, or a national
d8 Terrain
militia may be deployed in the event of a significant threat.
Commerce: Almost all goods or services are readily 1 Seacoast 5 Mountains
available. 2 Forest 6 River Coast
Organizations: An extreme density settlement contains
nearly every known type of place of worship, industry, and 3 Hills 7 Jungle
business. Global factions and organizations hold significant 4 Plains 8 Volcanic Field
power not only in the city but throughout the world.
Polar
This settlement has incorporated cities and towns over time d8 Terrain
as it has expanded. A megacity or metropolis symbolizes the
height of civilization. A megacity is supported by surrounding 1 Seacoast 5 Mountains
settlements and a mass transportation system for people and 2 Forest 6 River Coast
goods to flow through it with ease.
3 Hills 7 Tundra

Location 4 Plains 8 Ice Sheet

There are several approaches to estabishing a campaign Arid


setting's main location. One way is to look at the terrain and d8 Terrain
decide what would suit the environment. The other way is to
1 Seacoast 5 Mountains
have an idea or a theme and then build the world around that
idea. Both methods end up using the same design 2 Desert 6 River Coast
procedures, in that you need to figure out where the 3 Hills 7 Wasteland
settlement is going to be before you can do anything else.
4 Plains 8 Oasis
Location, Location, Location
If you have a regional map, look at the usual places
settlements are located and place your there. These usual
places include safe anchorages for naval vessels, such as
sheltered bays and coastal areas; at the mouths or
confluences of rivers; near lakes; near major trade routes,
including crossroads; in naturally fortified areas; in areas
where natural resources are plentiful.
If you don't yet have a regional map, then you can simply
decide where the city will be and plan accordingly.
Where the city is placed will inform the kinds of resources
it will use to sustain itself locally and through trade. The
terrain will dictate the kind of natural defenses the city might
enjoy, and will also inform the kinds of monsters that live in
the local area. Terrain drives the theme of everything about
the city, from the kind of architecture (steep roofs in snowy
areas, open-planned in arid ones, etc...), to the building
materials available, to the weather, to the ease-of-travel and
the ability to defend/threaten key strategic locations.
The following tables can be used to determine your own
settlements climate and terrain.

Climate
d4 Climate
1 Temperate 3 Polar
2 Tropical 4 Arid

Terrain
SETTLEMENTS
67

Theocracy
Government A system of government in which a specific religious ideology
In a modern society, the most common form of government is determines the leadership, laws, and customs. In many
democracy. instances, there is little to no distinction between scriptural
laws and legal codes.
Common Modern Forms of
Government Colonialism
1d20 Government A form of government in which a nation extends its
sovereignty over other territories. Colonialism involves the
1-2 Democracy expansion of a nation's rule beyond its borders and often
3-4 Communism leads to ruling over indigenous populations and exploiting
resources. The colonizer typically installs its economy,
5-6 Socialism
culture, religious order, and government form to strengthen
7-8 Oligarchy its authority.
9-10 Aristocracy
Totalitarianism
11-12 Monarchy An authoritarian form of government in which the ruling
13-14 Theocracy party recognizes no limitations whatsoever on its power,
including in its citizens' lives or rights. A single figure often
15-16 Colonialism
holds power and maintains authority through widespread
17-18 Totalitarianism surveillance, control over mass media, intimidating
19-20 Military Dictatorship demonstrations of paramilitary or police power, and
suppression of protest, activism, or political opposition.
Democracy
A form of government in which the citizens exercise power
Military Dictatorship
A nation ruled by a single authority with absolute power and
directly or elect representatives from among themselves to
no democratic process. The head of state typically comes to
form a governing body. Citizens are able to vote for different
power in a time of upheavals, such as high unemployment
laws and leaders.
rates or civil unrest. They usually lead the nation's armed
forces, using it to establish their brand of law and order and
Communism suppress the people's rights.
A centralized form of government led by a single party that is
often authoritarian in its rule.

Socialism
A system of governance that encourages cooperation rather
than competition among citizens. Citizens communally own
the means of production and distribution of goods and
services, while a centralized government manages it.

Oligarchy
A form of government in which a small number of individuals
rules over a nation. A specific set of qualities, such as wealth,
heredity, and race, are used to give a small group of people
power. Oligarchies often have authoritative rulers and an
absence of democratic practices or individual rights.

Aristocracy
A government form in which a small, elite ruling class — the
aristocrats — have power over those of lower socioeconomic
standing. Members of the aristocracy are usually chosen
based on their education, upbringing, and genetic or family
history. Aristocracies often connect wealth and ethnicity with
both the ability and right to rule.

Monarchy
A monarchy is a form of government in which a group,
generally a family representing a dynasty, embodies the
country's national identity and its head, the monarch,
exercises the role of sovereignty. The actual power of the
monarch may vary from purely symbolic (crowned republic),
to partial and restricted (constitutional monarchy), to
completely autocratic (absolute monarchy).

SETTLEMENTS
68

Business Types
Trade and Commerce 1d100 Business Type 1d100 Business Type
Businesses 1-2 Air Transportation 51-52 Knock-offs
Large metropolitan cities are filled with countless shops and 3-4 Agriculture 53-54 Law Enforcement
businesses with a wide variety of products and services. 5-6 Arts 55-56 Liquor
Building a city-based campaign with a multitude of well-
detailed businesses your players may never explore is time 7-8 Apparel 57-58 Livestock
consuming and ill-advised. 9-10 Assassination 59-60 Manufacturing
To avoid the pitfall of writing too much detail, instead
11-12 Beverages 61-62 Mining
focusing on generating a good handful of businesses to use
wherever and whenever is necessary. This method can save 13-14 Broadcasting 63-64 Movies
you hours of prep-time as a DM while still allowing you to 15-16 Chemical 65-66 Pharmaceuticals
flesh out your city. Manufacturing
For each business, create a storefront, a storekeeper, and
17-18 Computers 67-68 Piracy
an item inventory/price list. Do not assign a location for these
businesses until the players actively search for them. This 19-20 Construction 69-70 Plastics
ensures you have a predefined business prepared in the event 21-22 Crediting 71-72 Postal Services
it becomes necessary. This method can also be useful for
encounters and plot hooks. 23-24 Diamonds 73-74 Printing
25-26 Electronics 75-76 Prisons
Quick Business Creation 27-28 Engineering 77-78 Programming
Need a business, corporation, or patron institution on short
notice? You can use the tables below page to generate up a 29-30 Entertainment 79-80 Publishing
corporation’s name and major fields of business. 31-32 Espionage 81-82 Prostitution
Once you have the name in hand, you can roll one or more
times on the business table to see where their major fields of 33-34 Exploration 83-84 Real Estate
interest lie. 35-36 Fishing 85-86 Repairs
Business Names 37-38 Forestry 87-88 Robotics
1d20 Name Organization 39-40 Gambling 89-90 Securities
1 Champion Alliance 41-42 Gemstones 91-92 Shipping
2 Colonial Association 43-44 Healthcare 93-94 Telecommunications
3 Critical Band 45-46 Illegal Drugs 95-96 Textiles
4 High Company 47-48 Insurance 97-98 Transport
5 Instant Cooperative 49-50 Journalism 99-100 Weapons
6 Maxwell Corporation
7 Mercury Enterprises
Business Rumors
1d12 Reputation and Rumors
8 Nano Faction
1 Negligent and reckless with worker's lives
9 Navigations Group
2 Victim of embezzlement or federal fraud
10 Nitro Incorporated
3 Dependable and respected products
11 Optima LLC
4 Has high-level political connections in government
12 Outlook Network
5 Recent scandal for cover-up of a major industrial
13 Oxford Organization mishap
14 Private Outfit 6 Conservative and old-fashioned in their business
practices
15 Safewell Pact
7 The company’s owner is an erratic eccentric
16 Silverton Partnership
8 Rumored to have ties to a dangerous cult
17 Solar Society
9 Rumored to be on the edge of financial bankruptcy
18 Stellaris Syndicated
10 Secretly run by hostile crime syndicate
19 Tailwind Union
11 Under new management after a scandal
20 Wishful United
12 Possibly participating in criminal activites

SETTLEMENTS
69

1d4 Diplomats
Factions and 1 .
Organizations 2

Group Patrons 3
4
Group patrons provide an individual or organization that can
unite your party as a team in service to a common purpose. A
group patron can set the theme for an entire campaign. Militant Group
Players can work together with the DM to choose a group 1d4 Militant Groups
patron that will unite their characters in the campaign.
Characters may even be their own patron. 1
2
Example Patrons 3
Here are some of the most likely patrons for a modern 4
adventuring party. These patrons, presented in alphabetical
order, can also serve as inspiration for you to create your own
patrons. Mogul
1d4 Moguls
Academic News Network 1
Criminal Organization Religious Institution 2
Diplomat Secret Society 3
Militant Group Supernatural Being 4
Mogul Union

Academic
Academic patrons seek to understand the world, uncovering
lost secrets and mysteries the of existence in their pursuit of
knowledge.

Academic
1d4 Academic
1 Prophesized Text. A mysterious and enigmatic
manuscript that predicts future events and disasters
connects a seemingly disparate group of individuals.
2 The Enlightened. A secret knowledge connects
those unfortunate enough to know.
3 Affluent Entrepreneur. This eccentric entrepreneur
gathers a team of specialists to seek long forgotten
knowledge, no matter the cost.
4 Arcane Institution. Drawn together by magical
inclination, members of this school delve deep into
the various magical arts.

Criminal Organization
1d4 Organizations
1 Cursed Gang. A group of rogues fiercely control a
territory through their use of a mysterious and
powerful curse.
2 Crime Family. An adopted family of highly skilled
pick-pockets, scoundrels, thugs, and spies raised to
excell at their craft. Only the greatest of heists will
satisfy their talents.
3 Vigilante Group. A
4 .

Diplomat
SETTLEMENTS
70

News Network
1d4 News Network
1 Newspaper.
2 Broadcast Television.
3 Radio.
4 Online Media.

Religious Institution
1d4 Religious Institutions
1
2
3
4

Secret Society
1d4 Secret Society
1
2
3
4

Supernatural Being
1d4 Supernatural Beings
1 Genius Loci. The protective spirit of a landscape,
awakened and self-aware, directs it's inhabitants
through omens.
2 Guardian Angel. An ancient and powerful guardian of
good gathers a network of mortals to serve a common
good.
3 Mythological Being.
4 The Undying.
5 Lesser Deity.
6 Artificial Intelligence.

Union
1d4 Unions
1
2
3
4

SETTLEMENTS
71

Modern Adventures
Mystery Proactive Clues
If your players aren't getting it, hit them over the head with a
Mysteries and urban fantasy go together like fish and water. A
clue. Utilize a failsafe and obvious clue that will lead them on
large majority of urban fantasy fiction involve elements of
the right path.
crime noir and mystery.

The Three Clue Rule Avoid Red Herrings


Red Herrings are misdirections; clues that point away from
The Three Clue Rule is a writing technique, posited by Justin
the solution. Avoid them as they only confuse the players.
Alexander of thealexandrian.net for designing a mystery
Your players will already have their own wrong suspicions
scenario. This technique ensures that there are a variety of
and misconceptions to confuse them. You do not need to add
clues for your players to find and use in there investigations.
more.
This technique can be layered to solve relatively simple
mysteries, or to lead your PCs down a path in solving one
large mystery. Make It Personal
The stakes are raised when you bring a character into the
Building Your Clues mystery. The impartial detective has no connection with the
Firstly, assume there are three ways to solve a mystery. For connection with the murders, not until the murderer begins
example, let's take a murder mystery in which the killer is a to leave friendly messages and photos of their family at the
werewolf who seeks out his ex-lovers. We come up with three crime scenes.
possible ways to identify the killer:
Method 1: Patrol the streets of the town on the night of the
full moon.
Method 2: Identify the victims as all being former lovers of
the same man.
Method 3: Go to the local butcher shop where the killer
works and find his confessions of nightmare and sin written
in blood on the walls of the back room.

Each conclusion above will require three clues.


Method 1 Clues:
A) There are tracks that turn from wolf paw prints to
human footprints.
B) The victims all have over-sized claw marks.
C) One of the victims owned a handgun loaded with
silvered bullets.
Method 2 Clues:
A) Love letters written by the same guy.
B) A diary written by a victim describing how he cheated
on her with another victim.
C) Pictures of the same guy with the victims either on their
person, or on social media.
Method 3 Clues:
A) A receipt from a butcher's shop at one of the crime
scenes.
B) A written note, or text message, saying "meet me at the
butcher shop".
C) A jotted entry saying "Meet P at butcher shop" in the day
planner of one of the victims.
Above are nine different paths for the players to solve the
mystery. When creating your mystery embrace the idea that
more clues are always better. While it may seem appropriate
to limit clues to your players, doing so closes off pathways of
success for your players.

MODERN ADVENTURES
72

Monster of the Week The Consequence


One way of keeping your player engaged and on track is to
The term "Monster of the Week" was originally coined by the
provide a consequence if they are fail to act, or succeed.
writing staff of The Outer Limits (1963), which promised it's
Consequences, if not avoided, should provide setbacks to the
viewers a new monster every episode. This format of
characters. Setbacks are events that cannot be reversed
adventure may be best suited for a one-shot, or a series of
easily, or minor defeats that hinder, delay, or damage your
one-shots. While the basic premise of a Monster of the Week
PCs.
adventure may seem antithetical to building a multi-session
campaign story, it can, in fact, be used to build a loose story 1d6 Consequence
arc in which seemingly unrelated incidents become
1 The monster(s) will grow stronger in power or
connected as the campaign progresses. Monster of the Week numbers.
adventures can also be helpful in establishing a setting or
NPCs. 2 More innocent people will become victims. A family
member among them.
The Premise 3 A PC will become infected with disease or cursed.
The premise of your story will be the basic idea for your 4 A PC goes mad and rolls on the Short-Term Madness
game. The table below includes some basic examples of table (page 259 of the Dungeon Master's Guide)
Monster of the Week adventure premises. 5 A PC goes mad and rolls on the Long-Term Madness
table (page 260 of the Dungeon Master's Guide)
Adventure Premises 6 A PC goes mad and rolls on the Indefinite Madness
1d4 Premise Situation table (page 260 of the Dungeon Master's Guide)
1 Hunt The characters hunt down the
monster(s).
2 Ambush The monster attacks the unsuspecting
characters.
3 Invasion A monster or monsters attempt a
takeover.
4 Investigation The characters investigate an incident.

The Monster
You can choose any kind of monster, or monsters, for your
adventure. They can be a creature from folklore or
mythology, one established in the Dungeons and Dragon's
lexicon of monsters, or one of your own creation.

The Hook
A good adventuring hook is one that immediately draws in
your player characters to the adventure.
1d6 Hook
1 A PC's family member has gone missing. They were
dared to venture into an old, abandoned building on
the edge of town. They haven't been seen since.
2 A fog rolls over the town each night, every victim last
mentions seeing something deep in the abyss before
mindlessly walking in, never to be seen again.
3 People begin to see a dreadful creature stalking them
in the reflection of mirrors. It keeps getting closer.
4 A nightmarish creature appears before the players
begging them for help.
5 An addictive new street drug has mysteriously
appeared. It briefly gives its users magical abilities, but
prolonged use turns them into mindless, violent
creatures.
6 Several bodies have been discovered in the local park.
There are no obvious signs of death, but each victim
has visibly aged significantly after disappearing only
recently.

MODERN ADVENTURES
73

Horror Degree of Horror


Not all that is terrifying is equal. Some things are just scarier
Horror comes in many forms, but can generally be separated
than others. In most cases small, seemingly mundane, but
in two distinct categories: Physical and Psychological
unsettling events will lead up to extreme moments of intense
horror.
fear and terror. Included below are some tables to aid you in
coming up with horrors small to large.
Physical
1d4 Minor Horrors
Blood, guts, entrails, and missing limbs. Physical horror
deals with the fear that comes from irreversibly damaging or 1 An unseen voice whispers a character's name.
losing a part of your body. 2 An object is inexplicably moved, or disappears
Damage does not usually leave lingering effects. To altogether.
simulate a visceral physical injury roll on the Lingering
3 A shadow moves across a well-lit surface.
Injuries Table, found on page 272 of Dungeon Masters
Guide. 4 Text in a letter, note, or message, changes slightly.

Psychological 1d4 Moderate Horrors

A shock down the spine, a utter sense of dread, a chill 1 The lights weaken. Sources of dim light do not shed
any light at all.
through your bones. Psychological horror plays its audience's
mental, emotional, and psychological states to frighten, 2 A message is written in the blood of a wounded
disturb, and unsettle. creature.
In a typical game, characters aren't driven mad by the 3 Magic that would normally heal instead deals damage.
horrors they witness, but if you are looking to reinforce the Any wounds healed in this way scar terribly and spew
horror elements in your game use the Madness Effects tables foul substances.
beginning on page 258 of the Dungeon Masters Guide. 4 A creature appears suddenly, but disappears in an
instant.
Combining Them
There are a few great ways to combine these two types of 1d4 Major Horrors
horror. Body Horror, for instance, features violent and 1
painful visuals of monstrous transformations, with the true 2
terror coming from the ever-mutating mental torment it
brings. 3
4
The Unknown
Horror arises from a fear of the unknown. The more of the Descriptions
horror we see the less we fear it. People are afraid of the idea Blah Blah Blah...
of the monster that lurks in the dark more than they are the
Make sure to narrate what the characters are feeling,
monster itself. Keep your players in the dark abyss of the
hearing, seeing, smelling, and tasting.
unknown for as long as you can.

Subvert Expectations. Lull your players into a false


sense of security. Lead them to believe they have solid
ground on which to feel safe. Then, take their security
from them. No one is afraid of the dark when the lights
are on, only when they go out.

Less Is More. The less your players see of the monster


the better. Foreshadow your horrors by hinting at their
presence with clues.

Create Suspense. Create an unknown consequence for


your players to fear. Ask for any saving throws related to
witnessing horrors BEFORE describing the horrors. Roll
dice randomly and without explanation to unsettle your
players as well.

Never Name Your Horror. Narrate the gruesome details


of the horror your player characters will witness, but
never ground it with a name. A name defines something,
and the unknown is scarier when it cannot be easily
understood.

MODERN ADVENTURES
74

Credits
5e Modern Manual created and adapted by /u/Kennedy_
This document was created using Homebrewery.
Background
Backgrounds

Part 1 Writing Credits Written by Dylan Richards (Reddit: u/Altavus ,


Tumblr: decision-paralysis, Blogger: Decision
Paralysis): Modern Conversion: Backgrounds Part
Races 1&2
City Elf "Built heavily upon 'D20 Modern 5e Conversion' by
Written by /u/Valerion Edward Wilson"
Construct Wealth and Reputation
Reflavored Autognome from Unearthed Arcana Document and contents by Dylan Richards (Reddit:
[https://media.wizards.com/2021/dnd/downloads/UA2021_TravelersoftheMultiverse.pdf]
u/Altavus , Tumblr: decision-paralysis, Blogger:
Fairy Decision Paralysis)
original version posted here on "Built heavily upon 'D20 Modern 5e Conversion by
https://www.dandwiki.com/wiki/Fairy_(5e_Race). Edward Wilson"
Formatting issues? Copy the text to the url instead.
Inspiration: /u/KibblesTasty 's version from Reddit Equipment
Rat-folk
Armor, Weapons, Explosive Devices
inspired by StrawChowChow's rat-folk homebrew
https://old.reddit.com/r/UnearthedArcana/comments/6w99p9/modern_handbook_v11_reworked_druid_rogue_and/
https://dnd.wizards.com/articles/features/my-new-
Subclass Options d20-modern-campaign
Barbarian: Path of the Athlete Some materials included from d20 Modern
Written be /u/Kennedy_ Conversion: Armour and Weapons by Dylan
Bard: College Dropout Richards (Reddit: u/Altavus , Tumblr: decision-
Written be /u/Kennedy_ paralysis, Blogger: Decision Paralysis)
Cleric: City Domain "Built heavily upon "d20 Modern 5e Conversion" by
Unearthed Arcana: Modern Magic Edward Wilson."
Rogue: Gambler Vehicles
Written be /u/Kennedy_ Modified "Baldur's Gate: Descent into Avernus"
This archetype is directly influenced by Infernal War Machine mechanics
/u/pacomitacomrguapo's excellent version of the Electronic Devices
Gambler Rogue archetype. Seriously go check it Modern Handbook V1.1 by /u/AeronDrake
out! His version inspired me to write this.
This archetype and it's Gambler's Tricks are also Spells
directly influenced by many of the Battle Master
Spells
Fighter Maneuvers.
Unearthed Arcana: Modern Magic
Rogue: Skater
Trip Cantrip
Originally written by /u/TheSlothLord7
Written by /u/Kennedy_
Modifications by /u/Kennedy_
Sorcerer: Fame
Written be /u/Kennedy_
Warlock: The Lady
Written be /u/Kennedy_
Special thanks to Terry Pratchett (rip) for the
Discworld and The Lady, to /u/thePineappleyMan
for inspiration from their version of this warlock
patron, and to /u/TiggsStoneheart for feedback and
advice on feature mechanics.
Warlock: The Machine
Written by /u/PeanutJayGee
Wizard: Modern Wizard
Written be /u/Kennedy_
Inspiration: Technomancy Wizard from Unearthed
Arcana: Modern Magic

CREDITS
75

Part 1 Art Credits


Cover Page:
Bus Driver Exorcism: Dave E. Phillips

Preface Page:
Vampire Girl: Arrigo Verderosa

Races:
Centaur: CooperCentaur
City Elf: nipuni(natalie)
Fairy: Holly Black
Golem: Iron Golem Art
Half-Elf: lesley-oh
Human: Sara Meseguer
Nymph: James Firnhaber & Alexandra Zhukova
Rat-Folk: Gobln on Deviantart
Tiefling: Rita Fei

Subclass Options:
Barbarian: Path of the Athlete:
Bard: College Dropout: Aurore Folny
Rogue: Gambler: OrangeSavannah
Sorcerer: Fame: FionaCreates
Warlock: The Lady: "Wrong Roll" by ashpwright on
Deviantart
Wizard: Modern Wizard: thereisaguy

Backgrounds:
Terry the Tiefling Barman by /u/PrimordialSquid on
Reddit
Fancy Party Orc By kriskukko on Instagram
Ork Noir by Mark Zug for Shadowrun
Edgar by Rachel Denton
Odontodactylus scyllarus by Inès Bérerd (ИБ/IB)
Naomi Novik's Temperaire by Karl Kopinski
By Alexander Mokhov

Modern Equipment:
Shadowrun Tir Tairngire Peace Force Elf Soldier:
Shadowrun Elf Soldier
Gun Goblin: John Wick Goblin By Nicolas Acuna
Homeless Warrior: Kingdom of Nothing by jhimmelman
on Deviantart
Subway Tongue Monster: julian totino tedesco, creepy
comics #21

CREDITS
76

Part 2 & 3 Writing


Credits
Resources drawn from:

Let's Build a City post on reddit


influence and inspiration
City Architect's Handbook 101 - Location
tables for settlement locations and location
planning
The Dungeon Masters Guide
Style and basic guidelines for settlement creation,
details, and information
Inspiration
Stars Without Number by Kevin Crawford
Modified tables for business name creation
Tables for Faction creations
Monster of the Week
Inspiration for urban fantasy adventure styles
The Three Clue Rule
Tips and tricks for GMs on running a mystery.
Waterdeep: Dragon Heist
Inspiration for when character break the law and
are arrested by police.

Part 2 & 3 Art Credits


cover image: By Michael Komarck

Golden Gate Bridge Dragon


golden gate bridge dragon attack by
JoelChaimHoltzman on Deviantart
Woman with Divine Symbols Artwork
Artwork from Mage: The Awakening: Second
Edition. Specific artist not stated. But is credited on
page 2 of the pdf preview
Diamond Corpse Detective Artwork
Dreamchaser - parabnormal by sstark on
Deviantart
Street Sign Dragon
by kimota

CREDITS
77

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