Professional Documents
Culture Documents
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 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.
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
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.
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
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.
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.
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.
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.
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.
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:
SUBCLASS OPTIONS
23
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.
Backgrounds
25
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
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
Backgrounds
29
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
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.
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
Backgrounds
34
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.
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.
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
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
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.
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
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.
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)
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.
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.
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
MODERN EQUIPMENT
47
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.
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
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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.
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).
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Alchemy Hydroflask
Same abilities as an Alchemy Jug
RARE
Bag of 50 Flavors Jelly Beans
Same abilities as a Bag of Beans
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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.
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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.
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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.
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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.
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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
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
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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
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
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.
MODERN ADVENTURES
72
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
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.
MODERN ADVENTURES
74
Credits
5e Modern Manual created and adapted by /u/Kennedy_
This document was created using Homebrewery.
Background
Backgrounds
CREDITS
75
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
CREDITS
77