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Cyberdungeons

To-do
create a spell that lets you connect to the internet - Create overdose rules for drugs and rewrite the
something like plane shift or astral projection descriptions of older ones.
find a place to explain the internet & reference it in the cybernetics - silver tongue - tounge replacement that
monster chapter under the new locations section - the makes it easier to lie to people. it produces a soothing
internet is a plane that can only be accessed mentally. It soundwave when speaking that makes people's brains
has two layers: the Surface - place where everyone goes to more trustworthy. Enhancement that lets user speak all
shop, watch videos, play games, etc. has a vaporwave and languages, even with machines. the addiction suppressor.
retrowave asthetic. Underneath the Surface (needs name) neuralware that allows connection to the internet. servo
- is a dark place only skilled tech peeps know how to enter, skulls - gives the feature of having two heads (ettin), may
basically the dark web. Populated with monsters that have also give boost to wisdom or memorize a few skills for
the virus subtype, and is actually dangerous (damage done user. xray vision. crab claws. also something that
in this level will hurt you outside of the internet) weaponizes sound in the mouth. call it the Banshee Box
Add in a template for converting already existing monsters or something.
into the program type in the monsters chapter Better humanoid npcs - henchmen rules, pain and
Add in rules for inebriation from alcohol in the drugs dismemberment rules, advanced optional rules for
section explosives and firearms. Rules that can make regular
revamp spell lists completely -- include artificer humanoids without powers threatening and the like.
Artificer subclasses: drone mason, mech suits, cybernetics Example: holding down a player with henchmen so the
Warlock subclass: nuclear end, the megacorporation enemy can break their hand with a hammer or sum.
Spells: healing spells that don't heal but instead repair Limbs and appendages have hp and can be broken or
machinery, computers, robots/drones, cybernetics, and outright removed with enough damage.
other tech New skill -- willpower. Ties into Constitution. Portrays
Emphasize that if cybernetics are damaged, they must be how much pain (as above), torture, or other a creature can
repaired with a mechanics skill. Healing magic doesn't take before breaking down, causing them to do whatever
work on them and new technology based repair skills the person inflicting pain wants (such as revealing secrets,
must be used instead becoming subservient, or simply giving up and dying).
Revamp constitution cost system. New skill -- something in wisdom that allows for
Worldbuilding section: cultural impact for cybernetics. knowledge to find things (like shops or drug dealers) on
Perhaps they're rare, they might be illegal or frowned the streets
upon by society, or they might be common and deeply
desired by almost everyone in society. Perhaps
corporations require their workers to "purchase" or rent
certain cybernetics. Whenever that individual dies, quits,
is fired, or stops working for the company in any other way
the cybernetics are repossessed. If the worker attempts to
run away, the corporations could have a program that
automatically shuts down the cybernetics and sends off
their current location. One corporation could secretly
force workers to rent cybernetic hearts, which are shut
down when the worker stops working in any way.
rules for homemade explosives, drugs, and other goodies
(like cybernetics or firearms)
crashing air and water vehicles - falling damage for air and
swimming/drowning for water.
military grade vehicles
spells that allow for cool space stuff (such as walking in
any direction in space, communication, and easier space
combat). These spells shouldn't use verbal components,
because they were designed for use in a vacuum.
proficiency in each vehicle type for proficency in vehicle
handling checks, and many vehicles require their own
proficency
conditions for headshots, mutations, and more
devastating explosives (being too close to an explosive
destroys the body so throughly regular revival spells don't
work and medicne/technology skills cannot be used)
rouge archetype -- bombadeer
Also create a price chart for drugs per ounce or dose
Topic Page
Table Of Contents   Smuggler 38
Topic Page   Sprawl Ganger 39
Part 1 - Races 4   Techie 40
  A.I. Robots 5 Part 4 - Equipment 42
  Wirewreck 8   Armor 43
  Gricknack 9   Weapons 45
Part 2 - Subclasses 10     Weapon Properties 46
  Barbarian: Path of the Dreadnaught 11     Melee Weapons 47
  Barabaian: Path of the Wrecker 11     Ranged Weapons 48
  Bard: College of Fame 12     Explosive Devices 49
  Bard: College of Metal 12     Firearms Accessories 50
  Cleric: City Domain 13   Gear Tables 51
  Cleric: Technology Domain 14   Gear Descriptions 52
  Druid: Circle of Civilization 15     Special Ammunition 53
  Druid: Circle of the Sewers 16     Detonators 53
  Fighter: Commando 17     Utilities 53
  Fighter: The Tactician 17     Tools 58
  Monk: Way of the Gun Fu 18 Part 5 - Shady Activities 59
  Monk: way of the Squared Circle 18   Disabling Devices 60
  Paladin: Oath of Logic 19   Disarming an Explosive 60
  Paladin: Oath of the Vigilante 20   Repairing Devices 60
  Ranger: Shadow Hunter Conclave 21   Restricted Objects 60
  Ranger: Urban Warrior Conclave 21     Purchasing a License 60
  Rouge: Infiltrator 22     The Black Market 60
  Rouge: Decker 23     Using Electronic Devices 60
  Sorcerer: Radiation Freak 23     Defeat the Device Security 60
  Sorcerer: The Network 24     Degrade Programming 61
  Warlock: Digi-Lords 24     Find File 61
  Warlock: The Superintelligence 25     Operate Remote Device 61
  Warlock: Pact of the Gun 26     Additional Hacking Options 61
  Warlock: Eldritch Invocations 26   Drugs 61
  Wizard: School of the Battle Magi 27     Addiction 61
  Wizard: School of Technomancy 27     Narcotics 62
Part 3 - Backgrounds 29 Part 6 - Cybernetics and Bionics 65
  Celebrity 30   Cybernetics 66
  Corporate 31   Bionics 66
  Crafter 32   Constitution Cost 66
  Drifter 32   Cyber-Sickness Table 66
  Media Investigator 34   Effects on Magic 66
  Mercenary 35   Gadgets 67
  Officer 36     Booby Trapped 67
  Patrician 37     Compact 67
  Pilot 37

1
Topic Page
    Sensor Baffling 67 Foreword
    Storage Compartment 67 Before we begin, I would like to take a few paragraphs to say
a few things both legal and otherwise. For the legal part, I
  Cybernetics and Bionics 67
would like to say that although I did change the grammar and
  Body Replacements Table 68 wording of almost everything in this document, this is not
  Cybernetic and Bionic Descriptions 71 original content and I don't actually own anything in here.
What I did was borrow several minor ideas from dozens of
    Basic Parts 71 sources (which I will list later), reword them, and stiched
    Body Plating 72 them together into a sort of Frankensteins Monster
    Cerebral Implants 72 in a hope that they would work well together and prove to
make an adequate compendium. It should also go to show
    Cyberaudio 73 that I did not create the art. All credit goes to the proper
    Cyberoptics 73 creators. Listed in the next paragraph is the content I
borrowed from. I only took a bit from each source and
    Cyberweapons (Body) 74
strongly urge you to check out each of these sources as they
    Fashionware 74 are all fantastic.
    Hands and Feet 75 My sources are as follows: A man from Giant in the
Playgrounds who I unfortunately lost the name of,
    Implants 75 Wyrmworks.com, Alyss Silence from enworld, jona from The
    Limb Upgrades 77 Murder Nerds, Cyberpunk 2020, Deamons and Deathrays,
Part 7 - Vehicles 78 Jon G, Dungeonmusings, u/AeronDrake, UA Modern Magic,
Hypercorps 2099, Dark Matter Alpha, Griffin Meehan,
  Vehicle Rules 79 u/gaylordqueen69, The Middle Finger of Vecna, DNDBeyond,
    Acceleration 79 Ryan E Stevenson, ZombiGabe, Christian Maund, u/Altavus,
and Cody Beatty. This compendium was built heavily on and
    Controlling the Vehicle 79
for Dungeons and Dragons fifth edition made by wizards of
    Losing Control 79 the coast. I thank gmbinder for effectively creating this
    Crashing 79 document.
As for the personal part I talked about, I started this project
    Crash Damage 79 in march of 2019 and am finishing it in December of 2019. I
  Vehicle Combat 80 created this project originally for me because I wanted to DM
    Ramming 80 a good sci-fi/cyberpunk world but couldn't find any source
material that was completed enough to effectively run one.
    Vehicle Hit Points 80 Not giving up, I decided to scrape together everything I could
    Repairing a Vehicle 80 find and make a rulebook out of it, which leads us to today
  Vehicle Accessories 80
nine months later.
I suppose the real essence of the reason I decided to make
  Vehicle Accessory Table 80 this document public (other than attempting to save DMs the
  Vehicle Table 81 work I went through) was to show what a great community
this game has built up over the years. Personally I think it's
  Vehicle Descriptions 81 really something unique when you find a community thats
Part 8 - Feats 82 willing to create content and post it online for the enjoyment
  Racial Feats 84 of others. So I suppose I really just wanted to be a part of that
community.
Part 9 - Conditions and Skills 85 Before I close, I would like to say that this compendium is
  Conditions 86 not finished. Rather, this is the players half. I have a DMs half
  Skills 89
in the works that contains magic items, rules and conditions,
monsters, and possibly other stuff, but got bored of this genre
Part 10 - Spells 91 and decided to start remodeling all of the dragons from
  Modern Spells 92 previous editions into fifth edition (there is a lot of variety that
was lost in the conversion to fifth edition). Expect both of
  Spells by Class 92
these things sometime in the future.
  Spell Descriptions 94 Finally I would like to dedicate this book to three groups of
people. The first are my close friends, especially John, who
helped me format much of the content here and make sure
nothing I included was to powerful. The second group are the
people whose content I borrowed pieces from and the
respective artists, without whom this book wouldn't exist.
Lastly, as cheesy as it is, I would like to dedicate this book to
the community who plays, without you there would be no
purpose to assembling this compendium. Thank You.

2
PART 1
Races
This unanswered question leaves robots open to potential
discrimination by many humanoids who consider robots to
be inferior for their lack of proof of a soul.
Purpose Built Beings
Truly sapient robots are costly to manufacture, and are never
created without a calculated purpose in mind. This pre-
existing purpose defines the robots existence, going far
enough to define their physical purpose -- which is always
designed to best enable them to fulfill their purpose.
This "designed for purpose" mindset towards creating truly
sapient beings draws a lot of strife from both robots and
humanoids alike, who may band together to advocate for
better robot creation rights. A plethora of politicians and
organizations claim to advocate for similar terms, but usually
have hidden agendas in doing so.
A Fight for Acceptance
Though sapient robots were seen as a scientific marvel and
was largely applauded by society, not everyone was pleased.
To this day there exists several different "interest groups" that
continue to undermine the efforts towards more widespread
robot sapience, lobbying governments, falsifying reports, or
even resorting to physical violence to undermine the
integration of robots into society.
Despite these forms of abuse from others, the most
common form of attack robots tend to face is verbal. Those
who hate or fear them frequently lash out with name calling,
the most common name being drone -- which carries the
A.I. Robots implication that robots aren't even sapient beings, but are
rather unthinking machines.
NOW THOSE ARE EXCELLENT QUESTIONS I FIND
most people don't truly know the correct answers for. You AI Robot Names
see, the only real difference between drones and robots is
that robots, intentionally or otherwise, are sapient. Now as to All robots have a model type that designates what their
if a robot has a soul ... I honestly can't say. I've been designing physical form is, and a serial number that can be used to
them for decades now and I've never heard of someone identify each individual robot. Once sent out into the world,
actually bringing a robot back from the dead, and we certainly robots tend to learn the naming conventions of their local
don't utilize souls in the creation of robots. It's possible they area and choose a name that fits in better with their
may have developed some kind of technological soul over environment.
time, but for the moment I don't think anyone can say for
sure. AI Robot Traits
- Chip, renowned roboticist and philosopher Drones were originally designed to have specific traits, and
Robots are artificially created constructs designed with the the manufacturers kept these traits in robots after they
use of advanced engineering and computer science. gained sapience.
Originally, robots were simple, nonsapient machines called Ability Score Increase. Your Constitution increases by 2.
drones created to carry out tasks that were deemed too Age. Robots are usually built into intellectual adulthood.
mundane or dangerous for humanoids to accomplish. As time Because they aren't made of flesh, they don't age in any
drew on, advancements in technology allowed drones to standard way. Though their systems can break down over
become more and more advanced, eventually developing into time, the process generally takes hundreds to thousands of
the sapient beings known today as robots. years.
Alignment. For ease of use, most robots are hardcoded to
Artificial Beings have a true neutral alignment, though with significant effort a
robot can break out of this mindset and develop their own
The artificial developmental process robots went through to alignment.
become sapient left many wondering the all essential Constructed Nature. Being a construct instead of a
question as to whether they had a soul or not. Unlike other humanoid comes with several advantages, specifically the
sapient construct races like the warforged, the development ones listed below.
of robots never relied on the usage of magic or pre-existing
souls, but rather through a lengthy period of scientific trial You have the Construct type instead of the Humanoid
and error. type.

4
You have advantage on saving throws against being Fortified Exterior. Combat units are built with extra bulky
poisoned, and you have resistance to poison damage. and heavy plating designed to protect them during attacks,
You are immune to disease. giving you a tough natural armor but making you ill-suited
You don’t need to eat, drink, or breathe. when it comes to wearing extra armor. You have a natural AC
You don’t need to sleep, don’t suffer the effects of of 17 (your Dexterity modifier doesn't affect this number). You
exhaustion due to lack of rest, and magic can’t put you to gain no benefit from wearing armor, but if you are using a
sleep. shield, you can apply the shield's bonus as normal.
Checks made to heal you must be made with the Modular Weaponry. Thanks to your combat focused
Mechanics skill (outlined in Part 9) rather than the design, you can attach any weapon to your form, allowing you
Medicine skill. to equip weapons that have the two-handed property as if
When you take a long rest you enter a low power mode they didn't, and all versatile weapons are treated as being
instead of sleeping as described below. held with two hands. Additionally, you cannot be disarmed.
Low Power Mode. Instead of sleeping, you enter an Oracle Unit
inactive state for 4 hours each day to recharge your system. Oracle units were a failed experiment in trying to predict
You do not dream in this state, and you are fully aware of your future events by designing a robot that could read every part
surroundings and notice approaching enemies and other of a situation, compile and analyze the data about a situation,
events as normal. However, if your rest is interrupted at any and use said data to spit out an accurate prediction of the
point, you must restart the 4 hour period. future. Few were made, and fewer remain. While ultimately
Languages. You can speak, read, and write Common and failing to reach their goals, the designers did succeed in
Cybernetic. Cybernetic is explained more in depth in Part 9. creating robots with immense sensory precision and
Build Type. Thanks to their nature of being "designed for unprecedented logical processing capabilities.
purpose", there's a near unlimited amount of robot build types Ability Score Increase. Your Wisdom increases by 1.
designed to specialize in every ability imaginable. Below are Size. Oracle units are typically human sized, weighing on
the most common. average 350 pounds. Your size is medium.
Android Speed. Your base walking speed is 30.
Unlike other robots, the interiors of androids are made of Darkvision You can see in dim light within 60 feet of you
millions of nanites. This allows them to have more organic as if it were bright light, and in darkness as if it were dim
appearing movement. Androids were originally designed for light. You can’t discern color in darkness, only shades of gray.
use in the service industry, having exterior appearances that Situational Awareness. Reading situations is one of the
are indistinguishable from normal humanoids meant to keep prime directives of any oracle unit. You gain proficiency in the
patrons from feeling uncomfortable. Perception and Insight skills. You also determine the nature
Ability Score Increase. Your Charisma increases by 1. of the stimuli you receive from Perception and Investigation.
Size. Androids are typically human sized, weighing on For example, you can tell what chemicals are producing
average 270 pounds. Your size is medium. specific smells, or you can determine all of the ingredients in
Speed. Your base walking speed is 30. a food or drink by taste.
Nanite Surge. You may focus the power of your body’s Repair Protocols. Whenever you spend Hit Dice at the
nanites to improve your abilities. You may add your end of a short rest to heal, you heal an additional amount of
proficiency bonus to any attack roll, ability check or saving hit points equal to your character level. You may use this
throw. You may decide to use this ability after rolling the die, ability once per long rest.
but before the outcome is determined. Once you use this Reconnaissance Unit
ability, you can’t use it again until you finish a short or long Small and stealthy, the reconnaissance droid was designed
rest. for clandestine operation, originally used by government
Humanoid Form. Androids are created to appear and act agencies, but more often used by corporations or private
exactly like humanoids, you have advantage on all Deception parties in the modern day. Unlike other robots,
checks to hide your true form. reconnaissance units are built entirely without metal, their
Combat Unit manufacturers choosing to utilize hard plastics and carbon
fiber instead.
The elite combat units are used as soldiers in wars and Ability Score Increase. Your Dexterity increases by 1.
security agents or enforcement for corporations and those Size. Reconnaissance units are typically smaller and built
whoever can afford them. They are constructed to be from lighter material than other robots, ranging from 2-4 feet
impenetrable, with a physical design more focused on tall and averaging 50 pounds. Your size is small.
destructive power than intelligent processing. Speed. Your base walking speed is 25.
Ability Score Increase. Your Strength increases by 1. Darkvision You can see in dim light within 60 feet of you
Size. Combat drones are typically bigger and bulkier than as if it were bright light, and in darkness as if it were dim
other builds, ranging between 7 feet and 8 feet tall and light. You can’t discern color in darkness, only shades of gray.
averaging 600 pounds. Your size is medium. Light Materials. You gain proficiency in the Stealth skill.
Speed. Your base walking speed is 30. Additionally, you do not appear on radar or thermal based
surveillance systems.

5
Grappling Module. All reconnaissance units are built with humanoid you've seen before. you can also adjust your height
grappling modules. As an action you may shoot up to 50 feet and weight, but not so much that your size changes. You can
of heavy-duty cable, with either a grappling hook or suction make yourself appear as a member of another race, though
cup at the end (you choose which when you use the ability), none of your game statistics change. You can't duplicate the
that can attach to any solid surface that can hold your weight, appearance of a humanoid you've never seen, and your
or that is light enough for you to drag. clothing and equipment aren't changed by this trait. You must
As a bonus action you can retract your rope and pull adopt a form that has the same basic arrangement of limbs
yourself to a surface you have attached to, at a speed equal to that you have.
your walking speed. After retracting fully, you may choose to You stay in this new form until you revert to your true form
stay connected, which gives you advantage on any saving or a different form (a process that the course of a short or
throws made to prevent being moved, as well as allowing you long rest), or until you die.
to stick onto walls. Amorphous. Your liquid-state allows you to to move
through a space as narrow as 1 inch without squeezing. Your
Replicant equipment is not amorphous.
Robot masters of disguise and subterfuge, replicants are
liquid-state robots comprised of a viscous gelatinous paste Supercomputer
contained within an incredibly thin synthetic membrane. The Supercomputing robots were designed to complete complex
paste is a soft pink, and contains a number of molecular problem solving tasks through adaptive programming,
processors that maintain and operate the various systems of utilized for sorting data into patterns that humanoids cannot
the replicant. naturally see. Supercomputer robots normally are lightly
Replicants are rarely seen in their native form however, armored naturally, so that their processing units receive
preferring to employ their ability to change their physical better airflow.
appearance to blend in. The original creator of the replicants Ability Score Increase. Your Intelligence increases by 1.
is unknown and the methods to make them have been lost to Size. Supercomputers are typically human sized, weighing
time, making them incredibly rare. on average 350 pounds. Your size is medium.
Ability Score Increase. Your Charisma increases by 1. Speed. Your base walking speed is 30.
Size. Replicants are built to have a similar stature to Adapting Mind. You gain two more languages of your
humans, weighing on average 230 pounds. Your size is choice. Additionally, whenever you take a long rest, you may
Medium. change these languages to any other language (except secret
Speed. Your base walking speed is 30. languages such as druidic or thieves’ cant).
Shapechanger. Over the course of a short or long rest, you Predictive Analysis. You can analyze patterns of
can change your appearance and voice to match that of one movement in other creatures, using your analysis to predict
how the creature will attack and defending yourself as
needed before it does. While you are not wearing medium or
heavy armor, you may choose to add your Intelligence
modifier to your AC instead of Dexterity.
Hunters
Hunters are robots designed specifically for tracking and
hunting down other robots. Their physical design places
special emphasis on health and damage, utilizing a built in
self healing system and preset programs that allows them to
exploit all of a robot's weaknesses. Hunters are expensive to
manufacture, and are typically only sent out to "deal" with
particularly troublesome robots.
Ability Score Increase. Your Constitution increases by 1.
Size. Hunters are generally taller and heavier than
humans, standing about 7 feet tall and weighing on average
550 pounds. Your size is Medium.
Speed. Your base walking speed is 30.
Rescheduled Maintenance. While engaged in combat,
you can use an action to spend one of your hit dice from your
hit dice pool and use it as you normally would over the course
of a short rest. You still regain your hit dice in the standard
way. You can use this ability a number of times equal to half
your level (rounding down to a minimum of 1) per combat.
You can't use this ability if you've taken lightning damage
within the last turn or if you've been struck with an EMP
blast.
Construct Hunter. You've been specially designed to
attack and destroy robots. You have advantage on attacks you
make against constructs with the robot tag.

6
Hardy Protectors
One of the key ideas behind the Gricknacks is their ability to
protect the children they look after. Despite their tiny physical
size, Gricknacks excel at attacking would-be aggressors by
actively targeting vulnerable low spots such as ankles,
Achilles tendons, and kneecaps. In case their child is afraid of
the dark, all Gricknacks are equipped with an internal light
that activates and allows them to glow brightly upon request.
Additionally, their form as a stuffed animal allows them to be
easily overlooked should they try and hide. Finally,
Gricknacks have an inbuilt empath ability to read the
emotional state of those they care about, and alter any affects
that might be controlling their emotions.
Charismatic and Attached
Gricknacks are naturally designed to be charismatic and
charming with children, and conversing with them and
persuading them to do tasks comes naturally to them. Their
tiny size also benefits them by making them seem "cute and
trustworthy" to adults. Many Gricknacks become very
attached to their children throughout the years, but know that
all good things must come to an end eventually. As the years
go on, children grow older and begin to spend less and less
time with them. They'll still listen and offer advice when
asked, but by the time their children reach maturity, most will
go their separate ways, keeping in touch but living life for
themselves. Very rarely some will become bitter and envious,
and lash out by using their charismatic abilities to manipulate
others into doing their bidding.
Gricknack Names
Most Gricknacks tend to keep the names they were given by
their children, which tend to reflect their physical appearance
or a cute sounding series of words.
Names. Fluffy, Hugsalot, Tie Dye, Sir. Roughagins, Lotso,
Gricknack Commodore Fluffy Pants, Quizly, Lumpy Head
YEA I HAD A GRICKNACK WHEN I WAS A RUNT. MA
mah ended up getting it for me on ma 5th birthday, and it's Gricknack Traits
probably the only good thing that woman ever did for me Gricknacks have the following racial traits.
while I was growin up. If it weren't for Teddy I'd probs be Ability Score increase. Your Charisma increases by 2,
following in ma mah's footsteps shooting Hog up ma mouth while your Strength decreases by 1.
in an ally somewhere. Age. To better care for children, Gricknacks are built into
- Faisa Vosh, Half-Orc bouncer for Club Grace intellectual adulthood, and their construct nature prevents
Gricknacks are small animated stuffed animals created with them from aging. Gricknacks have no determined age, and
the purpose of watching over young children and being their theoretically could persist for hundreds of years.
companions while they grow up. Initially, Gricknacks had Alignment. Gricknacks tend to be neutral in all affairs,
limited mental capacities and were simply animated toys, but seeking only to protect their ward. Rarely however, one or two
as the years went on more intelligent and sentient models Gricknacks will become obsessed with the fact that their
were produced. The toys were eventually designed with ward has grown up and doesn't want to play with them
complete sapience as it made communication with the anymore. These individuals often become obsessed with the
parents and interaction with the children easier. Gricknacks idea they were "abandoned", and use their charismatic ability
are always stuffed animals, though what type of animal they to manipulate and abuse others into staying with them.
represent greatly varies. Ducks, dragons, dogs, and rarely Gricknacks who devolve into this mindset become neutral
even corporate mascots are created, but the most common evil.
form by far is the teddy bear. Size. Your kind are adorable, which is a blessing and a
curse. Your kind average between 1½ and 2 feet tall, and
weigh between 5 to 8 pounds. Your size is Tiny. Additional
rules for tiny races can be found in Part 9.

7
flipping between parts is annoying. input tiny size
rules here instead.

Speed. Due to your incredibly short stature, your kind move


slower than the norm. Your base walking speed is 20 feet.
Languages. You can speak, read, and write Common and
one other language of your choice.
Manufactured Resilience. You were manufactured in a
factory, and have the following traits because of it:
You have the Construct type instead of the Humanoid
type.
You have advantage on saving throws against being
poisoned, and you have resistance to poison damage.
You are immune to disease.
You don’t need to eat, drink, or breathe.
You don’t need to sleep and don’t suffer the effects of
exhaustion due to lack of rest, and magic can’t put you to
sleep.
Checks made to heal you must be made with the
Mechanics skill (outlined in Part 9) rather than the
Medicine skill.
When you take a long rest, you must spend at least six
hours in an inactive, motionless state rather than sleeping.
In this state you appear inert but aren't actually
unconscious, and you can see and hear as normal.
Night-Light. Gricknacks possess an inbuilt light source. As
a bonus action, you can cause light to emanate from your
entire body, causing it to shine bright light of a color you
choose in a 10-foot radius and dim light for an additional 10
feet. If your body is completely covered, the light is blocked.
You can also use a bonus action to emanate only dim light in
a 10-foot radius, or to deactivate the light entirely.
Cute and Adorable. The incredibly small size and
intentionally adorable design of your kind is both a blessing
and a curse. You have a +2 bonus to Charisma (Persuasion)
checks and a -2 penalty to Charisma (Intimidation) checks.
Additionally, any Charisma based checks you make towards
children are made with advantage.
Takedown. You can take advantage of your nimble
maneuvers to bring down opponents that tower over you.
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.
Calm Down. Gricknacks have an empathic sense of the
emothions and feelings of others, and can use their willpower
to change the feelings of those they touch. You are magically
aware of the emotional state of any creature you touch, and
you can tell if a creature is under the magical influence of a
foreign entity. This include effects such as the charmed and
frightened conditions, and the exertion of magical control
such as the geas spell and similar effects. As an action, you
can remove one of these conditions from a willing creature
you touch.
Once you remove a condition in this way, you cannot do so
again until you finish a short or long rest.

8
Outcasts
Wirewrecks are a sad sight to behold. Those that survive the
experimentation that created them and are no longer
considered adequate test subjects are usually thrown out to
the streets without a second thought, leaving them to wander
aimlessly as they attempt to recover their now shambled life.
The whole ordeal causes many wirewrecks to forget who they
once were, losing memories of their identities, relationships,
and even their own names.
Maimed and Scarred
The most unsettling part of the wirewrecks however is their
physical appearance. Over the course of experimentation,
various cybernetic parts are left within the body of the test
subject. Many of these leftover pieces eventually fuse with the
subject on a cellular level, turning them into something
between a construct and a humanoid. The microscopic fusion
of metal and flesh has bizarre and painful outcomes that are
unique for each wirewreck. Jutting metal, exposed wiring,
misaligned limbs, extremely stunted height, and a general
breakdown of the skin are all common symptoms of everyday
life for wirewrecks.
To add to their misery, these "symptoms" leave many
wirewrecks crippled, too badly damaged for even the
advances of modern medicine or magic to fix. Merely existing
is a painful feat for these beings, and those that do manage to
carve out a place they can exist within society can be easily
identified by their odd proportions, and the cybernetic
Wirewreck implants that have escaped from beneath their skin to fuse
with its surface.
RECENTLY, IT WAS BROUGHT TO MY ATTENTION    
that a group of individuals calling themselves "Wirewrecks" Wirewreck Names
have been claiming that Palm Cybernetics unlawfully took Wirewrecks have two main names. The first name they go by
these individuals against their will and subjected them to is whatever their name was before they underwent the
inhumane experimental tests for weeks, months, or even experimentation that created them, usually a name that
years in an effort to test new cybernetic parts. Let me be matches with the race of their parents -- provided they
clear. Palm Cybernetics and all of its subsidiaries do not remember it that is. The second name is called an
participate in the actions portrayed by these claims. While "experimental name". Experimental names are whatever they
Palm Cybernetics does use humanoid test subjects to ensure were called during their stint as a lab rat. Many wirewrecks
the quality of our products, we do so in a humane manner hate their experimental names and consider them to be an
described by the law, and fairly compensate our willing artifact from a sour time in their lives, but it remains
participants. Thank you, no further questions. ingrained in their brains regardless.
- Howard Byrd, CEO and Founder of Palm Cybernetics Experimental Names. Alpha, Experiment 1, Trial 73,
Scientific advancements require experimentation, and Subject 4, Test Subject 7895B
experimentation requires testing on appropriate subjects to Wirewreck Traits
ensure one is getting the desired results. As demand
increases for newer and better cybernetics, so too does the As a wirereck, you have the following racial traits.
demand for test subjects that can be used to verify various Ability Score Increase. Your Wisdom score increases by
cybernetics work in the way they're supposed to before being 2.
released to the consumer market. This is the origin of the Age. Wirewrecks are plagued by poor health from creation,
wirewrecks. Once ordinary humanoids, wirewrecks are and rarely live more than 50 years after they're released back
individuals who (willingly or not) became test subjects for a into the wild. Before their creation they have the standard age
vast amount of different cybernetic parts, getting torn apart of whatever race they were previously.
and stitched back together again countless times in the Alignment. The constant agony wirewrecks live with
process. The end result of this lengthy period of testing leaves causes most of them to become calloused beings uncaring of
the wirewrecks something more, yet at the same time less any problem that doesn't immediately involve them, causing
than what they once were. them to develop a truly neutral alignment.
Size. Wirewrecks tend to be shorter and more hunched
than humans, standing on average 4 to 4.5 feet tall. Your size
is medium.

9
Speed. Your base walking speed is 30 feet. Limb Speed Action
Languages. You can speak, read, and write Common and A disassembled arm can crawl, make an
Cybernetic. Cybernetic is explained in more depth in part 9. unarmed attack, or attempt to grapple with
Homocyborgus. The process that created you has left you Arm 5ft
disadvantage. It can also use any cybernetic
a strange mixture of humanoid and construct, giving you the attachments or upgrades it has.
following traits below. A disassembled leg is unable to take actions
When it comes to the purpose of spells, items, feats, or Leg 5ft other than moving, but it can use any
anything else that has some form of creature type cybernetic attachments or upgrades it has.
requirement, you count as a humanoid and a construct. If A disassembled hand can crawl, climb, or
this feature would conflict with itself (such as a spell that attempt to grapple with disadvantage. The
harms constructs but heals humanoids), roll a d2 to hand can take other actions a hand would
determine what you count as for that particular effect. 10ft, otherwise normally be able to take, such as
You no longer require food or drink to survive, but still get Hand climb picking a lock, opening a door, or
hungry and thirsty. 5ft pickpocketing someone, taking disadvantage
Checks made to heal you can be made with the Mechanics with each try. If the hand has cybernetic
skill (outlined in Part 9), or the Medicine skill. attachments or upgrades it can use them as
well.
Subrace. Each wirewreck is unique in how their
deformations effect them, technically creating a near limitless A disassembled foot is unable to take actions
amount of subraces within the parent race. For the most part Foot 5ft other than moving, but it can use any
cybernetic attachments or upgrades it has.
though, these deformities can usually be summed up into
three general subraces: Disassembled, Malfunctions, and As a constant passive ability, you can look
Shifters. through a disassembled eye and see
everything it sees. If they eye has any
Disassembled Eye 0ft cybernetic attachments or upgrades, you can
Disassembled wirewrecks have been torn apart and stitched also use those as well. If both of your eyes
back together countless times over the course of their pitiful are disassembled, you are considered blinded
lives. Having been "disassembled" in such a way so many (though you can still see out of your eyes).
times has eventually caused them to get used to being torn As a constant passive ability, you can hear
apart, allowing them to develop a unique connection between through a disassembled ear and see
them and their limbs. These connections allow the everything it sees. If the ear has any
disassembled to maintain control over their limbs after Ear 0ft cybernetic attachments or upgrades, you can
they're physically disconnected from the body, allowing them also use those as well. If both of your ears are
to see, hear, and even attack with their own severed limbs. disassembled, you are considered deafened
Disassemble. Over the course of your life, you've learned (though you can still hear from your ears).
from the experiments conducted on you to disassemble
yourself at will and control your limbs independently of your Fragile. Your nature makes you susceptible to falling apart
body. You suffer no injuries when you disassemble a limb. If when struck with enough force. If you take more than 20
you and your limbs are separated by more than a mile, you damage from a single physical source in one turn, roll a d20
lose control over your limb and must either purchase a new and consult the table below.
one or find and reattach your current limb. If you buy a new
limb, you permanently lose control over the previous limb the d20 Result
replacement is for. Disassembled limbs act on your initiative, 1
Two limbs are knocked off of your body. Roll twice
and can take the following actions listed in the table below. on this table, rerolling results of 1 or 20.
You can reattach one of your limbs to your body as a free 2-6 One of your arms is knocked off.
action. If you have an arm disassembled, your speed is halved.
You fall prone if both your legs are disassembled but can 7-
One of your legs is knocked off.
crawl if you have both arms, or crawl at half speed if you only 11
have one arm attached. When all your arms and legs are 12-
One of your hands is knocked off.
disassembled, your speed is 0 and you can't benefit from 15
bonuses to speed. 16-
Spells or other effects that originate from you originate 18
One of your feet is knocked off.
from your body, not your disassembled limbs. 19-
None of your limbs become detached.
20

When a limb is knocked off, flip a coin to determine if it's


from the right or left side of your body. Heads is the right side
and Tails is the left side. You must spend an action to reattach
a limb to your body.

10
Used to it. You do not need to apply the Constitution Cost Cybernetic Shift. On your turn, you can shift as a bonus
when purchasing and installing the basic cybernetic arms, action, allowing the mess of wires within you to burst through
legs, hands, feet, ears, or eyes. You still need to apply the your skin and envelop your body. Shifting lasts for 1 minute
Constitution Cost for any upgrades to said limbs or other or until you end it on your turn as a bonus action. While
cybernetic implants. Additionally, you do not take damage if shifted, you gain temporary hit points equal to your level +
any of your limbs are removed from your body in some way your Constitution bonus (minimum of 1). Your speed
(such as from an explosion). increases by 5 feet, and you gain a climb speed equal to your
walking speed.
Malfunctions As an action you may make a melee attack with a sharp
The majority of the testing malfunctions went through tangle of wires that erupts out from your mouth, stomach,
involved installing circuitry inside the humanoid form. The eyes, or some other place on your body. If you hit with the
circuitry installed is generally left inside the subject, attack, you deal 2d6 piercing damage + your strength
eventually building up to the point where it begins to break modifier. If the attack hits a target that is medium sized or
through their skin and scrape against their insides. smaller, the target is also grappled. You can grapple as many
Wirewrecks are survivors however, and malfunctions are targets as you hit with this attack before a minute elapses, but
those that have eventually learned throughout their lives to all grappled creatures are freed when a minute passes. The
dominate their circuitry, shifting it around inside them by attack has a 10 foot reach.
sheer force of will to produce devastating weaponized effects. You must finish a short or long rest before you can shift
Cybernetic Circuitry. You have cybernetic circuitry thanks again.
to your unfortunate origin. Choose one type of circuitry from Ability Score Increase. Your Strength score increases by
the circuitry table. Your Focused Overload weapon and 1.
damage resistance are determined by the circuitry type. Over
the course of a short or long rest you can force the circuitry
inside you to shift around, allowing you to choose a different
type of circuitry from the table.
Damage
Circuitry Type Focused Overload
10 ft. sphere centered on yourself
Lithium Fire
(Dex save)
Copper Lightning 5 by 30 ft. line (Dex save)
Nickel Acid 15 ft. cone (Dex save)

Focused Overload. You can use your action to exert


destructive energy. Your cybernetic circuitry determines the
damage type, shape, and reach of the exertion. When you use
your focused overload, each creature in the area of the blast
must make a saving throw, the type of which is determined by
your circuitry. The DC for this saving throw equals 8 + your
Constitution modifier + your proficiency bonus. A creature
takes 2d6 damage on a failed save, and half as much damage
on a successful one. The damage increases to 3d6 at 6th
level, 4d6 at 11th level, and 5d6 at 16th level. After you use
your focused overload, you can’t use it again until you
complete a short or long rest.
Installed Resistances. You have resistance against the
damage type your Focused Overload ability deals.
Shifters
Cybernetic attachments require wires that either run to the
brain or connect to nerves to allow fine control from the user.
Shifters are the leftover test subjects used to test these wires,
and as a result are filled to the brim with wires in a manner
that resembles how stuffed animals are filled with fluff.
Because all of these wires (or at least most of them) are
connected to either the brain or nervous system, shifters can
control these wires to erupt out of their body by bursting
through their own skin in a process known as "shifting".
Though painful, shifting proves advantageous by giving
wirewrecks an upper hand in fighting or escaping combat.

11
PART 2
Subclasses

12
Subclasses

S
ociety and culture changes over time, becoming more
and more "advanced" as time progresses. As Augmenter Spells
culture evolves and new technology is developed, Artificer Level Spells
the people within society are forced to change and 3rd Weld*, Mage Armor
adapt as well. One of the best ways to represent
this is with new subclasses that reflect the ways in 5th Prosthesis*, Alter Self
which society changed over time. Within this section, you'll 9th Disarm*, Polybrachia*
find drugged out barbarians, freaks who gain magical powers
from radiation, artificers who augment flesh with mechanical 13th Encrust*, Fabricate
parts, warlocks making pacts with corporate entities, and 17th Impulse's Golden Cybernetics*, Shutdown*
much much more. Three subclasses that represent the ways
individuals adapt to a cyberpunk reality are included for every Augmented Cybernetics
class -- for a grand total of 39 subclasses. Starting at 3rd level, your obsession with improving the
humanoid form has rewarded you with the advanced
Artificer Specializations knowledge necessary to create potent cybernetics, and attach
Masters of ingenuity, artificers specialize in attaching the them to yourself or others. When you finish a long rest, you
can use your engineering kit to magically create any basic
potent forces of magic to normally mundane objects. As cybernetic part. Additionally, when you finish a short or long
technology becomes more sophisticated however, rest you can use your surgical tools to magically attach one
technological objects that would be considered magical in the cybernetic part (either your own or a standard one) to any
past become mundane, giving artificers a larger inventory of willing creature.
items to tinker with. The three subclasses listed within -- the Alternatively, instead of creating a basic cybernetic part,
Augmenter, the Drone Mason, and the Mechanic -- are all you may "augment" a basic part with one with your own
centered around this more modern technology. custom improvements. You can augment a number of
Specialty: Augmenter cybernetics equal to your Intelligence modifier +1 (to a
minimum of 1), and can only augment a basic part a single
Flesh is weak. As the ceaseless passage of time marches time in this manner. If you augment a number of parts greater
onwards, it swiftly withers and rots, bruising like an apple than your Intelligence modifier, the oldest augmentation
and sloughing off with disease in the process. Augmenters vanishes, causing the cybernetic part to lose all effects of the
understand this weakness, and seek to prevent the decay of augmentation. Augmentations and their effects can be seen
the body by replacing the imperfections flesh with the in the Augmentations table.
certainty of machinery. Masters of this specialty typically lead Augmentations you create last indefinitely, until you choose
the development of new cybernetics and sell their designs to to remove them, or until you surpass the number of
the highest bidder, or work to better their community by augmentations allowed by your Intelligence modifier. If you
(sometimes quite literally) giving the unfortunate a leg up to choose to remove an augmentation, you can do so at any
function better in an increasingly demanding world. time, regardless of your distance from the piece with the
augmentation.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain
proficiency with engineering kits and surgical tools. If you
already have proficiency with one or both of these, you gain
proficiency with a different type of tool set of your choice in
lieu of the one you have proficiency in.
Augmenter Spells
Starting at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown in the
Augmenter Spell table. These spells count as artificer spells
for you, but they don’t count against the number of artificer
spells you prepare.
New spells introduced for this Specialty are marked with
an asterisk and detailed in the “New Spells” section of this
compendium. For all other spells, see the Player’s Handbook.

13
Augmented Conduits
Augmentations When you reach 5th level, you learn to augment cybernetics
Name Effect in ways that benefit you while also benefiting others by
You implant a small computer into this crafting potent arcane conduits into each of your
cybernetic, allowing it to help the user augmentations. When you cast an artificer spell within 60
maintain concentration on a spell. So long feet of one of your augmentations, you can instead have the
Arcanology
as the user has a cybernetic part augmented spell originate from that augmented part.
in this manner, they have advantage on all When you cast a spell through your augmentations, roll a
checks to maintain concentration on spells. d8. You gain a bonus to one of the spell's damage rolls equal
You spend your long rest fine tuning a basic to the number rolled.
part, optimizing it for maximum
productivity. Cybernetics with this Augmentation Master
augmentation have an additional accessory At 9th level, you have become a veritable master of creating
Optimization slot. If this augmentation is removed, the and augmenting cybernetics. When you finish a long rest, you
creature using the cybernetic chooses can use your engineering kit to magically create any
which accessory is removed (assuming they cybernetic with a Constitution Cost equal to or less than 1.
have more than the maximum number of Additionally, you can now install up to two augmentations
accessories if this happens). into a single basic cybernetic part, and can augment a
You enable the basic cybernetic to be cybernetic piece over the course of a short or long rest. The
functional even when detached from the number of augmentations you can have active at once has
user. Detached legs, feet, and arms have a increased as well. You can now have a number of active
movement speed of 0, and cannot attack, augmentations equal to twice your Intelligence modifier +1
though they can use any accessories they (still to a minimum of 1).
have at the command of the owner (arms
have a movement speed of 5 if they're Beyond Humanoid
detached with a remote control hand). At 15th level, you have finally learned to break free from the
Detached hands have a movement speed of frail shackles of flesh, allowing you to elevate yourself and
20 feet, and can use any accessories they others into something more than human with your
Remote have at the command of the owner. augmentations. Creatures gain the following benefits based
Control Detached ears and eyes have a movement on the number of your active augmentations they have
speed of 0, but their owner can hear applied to them at any given time.
through the ears and see through the eyes,
and they can use any accessories they have If a creature has two or more of your augmentations
at the command of the owner. This applied to them, they gain resistance to poison damage
augmentation does not work on neuralware. and psychic damage, and they are immune to the poisoned
The owner must be within 1 mile of the condition.
cybernetic part to use this augmentation. If a creature has four or more of your augmentations
Parts augmented in this way follow the rules applied to them, the cybernetics enhancing their body
for damaging cybernetics as described in makes them stronger and less susceptible to flesh
the cybernetics section. wounds, giving them a +4 bonus to their AC.
You intentionally knock some of the wiring If a creature has six or more of your augmentations
inside the basic part out of alignment, applied to them, they start to become more machine than
causing it to occasionally emit dangerous flesh, and can choose to consider themselves a construct
sparks. Twice per long rest, when a creature instead of your other creature types when targeted by
Sparks makes a melee attack while having a basic spells or other magical effects.
part with this augmentation, they can cause
it to emit a shock of electricity towards Specialty: Drone Mason
their target dealing an additional 2d8
lightning damage with their attack. Tool Proficiency
You greatly enhance the capabilities of a Drone Mason Spells
basic part, giving noticeable boons to the
owner. Feet and hands with this Drone Mason Spells
augmentation give the user an additional +1 Artificer Level Spells
to their Dexterity score. Arms give the 3rd ,
Upgrade
owner a +1 to their strength, and legs give
the owner a +5 bonus to their speed. Eyes 5th ,
and ears increase the owner's Perception by 9th ,
+1, and neuralware gives the owner a +1 to
Intelligence. 13th ,
17th ,
You are encouraged to create further Augmentations,
checking with your DM to ensure they allow them and
consider them balanced.

14
Charisma modifier) or attack you instead.
Primal Path Body Gaurd
Rage burns in every barbarian's heart, a furnace that drives At 10th level, while you're raging, any creature within 5 feet of
him or her toward greatness. Different barbarians attribute you that's hostile to you have disadvantage on attack rolls
their rage to different sources, however. against targets other than you or another character with this
feature. An enemy is immune to this effect if it can't see or
Path of the Dreadnought hear you or if it can't be frightened.
You are a merciless, destructive and unstoppable force. When Devastating Rage
it comes to fighting, you are at the forefront. A dreadnought
generally approach combat in the most direct way possible, At 14th level, when you have half or less hitpoints while
rarely carrying only one gun and leaving a path of devastation raging, you can add your Rage Damage bonus to attack rolls.
behind.
In the midst of battle, you are capable to take a great deal Path of the Wrecker
of punishment while dealing out far more to any who dares to Muscle breaks Steel; Rage defeats Machines; Strength beats
go against you. Systems; such is the creed of the Wrecker. True barbarians
learn this creed quickly when set adrift in the so-called
Juggernaut civilized world of blinking lights and metal walls. People have
Starting when you select this path at 3rd level, when you are lost their way in this universe, trusting their lives to machines
targeted by an attack or a spell while you're raging, you can and algorithms instead of the reliability of their own might.
use your reaction to gain a bonus to your Armor Class equal Setting upon the Path of the Wrecker means tearing down
to your rage damage until the end of this turn. the machines and buildings of the mechanized world and
Additionally, you gain advantage in saving throws against letting your bottomless rage guide you when the universe
being knocked prone or moved against your will. itself seems upside-down.
Draw Fire Dismantle
At 6th level, you can use your reaction to distract opponents By 3rd level, ripping apart machines, piece by piece, comes
and convince them that you are the most dangerous target in second nature to you. While you're raging, you ignore the
the area. Choose one creature that you can see within 15 feet damage threshold of nonmagical objects. Additionally, you
of you which is attacking one friendly creature. If the creature can add twice your rage bonus damage when you deal
can see or hear you, it must succeed on a Charisma saving damage to constructs.
throw (DC equals to 8 + your proficiency bonus + your
Percussive Maintenance
Starting at 6th level, you understand that smashing
something usually makes it work better. You can attempt to
hack a device that could normally be hacked, such as a door
control panel or an arcane terminal, by breaking it. Make a
Strength (Athletics) check in place of an Intelligence
(Technology) check. On a success, you perform one operation
on the system of your choice as if you had full access, just as
if you successfully hacked the system. The machine breaks
immediately after this and can't be used afterwards without
repair, whether or not you succeeded on the check.
Disarm Foe
By 10th level, you've become quite skilled in the time tested
tactic of ripping off an enemy's limb and swinging it like a
weapon against them. You gain proficiency in improvised
weapons.
You can rip a limb off a humanoid creature when you
reduce it to 0 hit points with a melee weapon or unarmed
attack, or you can rip a limb off a Large or smaller construct
creature within 5 feet of you by making an opposed Strength
(Athletics) check against it as an action. If the construct has
half its hit points or more, it automatically succeeds on this
check. If you succeed on this check, you rip off one of the
creature’s limbs, which you can immediately use to make an
attack as a bonus action. A construct that has had a limb
removed can't make attacks using that limb and has
disadvantage on ability checks that involve using their limbs.
You can only remove one limb from a creature.

15
make it so you can rip cybernetics out of creatures
of the same size.

A severed limb is an improvised melee weapon which deals


1d6 bludgeoning damage on a hit. If removed from a Large
creature, it deals 1d8 bludgeoning damage instead.
Crush, Smash, Bash
Starting at 14th level, your strikes land with such ferocity that
you tear armor and armor plating asunder with your attacks.
While raging, when you deal damage with a melee weapon
attack to a construct or a creature wearing armor, you can
cause the armor or construct to take a cumulative -1 penalty
to the AC it offers, to a maximum penalty of -4 AC. A
construct or suit of armor damaged by this ability can be
repaired in 1 hour for 100 gp per point of AC penalty taken.
Bard College
The way of the bard is gregarious. Bards seek each other out
to swap songs and stories, boast of their accomplishments,
and share their knowledge. Bards form loose associations,
which they call colleges, to facilitate their gatherings and
preserve their traditions.
College of Fame
Bards of the College of Fame are in the publics eye by day,
while working for an agency or organization by night. These
bards might simply be famous because of who they are, or Utterly Convincing
they may have earned their status because what they've done. Starting at 14th level, when you make a Charisma-based
ability check, you can expend one use of Bardic Inspiration.
Bonus Proficiencies Roll a Bardic Inspiration die and add twice the number
When you join the College of Fame at 3rd level, you gain rolled to your ability check. You can choose to do so after
proficiency with the Deception, Performance and Persuasion you roll the die for the ability check, but before the DM tells
skills. you whether you succeed or fail.
Additionally, when a creature use one of your Bardic
Winning Smile Inspiration dices to improve some Charisma-based ability
Also at 3rd level, while you are not wearing any armor, your check, it also adds twice the number rolled to its ability
AC equals to 10 + your Dexterity modifier + your Charisma check.
modifier. Additionally, choose one skill from Deception,
Performance or Persuasion. You add twice your proficiency College of Metal
bonus to any check you make with that skill.
You learn the enthrall and suggestion spells. The system is broken. It's built to defend corporations and
wage slaves, who throw the downtrodden masses under the
Compelling Performance yoke of oppression, grinding them into corn meal that they
At 6th level, as a bonus action, you can expend one use of feed into their money machines. No one understands that
Bardic Inspiration. If you do so, for the next minute you can better than you do. But you don't need guns or drones to fight
cast the command spell at 1st level as a bonus action on each this war. You know that the power of music can move
of your turns without using a spell slot a number of times mountains, and you use the expression of your rock to drive
equal to your Charisma modifier. the chained masses forward. As individuals, you will fall. But
Additionally, whenever any of your charm spells ends while as a group, you can create a powerful noise.
using this feature, the creature or creatures affected don't Defiance
realize they were charmed by you unless you want to. Starting at third level, the power of your music compels your
allies to stand up and fight. Spend a minute playing music for
your allies. For the next hour, they may spend Hit Dice to
regain their hit points as an Action. You may use this ability
once per long rest.

16
Uprising
Also at 3rd level, with a chant you inspire you allies to rise up
and rally forward. Using a bonus action and a Bardic
Inspiration die, all of your allies that can hear you can add 10
feet to their movement on the following turn, as long as that
movement ends with them closer to an enemy than they were
when their movement started. Additionally, if that ally makes
a melee attack at the end of their movement, then they may
make that attack with advantage.
Deafening Chord
Starting at 6th level, you gain the ability to play deafening
music. Choose a creature within 60 feet of you that is not
deafened, and spend a Bonus Action to play the Deafening
Chord. The target succeed on a Constitution saving throw
against your spell DC, or they lose concentration on a spell or
concentration ability of your choice and become deafened.
Regardless of the result of the saving throw, that creature's
speed is reduced to 0 until the start of your next turn. This
ability can only be used a number of times equal to your
Charisma modifier per long rest (a minimum of once).
Rise Up
At 14th level, the sheer magnitude of your spirit for rebellion
and defiance emboldens your allies to rise up and challenge
the authority around them. Spend an Action to roll your
Bardic Inspiration dice. All allies that can hear you within 60
feet gain a number of temporary hit points equal to your
proficiency modifier + your Charisma modifier + the result of
your Bardic Inspiration dice. You can use this ability a
number of times equal to your Charisma modifier (minimum
1) per Long Rest.
Divine Domain
In a pantheon, every deity has influence over different aspects
of a mortal life and civilization, called a deity's domain. All the
domains over which a deity has influence are called the
deity's portfolio. As a cleric, you choose one aspect of your
deity's portfolio to emphasize, and you are granted powers
related to that domain.
City Domain
The City domain is concerned with the citizenry, commerce,
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
are those who seek to harm the common weal of its citizens.
New spells introduced for the City domain are marked with
an asterisk and detailed in the “New Spells” section at the
end of this book. For all other spells, see the Player’s
Handbook.
City Domain Spells
Cleric Level Spells
1st comprehend languages, remote access*
3rd find vehicle* , heat metal
5th lightning bolt, protection from ballistics*
7th locate creature, synchronicity*
9th commune with city*, shutdown*

17
Bonus Cantrip Technology Domain
When you choose this domain at 1st level, you gain the on/off
cantrip see “New Spells" in addition to your chosen cantrips. Gods of technology promote the ideals of invention, city
building and science. Cities, electronic and mechanical
Bonus Proficiencies devices are the example of their ideals, empowering everyone
Also starting at 1st level, you gain proficiency with sidearms who uses the technology in their name.
and proficiency with vehicles (land). Technology Domain Spells
Heart of the City Cleric Level Spells
From 1st level, you are able to tap into the spirit of 1st grease, power device*
community found in the city. While you are within any city, 3rd arcane lock, relay text*
you can gain advantage on a single Charisma (Deception,
Intimidation, or Persuasion) check, and you are considered 5th electromagnetic pulse*, lightning bolt
proficient in the appropriate skill. You can use this feature a 7th fabricate, wire walk*
number of times equal to your Wisdom modifier a minimum
of once . You regain any expended uses when you finish a 9th instant connectivity*, synchronicity*
long rest.
Bonus Cantrip
Channel Divinity: Spirits of the City When you choose this domain at 1st level, you gain the
Starting at 2nd level, you can use your Channel Divinity to haywire cantrip if you don't already know it.
call on the city for aid. As an action, you present your holy
symbol, and any city utility within 30 feet of you either works Channel Divinity: Recharge
perfectly or shuts down entirely for 1 minute (your choice.) Starting at 2nd level, you can use your Channel Divinity to
Additionally, each hostile creature within 30 feet of you power electrical devices.
must make a Charisma saving throw. On a failed save, the As an action, you touch your holy symbol and evoke pure
creature is knocked prone or restrained (your choice) by energy. You gain a number of energy points equal to five
hazards such as entangling wires, high pressure water times your cleric level that last for 2 hours or until you finish
erupting from fire hydrants, pavement collapsing to unseen a short or long rest.
potholes, and so on. A restrained creature can escape by As an action, you can touch an electrical device and
making a successful Strength (Athletics) or Dexterity transfer energy points from your pool to power it. Expending
(Acrobatics) check against your spell save DC. 1 energy point you can power a medium or smaller electrical
This effect is entirely local and affects only utilities within device for 10 minutes, and expending 4 energy points you can
30 feet of you. Determination of what utilities are available power a Large or Huge-sized electrical device for 10 minutes.
within range and how the physical effects of those utilities You can increase the duration expending more energy points,
manifest are left to the DM. up to the maximum amount remaining of your energy points.
Block Watch Urban Builder
Starting at 6th level, your awareness while in the city extends Beginning at 6th level, while in an urban environment, you
preternaturally. While in an urban environment, you are are considered proficient with the engineering kit and the
considered proficient in the Insight and Perception skills, and mechanic tools, and you add double your proficiency bonus to
you add double your proficiency bonus to Wisdom (Insight) checks using those tools instead of your normal proficiency
and Wisdom (Perception) checks, instead of your normal bonus.
proficiency bonus.
Divine Strike
Divine Strike At 8th level, you gain the ability to infuse your weapon strikes
At 8th level, you gain the ability to infuse your weapon strikes with the divine energy. Once on each of your turns when you
with psychic energy borrowed from the citizens of your city. hit a creature with a weapon attack, you can cause the attack
Once on each of your turns when you hit a creature with a to deal an extra 1d8 lightning damage to the target. When
weapon attack, you can cause the attack to deal an extra 1d8 you reach 14th level, the extra damage increases t
psychic damage to the target. When you reach 14th level, the
extra psychic damage increases to 2d8. Techpriest
At 17th level, you gain resistance to lightning damage and you
Express Transit learn the spell chain lightning, which is always prepared and
At 17th level, you can use mass transit routes to transport count as a domain spell for you.
instantaneously to other points in the city. Starting from a bus Additionally, all electric devices that require batteries don't
stop, train station, subway stop, or other suitable mass transit expend charges when you use it.
site within the city, you can teleport to any other similar
transit stop within the city, as if you had cast a teleport spell
whose destination is a permanent teleportation circle you
know. Once you use this feature, you must finish a short or
long rest before using it again.

18
Social Stride
Druid Circle Starting at 6th level, moving through nonmagical difficult
Though their organization is invisible to most outsiders, terrain costs you no extra movement. Furthermore, your
druids are part of a society that spans the land, ignoring spiritual place within humanoid society allows you to easily
political borders. All druids are nominally members of this insert yourself into any social groups. As an action you may
druidic society, though some individuals are so isolated that approach a group of three or more non-hostile humanoids
they never seen any high-ranking members of the society or who are within 10 feet of you and have a CR of 1/2 or lower,
participated in druidic gatherings. forcing them to make a WIS saving throw. the humanoids
At a local scale, druids are organized into circles that share who fail the save instinctually cluster together with you, and
certain perspectives on nature, balance, and the way of the the following things happen:
druid. The effected creatures perceive you as part of their group
Circle of Civilization and treat you as a friendly acquaintance.
The creatures instinctively cluster together, staying within
Also called Urban Druids, or Iron Druids, those who enter 5 feet of each other wherever possible.
the Circle of Civilization learn to see the world of man not as You may use your bonus action to have your group of
a scourge upon nature, but an extension of it. these druids influenced creatures move up to 15 feet in the direction of
see beauty in the resilient ecosystems of humanoid cities, and your choice. they will not move into an obviously
so serves as a guide and protector to their inhabitants. such hazardous location, such as a sheer drop or a patch of
druids appear at all levels of society, be it as a vagabond flame.
amongst their homeless charges, or liaison between the You have advantage on deception checks to pass yourself
aristocracy and the fey court. Regardless of your station, as a off as a member of that group to outside observers.
member of this circle your magic is bound to the streets This effect ends when you are no longer within 10 feet of
beneath your feet, and the thousands of people who walk the group, if you or any member of the group sustain damage,
them alongside you. or after 10 minutes. When you use this ability you may not do
Bonus Cantrip so again until you have completed a long rest.
When you choose this circle at 2nd level, the cantrips from Iron Druid
the following list are added to the druid spell list for you, and When you reach 10th level you bind your magic to the bones
you may learn a cantrip from the list: prestidigitation, minor of the city, surpassing your aversion to Iron and other metals.
illusion, message, friends. While you are wearing significant amounts of cold iron about
Civil Recovery your body (for instance in the form of heavy piercings, jewelry,
Starting at 2nd level, you can regain some of your magical or metallic tattoos.) you are immune to poison and disease, as
energy by sitting quietly and listening to the sound of the city. your iron aura grants you construct like resilience. Your iron
During a short rest, you choose expended spell slots to magic also wards you against the influence of fiends and fey,
recover. The spell slots can have a combined level that is making it impossible for them to frighten or charm you. if you
equal to or less than half your druid level (rounded up), and are wearing metal in your humanoid form, you retain the
none of the slots can be 6th level or higher. You can't use this benefits while wild shaped.
feature again until you finish a long rest. Urban Shape
For example, when you are a 4th-level druid, you can At 14th level, you may shape yourself into an avatar of your
recover up to two levels worth of spell slots. You can recover urban home. While you retain the benefits of your Iron Druid
either a 2nd-level slot or two 1st-level slots. ability, you may expend a use of your wild shape and gain the
City Spells following benefits for 1 minute:
Your mystical connection to the city infuses you with the Mortar and Debris coat your body, doubling your weight
ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you and granting you resistance to non- magical piercing
gain access to city spells connected to the metropolis where bludgeoning and slashing damage.
you live. Once you gain access to a city spell, you always have You radiate an aura bearing the essence of cold iron 10
it prepared, and it doesn't count against the number of spells feet from yourself. Whenever a fiend or fey creature enters
you can prepare each day. If you gain access to a spell that your aura, or begin their turn there, they take Radiant
doesn't appear on the druid spell list, the spell is nonetheless damage equal to half your druid level, as the metal’s touch
a druid spell for you. burns them.
Circle of Civilization Spells
You may use two feet of your movement to walk through 1
foot of carved wood, packed dirt, or worked stone. If at the
Druid Level Spells end of your turn you are inside a surface that this ability
3rd alter self, shatter had allowed you to enter, you are harmlessly ejected from
5th tiny servants (XGE), hypnotic pattern
that material at the point where you entered.
7th fabricate, compulsion
9th passwall, animate object

19
Circle of Pollution
Druids in the Circle of Pollution look at the megacities in the
world and obsess over how they destroy the environments
around them without a second thought. Disgusted by the
pollution of the natural world, these druids use perverse and
dangerous magic to pollute water sources, rot food, and rust
metal in an attempt to fight fire with fire by harnessing the
power of pollution to destroy these cities. Perhaps due to
their extremism, usage of perverse pollution magic, or a
mixture of both, these druids are often outcast from regular
society in addition to druidic society and often live in small
groups of like minded extremists.
Bonus Cantrip
2nd Level
Spell List
6th Level
10th Level
14th Level

20
Circle Spells
Druid Level Circle Spells
3rd spider climb, web
5th gaseous form, stinking cloud
7th blight, dimension door
9th cloudkill, contagion

Skittering Forms
Starting when you pick this circle at 2nd level, your wildshape
options are expanded by the fact that most sewer creatures
have a common goal. When you use your action to wildshape
you can instead turn into a swarm of tiny beasts, following all
other normal wildshape restrictions.
Starting at 6th level in this class, when you are in the form
of a swarm of tiny beasts you can use your bonus action to
scatter in every direction. You become incapacitated and
immune to all damage that doesn't fully engulf the entire
swarm (the swarm when scattered has a radius equal to it's
fastest movement speed).
If you are scattered, your swarm form loses stability at the
start of your next turn. You become a single instance of the
tiny creature in an unoccupied space within the reach and
movement speed of the orignial swarm. All other instances of
the unstable swarm die and rot into grey ash.
Infesting Friends
Starting at 6th level, you can call fourth any community of
vermin that skulk the shadows looking to eat all they can.
When you kill a creature within 10 feet of you with a spell or
attack, you can cause a swarm of tiny beasts to burst fourth
Circle of the Sewers from the corpse. These tiny beasts obey your verbal and
Like a barnacle clutched to a belly of a ship, druids of the mental commandss. The swarm of tiny beasts must be a
sewers aren't bothered by their reputation. Where there is an swarm you are able to turn into with your wildshape feature.
ecosystem, you can be sure there is at least one druid The swarm scatters when they enter direct sunlight or until 8
maintaining it, and under the rustle and bustle of any hours has passed.
Waterdeep or Silverymoon there is an ecosystem—one of You can use this feature a number of times equal to your
vermin and filth, but an ecosystem nonetheless. Wisdom modifier (a minimum of once). You regain all
Druids of the sewer promote the vermin that stalk the cold expended uses when you finish a long rest.
stone passageways that snake below the cities of the material Blood to Ichor
plane. These druids promote their inhabitants' existences Starting at 10th level, the disease and toxic sewers are inert
whether to keep the companionship of the fellow squalid to your form. You become immune to the effects of poisons
lifeforms or to keep the balance of the gorgeous cities by and disease.
tending to the wretched world below. You can expened a use of your wild shape to transform into
Circle Spells an ooze of challenge rating 2 or lower instead of a beast.
Your connection to the fetid sewers infuses you with the Blessing of the Sewers
ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you Starting at 14th level,
You can cast detect poison and disease
gain access to circle spells connected to the wretched depths
below the cities. at will as your senses grow honed to the presence of rot and
Once you gain access to a circle spell, you always have it decay.
prepared, and it doesn’t count against the number of spells All creatures of your choice within 10 feet of you are
you can prepare each day. If you gain access to a spell that immune to contracting diseases or becoming poisoned,
doesn’t appear on the druid spell list, the spell is nonetheless including yourself. If the creature is already poisoned or
a druid spell for you. diseased the effects of the poison or disease are suppressed
while they remain within 10 feet of you.

21
The knowledge or bravura of a Tactician can be the defining
Martial Archetype element of a battle that gives the final push towards victory in
a small skirmish or a long campaign. Not every fighter learns
Different fighters choose different approaches to perfecting from every fight, mugging, or gang war throughout history
their fighting prowess. The martial archetype you choose to like the Tactician does.
emulate reflects your approach.
Master Tactician
Commando At 3rd level, when you take the attack action, you can forego
A commando is a soldier of an elite light infantry or special your attack to allow one ally within 30 feet that can see and
operations force specialized in assault or unconventional hear you to make one weapon attack. If you are able to make
high-value targets. Commandos differ from other types of multiple attacks with the Attack action, this attack replaces
special forces in that they primarily operate in overt combat, one of them. On a hit, they add your Intelligence Modifier to
front-line reconnaissance, and raiding, rather than long range the damage roll.
reconnaissance and unconventional warfare. Battlefield Wit
Tactical Aid At 3rd level your knowledge of tactics helps you move quicker
Beginning when you choose this archetype at 3rd level, as a through the cacophony of battle. You add your Intelligence
bonus action, you can give advantage to an ally on the next modifier to your Initiative rolls.
ability check or attack roll versus an opponent you can see Student of War
within 30 feet of you. You can use this feature a number of
times equal to your proficiency bonus before finishing a short Starting at 7th level, your knowledge of military history is
or long rest. unrivaled. You gain proficiency in History. Your proficiency
bonus is doubled for any ability check you make attempting to
Pre-Planning recall military events.
Starting at 7th level, after spending 1 hour studying a map, Inspiring Word
plan or similar of an 8-mile area, you learn something about
two of the following points of your choice: At 10th level, when you use your Second Wind, Action Surge
or Indomitable feature you can instead provide the benefits to
Access (the password for entering a restricted area, the a friendly creature that can see and hear you within 30 feet.
location of a keycard, an unlocked entry door or window)
Alternative routes (the ventilation system, the basement
access, roof access and such)
Dead Drop (an insider drops off up to 20 lb. of equipment
in a location you choice. The equipment can be both yours
or from your allies)
Surveillance (location of cameras, the security room,
number of guards, metal detectors and such)
Additionally, while you are in the area you've studied, you
have advantage on initiative rolls for the next 12 hours or
until you use this feature again.
Additional Fighting Style
At 10th level, you can choose a second option for the Fighting
Style class feature.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift
strikes. If you have advantage on a weapon attack against a
target on your turn, you can forgo that advantage to
immediately make an additional weapon attack against the
same target as a bonus action.
First Contact
At 18th level, if you take the Attack action on your first turn of
a combat, you can make one additional ranged weapon attack
as part of that action.
The Tactician
Tacticians view the battlefield as a game of chess, using
techniques passed through war logs and following their gut
instincts.

22
Castling
At 15th level, you can position a number of friendly creatures
equal to your Intelligence modifier (minimum of +1) within
60 feet that can see and hear you, as a bonus action. These
creatures can use their reaction to move up to their speed.
This movement does not provoke opportunity attacks. Once
you use this feature you cannot do so again until you finish a
short or long rest.
Fearless Rescue
At 18th level, when an enemy reduces an ally to 0 hit points
within 30 feet, you can use your reaction to move up to 5 feet
near the enemy that reduced the ally’s hit points and make a
weapon attack. Your ally is immediately stabilized and can
spend a hit die to regain health, in addition they regain
another 1d6 hit points for each opportunity attack you
provoked in your movement. Once you use this feature you
cannot do so until you finish a long rest.
Monastic Tradition
Most monasteries practice one tradition exclusively, but a few
honor the traditions and instruct each monk according to his
or her aptitude and interest. All three traditions rely on the
same basic techniques, diverging as the student grows more
adept. Thus, a monk need choose a tradition only upon
reaching 3rd level.
Way of Gun Fu
Monks of the Way of Gun Fu are masters in the sophisticated
close-quarters gunplay resembling a martial arts battle played These weapons are also considered as monk weapons for
out with firearms instead of traditional weapons. you.
The focus of gun fu is both style and the usage of firearms Additionally, when you hit a target with a firearm which is a
in ways that they were not designed to be used. Shooting a monk weapon, you can spend 1 ki point to cause the weapon
gun from each hand (usually paired with jumping to the side to deal extra damage to the target equal to your Martial Arts
at the same time), shots from behind the back, as well as the die. You can use this feature only once on each of your turns.
use of guns as melee weapons are all common.
Bullseye
Gun Fu Technique At 17th level, your mastery of firearms grants you
When you choose this tradition at 3rd level, you gain extraordinary accuracy. If you make an attack roll with a
proficiency with heavy pistols and machine pistols. These firearm which is a monk weapon for you and miss, you can
weapons are monk weapons for you, and you gain the reroll it. You can use this feature only once on each of your
following benefits: turns.
Being within 5 feet of a hostile creature doesn't impose Way of the Squared Circle
disadvantage on your ranged attack rolls with firearms.
Immediately after you take the Attack action on your turn Monks of the Way of the Squared Circle have become
to make an unarmed strike, you can spend 1 ki point to masters of showmanship and grappling. Colorful and loud by
make an additional ranged weapon attack with a firearm nature, these monks are often found far and wide as
as a bonus action. performing combatants searching for fame and fortune. They
learn techniques to throw and restrain their opponents,
Countershot manipulate ki to release devastating attacks, and practice
At 6th level, as a reaction when an enemy misses you with a advanced meditation to shrug off harm.
melee attack roll, you can make a single ranged weapon
attack with a firearm against the attacker. Once you use this Superstar
feature, you can't use it again until you finish a short or long Your training and experience has granted you a uniquely
rest. entertaining approach to combat. When you choose this
tradition at 3rd level, you gain proficiency in Acrobatics and
Gun Fu Mastery Performance, if you haven't already gained them.
At 11th level, you gain proficiency with submachine guns and Additionally, you learn Kayfabe, the secret language of
tactical shotguns. Monks within the Way of the Squared Circle discipline.

23
Superior Grappling Technique less than your hit point total, you have resistance to this
Starting when you choose this tradition at third level, your damage.
expertise allow you to use your Dexterity (Acrobatics) to Main Eventer
make a Grapple. Additionally, you may use one of your Flurry At 17th level, your experience and prowess has granted you
of Blows attack to attempt a grapple. When you have a the endurance of a Main Eventer. When your ki points reach
creature grappled, you may spend one ki point to use an 0 in combat, you regain 3 ki points and another use of your
attack action to do one of the following. Devastating Finishing Maneuver feature. You have two uses
Suplex Throw The creature must make a Dexterity of this ability and you regain all expended uses of it when you
saving throw against your monk DC or take damage equal finish a short or long rest.
to your Martial Arts die + Dexterity modifier and land
prone. Additionally, you may also throw it up to 10 feet Sacred Oath
away from you in any direction, however this will release
the grapple Becoming a paladin involves taking vows that commit the
Submission Hold The creature must make a Dexterity paladin to the cause of righteousness, an active path of
saving throw against your monk DC. If it fails, it is fighting wickedness. The final oath, taken when he or she
restrained. On the start of its next turn, if it is still reaches 3rd level, is the culmination of all the paladin's
restrained, it must make a Strength saving throw or take training.
damage equal to two rolls of your Martial Arts die +
Dexterity modifier. On subsequent turns, if still restrained, Oath of Logic
you may use an action to do this damage again. When you In the far future, the beliefs in the gods have dwindled and
use an action or bonus action other than Submission Hold many paladins serve under a new power: Technology, and the
they are no longer restrained, however they are still logic that is used alongside it. Instead of a Paladin
grappled. worshipping the technology that surrounds them, they draw
Devastating Finishing Maneuver on its power using it to assist them in and outside of battle. A
At 6th level, your training and experience has allowed you to Paladin who has taken the Oath of Logic strives to bring
develop a Devastating Finishing Maneuver. As an action, you order through knowledge, utilizing the urban world around
can spend 3 ki points to perform a unique attack as per your them.
Martial Arts feature. On a hit, you deal bludgeoning damage Tenets of Logic
equal to 6 rolls of your Martial Arts die + your Dexterity The tenets of the Oath of Logic shows a willingness to
modifier. You must finish a short or long rest before you can understand the laws and reasonings in a modern age.
use this feature again. Everything Has a Reason. Logic dictates that something
No Selling will always happen for a given reason. Even if it isn’t
At 11th level, you manipulate your ki to shrug off damage. As immediately visible.
a reaction when you take bludgeoning, piercing, or slashing Science Overcomes All. When something cannot be
damage, you may spend one ki point to resist this damage explained, science usually is the best way to start looking into
and any further bludgeoning, piercing and slashing damage the reason.
until your next turn.
Additionally, when you use your Slow Occam's Razor. The simplest answer is the most logical
Fall feature, if the remaining damage after the reduction is and is usually correct.
Oath Spells You emit an electrical field 10 feet around you, any enemy
You gain oath spells at the paladin levels listed that starts their turn inside the field takes 15 lightning
damage.
Oath of Logic Spells Once you use this feature, you can't use it again until you
Paladin Level Spells finish a long rest.
3rd identify, remote access
Oath of the Vigilante
5th find vehicle, silence
The Oath of the Vigilante is focused on eliminating targets in
9th haywire, protection from ballistics
the name of justice. Although the common folk might call
13th synchronicity, system backdoor them assassins, they prefer to have some vigilantes in the city.
17th modify memory, shutdown
Tenets of the Vigilante
Proficiencies
The following virtues are common to all paladins, even
though the situations and laws might be different on each
When you take this oath at third level, you gain proficiency in case:
land vehicles Justice in Your Hands. Sometimes you must step outside
Channel Divinity the law to exact justice for keeping peace.
When you take this oath at 3rd level, you gain the following Hunt. Seek out those who might do harm to the innocent,
two Channel Divinity options. even if they hide.
Info Leak. As a bonus action, you can use your Channel Eliminate the Guilty. The guilty must be destroyed in
Divinity to tap into an electrical device with a screen within order for the innocent to live in peace.
30 feet of you and view what is on that screen at that time. Oath Spells
You can use your action to delve deeper into the devices files You gain oath spells at the paladin levels listed.
and memory. The device must make a DC 10 saving throw.
On a failed save, device becomes unusable for the next Oath of the Vigilante Spells
minute Paladin Level Spells
Electromagnetic Strike. As an action, you can Channel
Divinity to make an attack with a magnetized strike, 3rd bane, detect evil and good
increasing your attack by a certain amount based on the 5th hold person, zone of truth
armour the opponent is wearing. 9th haste, speak with dead
Heavy: +10 (+8 for Splint) 13th otiluke's resilient sphere, locate creature
Medium: +6 (+5 for Hide)
Light: +3 (+4 for Studded Leather) 17th dominate person, hold monster
Natural/No Armour: +0/+1 (at the DM's Discretion)
Channel Divinity
Firewall Aura When you take this oath at 3rd level, you gain the following
Starting at 7th level, yours and any friendly creature's devices two Channel Divinity options.
within 20 feet of you are protected from hacking, magical or Hunter of the Evil. You can use your Channel Divinity to
otherwise. strike with divine accuracy upon a creature. When you make
At level 18, the range of this aura increases to 50 feet an attack roll, you can also use your Channel Divinity to gain
a +10 bonus to the roll. You make this choice after you see the
Conductive Discharge roll, but before the DM says whether the attack hits or
At 15th level you become resistant to lightning damage. misses.
Whenever you are hit with anything that deals lightning Smite the Guilty. As an action, you present your holy
damage your next attack using deals half of the damage you symbol and speak a prayer, using your Channel Divinity.
took as additional lightning damage. Choose one creature within 30 feet of you that you can see.
That creature must make a Wisdom saving throw. On a failed
Technological Singularity save, the creature has disadvantage on its attack rolls until
At 20th level, you consume the power of the technology the end of your next turn. Additionally, the creature can only
around you. Electrical sparks flicker across your body and take an action or bonus action on its next turn.
your hair stands straight on end.
Using your action, you undergo a transformation. For 1 Vigilant Aura
minute you gain the following benefits: By 7th level, you and all friendly creatures within 10 feet of
Your strength, dexterity and constitution increase by 1. you cannot be surprised. At 18th level, the range of this aura
You gain an extra attack each round. increases to 30 feet.
On your next attack you can charge 15 feet without Street Watch
expending movement. As well as sending out an Starting at 15th level, while in an urban environment, you
Electromagnetic Pulse that disables all devices not can't be charmed and you have advantage on initiative rolls.
affected by Firewall Aura within a 10 foot radius of you.

25
Eternal Vigilant If the roll is a success, the GM lets the player know if the
At 20th level, as an action, you become an entity of true and hunch is true, false, both or neither. A "both" response is
divine judgment. For 1 minute, you gain the following possible for vague assumptions such as "the mayor is an evil
benefits: man" can be both true and false (he is evil, but not human). An
"unknown" response is for questions with no immediate
You have advantage on attack rolls you make against answer.
creatures which have attacked you or a friendly creature The DM may determine that the hunch is so obvious that it
in the last minute. does not require a roll, or that is so vague that there is no
You can use Smite the Guilty once per round as a bonus chance for success.
action without using your Channel Divinity. A hunch does not translate as a legal truth, and will not
stand up in a court of law. Rather it is an obvious fact to the
Ranger Conclave Shadow Hunter alone. Finding proof of an assumption such
as "the mayor is a mind flayer" would require additional
Across the wilds, rangers come together to form conclaves— work.
loose associations whose members share a similar outlook You can use this feature a number of times equal to your
on how best to protect nature from those who would despoil Wisdom modifier and you regain any expended uses when
it. you finish a long rest.
Shadow Hunter Conclave Locate Target
The Shadow Hunter is a tracker, a stalker, a finder of lost At 15th level, you gain the supernatural ability to know where
things and people—particularly those that do not want to be your target is. By spending 1 uninterrupted minute in
found. The Shadow Hunter is familiar with all the modern concentration (as if you were concentrating on a spell), you
forensics methods of tracking a subject, but places equal faith can sense your targeted creature's location if it is within 3
in magic and supernatural methods. miles of you, and if it's moving, you know the direction of its
movement. This ability applies only on the target, and does
Target Creature not reveal attitude, status, or the presence of others around
At 3rd level, you may designate a creature as your target. You the target.
don't need to know the target personally and you may know After you use this ability, you must finish a sort or long rest
the creature only through her actions or description, such as to use it again.
"the orc from the bank heist" or "the gnoll who led the jail Urban Warrior Conclave
breakout". You cannot designate a creature while you or the
target is in combat, and once you choose a target you must To embody the Urban Warrior is to have your knowledge of
wait 24 hours before choosing another. the city reach out limitlessly. To traverse the city scape how
The creature you target counts as a favored enemy for you. nobody else can, and be ready to tackle anything within is
what it means to be an urban warrior. The towering
No Trace complexes and endless alleyways are your jungle, the roads
At 7th level, you have advantage on checks you make to hide are your rivers, and skyscrapers are your mountains; all of it
and avoid being detected while you are in your favored terrain channels through you and gives you strength. Different urban
or an urban environment. warriors may have different motivations as to why they fight.
Additionally, while you are tracking your target, you can Some are vigilantes that wish to keep peace in the city, some
move stealthily at a normal pace and enemies have are outlaws who look out for nobody but themselves, but
disadvantage on Perception checks to track you. nomatter who they are the city is their domain and they fight
there like no other.
Revised Ranger Traversal
If you're playing the revised ranger introduced in At 3rd level, you mentally decode the world around you into
Unearthed
Arcana, you also gain the Extra Attack simple geometry, andcan traverse it in ways that might seem
feature.
Beginning at 5th level, you can attack to defy physics. You gain the following benefits:
twice, instead of once,
whenever you take the
Attack action on your turn You gain a climbing speed equal to your movement speed.
You can fall up to twice as far without taking any falling
damage.
Play A Hunch You can leap up to twice as far.
At 11th level, you can use your action and expend one ranger You can move through a space that is one size category
smaller than you without squeezing.
spell slot to determine whether an assumption, hunch, or You can move down a vertical space at a speed equal to
guess is correct. When you do so, you must state the double your base movement speed, assuming you have a
assertion (such "He has left the building", or "The mayor is an firm vertical surface to utilize. If you stop moving before
evil man"). Then, the GM rolls a percentile dice. There's a reaching the bottom of the vertical space, you start falling.
70% + 1% per ranger level chance of getting a response on
the hunch.

26
Combat Opportunist Weapon of Choice Mods
Starting at 7th level, you gain exceptional knowledge on how
to use the world around you to your advantage; choose one of Variable
DC
Mod
the following features:
High Ground. Attacks you make against creatures Weapon is Magical +2
standing on ground at least 10ft lower to you have advantage. Weapon is Sentient +3
Line of Sight. Creatures gain no benefit from using cover
against weapon attacks you make, unless it is full cover. Weapon is Light -1
Lone Target. You have advantage on attacks against Weapon is Ranged -1
creatures that are at least 5 feet away from any other target, Weapon has permanent Bonuses/Penalties +2
cover, or creature, excluding yourself
You can choose another one of these features at 11th level Weapon is Simple -1
and 15th level. Weapon is Martial +1
Weapon has been physically modified +2
Weapon of Choice
At 11th level you understand as much about the weapons you The bond with this weapon has before been
+3
use as the environment. The weapon, in part, becoming a broken
component of your ever-growing equation of combat and
survival. On a failed check, the weapon is not bound, and the spell
Over a period of 1 hour, which can be done over a short slot and attempt has been wasted.
rest, you expend a spell slot and analyze every critical and On a success, the weapon becomes bound to you and it
finite detail of your weapon, as you attempt to bond with it. gains the following benefits:
The process is temperamental, and the weapon may reject The weapon cannot receive modifier penalties.
the process, depending on certain variables. At the end of the You add your wisdom modifier to attack and damage rolls
period, you must make a Wisdom check with a DC of 20 made with the weapon.
minus the level of the spell slot you used initially. Add your You cannot be disarmed of this weapon while you are
Proficiency bonus to this roll. conscious.
Certain variables can affect the DC. Refer to the chart This weapon’s attacks are considered magical for the
below for relevant information: (DC Mods do stack) purpose of overcoming resistances and vulnerabilities to
non-magical attacks.
If any changes are made to the weapon, such as any of the
factors mentioned in the variable table (except changes
granted by this feature, and spells that grant a temporary
bonus), the bond is broken, and you must reattempt bonding
if you are to re-establish your bond.
You may only have one bonded weapon at any given time
and you can willingly break your bond at any time (no action
required).
Street Ninja
Starting from 15th level, Your Movement speed increases by
20 feet. You can use the Dash, Dodge, Disengage, and Hide
action as a bonus action on your turn. Finally, as a reaction
you take directly after another creature’s action or movement,
you can use any unspent movement to move and/or utilize the
Traversal feature.
Roguish Archetype
Rogues have many features in common, including their
emphasis on perfecting their skills, their precise and deadly
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying directions,
embodied by the rogue archetype. Your choice of archetype is
a reflection of your focus—not necessarily an indication of
your chosen profession, but a description of your preferred
techniques.

27
Infiltrator alarm, you can use your reaction to avoid triggering the effect
(activating the trap, detonate an explosive or trigger an
An infiltrator can break into places others wouldn't dream of, alarm). You can use this feature once per short or long rest.
find what it's looking for, and get back out again while eluding
or evading anyone who would try to stop him. An infiltrator is Master Infiltrator
a master of stealth, breaking and entering, and second—story At 17th level, your infiltration dice are now d10s, and you can
work. expend up to two infiltration dices for each check instead of
only one.
Bonus Proficiencies Additionally, whenever you make a check using tools you
When you choose this archetype at 3rd level, you gain are not proficient, you can add half your proficiency bonus to
proficiency with the disguise kit and hacking tools. the check.
Sweep Decker
Starting at 3rd level, you know how to size up an area and get Almost all rogues are competent hackers, but a Decker can
the lay of the land in a single sweep of your eyes that often pull information out of the internet in their sleep. Named for
isn't perceptible to those around you. the large keyboard ‘decks’ that used to be their tool of choice,
You can use your bonus action granted by your Cunning a skilled Decker is always in demand to act as information
Action to make the Search action. You also gain advantage on brokers, identity thieves, or simply private investigators.
the check when looking for alarms, surveillance devices,
escape routes and any expensive objects that can easily be Bonus Proficiencies
concealed and carried away. Starting at 3rd level when you choose this archetype you gain
Infiltration Adept proficiency with checks made using computers and you also
At 9th level, you have a number of infiltration dice equal to gain a set of Hacking Tools (see items) and become proficient
your Dexterity modifier, which are d8s. You regain all of your with them.
expended infiltration dice when you finish a long or short Quick Subroutine
rest. You can expend an infiltration dice and add it to the Also starting at 3rd level, you may use your Hacking Tools to
result for the following checks after you roll, but before the make a hacking attempt as a bonus action.
DM says whether the roll succeeds or fails.
Whenever you make a Dexterity (Stealth) check. Browser History
Whenever you make an attack roll while hiding. When you reach 9th level, you may spend an hour
Whenever you make a check using, disarming or repairing researching a particular person to find out one piece of
an electrical or mechanical device. information about them. This research may be carried out
while interacting with them, e.g. while interviewing a client or
Engineer suspect. Typical information can include (others at GM
At 13th level, you understand how machines and electrical discretion):
devices work. You gain advantage on checks to use, disarm or wealth
repair an electrical or mechanical devices. affiliation with groups such as corporations, political
Additionally, when you fail to deactivate a trap, explosive or parties, etc
home address (if listed officially)
marital status, children, and next of kin, etc
criminal record
I Saw a Video About This...
At 13th level, whenever you could make an Intelligence skill
check (Arcana, History, Investigation, Nature, Religion or
Tech), you may spend one minute researching the internet to
give yourself advantage on the roll.
Ctrl+Alt+Del
By 17th level you know how to disable simple security
devices and drones quickly and quietly. If you are within 5
feet of a non-organic creature (drone, droid, turret, etc) you
may use your action to force it to make a Constitution saving
throw (DC 8+Int+Prof) or be immediately
disabled/deactivated. The creature has disadvantage on this
save if it is surprised.

28
If a target fails three times, it remains poisoned for one hour,
Sorcerous Origin and takes 1d10 radiant damage at the beginning of each of its
turns. If it succeeds three times, this effect ends.
Different sorcerers claim different origins for their innate
magic. Although many variations exist, most of these origins
fall into some bigger categories.
Radiation Freak
The depths of space hold terrible forces that can warp and
twist a man irreparably. Radiation, for example, normally
offers a cruel, agonizing death, but can sometimes
fundamentally alter those subjected to its strange energies.
Those which emerge from this process alive are deemed
“radiation freaks” for the horrible physical deformities that
accompany their transformation, but some are changed in
even stranger ways. Radiation has the potential to alter a
creature at the magical level as well, resulting in mutated
sorcerers wielding horrific power.
Radioactive
Starting at 1st level, your body is saturated with harmful
residual radiation. You can use your action to activate or
suppress a radioactive aura. While active, your body glows
with a bright light in a 10-foot radius and

dim light for an additional 10 feet. Addition-

ally, each creature which comes within 5

feet of you or ends its turn in that area takes

1d6 radiant damage. At 6th level, this damage increases to


1d8 and at 14th level this damage increases to 1d10.
High Power
Also at 1st level, whenever you deal cold, fire, lightning, or
poison damage, you can replace the damage type with radiant
damage.
Adaptive Resistance
By 6th level, the tumors within your body can of rapidly shift
your magical metabolism. Immediately after you take
damage, you can use your reaction and spend 1 sorcery point
to gain resistance to that damage type until you take a short
or long rest, or until you use this ability again.
Glow Cloud
Starting at 14th level, you can use your action to transform
your entire body, along with everything you’re wearing and
carrying, into a cloud of dangerous radioactive material. This
effect acts as the gaseous form spell, with the following
differences:
Your flying speed is equal to half your movement speed.
If another creature enters your space or ends its turn
there, it takes 2d10 radiant damage.
You can cast cantrips while you’re in this form.
Once you use this ability, you can’t use it again until you
finish a long rest.
Isotope Poisoning
At 18th level, you can spend 3 sorcery points to bombard a
creature you touch with a near lethal amount of radioactivity.
At the beginning of each of the targets turns, it must make a
Constitution saving throw. On a failed save, the target is
poisoned until the beginning of its next turn and takes 4d10
radiant damage.
29
Radiation Damage
Otherworldly Patron
An alternate damage type possibility for radiation A modern warlock channels the unseen randomness of urban
could be either necrotic or poison, rather than life, tapping into the energy of technology in unimagined
radiant. Consult your DM before changing the ways.
damage type.
Digi-Lords
With the integration of modern technology in a world of
magic, the Digi-Lords rose. None are certain what they arean
change this one to match improved radiation AI, machine spirit, or something else- but their intentions are
rules? clear: Human Capital.
The DIGISCAPE is a plane of existence dependent on
others, spanning across networks through any and all
The Network connections, it only exists so long as the worlds
infrastructure stands. While this may seem like a
Your innate magic comes from the energy of the massive collaborated peaceful effort it's not unusual at all for
network around the world where every device is connected. DigiLords to war with one other in board room meetings
Perhaps the constant exposure to this network through using between followers; shutting down and integrating other
devices connected to the internet gave you your powers. Digital Domains to become the most powerful entity of the
DIGISCAPE.
Social Network
Starting at 1st level, your innate connection allows you to get Expanded Spell List
information easily. Whenever you make an Intelligence check The Digi-Lord lets you choose from an expanded list of spells
to learn or get information about someone or something, you when you learn a warlock spell. The following are added to
may use your Charisma modifier instead. the Warlock spell list for you.
Network Strikes Digi-Lords Expanded Spells
When you choose this origin at 1st level, as a bonus action Spell Level Spells
you gain the following benefits for 1 minute:
1st detect machine, electrify metal
Whenever you deal damage with a spell, you can replace 2nd find vehicle, spark
the damage type to lightning damage.
Any creature within 30 feet of you that you can see that 3rd nondetection from sensors, paralyzing rebuke
hits you with an attack takes lightning damage equal to 4th signal jam, system hack
your Charisma modifier. 5th conjure machine, create sentience
Once you use this feature, you must finish a short or long
rest to use it again. Digilink
Arcane Firewall
Starting at 1st level, you can interact with certain electronics
you can see up to a distance of 30 feet. You can use this
At 6th level, whenever you are targeted by an spell that makes ability to read or copy files, tap into a phone call, and disable
you roll a saving throw, you can use your reaction and spend basic electronic locking systems with your digital focus. This
1 sorcery point to gain advantage on that roll. is only a basic idea of the digilink's uses, the full extent is
If you are targeted by a ranged spell attack, you can use ultimately up to your DM.
your reaction and spend 1 sorcery point to impose
disadvantage on that roll. Firewall
Starting at 6th level, you can digistruct cover as a bonus
Metamagic Glitch action within the same space as yourself. This cover is 5 feet
At 14th level, when you cast a spell using a 4th level slot or wide and 3 feet tall, made of hard-light and works effectively
higher, you can choose one metamagic option you know from at stopping bullets. This cover remains for one minute. Once
Careful, Distant, Empowered, Extended or Subtle spell. You you have used this feature you must finish a long or short rest
use that metamagic option at no cost. before you can use it again.
Network Overload Battery.exe
Beginning at 18th level, when you cast a spell that requires a Starting at 10th level, you have resistance to lightning
single attack roll against a single target, you can expend up to damage. Additionally, when you take lightning damage you
4 sorcery points to deal an additional 1d10 lightning damage can store the damage you resisted and add the damage to
for each sorcery point you expend. your next attack with a melee weapon or a pact weapon. You
must use the extra damage in your next turn or it is lost, if
you receive multiple attacks dealing lightning damage before
your turn you combine the totals and add the result to the
next applicable attack.

30
After using battery.exe to increase your attack you can not Digital Connection
use it again until you finish a long rest. At 6th level, you can use your action and concentrate for 1
Digitize minute to merge your mind with your AI, allowing you to
Starting at 14th level, during a short rest you can cast astral travel to and use an electronic device within 100 feet from
projection as if it were a ritual which requires no materials you that you can see for the duration or until your
except your digital focus. This only affects you and you must concentration is broken (as if you are concentrating on a
project to the plane of your patron. While in this plane you spell). You must finish a short or long rest before you can use
can use it to access private networks, complex systems, or this feature again.
access your Digi-Lords domain. To access protected or Additionally, you can also cast any spell with the
private networks you must use an access point connected technomagic tag through your AI.
directly to the network. Spell Hacking
The Superintelligence At 10th level, as a bonus action, you can spend one spell slot
and gain resistance against damage dealt by spells for 1
Your patron is a very powerful and independent Artificial minute.
Intelligence. You are not completely sure how it’s originated:
some warlocks say it was created as an overlord for the Creature Hacking
network, and others say it was created by the massive Starting at 14th level, you hack a creature you can see within
interactions through the digital world. 30 feet of you to weaken its defenses and make it more
vulnerable to magic. The creature you choose must make an
Expanded Spell List Intelligence saving throw. On a failed save, it has
The Superintelligence lets you choose from an expanded list disadvantage on saving throws against spells and it takes
of spells when you learn a warlock spell. The following spells double damage dealt by spells for 1 minute. The creature can
are added to the warlock spell list for you. Modern spells can make another saving throw at the end of each of its turns to
be found later in this compendium. end this effect.
Once you use this feature, you can't use it again until you
The Superintelligence Expanded Spells finish a long rest.
Warlock Level Spells
1st degauss, machine invisibility
AI Servant
2nd dataread, relay text Tiny construct, neutral
3rd electromagnetic pulse, shutdown
4th arcane eye, wire walk Armor Class 13
Hit Points 5 (2d4)
5th instant connectivity, synchronicity Speed 30 ft.

Supernatural Hacker
Starting at 1st level, you gain proficiency with hacking tools STR DEX CON INT WIS CHA
and when you make an Intelligence roll to use an electronic 4 (-3) 11 (+0) 10 (+0) 15 (+2) 10 (+0) 7 (-2)
device, you can use your Charisma modifier instead.
Damage Immunities poison
AI Servant Condition Immunities charmed, poisoned
Also at 1st level, you gain the service of a mechanical Senses passive Perception 10
construct powered by a basic AI sent by the Superintelligence Languages common
to aid you. This AI assumes an humanoid form and it follows Challenge 0 (10 XP)
game statics, and it always obeys your commands, which you
can give through any electronic device you own. Actions
As a bonus action, you can command your AI to leave its
physical form and travel to an electronic device within 100 Shock. Melee Weapon Attack: +2 to hit, reach 5ft., one
feet from you that you can see, allowing your AI to use that creature. Hit: 1d4 lightning damage, and the target
must
device. The AI can add your proficiency bonus on any succeed on a DC 10 Constitution saving throw or
be
Intelligence check related to using an electronic device. paralyzed for 1d4 rounds.
You can read more about connecting and using a device
under the "Using Electronic Devices" section of this New Warlock Features
supplement.
If the AI is killed, you can build a new one with 8 hours of Digital Focus
uninterrupted work and and 10 gp of raw materials. A digital focus works as an arcane focus if your patron is
modern or tech themed. Required to use certain class
features. Most commonly a cell phone or other portable
communications device.

31
Pact Boon: Pact of the Gun Code Walker
Prerequisites: Digitize, 18th level

You can use your action to create a pact weapon in your Your patron's favor allows you to travel through wired or
empty hand. You are proficient with it while you weild it. This wireless connections a distance up to five times your warlock
weapon counts as magical for the purpose of overcoming level. You must be able to physically touch an access point to
resistance and immunity to nonmagical attacks and damage. the connection- computer, modem, cell phone, outlet, etc.-
These weapons do not consume ammo, but they do follow and exit through another access point in the same turn or be
the rules for bullet capacity and reloads with capacity +1 forced out through the entry point. This counts as your move
being lost and reloads decreased by two steps to a minimum action.
of a bonus action.

Pact guns do not use racial traits and instead gain extra Endless Whispers
abilities, modifications, and traits according to patrons: Prequisites: Great Old One patron, Pact of the Gun, 7th
Archfey- Pact guns granted by Fey deal poison damage in level

place of piercing damage. Additionaly, when applicable Your pact gun(s) never require reloading.
according to the modification, Archfey pact guns can use

either a scope or RDS. Extra Security


Digi-Lord- Pact guns granted by Digi-Lords deal lightning Prequisites: Digi-Lord patron, Firewall

damage in place of piercing damage. Additionally, when You can use Firewall a number of times equal to half your
applicable according to the modification, it gains the warlock level before needing to rest, the cover it provides is
ShortStroke Gas System modification. no greater than half.
Fiend- Pact guns granted by a Fiend deal fire damage in

place of piercing damage. Additionally, when applicable Hellfire


according to the modification, Fiend pact guns can use either Prequisites: Fiend patron, Pact of the Gun, 7th level

the extended magazine or compensator. Pact Gun bullets can explode on impact instead of dealing
Great Old One- Pact guns granted by Great Old Ones deal fire damage, dealing force damage instead per bullet to the
psychic damage in place of piercing damage. Additionally target and half as much force damage to creatures within 5
they count as suppressed automatically. feet of the target.
Supeintelligence- Pact guns granted by the

Superintellegence deal lightning damage in place of piercing Overcharge


damage. Additionally, they count as compact automatically. Prequisites: Digi-Lord patron, Battery.exe

You must perform a ritual on a physical gun during a Allows you to use Battery up to double your warlock level
long rest to assign it as your pact weapon, the gun cannot between rests, the damage bonus is instead +1 for every 5
carry over any modifications and the weapon is destroyed points of damage absorbed.
at the end of the ritual. Warlocks may only have one gun

assigned at a time with the only exception being through Torrent Stream
Eldritch Invocations. Prequisites: Eldritch Blast cantrip, Digi-Lord patron

When casting Eldritch Blast you can choose instead to


Eldritch Invocations reduce the damage to 1d4, turn 1 beam into 3, which target
An expanded list of eldritch invocations.

the same creature, and change the damage type to lightning.


Additional Pact Gun

Prequisites: Pact of the Gun, 7th level


Energy Nexus
You can perform the Pact of the Gun ritual on one additional Superintellegence patron, Pact of the Blade

gun, and you can switch between the two as a free action. A pact weapon that you create that has the energy tag has

unlimited energy and does not require a battery.
Akimbo

Prequisites: Pact of the Gun


Tech Phantom
Two sidearms count as one gun for the Pact of the Gun Superintellegence patron, 13th level

feature, you can summon them simultaneously as long as You are undetectable to non-magical technology. You are
both hands are empty or switch between the two pistols in invisible to machines, cameras, and other forms of
your main hand as a free action. You do not suffer any surveillance, such as radars, infrared, microphones, laser trip
penalties caused by dual-wielding when using your pact wires, and certain types of mines. You have no thermal
weapons. signature, and thus certain targeting and tracking devices are

impossible to use against you. Robots can still perceive you.
Bramble Shot

Prequisites: Archfey patron, Pact of the Gun, 7th level


Touch of the Machine
Each bullet of your pact gun casts Entangle, without using Superintellegence patron

components or spell slots, instead of dealing poison damage. You can operate computing devices at five times the usual
Effect does not stack on targets and casts the spell as if it speed, you have advantage on checks and saving throws while
were 1st level. operating or using computerized devices, and devices you are
holding cannot be disabled or deactivated by spells and other
negative effects.

32
Technomancy Savant
Arcane Tradition Beginning when you select this school at 2nd level, you
The most common arcade traditions in the multiverse resolve change your spellbook into a E-book device infused with
around the schools of magic. Wizards through the ages have magic, allowing you to save spells on it in a special format
cataloged thousands of spells, grouping them into categories called "spellfiles". The gold or the time you must spend to
called schools. copy a spell in your E-book device is halved (your choice).
School of the Battle Magi Machine Empathy
Also at 2nd level, you gain proficiency with one of the
Battle Magi are trained professionals in the art of ballistic following tools: engineering kit, hacking tools or mechanic
combat. Weaving magic into their defence as much as their tools. In addition, whenever you make an ability check using
assault, a battle mage is truly a force to be reckoned with on the chosen tool, you can twice your proficiency bonus to that
the battlefield. roll.
Misfire Program Spell
Starting at 2nd level when you choose this archetype you At 6th level, you can cast a 5th-level spell or lower while
know how to cause a gun to misfire with an arcane word and touching an electronic device. When you do so, you expend
flick of the wrist. You use your attack action to cause an the spell slot, but none of the spell's effects occur. Instead, the
enemy's firearm within 60 feet, which you can clearly see, to spell is programed into the device for later use if the item
have a misfire; causing their next attack to automatically fail. doesn't already contain a spell from this feature. When you
You can only use this feature a number of times equal to program it, you determine the method of activating the spell,
half your wizard level rounded down between long rests. such as typing a specific word, flicking a switch or similar.
Battle Savant After that, a creature that has an Intelligence score of at
least 6 can use an action to activate the spell and cast the
Beginning when you select this school at 2nd levei, the gold programmed spell in the device. The creature must know the
and time you must spend to copy a modern spell into your method of activation to cast the spell (for example, you can
spellbook is halved. program the haste spell to be casted in a creature when it hits
Catch Control-Alt-H in the keyboard). A concentration spell placed
Starting at 6th level you can spend a reaction to catch 1 in a device cannot be activated while you are concentrating
on another spell.
projectile attack made against you. Doing so catches all
bullets that would hit you normally, leaving you unscathed.
This only stops one attack if an extra attack is used.
You must finish a long or short rest before you can use this
feature again.
Magic Ammo
Starting at 10th level you can spend your short rest imbuing
1 magazine's worth of ammo with magic. Each bullet imbued
deals an extra amount of damage equal to half your
intelligence modifier rounded down.
The magic lasts for one week and you can imbue up to 3
magazines at a time. Anyone can use this ammo.
Redirect
Starting at 14th level when you use Catch you may also send
the bullets that would hit you back at the attacker as part of
your reaction. You will treat this as a regular attack using
your dexerity modifier and the projectiles deal the amount of
damage they normally should.
School of Technomancy
A new world brings new opportunities as the magical and the
mundane fuse into novel patterns. The technomage combines
the rising power of magic with a deep understanding of
technology. The technomage has a roster of spells that she
may cast, and in addition gains new powers that meld magic
and machinery.

33
When you program a spell in this way, it must be used within
8 hours. After that time, the magic fades and is wasted. The
programmed spell is also lost if the device is destroyed or
after you finish a long rest.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Online Casting
At 10th level, you can cast spells through electronic devices,
including cameras, smartphones, tablets and computers. If a
spell requires the caster to be seen, the target must see you,
and if it requires the caster to be heard, then the target must
be able to hear you.
The range is determined from the caster to the device and
then from the device to its target. You must be able to see or
otherwise be able to determine the location of your target.
You can only use this feature to cast spells that target a
specific creature.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain
expended uses when you finish a long rest.
Chained Device
By 14th level, you have learned to imprint vestiges of your
consciousness on electronic devices with significant
computing power. When you cast a concentration spell, you
can use a device whose computing power is equal to or
greater than a tablet computer to maintain concentration of
the spell on your behalf. The device must be held or worn by
you to maintain this effect. If the device is destroyed, taken
from you, dropped, or turned off, the concentration ends.
Once you use this feature, you can’t use it again until you
finish a long rest.

34
PART 3
Backgrounds
Modern Backgrounds

E
very story has a beginning. Every person
comes from somewhere and has things in Suggested Characteristics
their past that either come directly into light
or demand constant effort to keep in the Celebrities are often able to captivate an audience, so they
shadows. Your character’s background tend to have flamboyant or forceful personalities. Their goals
reveals where you came from, how you tend to vary from spreading awareness around a topic or art
became who you are today, and how you see your place in the to simply using their charisma to gain money. Regardless of
world. Your fighter might have been a courageous pilot or a their true intentions, they're often skilled at masking their
grizzled soldier. Your wizard could have been a scholar or an emotions whenever they're in the spotlight.
investigator. d8 Personality Trait
Choosing a background provides you with important story
cues about your character's identity. The most important 1
I have a list of one-liners ready anytime I’m in the
question to consider when choosing a background for your spotlight or on camera.
character is what changed to bring them from who they were 2
Whenever I get to a new place, I collect local rumors
to who they are today. If you're a Gricknack, what happened and spread gossip.
to the child you watched over? Who (if anyone) actually cares I’m a hopeless romantic, always searching for that
about your existence? How did you learn the skills of your 3
“special someone”.
class? What sets you apart from ordinary people who share
your background? 4
Nobody stays angry at me or around me for long, since
I can defuse any amount of tension.
At the time of writing, DND 5e has ~57 officially published
backgrounds to help give your characters diversity. The ones 5 I love a good insult, even one directed at me.
in here are designed to focus on a more technologically 6 I get bitter if I’m not the center of attention.
advanced world and society. 7 I’ll settle for nothing less than perfection.
I change my mood or my mind as quickly as I change
8
Credits key in a song.
Cyberdungeons operates on a new form of
currency called credits. Credits are exclusively d6 Ideal
digital, and 1 credit is equal to 1 Silver Piece. Beauty. When I perform my art, I make the world a little
1
brighter. (Good)
Tradition. The stories, legends, and songs of the past
Celebrity 2 must never be forgotten, for they teach us who we are.
To some extent, you are famous. A significant number of the (Lawful)
population knows your name and what you do. You have a Rebellion. Society is corrupted and in need of
knack for attracting public attention and know how to work a 3 revolution to change, I can use my fame to encourage
crowd. Most of your life has been spent in the limelight, this. (Chaotic)
whether you liked it or not. 4 Greed. I’m only in it for the money and fame. (Evil)
Skill Proficiencies: Insight, Performance People. I like seeing the smiles on people’s faces when
Tool Proficiencies: Disguise kit, one type of musical 5
I perform. That’s all that matters. (Neutral)
instrument or gaming set
Languages: One of your choice 6
Honesty. Art should reflect the soul; it should come
Equipment: Fancy outfit, recording unit, and 400 credits from within and reveal who we really are. (Any)

Feature: “Hey, isn’t d6 Bond


My instrument is my most treasured possession, and it
that….” 1
reminds me of someone I love.
2 I want to regain all the fame I used to have.
You are often recognized by the public no matter where you
are. While it can sometimes be a chore, it also has its perks. 3
I want to be famous. I will keep striving until I get
So long as you stick to your skit, you can gain favor quickly in there.
a crowd, often granting you advantage on Charisma checks I have a celebrity idol that I’m always measuring myself
with the locals, up to the DM’s discretion. You can also use 4
against.
your clout to occasionally get discounts on goods and I will do anything to prove myself superior to my hated
services, so long as it’s not in excess. Fans are fickle you 5
rival.
know.
I would do anything for the other members of my
6
group/band.

36
d6 Flaw d8 Personality Trait
1 I’ll do anything to win fame and renown. I ask a lot of questions to get information about those
7
I'm working and dealing with.
2 I’m a sucker for a pretty face or a cute smile.
I’ve always lived in a secure arcology. I have little
A scandal prevents me from ever going home again. 8
3 practical experience in dealing with the outside world.
That kind of trouble seems to follow me around.
I always assume people are nice to me simply because d6 Ideal
4
of my fame and status.
Work. I keep my position through dedication and hard
I have trouble keeping my true feelings hidden. My 1
5 work. (Lawful)
sharp tongue lands me in trouble.
Society. I use my position to make the world a better
6 Despite my best efforts, I am unreliable to my friends. 2
place. (Good)
3 Wealth. I work to make money, that’s all! (Neutral)
Corporate
Ruthless. I would kill for a promotion, or to keep my
In a world ruled by corporations to the extent that even entire 4
position. (Evil)
nations have turned into industrial conglomerates, you are Reputation. My reputation inside the corporation is my
one of the few lucky ones to have a solid job as a junior 5
only concern. (Any)
executive. Being a corporate means that you have to contact
the right people and move your pawns correctly, since anyone 6
Unfair. I only make deals that benefit me at most.
underneath you would kill to take your place. (Chaotic)
Skill Proficiencies: Insight, Persuasion
Languages: Two of your choice d6 Bond
Equipment: A fine set of clothes, laptop computer, 1 I will fight to rise in the hierarchy of my corporation.
briefcase, a land vehicle (sedan, sports car, or SUV), and 150 Some prominent figures inspire me – I try to follow
credits 2
their footsteps.
3 I have to secure a wealthy future for my family
Feature: Resources 4 I am forever competing against a long-time rival.
You have the access to the subsidiaries of the corporation you I seek to maintain a record label (or other business)
work for. That means you can request some minor resources 5
that others find unprofitable.
such as vehicles, shelters, money, bodyguards, etc. As long
you provide results to your company. You can also gain access 6 I must build a successful legacy for myself.
to powerful figures through the company, and a least one
corporate contact inside the subsidiaries of your division. d6 Flaw
However, such connections might ask some favors in Once I pick a goal, I become obsessed with it to the
exchange for their help. 1
detriment of everything else in my life.
I spend too much money on parties on skyscraper
Suggested Characteristics 2
rooftops.
Corporates are shaped by their experience in the business 3
I value money more than anything else, and spare as
world. Their personality, ideals and bonds reflect the much as I can.
competitive and privileged nature of their position. Their I prefer a quick response rather than planning my
flaws might be related to a luxury lifestyle or an excessive (or 4
actions.
defective) corporate trait. 5 I never get my hands dirty if someone can do it for me.
d8 Personality Trait 6 I secretly plan to destroy the corporation I work for.
I am always calm, no matter what the situation. I never
1
raise my voice or let my emotions control me. Crafter
2
I take great pains to always look my best and follow the
You are an artisan and excel at both practicing and selling
latest fashions.
your craft. You are part of some inner circles depending on
3 I always talk as if I were at a business meeting. your profession. Gunsmiths, Swordsmiths, tailors, chefs, and
4 I choose my allies based on what they can serve me. mechanics all fall under your list of contacts in a major or
minor way, as trade across the globe requires both knowhow
5
I genuinely believe corporatocracies to be the best and know-whos.
form of government.
Skill Proficiencies: Insight, Persuasion
6
I believe that anything worth doing is worth doing Tool Proficiencies: An artisan tool of your choice, Vehicles
right. I can’t help it – I’m a perfectionist. (Land)
Languages: One of your choice.
Equipment: Your choice of one set of artisan’s tools, basic
clothes, and 80 credits.

37
d6 Ideal
Feature: Vendor 6
Pride. You should always strive to be the very best at
As a member of the trading community, your goods and craft what you do. (Any)
are registered on the market and in the local networks. In
many locations across the globe, you know what costs what d6 Bond
and are good at not getting stiffed on goods, food, or lodgings. My job/profession is the most important thing in my
You can sometimes trade your own craft in exchange for 1
life.
others, as well as find people willing to work for you in My greatest creation was wasted on the undeserving. I
exchange for trade or training. 2
will not stop until I create something even greater.

Suggested Characteristics 3
I lost my mentor to tragedy and wish to honor them by
taking on their mantle.
Crafters seem just as down to earth and ordinary as any other I was tricked into creating something that fell into
working person, though very few share the same habits and 4
malicious hands. I wish to atone for my foolishness.
hobbies in their off-time. They often take pride in their work I was socially cast out by others in my profession, but
and know the value of good business and community. They 5
one day I will be back and clear my name.
are however, susceptible to greed and the alluring promises
of unscrupulous megacorporations. 6
Everything I create is in the name of someone that I
love.
d8 Personality Trait
I am a perfectionist, believing that anything worth d6 Flaw
1
doing should be done the right way. I’ll do anything to get my hands on rare or priceless
1
I can be fairly critical of someone who can’t appreciate material.
2
fine craftsmanship. 2 I often think someone is trying to cheat or deceive me.
I always want to know how things work and what I must never let anyone know the truth behind the
3 3
makes people tick. biggest mistake of my career.
4 I like to talk at length about my profession. 4 I never have enough. I always need more.
5 I love a good insult, even one directed at me. I would do anything to be the head of a powerful
5
6 I get bitter if I’m not the center of attention. corporation.
I don’t part with my money easily and will haggle I never give credit to those whose skills rival my own. I
7 6
tirelessly to get the best deal possible. must always prove myself to be the best.
8 My mood is unpredictable, changing quickly and often.
Drifter
d6 Ideal You are used to hearing the phrase, “You’re not from around
Generosity. My skills are best used to make the world a here, are you?” The truth is, you aren’t. You’re from nowhere.
1
better place. (Good) You’ve spent most of your life wandering from place to place,
Teamwork. It is important that people bring their
earning your keep when need be and moving on when it’s
2 talents together for the benefit and advancement of time. You have your reasons. Maybe you were forced to leave.
their community. (Lawful)
Maybe you just wanted to go. You keep moving, but always
plan to stop someday… maybe…
3
Freedom. Everyone should be free to use their talents Skill Proficiencies: Perception, Survival
however they choose. (Chaotic) Tool Proficiencies: One instrument or gaming set of your
4 Greed. I’m only in it for the money. (Evil) choice. One vehicle proficiency of your choice.
People. My life and those closest to me are all that truly Languages: One of your choice.
5
matter. Everything else is optional. (Neutral) Equipment: Traveler’s outfit, musical instrument or
gaming set of your choice, electronic journal, trinket from a
backwater area, and 50 credits.
Origin:
Though you’ve been to a lot of places, everyone comes from
somewhere. Consider who you were before you left all that
time ago. You should also consider all the places, cities and
countries you’ve wandered through in your day and what you
did to keep yourself warm and fed during those days.

38
d8 Origin d8 Origin d8 Personality Trait
1 Courier 5 Corporate Grunt I have a story for every situation, taken from my many
3
travels.
2 Bounty Hunter 6 Mercenary
4 I treat my companions as if they were my little siblings.
3 Guide 7 Vagrant
I care little for excessive wealth. It will not bring you
4 Nomad 8 Transporter 5
true happiness in the end.
I love blending in with a crowd because it prevents me
6
Feature: Explorer from having to open up one on one.
I pick up worthless trinkets from places I visit, often
You’ve been to many different cities from the backwater to the 7
losing them and replacing them with others.
megacities. You have a general sense of direction and can
usually recall the layout of any wilderness or urban terrain. 8
I lose patience with self-important people who think
You can always manage to scrounge up some food and some they are any different than anyone else.
makeshift shelter for you and a few of your companions.
d6 Ideal
Suggested Characteristics 1
Greater Good. It is the responsibility of individuals to
work for the betterment of all. (Good)
Not used to being anywhere for any lengthy period of time, Honor. By dishonoring myself, I dishonor my friends
Drifters do not keep many attachments, and are often viewed 2
and companions. (Lawful)
as little more than a friendly stranger in each place they visit.
Though they tend to keep others at an arm’s length, they are 3
Change. Times change. Things change. And so do we
always bound to run into people or places that remind them all. (Chaotic)
of where they came from, or the few places where they were 4 Might. Only the strongest come out on top. (Evil)
made to feel at home before moving on. Eternity. No matter what we do, life and the universe
5
d8 Personality Trait will go on without us. (Neutral)
I’m driven to wander because I have nowhere to Glory. I must claim honor and respect for my name and
1 6
belong. those of my homeland. (Any)
I lived a sheltered life and am desperate to see what d6 Bond
2
the world has to offer.
My family and homeland are the most important things
1
to me, even if I am far away from them.
I will bring terrible wrath to those who destroyed my
2
homeland.
I brought shame to my people and will reclaim my
3
place among them someday.
I am the last of my people, and it is up to me to make
4
sure they are never forgotten.
I suffer from visions of a coming disaster and must do
5
whatever it takes to prevent it.
I have been sent away from my home to fulfill a
6
promise I do not know I can keep.

d6 Flaw
I am enamored with alcohol and other addictive
1
pleasures.
There is no room for caution in a life lived to the
2
fullest.
I remember every insult I’ve received and nurse a silent
3
resentment toward anyone who’s ever wronged me.
4 I am slow to trust members of other races or societies.
5 I have little control over my temper sometimes.
I hold little respect for the customs and practices of
6
others, often to the point of rudeness.

39
Media Investigator
You’ve made your career out of getting the latest scoop, piece
of gossip, or finding just the right contact to get you hard
evidence on a story. You may be doing it because you like it,
or perhaps it’s the only thing you’re good at. Or maybe you’re
looking for that really big story, the one that’ll either set you
up for life or prove whatever you believed all along was
actually true.
Skill Proficiencies: Technology, Investigation
Tool Proficiencies: Disguise Kit, Cameras
Equipment: Fancy clothing, Recording Unit, and 150
credits.
Feature: Media Contacts
Information is the currency of your trade, and you have a
network of resources and contacts that you use to find out
something new and verify what you know. Whenever you
need to find information or the latest rumors on a particular
person, place, or event, you know who to talk to and may even
get some bonus information not normally obtainable.
Suggested Characteristics
To a media investigator, there’s nothing more important than
the scoop. Many investigators feel the weight and
responsibility of delivering the truth, or at least their view of
it, to the rest of the world. This sometimes causes them to
have a cynical view of people, as sometimes even the simplest
of truths can be made hard to uncover. There are also d6 Ideal
unfortunately those who have fallen down the slope of Freedom. Free speech and freedom of information
peddling opinions over actual facts. 5
surpasses any established regulation. (Chaotic)
d8 Personality Trait Responsibility. It is my responsibility to keep all those
1 I need to know everything about anyone I meet. 6 within my circle of influence informed and educated.
(Any)
2 I run towards danger if it can get me a story.
Whenever I’m somewhere new, I try to dig up the best d6 Bond
3
rumors from the locals. I’m hiding a secret that could topple governments and
1
I am very private about myself. I know the cost of megacorps if it's found out.
4
putting your business out in the public eye. I lost someone I loved due to mysterious
2
5 I am not easily intimidated by anyone. circumstances. I will not stop until I find the truth.
I like to be, or at least be with, the smartest person in Everything I do is to honor an idol or icon in my
6 3
the room. profession who came before me.
7 I share my cynical point of view in most conversations. I have a rival who will stop at nothing to ruin my
4
credibility.
I find that flattery often wins over insults when dealing
8 My friends and allies are the only things more
with a confrontation. 5
important to me than the story.
d6 Ideal My selfish actions have ruined the lives of many.
6
Business. Everyone can go about their business so long Everything I do from now on is to redeem myself.
1
as it doesn’t affect me. (Neutral)
d6 Flaw
Noble Cause. Truth and justice are the foundations of a
2 I often assume that I know more about a situation than
good community. (Good) 1
others.
Professional. I take pride in my work and refuse to have
3 I often speak to people as if they are children that need
it corrupted with dishonesty. (Lawful) 2
to be educated.
Manipulation. The only truth is the one which has the
4 I have trouble determining the line that goes too far
greatest influence. (Evil) 3
with people’s privacy.

40
d6 Flaw d6 Ideal
4 I’m quick to assume people are lying to me. Freedom. The only path to freedom is having enough
1
money to do as you will. (Chaotic)
I have no problem making money off of the misery of
5
others. Ambiguity. This job is just a job, like any other. Nothing
2
personal against my targets. (Neutral)
6 I will do anything to protect my reputation. Anything.
Punishment. I avenge for those who cannot avenge for
3
themselves. (Lawful)
Mercenary
Reputation. I will be known for my deeds, sooner rather
Mercenaries trade their skills, usually combat related, for 4
than later. (Any)
money. They work as hired guns on underground corporate
operations, criminal syndicates, or for a single executive. 5 Wealth. I fight for money, and nothing else. (Neutral)
They can also be bounty hunters. 6 Brutality. I’m in it for the killing. (Evil)
Skill Proficiencies: Intimidation, Perception
Tool Proficiencies: Two types of vehicles (land, water, or d6 Bond
air) 1 I always finish the jobs that are given to me.
Equipment: A set of common clothes, smartphone,
falsified shepherd's chip, 3 chemicals plastiflesh, and 100 2
I seek to protect something of great importance to me
credits by keeping it a secret.
3 I was inspired by a great hero to become a mercenary.
Feature: Mercenary Life 4
Others weigh me down. I have no need for such
restraints.
You know the mercenary life as only someone who has
experienced it can. You are able to identify mercenary I became a mercenary to support my family, who
companies by their emblems and mannerisms, and you know 5 would have probably starved in a slum somewhere if
a little about any such company, including the names and not for me.
reputations of its commanders and leaders, and who has 6
Though my friends are few, I owe them my life and
hired them recently. You can find the hideouts where would happily die for them.
mercenaries abide in any area, as long as you speak the
language. You can find mercenary work between adventures d6 Flaw
sufficient to maintain a comfortable lifestyle (see Practicing a 1 I have crippling debts that my work barely pays off.
Profession under Downtime Activities in chapter 8 of the
Player’s Handbook). 2
I never fail at my tasks, even if I have to resort to less
honorable means to complete them.
Suggested Characteristics 3
Other mercenaries (or someone powerful) would do
anything to have my head.
A mercenary’s sole purpose is to get the money from their Not only am I good at what I do, but I love what I do –
jobs, but some of them might have their own interests in the 4
and I hate myself for it.
jobs they get other than cash. Those who follow this life can
be quiet, taciturn individuals as readily as they can be savage 5 I can’t sleep peacefully. My job has made me paranoid.
brutes living not for the pay, but for the thrill of pursuit. 6 I underestimate or overestimate the risks a job.
d8 Personality Trait
I enjoy peaceful music and relaxing downtime
Nobody
1
activities. There are billions of people in the world, making it virtually
2 Nothing is more important than a job well done. impossible to stand out in a crowd or be noticeable in any
significant manner. You are one of these billions of people
3 I have a crude sense of humor. who slipped through the cracks of society, granting you the
4 I speak in a cold and emotionless way. title of a nobody. If you were to die today, you would leave no
I always have a plan for what to do when things go
legacy, your job would replace you in an instant, and people
5
wrong.
would forget about you almost immediately.
Skill Proficiencies: Stealth, Survival
6
I'm rather adept at games of skill like throwing darts or Languages: One of your choosing
knives. Equipment A set of common clothes, lighter, smartphone,
7
I’ve a great deal of practical experience from contracts wristwatch, and 50 credits
and can relate to almost any situation.
I'm not prone to idle chatter, and prefer keeping to
8
myself unless the topic's business.

41
d6 Bond
Feature: Nameless 1 I have a family I need to provide for.
You can count on your hands the number of people who I need my job to help me survive. If I work hard
actually know you, and probably only have to use one hand to 2
enough, maybe I can even get a promotion.
count the number of people who actively care about you. To I'm attempting to get a higher education so I can get a
the rest of the world, you're just another face in the crowd 3
better job.
spending your life in the rat race until you die. Being so easily
forgettable and inconsequential does have its perks though. 4
In the past I've borrowed money from some people
Blending in with the crowd -- literally in busy streets or that I still need to pay back.
packed modes of public transport -- is as easy as breathing for I have no family or friends, don't have any major life
you, making it hard for people to pursue or find you in these 5 experiences, and all of my possessions can be
types of areas. People also tend to forget about your replaced. I have no bonds.
existence easily, making it easy to avoid suspicion. I am in love with a higher member of society that
6
doesn't even know I exist.
Suggested Characteristics
d6 Flaw
Nobodies are the most common type of people in the world.
Very few people care about them, and fewer still will 1
I easily become persuaded with the promise of fame or
remember them when they inevitably die. Some nobodies riches.
hate this position, and crave to break free and make In an attempt to heighten the quality of my life, I have
themselves recognizable. Others recognize how forgettable 2
a habit of engorging myself on sensual pleasures.
they are, and use it to their advantage. Most of them though After a life of being forgotten, I've become suspicious
don't even realize what they are, and simply live out their lives 3
of those who try and act friendly towards me.
in monotony.
If I'm to become somebody in my life, I have no room
4
d8 Personality Trait for caution or hesitation.
I'm not used to people talking to me, and have I'm tired of living life in the rat race, and accept death
5
1 developed a habit of asking questions like "Me?" when when it should come for me.
someone I don't know tries to talk to me. Some part of me deep down is afraid of doing
I've given up on trying to correct people when they something significant with my life, causing me to
2 6
inevitably get my name wrong. avoid opportunities that would otherwise bring me
success.
It's unusual for me to be in the spotlight, and I
3
instinctively try to avoid it if possible.
I'm easily awestruck when in the presence of famous Officer
4
people. Keeping the law in a world where crime proliferates at the
5 I don't like to talk to people for long periods of time. same pace as the urban sprawl is an ungrateful work, yet that
6 I like to be alone.
is the job of an officer. You face criminals and terrorists often
better armed and equipped than you, and when things get off
7
Forgetting people is only natural, so I easily forgive the rails, the people quickly turn against you.
people when they forget me. Skill Proficiencies: Athletics, Intimidation
8
I've developed a habit of pretending to know what I'm Tool Proficiencies: Forensics kit, vehicles (land or air,
talking about to try and fit in. choose one)
Equipment: A police uniform, badge, flashlight, forensics
d6 Ideal kit, 2 chemicals plastiflesh, and 100 credits
Hope. I want to try and change society for the better.
1
(Good) Feature: Authority
2
Recognizability. I hate being a nobody, and will do Both citizens and criminals are afraid of your reputation.
anything and everything to not be forgotten. (Chaotic) Neither will report if you overstep the legal lines a bit (such
Apathy. I'm fine with where I am in life, and don't have as by not paying for your food, or bruising a captive), and both
3
any higher aspirations. (Neutral) kinds will be more likely to spill the beans just to get rid of
Resentment. I despise those who are more memorable you (or in the case of criminals, to keep you from beating the
4
than me, and strive to bring them down. (Evil) beans out of them). Those who have some standing in the
community will not be so easily impressed by some dingy
5
Order. The best way to be successful is to stick to the officer, but maybe their employees will speak freely to you if
rules and climb societies ladder. (Lawful) you block their way in the right dark alley.
Potential. I have the potential to do or be anything I
6
want. (Any)

42
d6 Ideal
Reform. Laws can be corrupt, and I strive to free people
4
from the bad ones. (Chaotic)
City. I love my city, and I will do anything to protect it.
5
(Any)
Conformity. There will always be crime, as sure as there
6
will be guards. (Neutral)

d6 Bond
A brutal murder marked my early career. I won’t let it
1
happen again.
2 It is my duty to protect the city and its citizens.
3 My fellow guards are my brothers in arms.
4 I need to prove my worth to my fellow officers.
I took a bribe to tank an investigation and I would do
5
anything to keep it secret.
Someone saved my life on patrol, and I still owe them
6
to this day.

d6 Flaw
1 For me, violence is often the best way to solve things.
2 I can be bribed easily – help me to help you.
3 I care only for my own authority.
4 My hatred for outlaws is blinding and furious.
5 I obey the law, even if the law causes misery.
I know the common people are criminals, and it is only
6
by my harsh hand that they are controlled.
Suggested Characteristics
Officers end up in their line of work for all manner of reasons Patrician
so their personalities and flaws are often as varied as the You are one of the societal elite. You may have been born into
citizens whom they should protect. wealth as part of a megacorporation or a famous family.
d8 Personality Trait
Perhaps you fell into the life of political favor. Either way, you
are considered within the upper class and have the
1 I'm always polite and respectful. connections and clout to prove it.
2 I speak with a deep, raspy voice. Skill Proficiencies: History, Persuasion
Tool Proficiencies: One instrument and one gaming set of
3
After all the strange things I've seen in the streets,
nothing can surprise me.
your choice.
Languages: One of your choice.
4
I’ve lost too many friends, and I’m slow to make new Equipment: Fancy outfit, a piece of jewelry or clothing with
ones. your family/company symbol, and 200 credits
5 Thinking is for other people. I prefer action.

6
I don’t know much, but my hunches have never led me Feature: Power and
wrong in the past.
I have a fixation on determining the motives and
Entitlement
7
psychology of others, even my closest friends. You are well bred and know how to function in high society.
8 I am always on the lookout for criminal activity. You are often able to use your title and status to find your way
into the backrooms where only the chosen sort of people can
d6 Ideal get into. You may also choose to throw your privilege around
for a few benefits such as upgrades to lodgings, moving to the
1
Respect. People deserve to be treated with dignity and front of the line or getting a few trade discounts from
respect. (Good) merchants looking to get into your good graces.
Control. I enforce the law only where it benefits me.
2
(Evil)
Justice. No one should get preferential treatment
3
before the law. (Lawful)

43
d6 Flaw
Suggested Characteristics 1
I secretly believe that I am more important than
Patricians are born into a lifestyle that most other people will everyone else.
never experience or understand in their lifetime. A position of I’m hiding a secret that could bring down my family
power and status comes with wealth and privilege, but also 2
and those closest to me.
comes with a wealth of responsibility. Many patricians are I tend to look for insults in every word when spoken
often part of a family dynasty or have to jump through many 3
to.
hoops to maintain their status amongst others within their
circle. They must also surround themselves with people they 4
I have a “bad” side, tending to secretly enjoy vulgar
can trust, something often harder to find than one would practices and carnal pleasures.
think. 5 I act like I’m the center of the universe.
d8 Personality Trait I purposely do things to bring shame to my friends and
6
family.
I like to make those I talk to feel like the most
1
important people in the whole world.
Pilot
2 I am often admired for my kindness and generosity.
There isn’t anything you can’t fly. When you’re in a vehicle,
3
Anyone can tell just by looking at me that I’m a cut
you’re a diamond in the sky, a star blazer, a leaf on the wind…
above the uncultured “regular” people.
you get the idea. You might be a retired fighter jock, a
4
The most important thing to me is to look my best and commercial pilot, mercenary ace, or maybe you learned how
keep up with all the latest fashion trends. to fly your family's aircraft when you were small.
I’m not one to get my hands dirty and wouldn’t be Skill Proficiencies: Vehicle Handling, Mechanics
5 caught dead in anything less than luxury Tool Proficiencies: Land and air vehicles
accommodations. Equipment: A flight suit and 150 credits. One air vehicle
My position and social standing is simply a way of life, (DM's discretion)
6
no more important or better than anyone else’s.
7 Once you betray my trust, I never forgive or forget. Feature: Knowing the
8
If you cross me, I will socially and professionally
destroy both you and your entire family.
Craft
You know your way around a ship and are part of a select
d6 Ideal crew that can speak technical jargon that may as well be
Respect. I give people the same amount of respect
another language. You find it easier to figure out the type and
1
they give me. (Neutral) purpose of most vehicles. You can often find safe and
affordable passage for you and your group between
Responsibility. Being someone of my status requires a megacities and around the globe. You are also welcome at
2 strong sense of responsibility that I need to uphold at most airports when landing your own aircraft.
all times. (Lawful)

3
Independence. I will prove to my friends and family that
I can take care of myself. (Chaotic)
Suggested Characteristics
4 Power. Those at the top can’t be told what to do. (Evil) Pilots are just as comfortable, if not more so, behind the
controls of any vehicle as they are on their own feet. Their
5 Family. No bond is stronger than blood. (Any) experiences have led them to live life by the seat of their
Obligation It’s my duty to use my position to help pants and grow frustrated whenever they are stuck in any one
6
those less fortunate. (Good) spot.
d8 Personality Trait
d6 Bond
1 I do not want to stop until I get to wherever I’m going.
I will do anything to win the love and support of my
1 I grow bored whenever I’m in the same place for too
family. 2
long.
2 My family’s status must be maintained at all costs.
I’m always ready with a daring tale of my escapades for
Nothing is more important to me than my family and 3
3 any situation.
friends within my circle of privilege.
Anytime I see a new vehicle, all I can do is think about
I am in love with someone who my friends and family 4
4 what makes it tick and how to operate it.
insist is not good enough for me.
I have a very vivid imagination and am not afraid to
5 My loyalty to the company I work for is unwavering. 5
share it with others.
6 I would do anything to be seen as a hero over a snob. I tend to gravitate toward other pilots, regardless of
6
their scruples or morality.

44
d8 Personality Trait Languages: One of your choice
I live my life for the excitement. No danger is too great Equipment: One set of common clothes, backpack with
7
compared to the thrill. hidden compartment, falsified shepherd's chip, forgery kit,
and 100 credits
I’d like to settle down with a special someone
8
someday. Just not today.
Specialty
d6 Ideal Most smugglers aren't skilled or equipped enough to smuggle
Greater Good. I perform at my best when it’s for a good every item under the sun, causing them to specialize in
1
cause. (Good) smuggling different things. You can use the table below to
Impartiality. I’ll take on any cause, just as long as I get decide what you specialize in, or come up with your own idea.
2
to fly. (Neutral) d6 Specialty
Professional. Nothing is worse than abusing your skills 1 People
3
or taking them for granted. (Lawful)
2 Addictive substances
Greatness. I’ll take out anyone that gets in my way at
4 3 Cybernetics
becoming the best. (Evil)
Freedom. No one owns the sky. We’re free to go 4 Weaponry
5
wherever we choose. (Chaotic) 5 Antiquities
Glory. Through study and practice, I’ll be the greatest 6 Magic raw materials
6
pilot there ever was. (Any)

d6 Bond Feature: Careful


1 I want to own and command my own ship one day.
No one is more important to me than my ship and my
Selection
2
crew. Some close brushes with the law have taught you that not
I was stripped of my rank and want to prove my worth every cop can be bribed, and some people are simply too keen
3
to those I once worked for. to miss minute discrepancies. You know how to study a
person and gain insight into whether or not they would
4
I have a friendly rivalry with another pilot who I used to accept a bribe, or to pick up on whether they are
fly with. exceptionally more perceptive than you. It does not reveal
5
I am the last survivor of my crew. I am very protective how expensive a bribe may have to be for a given situation,
of any new friends I make. however.
I did a job for the wrong people and wish to find a way
6
to clear my name.

d6 Flaw
1 I often like to be in control under any circumstances.
I tend to do something drastic or get distracted by the
2
wrong thing if I spend too long in one place.
I tend to take needless risks with my own life and the
3
lives of my companions.
4 I have no social graces outside of my profession.
5 I will sacrifice my companions for the sake of the ship.
I often treat those who have never traveled the skies as
6
if they are primitive barbarians.

Smuggler
Supply and demand is one of the most fundamental laws in
economics, making it one of the most important laws in any
civilized society. Every now and then there's a demand for
items one can't legally supply, and that's where smugglers
come in. Drugs, weapons, people, vehicles, and even exotic
pets all need a method to have the supply reach the demand,
and as a smuggler you can fill this roll, for a price of course.
Skill Proficiencies: Choose two from Deception, Sleight
of Hand, and Stealth
Tool Proficiencies: Forgery kit

45
d6 Flaw
Suggested Characteristics 1
I detach myself from the results of my actions in order
Smugglers are a highly charismatic and highly diverse bunch. to sleep better at night.
They cover a wide variety of personalities, ranging from the 2 I would betray anyone to save my own skin.
boisterous street hawkers with a “special selection” to the I only relate to those with the same interests as mine,
burly sailor who brazenly sells his wares after bribing the 3
trust is for the naive.
guards to look away. Your traits should reflect the tactics you
see yourself using. 4
When faced with a choice between money and my
friends, I usually choose the money.
d8 Personality Trait
5 When something goes wrong, it’s never my fault.
1 I am extremely sociable, especially over a mug of ale. 6 I eat and drink to excess.
I don’t mind fleecing someone if they don’t know the
2
true price of what they seek. Sprawl Ganger
3 I would rather make a new friend than a new enemy.
Robbery, extortion, drug dealing, you specialize in all the
I act irrationally confident in the face of danger, elements of a healthy and thriving gang. Though there's many
4 nobody suspects anything when you seem like you different types of crime, you weren't lucky enough to be a
know what you're doing. corporate white collar, nor did you have the patience to
5
I have dozens of identities and live in constant fear of become an expert in cyberspace. You do however know the
answering to the wrong name. good old fashioned rules of the street like nobody else.
Deflecting questions has become second nature to Skill Proficiencies: Deception, Intimidation
6
me, so I rarely answer straight. Tool Proficiencies: Thieves’ tools, vehicles (land)
Being seen with any unsavory figures is a sure way to
Equipment: A set of dark common clothes (or your gang
7 undermine my work. I only associate with my business distinct clothing), thieves’ tools, a chemical boost, and 100
partners behind locked doors. credits
8
I always keep my wares close to me, you never know
who might stumble across them otherwise. Feature: Bad Reputation
No matter where you go, people are afraid of you thanks to
d6 Ideal your reputation. When you are in a civilized settlement, you
Morale. I only smuggle things to improve the lives of can get away with minor criminal offenses, such as refusing
1
my common fellows. (Good) to pay for food at a restaurant or breaking down doors at a
local shop, since most people will not report your activity to
2
Survival. I only want to make a living for myself.
(Neutral)
the authorities.
3
Ruthless. I will rise to the top of the heap by any means
necessary. (Evil) Suggested Characteristics
Dauntless. No border crossing or bribe is too difficult - Sprawl gangers are criminals that don’t care for the property
4 that's just the coward's way of saying exciting! or welfare of others or, at the best, they are modern day
(Chaotic) savages – seeking to live by themselves without the
Cause. I work for a greater cause, and ply my trade only
intervention of society and law. Only a few can have some
5
in service to it. (Lawful) endearing or redeeming characteristics.
Friendship. My associates are dear to me, and I want d8 Personality Trait
6
them to rise with me when I hit it big. (Any) I always have a plan for what to do when things go
1
wrong.
d6 Bond
The first thing I do in a new place is note the locations
A corrupt guard put me out of business back when I 2 of everything valuable – or where such things could be
1 was running an honest business. I aim to show him a hidden.
thing or two about recovery.
I am incredibly slow to trust. Those who seem the
I never wanted to be a criminal, but it puts bread on 3
2 fairest often have the most to hide.
my family's table.
I don’t pay attention to the risks in a situation. Never
3 My business partners are closer to me than my family. 4
tell me the odds.
4 I guard my wealth jealously. The best way to get me to do something is to tell me I
5
Someone once tricked me into smuggling something I can’t do it.
5
didn't agree with for them. I'll never let it happen again. 6 I blow up at the slightest insult.
I keep careful track of who moves what in an attempt 7 I enjoy being strong and like breaking things.
6
to find something that was stolen from me.
I am always calm, no matter what the situation. I never
8
raise my voice or let my emotions control me.

46
d6 Ideal
1 Anarchy. Laws are meant to be broken. (Chaotic)
Feature: Industry
2
Community. We have to take care of each other, Professional
because no one else is going to do it. (Lawful)
You are an expert on the quality and rarity of electronics and
Hypocrisy. I try and justify my crimes to myself by mechanical devices. You can easily identify the make and
3 giving back to the community, even though I stole model of certain computers and machines. You also know
everything from that same community. (Neutral) various contacts that can find you deals on decent tech gear
4 Greed. Anything that isn't mine soon will be. (Evil) and gear upgrades.
Redemption. There’s a spark of good in everyone.
5
(Good) Suggested Characteristics
6
Fear. I want people to tremble at the sound of my Techies have a deep love and understanding for machines,
name. (Evil) which often reflects in their personality. They tend to
approach most situations analytically, and often find trouble
d6 Bond communicating with different people. They also carry a sense
I owe my survival to another ganger who taught me of imagination and wonder for the future advancements of
1
how to live on the streets. society.
2 I always remember my first crimes. d8 Personality Trait
Another gang murdered my comrades, plundered our I need to know how everything works, down to the last
3 1
hideout, and left me to die. Vengeance will be mine. circuit.
4 My name will be feared on the streets. I am much better at dealing with machines than I am
2
I was cheated out of my fair share of the profits, and I with people.
5
want to get my due. I often feel the need to explain everything to everyone
3
I have the chance at a new life and this time I am going down the most minute detail.
6
to do things right. I love showing off my work to all of my friends and
4
companions.
d6 Flaw I do not like social confrontations and tend to avoid
5
When faced with a choice between money and my them as much as possible.
1
friends, I usually choose the money. I love to take things apart and put them back together
6
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll just to see how they function.
2
ignore it. My love for technology is only surpassed by my love of
7
3 I turn tail and run when things look bad. companionship.
I have difficulty trusting strangers. Anyone could be a I can’t stand seeing a piece of tech that is falling apart
4 8
spy for the authorities. due to negligence.
I'm an informant for the cops. They let me continue
5 my activities, so long as I pass them information about d6 Ideal
illegal activity in my neighborhood. Focus. I don’t care what it’s used for, just as long as I’m
1
When I see something valuable, I can’t think about left alone to work on it. (Neutral)
6
anything but how to steal it. Benefit. Technology should be used for the betterment
2
of everyone. (Good)
Techie 3
Logic. Like machines, everyone must do their part in
order for things to run smoothly. (Lawful)
You’re a whiz when it comes to anything technical. Computers
and machines are your forte and also your favorite topic of 4
Control. Control the machines that run society, and you
discussion. You’ve got connections of the digital sort who are will control the people. (Evil)
often the source of useful information. If the “mundanes” out Progressive. New discoveries are just around the
there knew what you did, their brains would probably melt 5 corner, just as long as we’re willing to take the chance.
away. (Chaotic)
Skill Proficiencies: Technology, Mechanics Advancement. I use my skills to guide myself and those
Tool Proficiencies: Hacker’s kit or Mechanics Tools 6
with me into an extraordinary future. (Any)
Languages: ALOMU (universal programming code), one
other language of your choice.
Equipment: Basic clothes, hacking tools, laptop computer,
smartphone, and 150 credits.

47
d6 Bond
I created an abomination of technology that I will
1
regret for my remaining days.
My personal loss has driven me to bury myself into
2
machines over people.
3 I am in charge of a technological group of business.
I made a scientific discovery that must never fall into
4
the wrong hands.
I stole trade secrets from a megacorporation. They
5
have been searching for them ever since.
6 My ultimate goal is to build the perfect machine.

d6 Flaw
I always assume that I am the smartest person in the
1
room.
I am easily distracted by the promise of new
2
technological discoveries.
I have little respect for those who have no knowledge
3
in my field of expertise.
4 I lose my temper at anyone who tells me I am wrong.
I often dismiss the emotions and feelings of others as
5
useless ramblings.
I find it difficult to distinguish between the importance
6
of living souls versus machines.

48
PART 4
Equipment
Equipment

F
rom the grand supermalls that grace the shopping Arms, Armor, and Gear: As a general rule, undamaged
districts of megacities to the beat up electronic weapons, armor, and other equipment fetch half their cost
vendor stations found on the corner of almost when sold in trade. Weapons and armor used by defeated
every street, shopping is a part of everyday life in enemies are rarely in good enough condition to sell.
any cyberpunk game. Any and every good or Gems, Jewelry, and Collectibles: These items retain their
service can be dug up in every megacity with full value in the marketplace, and you can either trade them
enough searching, giving every citizen the chance to consume in for money or use them as currency for other transactions.
and purchase new armor, weapons, or everyday items. For exceptionally valuable treasures, the DM might require
Massive megacorporations push their ads for these goods you to find a buyer in a more "well off" part of town.
across all networks. Some manufacturers compete to make Trade Goods: In the slums, many people conduct
the best, most cost effective gear for daily consumption, while transactions through barter. Like gems and art objects, trade
others specialize in high-grade luxury items or cheaper goods: ore, foodstuffs, gear parts, medicine, and so on retain
products that break down easily. For those who brave the their full value in trade and can be used as a form of currency.
dangers of everyday life in the megacity, the right piece of
gear at the right time could mean the difference between life Currency
and death.
This chapter covers the different types of common and Different types of currency has different exchange rates, and
exotic gear, goods, and services your character may find different values of currencies inevitably creates change. To
useful during their exploits. top it off, one can only carry a small amount of the metal
discs before they start to weigh you down. What a hassle!
Starting Equipment Cyberdungeons uses a more streamlined form of universal
digital currency called credits (cd) to eliminate all the trouble
During character creation, you receive a starting set of caused by physical currency. It's universal, doesn't weigh
equipment as defined by your class and background. anything, and never leaves you calculating change.
Alternatively, you may receive a certain amount of wealth In the Player's Handbook, it's stated that coins are a
measured in credits (commonly abbreviated as “cd”), the "standard unit of measure for wealth, even if the coin is not
standard currency that is used throughout this compendium. commonly used" (143). This means that something can be
The amount of credits available to each starting character is worth a thousand gold coins, but one could use a couple gold
dependent on their character class and background. See the bricks to buy it. This is to say that the coins are valuable
Starting Wealth by Class table in the PHB to determine how because they represent their weight in the precious metal
much money you have to spend. Each credit is equal to one they're made of. This is an excellent representation of a trade
silver piece. and barter system, with one major flaw: it doesn't represent
How you came about your starting wealth, lifestyle, and the currency of a more advanced society.
gear is completely up to you. Maybe you were a former Thanks to incredible advancements in the medical industry
corporate wageslave who made use of their savings. You (referring to the real world), the human population was able
might have kept your gear from your time in military service. to explode in the last 200 years. While many see this as a
Perhaps your favorite gun was handed down to you by a good thing, it caused a problem where countries began to
parent who was in law enforcement. have a higher population than their gold supply could fund --
forcing them to abandon the gold standard one by one. I'm
Wealth and Currency not an economist, but I do have somewhat of a grasp on this
topic.
Though most trade and purchases occur with the exchange of Essentially, when countries operate on a gold (or other
money for products, the concept of wealth and valuables metal) standard, each dollar of their currency represents a
aside from just monetary value still prevails in these times. portion of gold -- much like how the coins in core D&D
Trade goods, minerals, precious stones, and collectibles are represent a portion of precious metal. Eventually, there's so
sometimes bartered for their monetary value. many people with hundreds of thousands of dollars that the
value of gold begins to drop, threating the economy of the
Selling Loot entire country.
Opportunities abound to find treasure, gear, weapons, armor, To fix this, countries leave the gold standard. The solution
and more during your expeditions. Normally, you can sell stabilizes the price of gold, but causes a new problem -- their
your gains in any store that specializes in trade ins (such as currency doesn't have any real world value that can be backed
pawn shops), provided that you can find buyers interested in up with a physical result. In addition to causing inflation, this
your loot. Never expect to get full price for items you try to result means that their dollars (like the US dollar) only have
sell, especially if it's to an established shop -- they have to value because people say it does. Obviously there's more at
make a profit afterall. play, but this is a good explanation that doesn't take up too
much space.

50
Credits have the same idea. In a world with dozens upon Light Armor
dozens of megacities and billions of people, countries can't
thrive on the gold standard. Credits only have value because Made from supple and thin materials, light armor favors agile
society says they do, and I thought the idea of a cyberpunk adventurers since it offers some protection without
world relying on digital currency with no physical sacrificing mobility. If you wear light armor, you add your
representation just makes sense. Dexterity modifier to the base number from your armor type
How exactly credits are stored, used, and stolen is left up to to determine your Armor Class.
your DM. Items like Shepard Chips might store them for Armor Jacket: Lined with a protective mesh, this light
example. jacket provides adequate protection while still allowing full
A credit is equal to one silver piece. Below is a conversion movement without restriction.
table for all of the coin types in the Player's Handbook. Heavy Coat: An overcoat, made of leather or heavy cloth.
Infiltration Suit: A full body suit made from high grade
Standard Exchange Rates polymer blends. Expensive but effective.
Coin Credit (cd) Kevlar-Lined Coat: Kevlar is a plastic with a very high
Copper (cp) 1/10 tensile strength and a well-known component of personal
armor.
Silver (sp) 1
Leather Jacket: A thick leather jacket popular among
Electrum (ep) 5 bikers and other similar folk.
Gold (gp) 10 Light Trooper: A padded suit with a hardened flexible
overlay. Standard issue for most grunts.
Platinum (pp) 100
Light Undercover Shirt: Designed for deep undercover
work in which it’s critical that the wearer not appear to be
Armor armed or armored, this garment consists of a T-shirt with a
band of light protective material sewn in around the lower
There are many different styles of armor that vary between torso.
different cultures, races, and manufacturers. Below you can Undercover Vest: Covering a larger area of the torso, this
find some of the more advanced forms of armor, though you vest provides better protection than the light undercover
would likely be able to find more classical medieval. Due to shirt, though it’s also more easily noticed. It’s best used when
the advancements in weapons manufacturing, armor has the armor should remain unseen but the wearer doesn’t
become an absolute necessity for anyone traveling in unsafe expect to face much scrutiny.
districts of their city. Traveling through slums without at least
an undercover vest is a risky proposition indeed. Medium Armor
The Armor table shows the cost, weight, and other Medium armor offers more protection than light armor, but it
properties of the common types of armor worn in more also impairs movement more. If you wear medium armor, you
modern times. add your Dexterity modifier, to a maximum of +2, to the base
Armor Proficiency. Anyone can put on a suit of armor or number from your armor type to determine your Armor
strap a shield to an arm. However, only those proficient in the Class.
armor know how to wear it effectively. Your class gives you Concealable Vest: Standard issue in many police forces,
proficiency with certain types of armor. If you wear armor this vest provides maximum protection in a garment that can
that you lack proficiency with, you have disadvantage on any be worn all day long under regular clothing. While it may go
ability check, saving throw, or attack roll that involves unnoticed by a quick glance, it is usually visible to anyone
Strength or Dexterity. looking closely for it.
Armor Class (AC). Armor protects its wearer from attacks. Light-Duty Vest: A lightweight tactical vest designed for
The armor (and shield) you wear determines your base extended use by riot police and forces on alert for potential
Armor Class. attack, this armor sacrifices a degree of protection for a
Heavy Armor. Heavier armor interferes with the wearer’s modicum of comfort – at least compared to other tactical
ability to move quickly, stealthily, and freely. If the Armor table body armors.
shows “Str 13” or “Str 15” in the Strength column for an Medium Trooper: Much like the light variant, this is a suit
armor type, the armor reduces the wearer’s speed by 10 feet of layered padding with a chest piece and guards made of
unless the wearer has a Strength score equal to or higher tempered polymer plating.
than the listed score.
Stealth. If the Armor table shows “Disadvantage” in the Military Jacket: Popular amongst officers and
Stealth column, the wearer has disadvantage on Dexterity mercenaries, this jacket’s interior is lined with protective
(Stealth) checks. plates and hard padding.
Shields. A shield is made from metal, polymer, energy, or Nanoweave Suit: This variant of the trooper armor has
reinforced glass, and is carried in one hand. Wielding a shield been fortified with a coating made of nanocarbons fused over
increases your Armor Class by 2. You can benefit from only the protective plate.
one shield at a time. Reinforced Mesh: Multiple layers of micro-woven fiber
mesh. It most often comes in the form of a vest or torso
covering.

51
Tactical Vest: The standard body armor for police tactical
units, this vest provides full-torso protection in the toughest
flexible protective materials available.
Heavy Armor
Of all the armor categories, heavy armor offers the best
protection. These suits of armor cover the entire body and
are designed to stop a wide range of attacks. Only proficient
warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to
your Armor Class, but it also doesn’t penalize you if your
Dexterity modifier is negative.
Centurion: A suit of heavy trooper armor outfitted with a
tempered multi-alloy chest piece with protective shoulder and
leg guards. This armor is often limited to high-ranking
soldiers and elite infantry.
Forced Entry Unit: The most powerful protection
available is built into this suit, which consists of a heavy torso
jacket with ceramic plates over the chest and back, neck and
groin guards, arm protection and a helmet. Heavy and
cumbersome, this armor is generally only donned by tactical
officers heading into a dangerous assault. Forced Entry Units
require an armor energy cell (found in the utilities part gear
section) to function.
Fusion Armor: The best in full body protection, this high-
grade armor is made from fused meteoric alloys and
bolstered with an additional layer of fullerene polymers.
Guardian: Often made of inexpensive material, this bulky
armor is a combination of thick padding, rigid metal plates
and mesh weaving. It is popular amongst higher ranking
sprawl gangers and bunker sentries.
Heavy Trooper: This is a full suit of reinforced mesh
underneath a layer of interlocking plates made from
hardened composite. Armored gloves and boots are included
as well.
Land Warrior Armor: Land Warrior Armor is designed to
improve the connectivity and combat effectiveness of
personnel in the army. Improvements include modernized
body armor, a helmet with a mounted flashlight, integrated
communication systems, and a special eye monitor (infrared
goggles).
Special Response Vest: Built like the tactical vest, but
incorporating groin and neck protection as well as a ceramic
plate over the chest, this armor provides additional protection
in battles against heavily armed opponents.
Shields
Shields come in multiple designs – curved, cornered,
composite, energy, etc. All work along the same function,
being worn on the off hand and used manually against
incoming attacks.
Retractable Shield: Personally powered shield that
quickly expands from the user’s arm. A retracted shield
doesn’t increase your Armor Class, but you can attempt to
conceal it with a Dexterity (Sleight of Hand) check. Extending
or retracting the shield is a free action.
Riot Shield: A riot shield is a large shield made of tough,
transparent plastic, providing cover without hindering sight.

52
Armor
Name Cost (cd) Base AC Strength Stealth Weight
Light Armor (+ full Dex Bonus)
Armor Jacket 150 10 + Dex modifier - - 5 lb.
Heavy Coat 50 8 + Dex modifier - Disadvantage 6 lb.
Infiltration Suit 375 12 + Dex modifier - - 5 lb.
Kevlar-Lined Coat 350 12 + Dex modifier - - 8 lb.
Leather Jacket 100 9 + Dex modifier - - 4 lb.
Light Trooper 250 11 + Dex modifier - Disadvantage 10 lb.
Light Undercover Shirt 275 11 + Dex modifier - - 2 lb.
Undercover Vest 500 13 + Dex modifier - - 3 lb.
Medium Armor (+2 max Dex bonus)
Concealable Vest 600 13 + Dex modifier - - 4 lb.
Light-duty Vest 700 14 + Dex modifier - - 8 lb.
Medium Trooper 750 14 + Dex modifier - Disadvantage 12 lb.
Military Jacket 575 13 + Dex modifier - - 6 lb.
Nanoweave Suit 850 15 + Dex modifier - Disadvantage 14 lb.
Reinforced Mesh 350 12 + Dex modifier - - 4 lb.
Tactical Vest 900 15 + Dex modifier Strength 10 Disadvantage 10 lb.
Heavy Armor (no Dex bonus)
Centurion 2,000 17 Str 15 Disadvantage 25 lb.
Forced Entry Unit 2,500 18 Strength 13 Disadvantage 20 lb.
Fusion Armor 2,000 18 Str 16 Disadvantage 30 lb.
Guardian 700 14 - Disadvantage 15 lb.
Heavy Trooper 950 16 Str 13 Disadvantage 20 lb.
Land Warrior Armor 2,500 17 Strength 13 Disadvantage 10 lb.
Special Response Vest 1,000 15 Strength 10 Disadvantage 15 lb.
Shield
Retractable Shield 200 +2 - - 4 lb.
Riot Shield 100 +2 - - 6 lb.

Weapons Bullet special Effects


If your class offers a simple or martial melee weapon, you can Spells, magic items, potions, class abilities, etc.
choose any weapon of the same type (simple or martial) from that affect vanilla weapons affect sci-fi weapons as
this book. well. For example, the Flame Arrows spell from
If your class offers a specific simple ranged weapon and XGE causes ranged weapon attacks to cause an
ammunition, such as the light crossbow with bolts or extra 1D6 fire damage on a hit. This would also
apply to sci-fi guns and other ranged weapon
shortbow with arrows, you can instead choose any simple attacks.
gun you have proficiency with. If your class offers a specific
martial ranged weapon with ammunition, such as a longbow
and arrows, you can instead choose any martial blaster you
have proficiency with. Weapon Properties
Many weapons have special properties related to their use, as
shown in the Weapons table.
Ammo. Same as the Ammunition property on page 146 of
the Player's Handbook, with the exception that you cannot
regain any spent ammunition after the battle by searching the
battlefield.

53
Autofire. A weapon that has the autofire property can only Suppressing Fire
spray in a 10-foot-cube area within normal range with shots. Every firearm without the blaster tag can do suppressing fire.
Each creature in the area must succeed on a Dexterity saving As an action, you can spray in a 10-foot-cube area within the
throw or take the weapon's normal damage (DC equals to 12 firearm's normal range using up to ten pieces of ammunition.
+ your proficiency bonus). This action uses ten pieces of Each creature in the area must succeed on a Wisdom saving
ammunition and it cannot be affected by any of the special throw (DC equal to 8 + the number of bullets used) or be
"shot" attacks from the Firearms Expert feat. frightened of you until the end of your next turn. If a creature
Automatic. When you make an attack with this weapon on succeeds on its saving throw, it's immune to suppression fire
your turn, you can choose to make two attacks with for 24 hours.
disadvantage instead. These attacks always have
disadvantage, regardless of circumstance.
Blaster. A weapon with the Blaster property is a ranged
weapon that requires no ammunition. Blasters are
considered firearms for the purpose of class features and
abilities. You don’t add your ability score modifier to a
blasters’ damage rolls.
Burst Fire. A weapon that has the burst fire property can
make a normal single-target attack, or it can spray a 10-foot-
cube area within normal range with shots. Each creature in
the area must succeed on a Dexterity saving throw or take
the weapon's normal damage (DC equals to 12 + your
proficiency bonus if proficient). This action uses ten pieces of
ammunition and it cannot be affected by any of the special
"shot" attacks from the Firearms Expert feat.
Covert. You have advantage on Dexterity (Sleight on
Hands) checks to conceal this weapon.
CQB. You have advantage on attack rolls made against
targets within 20 feet or less from you. CQB stands for Close
Quarters Battle.
Foregrip. This weapon can be used with one or two hands.
If used in two hands, its normal and long ranges double.
Loud. This weapon produces a considerable amount of
noise. When used in an attack, all creatures that can hear
within a predetermined range of the attack become aware of
the weapon and the general direction it's in. This may attract
more creatures that are nearby.
Mounted. This weapon is normally used while attached to
a tripod, vehicle, or other bracing mount. You can mount or
unmount this weapon as an action. While it is mounted, it
can't be moved. It can only be used to make an attack while
unmounted if held by a Medium or larger creature with a
Strength score of at least 15.
Nonlethal. When you reduce a creature to 0 hit points
using this weapon, you can choose to knock the creature out,
rendering it unconscious, rather than deal a killing blow.
Reload. The weapon can be fired a number of times equal
to its Reload score before you must spend an action or a
bonus action to reload. You must have one free hand to reload
a weapon.
Scatter. If you make an attack against a target that is
within half this weapon’s normal range, you deal the damage
value listed in parentheses instead of the weapon’s normal
damage dice.
Sighted. This weapon has disadvantage on attack rolls
made against targets within 20 feet.
Unbalanced. If you make an attack with this weapon and
miss you become unbalanced, either suffering disadvantage
on the next attack made before the end of your next turn or
granting advantage against the next attack made against you
before the end of your next turn (whichever comes first).
If you wield a one handed weapon with this property in two
hands, ignore this property.

54
Melee Weapons
Cost
Name (cd) Damage Weight Properties
Simple Melee
Weapons
Antimatter Dagger 550 1d4 necrotic 1 lb. Finesse, light, Special
Ballistic Gloves 200 1d4 thunder 1 lb. Loud 20 ft., special
Baton, Metal 50 1d6 bludgeoning 3 lb. Finesse, light
Baton, Stun 125 1d4 lightning 1 lb. Finesse, light, nonlethal
Brass Knuckles 30 1d4 bludgeoning 1/2 lb. Finesse, covert, Special
Ketch-All Pole 125 - 8 lb. Reach, Special
Wrist Blades 75 1d4 slashing 1 lb. Finesse, light
Martial Melee
Weapons
Ammo, heavy, loud 75 ft., reload 10, two-handed,
Chainsaw 450 2d8 slashing 15 lb.
unbalanced
1d4 bludgeoning & 1d4
Energy Staff 250 2 lb. Reach, two handed
lightning
High Frequency
750 2d6 slashing 2 lb. Special, versatile (2d8)
Sword
Microfilament Whip 550 1d8 slashing 2 lb. Finesse, reach, special
Plasma Cutter 400 1d10 slashing 10 lb. Special, two-handed
Power Fist 200 2d4 bludgeoning 12 lb. Finesse, heavy
Rocket Hammer 200 1d12 bludgeoning 18 lb. Heavy, two-handed, unbalanced
Thermal Lance 600 1d10 piercing & 1d4 fire 6 lb. Reach, special
Wrenchinator 125 1d12 bludgeoning 10 lb. Heavy, nonlethal, two-handed

Melee Weapon Descriptions Custom brass knuckles with these designs cost an
additional 50 cd.
These weapons might be found on the black market, Chainsaw. Traditionally used for woodcutting, chainsaws
purchased inside weapon shops, lifted from a pulverized make for an effective and intimidating weapon for anyone
corpse, or anywhere else one finds weapons. skilled enough to effectively wield it in combat. Chainsaws
Antimatter Dagger. Favored by assassins and infiltrators, require fuel to run (typically a mixture of gasoline and oil),
the antimatter dagger isn't truly a dagger. Rather, the handle and must be refueled periodically.
produces a short beam of unstable energy known as Energy Staff. A great staff that became popularized with
antimatter that causes flesh to decay at an accelerated rate. the advancement of technology and energy weapons, both
Ballistic Gloves. These gloves are characterized by a ends of this steel staff crackle with electricity.
cylindrical grip in the palms that absorbs kinetic energy from High Frequency Sword. The high frequency sword is
attacks made with it. The absorbed kinetic energy is then made of a durable metal alloy many times tougher than steel.
transfered to the knuckles, where it's converted into a It features a monofilament edge -- the sharpest piece possible
deafening release of sound against the target. for modern technology. Inside the blade itself are microscopic
Baton, Metal. Metal batons are little more than advanced machines that cause the blade to vibrate at incredibly high
clubs. The main difference is their ability to collapse into speeds, causing the sword to "hum" or vibrate at incredibly
themselves, allowing them to be transported easier. high frequencies. Though the wielder of the weapon is
Baton, Stun. Stun batons are a more forgiving version of shielded from these vibrations by a soft hilt, any character or
metal batons. Commonly used by law enforcement, these object struck by the high frequency sword finds that the
weapons are designed to subdue, not to kill. weapon is given extra cutting power thanks to its
Brass Knuckles. Brass knuckles are simple weapons technological enhancements. When you attack a creature
designed to concentrate the force of a punch into a smaller that doesn't have resistance to slashing damage, you gain a
and more direct area, and occupy only the palm and knuckle +2 bonus on the attack and damage rolls made with this
area of the hand. You may perform the somatic component of weapon.
spells while you are wielding brass knuckles. Additionally, it's
possible to customize the ends of your brass knuckles,
allowing you to imprint certain designs into your targets.

55
Microfilament Whip. This whip is made from many braided Rocket Hammer. The unstable rocket hammer is the
microfilament wires, and as such is a formidable weapon newest advancement in hammer technology, created by
with a razor sharp cut. Microfilament wires are some of the genius engineers who decided the best way to improve the
most effective cutting materials there are, and can usually cut traditional warhammer was to strap a rocket to the back of it
through anything like butter. You can attack objects as well as so it could hit things harder. One must use care when
creatures with this weapon following the rules for attacking operating a rocket hammer, as sometimes they can lose
objects as described in pages 246-247 of the DMG. control of the rocket and become unbalanced.
Ketch-All Pole. A large or smaller creature hit by a ketch- Thermal Lance. This weapon is a reimagined classic from
all pole is restrained until it is freed. A ketch-all pole has no times long forgotten, with a more advanced touch. The
effect on creatures that are formless (such as oozes), or thermal lance gathers up kinetic energy and heats up when it
creatures that are huge or bigger. Attacks made with a ketch- is used to attack to deal fire damage along with the regular
all pole against large creatures have disadvantage. A creature piercing damage as it is used.
can use its action to make a DC 10 Strength check, freeing Thermal lances follow the traditional special rules for
itself or another creature within its reach on a success. When lances, those being that you have disadvantage when using a
you use an action, bonus action, or reaction to attack with a lance to attack a target 5 feet in front of you, and a lance
ketch-all pole, you can make only one attack regardless of the requires two hands to use when you aren't mounted.
number of attacks you can normally make. Wrenchinator. The humble wrenchinator is simply
Plasma Cutter. Few things are as intimidating as the huge, massive wrench designed to fasten and unfasten the largest
circular, white-hot blade of a plasma cutter. Plasma cutters of bolts and nuts. Incredibly, this massive hunk of metal can
are an imposing tool originally designed to carve up high- also be used to clobber people over the head with great
density metal plates for ship hulls, but it was swiftly efficiency.
discovered they work equally well as a maiming implement. Wrist Blades. These blades attach to the user via a band
The saw can easily remove careless fingers or limbs in around the wrist, and project the blade forward beneath the
normal operation, but if used with lethal intent, it could palm of the hand.
dissect someone cleanly from end to end.
Power Fist. A massive mechanical "glove" that fits over a
person's regular fist, the power fist uses both small rockets
and hydraulic power to allow you to effectively cave in
someone's face with a single punch.
Ranged Weapons
Cost
Name (cd) Damage Weight Properties
Simple Ranged
Weapons
Dart Gun 250 Special 3 lb. Ammo (range 40/120), covert, reload 1
Ion Cannon 500 1d6 radiant 6 lb. Blaster (range 30/90), scatter (2d6), two-handed
Phaser 125 1d4 radiant 2 lb. Blaster (range 30/90), light, nonlethal
Pistol, Light 200 1d6 piercing 3 lb. Ammo (range 60/180), light, loud 250 ft., reload 12
Revolver 300 1d8 piercing 2 lb. Ammo (range 60/180), loud 250 ft., reload 6
1d10
Rifle, Hunting 450 8 lb. Ammo (range 180/540), loud 325 ft., reload 1, two-handed
piercing
Shotgun, Double- 1d10 Ammo (range 30/90), CQB, loud 300 ft., reload 2, scatter (2d10), two-
200 7 lb.
Barrel piercing handed
1d10 Ammo (range 10/30), covert, CQB, loud 300 ft., reload 2, scatter
Shotgun, Sawed-Off 250 5 lb.
piercing (2d10)
Swarm Phaser 175 1d4 radiant 2 lb. Automatic, blaster (range 15/45), foregrip, light
Taser 100 Special 2 lb. Ammo (range 15/35), reload 1, special
Martial Ranged
Weapons
2d8
Blitz Cannon 600 17 lb. Ammo (range 15/45), loud 75 ft., reload 2, scatter (2d10), two-handed
lightning
Diode Beam 1,200 2d8 radiant 80 lb. Blaster (range 60/180), heavy, loud 250 ft., mounted, two-handed
Flamethrower 800 Special 40 lb. Ammo (special), reload 10, two-handed
Grenade Launcher 700 Special 12 lb. Ammo (40/120), heavy, loading, two-handed
2d10 Ammo (range 100/300), autofire, heavy, loud 500 ft., reload 12, two-
Light Machinegun 2,000 20 lb.
piercing handed

56
Ranged Weapons (Continued)
Cost
Name (cd) Damage Weight Properties
Martial Ranged
Weapons
Pistol, Heavy 400 2d8 piercing 7 lb. Ammo (range 60/180), loud 250 ft., reload 12
Pistol, Machine 500 2d6 piercing 5 lb. Ammo (range 60/180), burst fire, light, loud 250 ft., reload 20
Automatic, blaster (range 60/180), heavy, loud 250 ft., mounted, two-
REC Gun 2,150 2d10 radiant 120 lb.
handed
Ammo (range 100/300), automatic, loud 400 ft., reload 30, two-
Rifle, Assault 600 2d8 piercing 8 lb.
handed
Rifle, Concussion 1,000 2d8 thunder 8 lb. Blaster (range 120/360), loud 400 ft., sighted, two-handed
2d10
Rifle, Sniper 1,000 8 lb. Ammo (range 200/800), loud 500 ft., reload 8, sighted, two-handed
piercing
Shotgun, Tactical 400 2d8 piercing 7 lb. Ammo (range 30/90), CQB, loud 300 ft., reload 6, two-handed
Submachine Gun 600 2d8 piercing 6 lb. Ammo (range 80/240), burst fire, loud 450 ft., reload 30, two-handed

Ranged Weapon Descriptions A flamethrower can shoot 10 times before the fuel supply
is depleted. Refilling or replacing a fuel pack costs 50 credits.
'Most everyone loves firearms and has at least a vague Grenade Launcher. This weapon allows you to propel any
understanding of how to use them. The trick is knowing how explosive with the grenade type up to 120 feet away. You can
to identify and choose the firearm that suits you. These target a specific area, or a creature directly using a grenade
descriptions should help with that. launcher. The grenade effect occurs immediately as it lands.
Blitz Cannon. With its imposing rectangular muzzle, this If a creature is targeted (and hit) with a grenade launcher, you
brutalist weapon has a clear right and wrong end to be on. deal 1d6 bludgeoning damage to that creature before the
Pulling its trigger unleashes a torrent of miniature lightning grenade explodes.
bolts in a wide, imprecise spray, making it extremely Ion Cannon. The ion cannon always fires its bright,
dangerous at point-blank range. Blitz cannons take fusion energetic blast is a diffuse cone, making it far deadlier up
cells instead of regular ammunition. close. After firing, ion cannons make a quiet zipping noise as
Dart Gun. This air-dart gun fires a needle via an air it recharges itself for another blast.
compressor. The needle itself inflicts no damage, but it can Light Machinegun. These firearms are the top of the line
deliver an injection with any poison or injection based drug to in terms of automatic weapons. Few firearms can surpass its
the target. Each dart costs .5 credits, and a vial of poison or ability to kill, and those that can generally can't be wielded by
one dose of drug can coat three darts. You can read more a single person.
about poisons in the chapter 8 of the Dungeon Master's Phaser. Phasers are not designed for effectiveness so
Guide, and drugs in Part 5 of this book. much as portability and non-lethality. These blasters are often
Diode Beam. Typically used as a mounted weapon, the issued to peace-keepers and emissaries that require personal
diode beam fires a powerful beam of radiant energy that can defense but have no intent to kill others.
incinerate a common person in one hit. Pistol, Heavy. Heavy pistols are the largest and heaviest
Flamethrower. A flamethrower consists of a pressurized pistols available on the market. Their larger size allows them
backpack containing fuel, connected to a tube with a nozzle. to pack a serious punch.
It shoots a 5-foot-wide, 30 foot-long line of flame. Any Pistol, Light. Smaller and somewhat less dangerous than
creature caught in the line of flame must make a DC 15 heavier or more advanced pistols, light pistols are simple
Dexterity saving throw, taking 3d6 fire damage on a failed handguns produced to be cost effective over anything else.
save, or half as much on a successful one. Pistol, Machine. Machine pistols have more advanced
Alternatively, the user can modify the flamethrower to expel firing capabilities, allowing it to spray bullets out in a deadly
fire in a 15 foot cone. This modification takes about two burst fire pattern.
minutes to complete, and can be reversed back and forth as REC Gun. The Revolving Exothermic Cannon (or REC
desired. gun, for short) operates on the same principle as a
A flamethrower’s backpack has 10 hit points and an AC of conventional blaster, with an arcane battery hooked up to an
10. A backpack reduced to 0 hit points ruptures and explodes, aperture barrel and so forth, but mounts several blasters on a
engulfing the wearer and each creature within a 10-foot revolving cylinder, each firing in rapid succession to produce
radius of the wearer in a violent ball of flame. Each creature devastating effects.
engulfed in this way (except the wearer) must make a DC 15 Repeater. The quintessential handheld blaster, the
Dexterity saving throw, taking 3d6 fire damage on a failed repeater is a staple on the galactic frontier. Solid, reliable, and
save, or half as much on a successful one. The wearer packing just enough firepower to bring down an assailant,
automatically fails the save. A flamethrower with no fuel left nearly every explorer worth their salt has one of these
cannot rupture in this manner. strapped to their hip.

57
Revolver. The ever classic revolver is well known for its Procuring Explosives
appearance. The six bullets held by the gun pack a serious
wallop that contradict the smaller size of the gun. To obtain explosives, one must either purchase them or make
Rifle, Assault. Commonly called ARs for short, assault their own. It's usually a wise decision to purchase them, as all
rifles are automatic rifles designed to get out the maximum but the most experienced individuals end up blowing
number of bullets in the shortest timeframe without costing themselves up when they try to make their own. The base
the users stability. price for each explosive by the pound is listed in the following
Rifle, Concussion. Concussion rifles don't actually fire table.
bullets, but rather produce miniature explosions within
themselves. The sound from the blast is channeled down the Explosives
barrel, where it's amplified by a series of arcane capacitors Item Cost (cd) Weight
before terminating in a thick condenser that compresses the Dynamite 500 1 lb.
blast into a precise burst. A concussion rifle is especially
deadly at long ranges, and is capable of proving deadly EMP 700 1 lb.
against the strongest of armor. Flashbang 600 1 lb.
Rifle, Hunting. Shockingly, this rifle is typically used for Fragmentation 800 1 lb.
hunting, and is designed to have an impressive range. The
bolt action nature of the rifle limits it to one shot at a time. Plastic 900 1 lb.
Rifle, Sniper. Sniper rifles are designed with one purpose Smoke 450 1 lb.
in mind -- distance. No ranged weapon offers a greater
distance between the user and the target, making it perfect Tear Gas 500 1 lb.
for assassins but impractical for closer targets. Thermite 650 1 lb.
Shotgun, Double Barrel. Double barrel shotguns are the White Phosphorus 700 1 lb.
most common form of shotgun available. Designed to shred
targets into ground beef at an incredibly close range, these As aforementioned, explosives are more often than not
firearms are not designed for hunting anything but other heavily restricted, driving up their price. The level of
humanoids. restriction for each explosive is determined by your DM, and
Shotgun, Sawed Off. Sawed off shotguns are simply impacts the price as described in Part 5 of this book.
double barrel shotguns that had the barrels sawed off to
make it more covert and easier to hide. While reducing the Crafting Explosives
length of the barrels makes it easier to handle and hide, it Crafting Explosives is a tedious process that one must take
also reduces the effective range of the weapon. on with utmost care, though even the most careful and skilled
Shotgun, Tactical. These shotguns are commonly used by eventually get blown into a fine red mist. Before starting, one
militant forces, and are characterized by the larger damage must first locate and purchase all the necessary components.
output and ability to hold more than two shells. How this is done, how long it takes, and how much it costs is
Submachine Gun. A staple of mafiosos everywhere, left up to your DM. Otherwise, make note of the following
submachine guns spray a large amount of bullets in a general general rules one follows when making explosives.
area to mow down targets and force them into hiding.
Swarm Phaser. This handheld blaster, styled much like a You must have a chemist's kit to craft explosives.
phaser, has a wickedly fast automatic fire, capable of spewing Making one pound of explosives takes eight hours.
dozens of rays in seconds. The more dexterous users might Each explosive falls into one of two categories: simple and
even find it possible to use one in each hand. complex. Simple explosives require three successful
Taser. A creature hit by a taser takes 1d4 lightning damage checks to make, and complex explosives require five
and it must make a Constitution saving throw (DC 15) or be successful checks. Checks are made using the Science
paralyzed until the start of your next turn. You can use your skill (detailed in Part 9).
action in the following turns to deal 1d4 lightning damage The successful DC for each science check is determined
and keep the target paralyzed for up to 4 turns. The target by the DM, and may increase with each passing check.
may repeat the Constitution saving throw every turn it is If you fail a Science check, the DM does not have to tell
subjected to these effects. you (though they can if they choose to). Instead, the DM
rolls on the failure table below to see what, if anything,
Explosive Devices happens. They do not have to tell you the result for this
roll either.
Explosives are the wonderful things that go boom before Failing a Science check may or may not stop you from
blowing you (and everyone else around you) into tiny giblets. continuing to manufacture your explosive.
While the base price for explosives may seem cheap, they're Failures may stack on each other depending on the result.
often restricted due to their destructive nature -- forcing those
who want them to pay obscene markup fees from less than
reputable sellers, or risk making their own.

58
Unless otherwise stated, all creatures within the radius of
Failure an explosive when it goes off is automatically stunned for
d8 Result 1d4 rounds. Creatures outside the blast radius may also
Your explosive works as intended! You know because
be stunned from the concussive force of the explosion at
1
it detonates as you work on it. the DM's discretion.
Explosives detonate in a spherical shape unless stated
2
The explosive has a smaller detonation, its range is cut otherwise.
in half.
You mess up the detonation method. This explosive Dynamite
3
takes d3 rounds longer to detonate than intended. Dynamite is a mixture of nitroglycerin and other absorbent
The explosive is severely damaged, impacting both it's
materials typically molded into sticks.
4 size and power. Both range and all damage rolled are Stick. As an action, a creature can light a stick of dynamite
cut in half. and throw it at a point up to 60 feet away. Each creature
within 5 feet of that point must make a DC 12 Dexterity
5 The explosive is a dud, and will not explode. saving throw, taking 1d6 thunder damage on a failed save, or
You accidentally break some of your materials, and half as much damage on a successful one. A character can
6
must purchase new ones to complete the explosive. bind sticks of dynamite together so they explode at the same
The explosive has a weaker detonation, dealing only time. Each additional stick increases the damage by 1d6 (to a
7
half of all damage rolled. maximum of 10d6) and the burst radius by 5 feet (to a
maximum of 50 feet). Dynamite can be rigged with a longer
8
By some miracle, your mistake does not impact the fuse to explode after a set amount of time, usually 1 to 6
explosive. rounds. Roll initiative for dynamite. After the set number of
rounds goes by, the dynamite explodes on that initiative.
Explosive Descriptions The dynamite is considered to be a simple explosive for the
Explosives come in three different types: grenades, planted, purpose of manufacturing it, and weigh half a pound.
and sticks. Not every type is available for every explosive, EMP
though many explosives come in more than one type. Each An EMP is an electromagnetic pulse that shorts out all
type of explosive has different rules on how they function, as electronic devices within a radius.
detailed below. Grenade. As an action, a character can throw a grenade at
Grenades a point. Upon detonation, the grenade releases an EMP pulse
that instantly shorts out all electronic devices in a 20-foot
When using a grenade, it’s considered a simple ranged radius. Affected devices remain nonfunctional until repaired.
weapon (range 30/60) The pulse deals no damage to flesh based creatures.
If a grenade requires a saving throw, the DC is 8 + your However, a creature with cybernetic attachments takes 1d4
Dexterity modifier + your proficiency bonus. Tear gas lightning damage per cybernetic attachment and must
grenades use their own DC. succeed on a DC 15 Constitution saving throw or be stunned
Grenades weigh half a pound. for 1d4 rounds. Electricity based constructs (such as robots,
but not warforged) take 2d12 lightning damage and must
Planted Explosives succeed on a DC 17 Constitution saving throw or fall
You need a detonator for each planted explosive you use unconscious.
(detailed in the gear section). EMP grenades are a complex explosive.
The saving throw DC for planted explosives is 17. Flashbang
Planted explosives generally weigh around a pound per A flashbang is a non-lethal explosive device used to
use. temporarily disorient an enemy's senses. It is designed to
Stick Explosives produce a blinding flash of light and an intensely loud "bang"
without causing permanent injury.
Stick Explosives are generally only Dynamite. Grenade. As an action, a character can throw a flashbang
Stick Explosives can be bundled together as their at a point. Each creature within 20 feet of the point must
individual rules state. make a Dexterity saving throw or be blinded and deafened
Additionally, all explosive types follow the same universal until the end of your next turn.
rules: Flashbang grenades are a simple explosive.
Explosives deal damage to everything within their radius. Fragmentation
This includes creatures, items, vehicles, buildings, and These explosives are designed to disperse lethal fragments
everything else. Inanimate objects automatically fail on detonation. The body is generally made of a hard synthetic
saving throws to avoid the blast. material or steel, which will provide some fragmentation as
Explosives ignore resistance to nonmagical damage, and shards and splinters.
treat immunity to nonmagical damage as resistance. Grenade. As an action, a character can throw a grenade at
a point. Each creature within 20 feet of the point must make
a Dexterity saving throw, taking 4d6 piercing damage on a
failed save, or half as much damage on a successful one.

59
Fragmentation grenades are a simple explosive. Thermite
Planted. When activated, each creature within 20 feet of Thermite does not technically explode. Instead, it creates
the explosive must make a Dexterity saving throw, taking 4d6 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 fragmentations are complex explosives. space of the thermite must make a Dexterity saving throw,
Plastic Explosive taking 6d6 fire damage on a failed save, or half as much
Plastic explosive is a soft and hand-moldable form of damage on a successful one. It lasts for 1 minute and it
explosive material. Plastic explosives are especially suited for provides bright light for a 5-foot radius and dim light for an
explosive demolition of obstacles and fortifications by additional 5 feet while burning. It deals double damage
engineers, combat engineers, and criminals. It can be cut, against objects and structures.
formed, wrapped, and combined with others of its type. Planted thermite is a complex explosive.
Planted. Each creature within 10 feet of the explosive must White Phosphorus
make a Dexterity saving throw, taking 3d6 bludgeoning White phosphorus devices use an explosive charge to
damage on a failed save, or half as much damage on a distribute burning phosphorus across the burst radius.
successful one. It deals double damage against objects and Grenade. As an action, a character can throw a grenade at
structures. a point. Each creature within 20 feet of the point must make
You can combine units of plastic explosive so they explode a Dexterity saving throw, taking 2d6 fire damage on a failed
at the same time. Each additional pound of plastic explosive save, or half as much damage on a successful one. One round
increases the damage by 1d6 (to a maximum of 12d6) and after the grenade detonates, it emits a cloud of white
the burst radius by 10 feet (to a maximum of 50 feet). phosphorus that creates a heavily obscured area in a 20-foot
In addition, when you combine two or more units, you can radius. It disperses after 1 minute, though a moderate wind
change the burst radius to a cylinder-shaped explosion (you (at least 10 miles per hour) disperses the smoke in 4 rounds;
must determine the area affected by the explosive when you a strong wind (20 or more miles per hour) disperses it in 1
plant it). round. Any creature starting its turn in the gas is considered
Planted plastic explosives are considered complex. blinded and it must make a Constitution saving throw taking
Smoke 1d6 fire damage on a failed save, or half as much damage on
Smoke grenades are used as ground-to-ground or ground-to- a successful one (DC 15).
air signaling devices, target or landing zone marking devices, White Phosphorus grenades are complex explosives.
and to create a smoke-screen for concealment. When buying
or making a smoke grenade you can also select the color of Gear
the smoke. The term "gear" covers a massive hodgepodge of everyday
Grenade. As an action, a character can throw a smoke items your character can choose to start out with, buy or steal
grenade at a point. One round after the grenade lands, it later, or simply may encounter at some point in your journey.
emits a cloud of smoke that creates a heavily obscured area
in a 20-foot radius. It disperses after 1 minute, though a
moderate wind (at least 10 miles per hour) disperses the Gear
smoke in 4 rounds; a strong wind (20 or more miles per Item Cost (cd) Weight
hour) disperses it in 1 round.
Smoke grenades are simple explosives. Ammunition
Fusion cell 200 1/4 lb.
Tear Gas
Machinegun belt 150 1.5 lb.
Tear gas works by irritating mucous membranes in the eyes,
nose, mouth and lungs, and causes crying, sneezing, Pistol bullets (50) 20 1/2 lb.
coughing, difficulty breathing, pain in the eyes, and temporary Rifle bullets (50) 50 1 lb.
blindness.
Grenade. As an action, a character can throw a smoke Shotgun shells (25) 35 1 lb.
grenade at a point. One round after the grenade lands, it Detonators
emits a cloud of tear gas that creates a heavily obscured area Remote detonator, radio 700 1/8 lb.
in a 20-foot radius. It disperses after 1 minute, though a
moderate wind (at least 10 miles per hour) disperses the Remote detonator, wired 300 5 lb.
smoke in 4 rounds; a strong wind (20 or more miles per Timed 200 1/8 lb.
hour) disperses it in 1 round. Any creature starting its turn in Trigger, pressure 200 1/8 lb.
the gas is considered blinded and it must make a
Constitution saving throw or be incapacitated (DC 15). A Trigger, proximity 700 1/8 lb.
creature wearing a gas mask automatically succeeds the Trigger, trip 300 2 lb.
saving throw.
Tear gas grenades are simple explosives.

60
Item Cost (cd) Weight
Gear (Continued) Flare 5 1 lb.
Item Cost (cd) Weight Flashlight 20 1 lb.
Firearms Accessories Flash goggles 75 -
Combined module 350 1 lb. Flight suit 120 6 lb.
Concealed holster 50 1/2 lb. Gas mask 75 1 lb.
Bayonet 30 1 lb. Geiger counter 80 1/4 lb.
Deployable bipod 150 1 lb. GPS 60 1 lb.
Laser sight 200 1/2 lb. Grappler tag 65 1 lb.
Laser sight, infrared 500 1/2 lb. Handbag 100 1 lb.
Scope 850 1/2 lb. Hazmat suit 375 14 lbs.
Scope, thermal 1,100 2 lb. Hologram player 900 2 lb.
Speed loader 300 1/2 lb. Hologram recorder 1,200 1 lb.
Suppressor 650 1 lb. Hypodermic needle 50 1/8 lb.
Tactical flashlight 75 1/2 lb. Infrared goggles 650 1 lb.
Special ammunition Iodine pills 975 1/8 lb.
Acid (10) 200 - Light stick 3 1/8 lb.
Breaching shotgun shells (10) 85 - Lighter 2 -
Cold (10) 200 - Log keeper 20 3 lb.
Fire (10) 200 - Mag-lock 50 3 lb.
Radiant (10) 200 - Mag-seal case 150 2 lb.
Silvered (10) 250 - Metal detector 220 9 lb.
XREP shotgun shells (10) 450 - Micro-toolset 120 8 lb.
Utilities Microanalyzer (digital microscope) 225 3 lb.
Antitoxin (ampoule) 900 1/8 lb. Microfilament wire (50 feet) 75 1 lb.
Bandolier 40 1 lb. Motion sensor 250 5 lb.
Battery 2 1/8 lb. Neural recorder 2,650 1 lb.
Binoculars 120 1 lb. Omnitool 75 3 lb.
Bolt cutters 80 2 lb. Padlock (digital) 90 1 lb.
Breathing filter 75 1 lb. Pepper spray 25 1/2 lb.
Briefcase 95 2 lb. Plastic bottle .25 1 lb. (full)
Camera, still 15 1/2 lb. Quadcorder 75 1 lb.
Camera, video 250 1 lb. Recording unit 450 8 lb.
Chemical, plastiflesh 200 1/4 lb. Restraints (reinforced) 45 1 lb.
Chemical, sporekill 750 1/4 lb. Sensory jammer 400 2 lb.
Comm Set 50 1 lb. Shepherd's chip see text -
Compass 25 1/8 lb. Shepherd's chip, falsified see text -
Computer, desktop 1,500 18 lb. Sleeping bag 25 1 lb.
Computer, laptop 700 4 lb. Smartphone 500 1 lb.
Datapad 50 1 lb. Tablet 400 1 lb.
Diving gear 150 1 lb. Tactical vest 75 6 lb.
Duracable (50m) 50 35 lb. Tent (3-5 person) 45 20 lb.
ECM jammer 800 1 lb. Thermos 10 3 lb. (full)
Energy cell (armor) 100 1 lb. Two-way radio 120 10 lb.
Fire extinguisher 25 2 lb. USB cable (5 ft) 5 -

61
Timed. When planting the explosive with a timer, you must
Gear (Continued) determine the number of rounds, minutes, or hours for the
countdown, up to 10 hours. When the countdown ends, the
Item Cost (cd) Weight explosive is detonated.
USB flash drive 10 - Trigger, Pressure. A planted explosive with a pressure
Vent tape 5 3 lb. trigger will explode when a creature stands on the detonator.
Trigger, Proximity. When you arm a planted explosive with
Virtual headset 950 4 lb. a proximity trigger detonator, it explodes when a creature
Wristwatch 35 - moves within the radius of the explosion. When planting the
explosive, you can reduce the detection radius to a minimum
of 5 feet of the explosive.
Gear Descriptions Trigger, Trip. The explosive is connected to a 20 foot trip
wire, and when a creature passes through the wire, the
Ammunition explosive detonates. A creature can make a Wisdom
Ammunition functions on a "common sense" ruleset, (Perception) check to detect the wire (DC 12).
meaning that it can fit into any firearm that it makes sense to
do so. Firearms Accessories
Fusion Cell. Fusion cells are unique ammunition that use Most of the firearms can be equipped with one or more
the power of fusion to generate massive amounts of power. accessories to improve them. Every accessory has a weapon
This ammunition is designed for high end energy weapons compatibility, showing which accessories are available for
such as the Blitz Cannon. each firearm.
Machinegun Belts. Machinegun bullets are typically Combined Module. The Combined Module is a
linked together in a chain, allowing the firearm to rapidly fire multifunctional gadget that combines a laser sight and a
them and making it easier to load them into the weapon, at tactical flashlight. You can use a bonus action to toggle
the cost of an increased weight. A standard belt comes with between the laser sight and the tactical flashlight. You can
10 bullets, but may be expanded an additional 10 bullets any also use a bonus action to turn it on or off.
number of times, assuming you pay the same amount for While you have the laser sight on, you gain a +1 bonus on
each additional 10 bullets and factor in the increased weight. attack rolls with that firearm.
Pistol Bullets. Pistol bullets go into any pistol shaped While you have the tactical flashlight on, the light
firearm, such as the light pistol and heavy pistol. They are illuminates a 20-foot cone in bright light and illuminates an
also used for revolvers. additional 20 feet in dim light.
Rifle Bullets. Longer and meaner looking than any other Weapon compatibility: Any non-special firearm. You cannot
bullet, rifle bullets almost resemble a spear, a shape that add it to a weapon that already has a laser sight or a tactical
allows them to travel greater distances. flashlight.
Shotgun Shells. Shotgun shells come in two types: Concealed Holster. A concealed holster is designed to
buckshot and slugs. Buckshot shells contain around 10 of help keep a weapon out of sight. In most cases, this is a
tiny pellets shot out to shred the target, while slugs are shoulder holster or a waistband holster. While the weapon
incredibly thick, stubby bullets. The impact has the same remains in the holster, it gains the covert property. A
effect either way. character can carry up to three concealed holsters (two
shoulder holsters and one waistband holster)
Detonators Weapon compatibility: Dart guns, pistols, revolvers,
Every planted explosive needs a detonator, and it can be phasers, and Taser guns.
detonated manually, automatically, or after a determined time Bayonet. Little more than a simple knife attached to the
depending on the detonator used. end of a firearm, bayonets have been used to increase the
Remote Detonator, Radio. A small radio device that trips effectiveness of firearms in a physical attack for as long as
a trigger when it picks up the detonator's frequency (usually firearms have been around.
after pressing a button, or a switch). Can be used to make You can use an action to attach a dagger to the end of your
dead man's switches, where the explosive goes off if the firearm. You can use this dagger in a standard melee attack
person holding the trigger dies. As an action, you can while wielding your firearm, or you can use an action to take
detonate the explosive remotely if you are within 1,000 feet of it off your firearm and use it as normal. The attachment
it. ability causes it to cost a bit more than a standard dagger.
Remote Detonator, Wired. This detonator is connected to Weapon compatibility: Any non-special martial firearm,
the explosive via a physical wire. The shape of the detonator excluding the blitz cannon, diode beam, and REC gun.
ranges from levers to small buttons. Wired detonators can Deployable Bipod. Bipods are commonly used on
also be used to create dead man's switches, where the weapons to provide a forward rest and reduce motion. They
explosive goes of if the person holding the trigger dies. As an are also seen on other long-barreled weapons, such as sniper
action, you can detonate the explosive remotely if you are rifles. Bipods permit operators to easily rest a weapon on
within 300 feet from it. objects, like the ground or a wall, reducing their fatigue and
increasing accuracy and stability.

62
You must use your action to deploy or retract the bipod. While Tactical Flashlight. While you have the tactical flashlight
you have the bipod deployed, you gain advantage when on, the light illuminates a 20-foot cone in bright light and
shooting over 100 feet. To deploy a bipod you must be prone illuminates an additional 20 feet in dim light. You can use a
or in a stable shooting position. If you have the bipod bonus action to turn the flashlight on or off.
deployed and shoot without being prone or in a stable Weapon compatibility: Any. You cannot add it to a weapon
shooting position, you have disadvantage. that already has a combined module or a laser sight (normal
Weapon compatibility: Rifles and light machineguns. or infrared).
Laser Sight. This gadget is a small laser placed on a
handgun or a rifle and aligned to emit a visible beam parallel Special Ammunition
to the barrel to assist in shooting. The laser color can be any Each of these projectiles carries a load of some chemical (or
color you want, though is typically red or green to provide the alchemical) material inside, such as white phosphorus (fire),
best visibility. holy water (holy), or ultraviolet fluid (radiant). When it hits a
While you have the laser sight on, you gain a +1 bonus on target, the projectile shatters, releasing the material directly
attack rolls with that firearm. You can use a bonus action to into the target. When you hit a creature with special
turn the laser on or off. ammunition, you deal an extra 1d4 damage of that
Weapon compatibility: Any firearm that has a range greater ammunitions type.
than 180 feet. You cannot add it to a weapon that already has When you hit fiend or undead creatures with holy
a combined module or a tactical flashlight. ammunition, you deal an extra 1d6 radiant damage instead.
Laser Sight, Infrared. This laser sight uses an infrared All special ammunition (except the two shotgun shells
diode to produce a dot invisible to the eye but detectable with listed) can be made to replace any ammunition type except
infrared devices. fusion cells. If made to replace machine gun belts, they
While you have the laser sight on, you gain a +1 bonus on replace 1 belt (10 bullets).
attack rolls with that firearm if you can see in infrared. You Breaching Shotgun Shells. These shells are specially
can use a bonus action to turn the laser on or off. designed to destroy door deadbolts, locks, and hinges without
Weapon compatibility: Any firearm that has a range greater risking lives by ricocheting or flying on at lethal speed
than 180 feet. You cannot add it to a weapon that already has through the door, as traditional buckshot can. These shells
a combined module or a tactical flashlight. deal double damage to doors.
Scope. Scopes are used to increase the normal range of a Silvered Ammunition. This ammunition follows the same
weapon, allowing the user to shoot farther without having rules detailed in page 148 of the Player's Handbook for
disadvantage on targeting. Scopes increase the range of the silvered weapons.
firearm they're attached to by 50%. Scopes don't provide any XREP Shotgun Shells. These shells are long-range
benefit in darkness. wireless electro-shock projectiles. A XREP shell deals
Weapon compatibility: Any rifle. You can only add one lightning damage on a hit and the creature must make a
scope to a weapon. Constitution saving throw (DC 15) or be paralyzed until the
Scope, Thermal. The thermal scope is a sighting device start of your next turn.
combining a compact thermographic camera and an aiming
reticle. It creates a visual based on the temperature of objects Utilities
and creatures, allowing you to easily detect any source of
heat, such as a creature. This allows you to easily track This section describes items that have special rules or
targets in darkness, as well as through walls. Like the regular require further explanation.
scope, this also increases the effective range of your weapon Antitoxin. A creature that drinks or is injected with this
by 50%. liquid gains advantage on saving throws against poison for 1
Weapon compatibility: Any rifle. You can only add one hour. It confers no benefit to constructs or undead.
scope to a weapon. Bandolier. This shoulder strap contains six pouches large
Speed Loader. A speed loader holds 6 bullets in a ring, in enough to hold a potion, grenade, or similarly sized item
a position that mirrors the chambers in a revolver cylinder, within easy reach. It can hold 10 pounds of gear.
allowing the character to insert all bullets at once. Using a Battery. An electric battery is a device consisting of one or
speed loader you can reload a revolver using a bonus action. more electrochemical cells with external connections
You can use an action to put 6 bullets in an empty speed provided to power electrical devices such as flashlights and
loader for future uses. metal detectors.
Weapon compatibility: Revolvers. Binoculars. Objects viewed through the binoculars are
Suppressor. A suppressor is a device attached to the barrel magnified to twice their size.
of a firearm which reduces (but doesn't negate) the amount of Bolt Cutters. Bolt cutters are large tools designed to cut
noise and visible muzzle flash generated by firing. through padlocks and smaller chains. A creature with bolt
When you make a ranged attack with a suppressed cutters can attempt to make a DC 13 Strength check to use
weapon, you don't automatically reveal your location while them to cut through any appropriately sized metal object,
hiding. Any creature within 20 feet from the weapon can still rendering it broken and useless on a success.
hear the gunshot, but not necessarily where it originated. You Breathing Filter. This filter easily fits around a humanoids
can use your action to add or remove the suppressor from the mouth and nose to filter out large particles such as dust and
weapon. pollution. It does not filter out gases.
Weapon compatibility: Any ranged weapon except the REC
Gun and Diode Beam with the Loud property.

63
Briefcase. Made from leather and plastic. Briefcases have Datapads within 5 miles of each other can communicate
mechanical locks that require either a key or a combination with each other through written messages, provided both
to open, and can hold around 20 pounds. Objects inside datapads have exchanged a comm number. This
briefcases must be roughly the same shape as it (you can't put communication is limited to one text-based message (128
a globe inside one for instance). characters) every minute. Lastly, datapads are often used to
Camera, Still. A cheaper disposable camera typically used access an account with the users bank, which they can use to
by tourists that requires the photos to be developed after the view and access how many credits they have.
shots are taken. Their simple design makes it impossible for When you get a datapad, you also lock it with a password
them to record any form of video. Still cameras can only hold that you likely keep secret. Only someone with the password
15 photos before running out of film. can access the datapad (barring unauthorized access, which
Camera, Video. A more advanced and commonly used can be accomplished following the hacking rules in part 5).
camera that can take higher quality photos, as well as videos. Diving Gear. This set of gear includes a wetsuit, oxygen
Photos and videos taken from video cameras can be viewed supply, and attachments for underwater maneuvering. While
at any time from the camera, and can be digitally uploaded to using this gear, you ignore any underwater movement
a computer, smartphone, or other similar device. penalties and have advantage on any Strength (Athletics) rolls
Chemical, Plastiflesh. Contained in a small spray can, required for swimming checks made underwater. You gain no
plastiflesh bonds with human skin on contact and accelerates benefit from this item if you are wearing any armor.
the healing process by providing a layer of artificial skin to Duracable. Strong as steel, flexible as rubber, and almost
seal the wound. A creature can use an action to spray as light as normal rope, duracable replaces most cables and
plastiflesh onto any open wound to help it heal. The target of ropes as the standard device for lifting, pulling, and support.
the spray immediately recovers 1d4 hit points. One can of Duracable is made of lightweight and durable wiring
plastiflesh has three uses. wrapped hundreds of times in a swirl that reinforces itself as
Chemical, Sporekill. A chemical found in many first aid more stress is placed on the coil. Duracable has 25 hit points
kits, sporekill is a special hypodermic injection that can be and an AC of 20, and is able to support up to 5 metric tons of
used to neutralize the effects of most diseases. Each sporekill weight.
injector contains a specialized analyzer linked to chemical ECM Jammer. An ECM jammer has 10 charges. As an
generators. When the needle penetrates the skin of the action, you can expend one charge and turn the ECM jammer
target, it samples the target’s blood and sends the data back on, disabling cameras and impeding all incoming and
to the analyzer, which determines the nature of the disease outgoing wireless communication, including smartphones,
and generates an antidote from stored chemical compounds. radio detonators, Wi-Fi and similar within 100 feet from the
Once the sporekill delivers its specially formulated chemicals, ECM jammer for 5 minutes. When the last charge is used the
the target creature is completely cured of the disease and its jammer becomes worthless.
effects in 1d10 hours. Some genetically engineered diseases Energy Cell, Armor. A special energy cell designed to fuel
are created to circumvent sporekill chemical, and are powered armors. An energy cell contains enough power for a
unaffected by this piece of gear. powered armor to work properly for 24 hours.
Comm Set. Using this handheld device, you can verbally Fire extinguisher. The extinguisher has 10 charges. As an
communicate with any creature within 1-mile that also has a action, you can expend one charge to extinguish a 5-foot area
comm set. A comm set can be connected to a headset worn of fire.
on the ear or can be talked into directly. Its signal can Flare. A flare is a foot-long, brightly colored stick with a
penetrate most barriers, but is blocked by 1 foot of stone, 2 plastic cap. You can strike the bottom of the flare as an
feet of metal, or 3 feet of wood or dirt. action, causing the flare to bursts into a bright, colored flame,
Compass. A standard compass that uses the magnetic matching that of the stick. This flame burns for 10 minutes,
poles to give the user a sense of direction. Mostly obsolete in emitting a 40-foot radius of bright light and dim light for an
the modern day as most (if not all) smartphones have a additional 20 feet. A flare will still burn underwater, but not in
compass installed in them. a vacuum. You can choose the color of the flare.
Computer, Desktop. This can be any large computing Flashlight. A portable hand-held electric light. A flashlight
platform, such as a client workstation or server. The typical has 5 charges, and consumes one charge for every hour it's
desktop computer has several terabytes of storage space, a turned on. As a bonus action, you can turn the flashlight on,
high-quality monitor and a broadband or modem access to illuminating a 60-foot cone and dim light for an additional 60
the Internet. feet. You can use a bonus action to turn the flashlight off.
Computer, Laptop. A portable version of a desktop When all charges are expended, a flashlight can be refilled
computer. In general, laptops are as not as fast or powerful as with two batteries, at which point it will regain all charges.
desktops, but they're great for portability. Flash Goggles. Designed to provide protection against any
Datapad. A common gadget is used to store personal blinding effects from bright light. While using flash goggles,
information, search for data on terminals, communicate with you are resistant to any nonmagical blinding affects.
others (non-vocally), and transfer credits. You can enter text Flight Suit. A flight suit is a specialized suit designed to
by hand into a datapad or draw in it using a stylus as if it were keep pilots and airstaff warm while in the upper atmosphere.
a notebook, and search these notes with one-word queries. Flight suits usually resemble a jumpsuit that can be worn
under a regular outfit, but can come in different styles as well.

64
Gas Mask. This mask is used to protect the user from The hologram recorder is commonly carried by law
inhaling airborne pollutants and toxic gases. The mask forms enforcement agents, as it allows for the accurate collection of
a sealed cover over the nose and mouth, but may also cover evidence.
the eyes and other vulnerable soft tissues of the face. While Hypodermic Needle. This syringe can directly inject a
wearing the mask you are resistant to inhaled poisons, substance into someone’s bloodstream. You can load a liquid,
airborne diseases, or any other inhaled gas based detriment. such as a potion of healing, into a hypodermic needle as a
Geiger Counter. This simple tube is filled with inert gas bonus action, then administer it to another creature as an
that conducts electricity when impacted by high energy action on your turn. If the creature is unwilling, you must
particles, making it able to detect beta particles and gamma make a melee weapon attack to do so.
rays. When a geiger counter is within radiation, its meter Infrared Goggles. An infrared goggles has 10 charges. As
ticks up to indicate the radiation level in the 5-foot square it is a bonus action, you can expend one charge to turn them on to
in or the radiation level of an item or creature it is pressed see in dim light within 60 feet of you as if it were bright light,
against. and in darkness as if it were dim light for 10 minutes. You
GPS. A GPS (global positioning system) provides can't discern color in darkness and the image color produced
geolocation and time information to a GPS receiver is typically monochrome (shades of green or blue).
anywhere on or near your current plane where there is an While wearing these goggles, you have disadvantage on all
unobstructed line of sight to one or more GPS satellites. Wisdom (Perception) checks and Intelligence (Investigation)
Grappler Tag. Often used in conjunction with duracable, checks having to do with sight. If you are wearing these
the grappler tag is a small disc roughly six inches in diameter. goggles in bright light during your turn, you must succeed on
When placed against a solid surface, the grappler tag a DC 12 Dexterity saving throw to remove them or become
attaches to that surface by magnetism (if the surface is blinded until the end of your next turn.
ferrous) or by an array of nearly microscopic metal barbs (if Iodine Pills. Iodine pills are experimental pills that
not). The tag can then be attached to duracable and used as minimize the impacts of radiation on those that take them for
an anchor for climbing, pulling, or any other purpose. A a short period of time. For each pill you consume (to a
button on the top of the disc releases the grappler tag’s hold. maximum of 3), you experience one level of radiation less
Handbag. Handbags are small stylish bags that can hold than what's actually present. For example, if you were in an
about 7 pounds of weight, provided the object is small area with level 5 radiation, than you would experience the
enough to fit in it. Despite the name, they're typically strung effects of level 4 radiation. This does not include the penalty
around the shoulder. to spellcasting.
Hazmat Suit. While wearing this bulky suit (which can Though useful, iodine pills aren't foolproof. They have no
only fit over light suits of armor), a creature suffers effect on radiation levels of 7 or higher, and wear off after a
disadvantage to Dexterity saves and checks. While wearing a minute.
hazmat suit, the user gains immunity to any nonmagical Iodine pills are sold in standard plastic pill bottles, and are
airborne detriments they may encounter (such as diseases or protected with cotton on the inside of the bottle. Each bottle
poisons). Additionally, creatures in hazmat suits are shielded holds 10 pills.
from radiation, taking half damage from radiation levels of 7 Light Sticks. These sticks consist of a translucent plastic
or below. tube containing isolated substances that, when combined,
but gains immunity to poison damage and the poisoned make light through chemiluminescence, so it does not
condition from non-gas attacks. In addition, the wearer’s require an external energy source. The light color can vary
Irradiated ability score is immune to the effects of radiation (usually red, green or blue). As a bonus action, you can
(though not the fire damage the radiation might deal). activate the stick, providing bright light in a 10-foot radius
Hologram Player. A hologram player is a small disc with and a dim light for an additional 10 feet for one hour. A light
several small light projectors arranged around its outer edge. stick can only be used once, and when activated it cannot be
When activated, the device projects a translucid three turned off.
dimensional image as small as a 3-inch cube or as large as a Lighter. A lighter has 20 charges. You can expend one
10-foot cube. charge to create a flame for one minute. The lighter sheds
The hologram player can be hooked into a hologram bright light in a 5-foot radius and dim light for an additional 5
recorder (capable of storing three dimensional images), or feet.
even to a computer to receive three dimensional images for Log Keeper. This 1-foot long device records and replays
real time communications. audio, organizing entries by date. It can maintain up to 48
Hologram Recorder. A hologram recorder is a cylinder no hours of audio before it automatically begins purging the
larger than a pen with a bulbous, transparent cap on one end. earliest entries.
The cap on the end is the recording device, and records Mag-lock. This magnetic clamp lock can be placed on any
everything within a 30 foot cone facing away from the top of medium to large container, normal door, or latch. It has a
the cap. The device can make a three dimensional recording digitally coded lock and can only be opened with the code or
of anything within its cone shaped recording area. Hologram a successful DC 16 Intelligence (Technology) check with a
recorders can store up to one hour of three dimensional Hacker’s kit.
images to be played back on a hologram player or transferred Mag-Seal Case. This is a normal briefcase equipped with
to a computer as video data. Most hologram recorders can a small mag-lock.
also be attached to a computer to serve as a video input
device for real time holographic communications.

65
Metal Detector. A handled portable sensor for detecting bits Quadcorder. This handheld scanning device has four
and pieces of metal in and on the ground. The metal detector prominent sensors (each looking like a small radar dish) on
has 10 charges. As an action, you can expend one charge to its operating end. When directed at an object within 5 feet as
gain advantage on Wisdom (Perception) checks you make an action, the device measures many of that object's intrinsic
when searching for metals and metallic objects for 10 properties, and displays the object's temperature, density,
minutes. You can regain all spent charges by replacing the boiling point, freezing point, conductivity, and viscosity.
batteries (5 required). Recording Unit. A recording unit is a sort of helmet
Micro-Toolset. This small set of tools grants you commonly worn by reporters. Wrapping around the head, it
advantage on any Wisdom (Mechanics) skill checks to repair holds a camera, microphone, light, and media pass displayer
minor electronic tools and devices such as computers, SIM allowing reporters to interview and record subjects without
Units, or Portable Media Devices. This provides no benefit extra help from camera or soundmen.
for complex items such as robots, drones, weapons, or Restraints (reinforced). Same as the manacles listed in
vehicles. page 152 of the Player's Handboook, except these restraints
Microanalyzer. Using this microscope one can view the are made of a stronger polymer alloy. These restraints have
microscopic world, allowing them to see cells, nanomachines, 25 hit points instead of 15.
and any other things of a similar size. Sensory Jammer. This device counteracts the effect of any
Microfilament Wire. Often used as a lighter, more durable motion sensor within 50 feet. The jamming signal can be
replacement for rope or cable, this incredibly thin wire has detected with a successful DC 14 Intelligence (Technology)
10 hit points and an AC of 12, and can support 900 pounds of check. This device has no effect on detection based abilities
weight before snapping. This thin wire is also extremely or spells.
sharp and can be used to cut through most materials, Shepherd's Chip. The shepherd's chip is a tiny microchip
especially flesh, like butter. Creatures touching microfilament implanted beneath the surface of the wrist. It contains the
wire must wear thickly padded protection or take 1d4 bearer’s identification information. Some computers can read
slashing damage. Additionally, creatures using microfilament the shepherd's chip and extract its information.
wire to move (such as climbing) must wear similar protection In addition to basic identification information, bearers have
or take 1d4 slashing damage for every 5 feet they move on it. their banking and credit information keyed to their
Motion Sensor. This device is linked to a display screen shepherd's chips so that they no longer have to use paper
which presents the device’s data. The device can sense money or credit cards. Businesses love this as it allows them
motion through walls and solid surfaces, indicating the to prevent shoplifting; if a person carries an item from the
location of any moving object within 50 feet. store, that item’s value is immediately deducted from their
Neural Recorder. A flexible cap that resembles a grasping bank account. Additionally, the shepherd's chip can be linked
clawed hand, the neural recorder can collect data directly to computers so that any information can be transferred
from the human mind. Any visual or auditory memories or between two shepherd's chips – a great boon to the
thoughts can be transmitted through the neural recorder and espionage community as it allows for discrete information
stored in its memory or a USB flash drive. Capable of storing transfers.
up to two hours of data, the neural recorder requires a DC 15 Some corporations and governments use shepherd's chips
Intelligence check to activate and operate. Using hacking to monitor the activities of their citizens. This oppressive,
tools allows the character to add their proficiency bonus if watchful eye of the government is exactly what opponents of
they're proficient with the tools. If the subject of the neural the shepherd's chip fear. Additionally, a black market for
recording is willing, the neural recorder collects images and forged or stolen shepherd's chips emerged as soon as the
sounds from the subject’s mind and stores them as either chips themselves became widespread, making identity theft
two-dimensional or three-dimensional recordings. An and falsification an ever present crime in some communities.
unwilling subject may make a DC 15 Intelligence saving Shepherd's Chip, Falsified. Purchasing a falsified
throw to prevent the recorder from functioning. shepherd's chip from a black market source can produce
Omnitool. This multipurpose gadget contains a plethora of mixed results, depending on the skill of the forger. However, a
useful tools: small knives of various sizes, a small hammer, fake shepherd's chip is not work for an average Joe, only an
screwdrivers, a file, a bottle opener, a small saw, a wrench, a expert forger (with a +3 or +4 proficiency bonus with hacking
can opener, a wire-cutter, and a small set of pliers. tools) can gather the necessary components, organize codes
Padlock (digital). Equipped with a key and digital keypad. and create a functional fake shepherd's chip.
Without the code, the lock can be picked with thieve's tools When you purchase a fake shepherd's chip, the DM
and a successful DC 15 Dexterity check. secretly makes an ability check for the forger – the one who
Pepper Spray. A creature within 10 feet from you must wrote the programs that will circumvent the verification
make a Constitution saving throw or be blinded for 1d4 systems. The result of that check will be compared with a DC
rounds (DC 15). Any creature wearing goggles or something that represents the security level of the system: 15 for
to protect its eyes automatically passes the check. A spray average security (common stores), up to 30 for maximum
can only be used once. security (corporations).
Plastic Bottle. The cheapest method of carrying liquids The basic cost of a fake shepherd's chip is equal 1,000
from place to place, plastic bottles can hold about one pint of credits multiplied by the forger’s proficiency bonus with
liquid. hacking tools (proficiency only, not skill modifier or any other
bonus).
All falsified shepherd's chips are illegal.

66
Sleeping Bag. A vast improvement over the ancient bedroll, Wristwatch. A simple device with a simple purpose, this
sleeping bags are designed to be comfortable, lightweight, watch reports the time in a way that is consistent with all
temperate, and even waterproof. Sleeping bags can hold one major planar times.
medium or smaller creature, and allows them to sleep
comfortably in temperatures as low as -50° (fahrenheit).
Smartphone. A smartphone is a mobile personal New Equipment Pack
computer with a mobile operating system with features Adventuring Pack (50 cd). Includes a backpack, a
useful for mobile or handheld use. Smartphones have the compass, a flashlight, 5 light sticks, a lighter, a
ability to place and receive voice/video calls and create and plastic bottle, 10 days of rations and a sleeping
receive text messages, have personal digital assistants, an bag.
event calendar, a media player, video games, GPS navigation,
digital camera and digital video camera. Smartphones can
access the Internet through cellular frequencies or Wi-Fi and
can run a variety of third-party software components. Tools
Tablet. A tablet is a mobile computer with a touchscreen Tools are useful kits you can purchase to help you do various
display, which is usually in color, processing circuitry, and a things you wouldn't normally be able to do otherwise, such as
rechargeable battery in a single thin, flat package. Most cooking bombs, amputating a severely damaged arm, or
tablets also have sensors, including digital cameras, a changing a tire on a vehicle.
microphone, and an accelerometer so images on screens are
always displayed upright. The touchscreen display uses Tools
gestures by finger or stylus to replace the mouse, trackpad Kits Cost (cd) Weight
and keyboard used with desktop computers and laptops.
Tablets are larger than smartphones, with screens 7 inches Chemists Supplies 320 15 lb.
(18 cm) or larger. However, much of a tablet's functionality Engineering kit 220 8 lb.
resembles that of a modern smartphone, using a virtual Forensics kit 120 8 lb.
keyboard and running a mobile operating system. The only
major exception to this is tablets cannot make video or voice Hacking tools 550 6 lb.
calls. Mechanic tools 700 150 lb.
Tactical Vest. This light vest is covered in pouches, straps,
and holsters. The vest has two holsters, can carry a two- Spy kit 500 12 lb.
handed melee weapon on its back, and a dagger on its front. Surgical tools 250 5 lb.
The tactical vest can be worn atop armor.
Tent (3-5 Person). These larger tents are waterproof, and Chemists Supplies. This handy kit allows one to practice
can comfortably hold up to 5 Medium creatures and their chemistry anywhere, anytime! While it doesn't have
gear. everything, it does have 5 beakers of various sizes, 2 test
Thermos. Thermoses are designed to keep liquids at the tubes, an erlenmeyer flask, a volumetric flask, bunsen burner,
temperature they were when inserted into the container. Hot graduated cylinder, pipet, and ring stand.
or cold liquids inserted into a thermos remain that way for 3 Engineering Kit. This kit includes a soldering gun, wires,
hours. Thermoses can hold 2 pints of liquid. clips, wire cutters and various diagnostic tools. Proficiency
Two-Way Radio. A hand-held, portable, two-way radio with this kit lets you add your proficiency bonus to any ability
transceiver. Multiple radios use a single channel, and only one check you make to repair electrical devices and to disarm
radio on the channel can transmit at a time, although any planted explosives.
number can listen. The transceiver is normally in receiving Forensics Kit. This kit includes bindle paper, sterile
mode and when the user wants to talk they press a "push-to- swabs, distilled water, evidence seals/tape, footwear casting
talk" button. You can communicate with someone using a materials, personal protective equipment, test tubes and
two-way radio at the same frequency up to 20 miles. various other tools for collecting evidence at crime scenes
USB Cable (5 ft). These cables can charge portable without contaminating it. Proficiency with this kit lets you
electronics such as smartphones or laptops, connect devices add your proficiency bonus to any ability check you make to
together, or any other number of things a cable does. investigate any area or body considered as a crime scene.
USB Flash Drive. A USB drive is a data storage device Hacking Tools. This kit contains the hardware and
that includes flash memory with an integrated USB interface. software necessary to allow access into most computer
Can hold 1 terabyte of data. systems and electronic devices such as automatic port
Vent Tape. This durable adhesive tape is useful for scanning, banner grabbing, footprinting, SQL Injection, web
basically any application that involves sticking two things application vulnerability search, DDoS tools and data sniffing
together. While more creative minds might use large programs. Proficiency with hacking tools lets you add your
quantities of vent tape for other uses, most people use it for proficiency bonus to any Technology checks you make to
quick repairs, and to affix flashlights to blasters in a pinch. A connect to, hack into, or make use of a computer system or
single roll of vent tape contains 60 feet of 2-inch wide tape. electronic device. The kit fits snugly in a backpack or toolbox.
Virtual Headset. Virtual headsets strap over the user's You might need a computer, a smartphone or a tablet to use
head and covers their eyes and ears to display a virtual reality. some elements of this kit.
These headsets can be used for simulations, training, movies,
video games, or even to connect to the Internet.

67
Mechanic Tools. This kit includes basic tools for repairing
cars and motorcycles, and comes with a socket and wrench
set, a rubber mallet, a jumper box, bottles of lubricants and
cleaners, a multimeter, a jack stand, and a torque and impact
wrench. Proficiency with these tools allows you to add your
proficiency bonus to any ability check you make to repair or
modify any vehicle.
Spy Kit. This kit includes items such as camera detectors,
sound amplifier, small cameras and microphones, noise
generators, frequency and cell phone detectors and tracers.
You might need a computer, a smartphone or a tablet to use
some elements of this kit.
Surgical Tools. With everything you need to complete on
the go surgeries, the surgical tools kit comes with fine and
curve tipped scissors, ring and thumb forceps, a self-retaining
retractor, a hypodermic needle, five scalpels of various sizes,
a bone saw, super glue, and a roll of gauze. Proficiency with
this kit lets you add your proficiency bonus to any ability
check you make to perform surgery.

68
PART 5
Shady Activities
Shady Activities

T
he term shady activities doesn't necessarily refer
to anything particularly shady or illegal, it's just Restricted Objects
a cool term I thought had a good representation
over the contents of this part. Finding things on Some objects might require licenses to own or operate, or
the blackmarket, getting licenses, hacking, are restricted in use to qualifying organizations or
finding people who provide questionable individuals. In such cases, a character must purchase a
services, and purchasing and taking drugs are all included in license to legally own the object.
this part. Many of the activities in this section are likely to get It's up to the DM to determine which objects require a
you in trouble with the law, bring you to the attention of license to operate.
organizations and corporations, or get you killed in other The four levels of restriction are as follows.
ways. Tread carefully. 1. Licensed. The owner must obtain a license to own or
operate the object legally.
Disabling Devices 2. Restricted. Only specially qualified individuals or
A character can try to disable a security device, such as an organizations are technically allowed to own the object.
electric fence, motion sensor, security camera or an alarm. 3. Military. The object is sold primarily to legitimate police
Using an engineering kit allows the character to add its and military organizations.
proficiency bonus if it's proficient with the tool. 4. Illegal. The object is illegal in all but specific, highly
The character must be able to reach the actual device to regulated circumstances.
disable it, and the DC is determined by the DM depending on Purchasing a License
the device the character wants to disable (for example,
disabling a bank vault alarm is more difficult than disabling As a general rule, a character must obtain the appropriate
an average security camera). license before buying a restricted object. Legitimate dealers
If the device is monitored, the fact that the character will not sell restricted objects to a character that does not
attempted to disable it will probably be noticed. have the necessary license.
Purchasing a License
Disarming an Explosive Level Cost Time
Using an action, a character can try to disable a planted 1st (Licensed) 50 1 day
explosive to avoid a detonation. The DC for disarming an
explosive equals to the saving throw DC (which is generally 2nd (Restricted) 250 2 days
12 unless the creature that planted the explosive has the 3rd (Military) 750 3 days
sapper feat). Using an engineering kit allows the character to 4th (Illegal) 1,500 4 days
add it's proficiency bonus if it's proficient with the tool.
On a success, the detonator is destroyed and the explosive
can be recovered. On a failure, the explosive is detonated. The Black Market
A character cannot disarm explosives with a proximity Alternatively, a character can obtain an object without going
trigger for obvious reasons. A character can determine the through the hassle of getting a license first in the black
detonator type from a safe distance making an Wisdom market. A character who wants to buy something in the black
(Perception) check. market must make an Intelligence (Investigation) check to
locate a black market merchant for buying the item without
Repairing Devices needing to obtain a license (DC for the check is 15 + level of
restriction)
Most repair checks are made to fix complex electronic or
mechanical devices. Using an engineering kit allows the Using Electronic Devices
character to add it's proficiency bonus if it's proficient with
the tool. The DC is set by the GM. In general, simple repairs In general, normal computer operations don't require a check.
have a DC of 5 to 10 and require no more than a few minutes However, there are some particular actions that require the
to accomplish and complex repairs have a DC of at least 15 character to make an Intelligence check when trying to
and can require an hour or more to complete. search a file in an unfamiliar network, when trying to defeat
Up to the DM, in some cases repairing a device might also the device security, operate a device remotely and altering
involve a monetary cost when spare parts or new components existing programs.
are needed. The value of this parts in gold pieces are equal to
the total DC.

70
Network Size DC Time
Defeat the Device Security
Personal computer 10 1 round
When a character tries to connect to an electronic device, it's
probably protected by a security program installed to defend Small office network 15 2 rounds
the system. The character can make an Intelligence check to Large office network 20 1 minute
try to disable the security to gain access to the device, adding Massive corporate network 25 10 minutes
its proficiency bonus to this check if it have the hacking tools
and if it's proficient with them. If the character succeeds on the check, the file is found. On
The DC is determined by the quality of the security a failure, the file is not found and it must make another check
program installed, as shown in the table on the next page. to search it again. Up to the DM, after various failed attempts
Security Level DC it’s possible that the administrator is notified by the security
Minimum 15
program.
Average 20 Operate Remote Device
Exceptional 25 If a character has access to the device that controls such
Maximum 30 systems, it can either shut them off or change their operating
parameters. The DC depends on the nature of the operation.
If the check is failed, the security system immediately alerts If the character fails the check, the system immediately alerts
its administrator that there has been an unauthorized entry. its administrator that there has been an unauthorized use of
An alerted administrator may attempt to identify the the equipment. An alerted administrator may attempt to
character or cut off the character's access to the system identify the character or cut off the character's access to the
making a contested Intelligence check using hacking tools. If system making a contested Intelligence check using hacking
the character succeeds, the administrator attempt fails and tools (see the "Defeat the Device Security" section for more
the character can make another check to try to defeat the information)
device security again. If the character fails, its session ends Type of Operation DC Time
and it can't try to defeat the security again for 24 hours.
Shut down a passive remote (including cameras 1
20
Degrade Programming and door locks) round

A character can try to destroy or alter applications on an Shut down an active remote (including motion
detectors and alarms)
25
1
round
electronic device to make use of that device harder or
impossible. There're three possible actions related to this: Type of Operation DC Time
Crashing a Device. This simply shuts down the device. Reset the remote parameters 25 1 minute
It’s possible to restart the device in 1 minute without
making a skill check. Change passcodes 25 1 minute
Damage Programming. This imposes disadvantage on
all Intelligence checks made with the device until its Additional Hacking Options
repaired. There're several actions you can make to hack into a site:
Destroy Programming. This make the device unusable
until the programming is repaired. Covering Tracks. Spending 1 minute, you can make an
Intelligence check (DC 20) using the hacking tools to alter
Degrade Programming DC Time your identifying information. Doing this imposes
Crash device 10 1 minute disadvantage to the Intelligence check made by the
administrator to identify you. If you fail this check, you
Damage programming 15 10 minutes can't make it again for 8 hours.
Destroy programming 20 10 minutes Accessing Through Internet. If you are not able to
access to the device physically, you must find the address
The character must spend all the time working without making an Intelligence (Investigation) check first, and
interruptions to destroy or alter the application or the then defeat the device security (if any). The DC is
electronic device. determined by the DM (for example, finding the address of
a military computer is harder than finding the address of a
Find File domestic computer)
Whenever a character is using an electronic device such as a Drugs
computer, smartphone or tablet to find files or data in an
unfamiliar network it can make an Intelligence (Investigation) In a world full of weird and wonderful magic and technology,
check. The DC and the time for finding a file vary depending it seems only right that narcotics can have a powerful effect
on the size of the network, as shown in the table below. on characters. This section provides a mechanic for
narcotics.

71
As none of these drugs are real, they should be safe to nor am I sure some of the drugs (like Link) would fit in any of
implement in your campaign without fear of offending players the categories.
who may have negative experiences with such topics, but it's
still best to know your players before putting these in.
did more research than planned, rewrite this
The Philosophy Behind Drugs
Drugs, at least in the term used for this compendium, are
addictive substances that give the user a feeling of euphoria Addiction
upon consumption. As this is a game, the point of new Before one understands how to use drugs, they first need to
materials like drugs is to bring about some form of know how they can become addicted to them. All drugs are
entertainment for the players -- and describing how a player addictive, though the chance of becoming addicted vary
simply "gets high" while taking a substance isn't entertaining between drugs and how potent they are, with the drugs
in the least. To remedy this, the drugs listed within give those becoming more addictive in relation to how powerful they
who take them a benefit, at the cost of addiction and are.
occasional drawbacks. Addiction and drawbacks correlate to When a creature takes drugs, they must make an addiction
how potent the drug is, the more powerful the benefit the (Constitution) saving throw. The saving throw DC is
greater the risk of addiction and drawbacks. D&D is a combat determined by how potent the drug is, portrayed in the table
centered game, so most of these drugs give various benefits below.
relating to combat, putting extra bait on the hook for players
to seek them out and consume them. Additionally, the drugs Addiction Save
listed within vary from organic to synthetic in nature (with Level of Addiction DC
more organic drugs than synthetic ones). This system mimics
two broad categories of drugs that can be found in the real Minor 5
world: organic drugs being akin to weed or shrooms, and Mild 10
synthetic drugs being akin to meth and heroine. Moderate 15
The Science Behind Drugs Severe 25

Realistically, there is little to no science behind these drugs. Extreme 30


They're all fantastical drugs that grant abilities impossible in
the real world, but completely logical in a world filled with Each time a creature takes the same drug, the DC for the
magic and advanced technology. A little science is used to addiction saving throw increases by 2. The DC continues to
calculate the cost of the drugs in an attempt to make the increase even if the creature is already addicted. The DC
prices realistic, and the methods of delivery are all based in drops by 2 for every week a character refrains from using that
reality, but the science basically stops there. Feel free to drug, but it never drops below the number in the table.
change it up if you feel you can make improvements. I haven't Note that a creature can be addicted to more than one drug
even tried to categorize these drugs into the official at a time, and can have a different DC for each drug in the
categories (depressants and stimulants for example), manner described above depending on how frequently they
use drugs.
It's easy to lose track of this, so either the player or DM Finally, the ritual spell Cure Addiction flat out cures
should have a designated place for writing it down. addictions of various levels permanently depending on the
level the spell is cast at. The downside is the spell is costly,
Becoming Addicted and is advanced, making it a high level spell unavailable to
All creatures that repeatedly uses a drug will eventually most who need it.
become addicted to that drug. When that happens, the
character gains a flaw that forces them to become dependent
on that drug to function in daily life. An addicted creature can Tolerance Variation
go a number of days without taking the drug depending on Creatures may build up tolerance to drugs over
the potency of the drug as listed in the withdrawal table time. Each time an addicted creature consumes a
below. drug to stave off the withdrawal symptoms, they
When a creature goes the maximum number of days gain a tolerance point (to a maximum of 5). They
without taking the drug, they begin to go through withdrawal. can then add the number of tolerance points to any
While in withdrawal creatures begin to crave the drugs future addiction saving throws. For a clean
they're addicted to. These cravings cause the creature to seek creature, the tolerance points go down for each
out and use the drugs they're addicted to (if they realistically day that the creature does not consume drugs.
can), though the exact manner as to how one goes about this
is left to the players and DM.
Withdrawal also gives creatures going through it varying
levels of exhaustion, as shown in the table below. redo above drug stuff again

Withdrawal
Level of Addiction Days Exhaustion Level
Using Drugs
Minor 3 1
Now that one understands addiction, lets get into how exactly
Mild 2 1 one uses drugs. This is the simple part! Drugs have four
Moderate 1 3 different methods of entering the body, and generally only
Severe 1 3
one method works for each drug. These four methods are as
follows:
Extreme 1 4
1. Ingestion. Ingestion based drugs must be consumed by
To avoid going through withdrawal, a creature must the mouth by eating or drinking.
consume the drug they're addicted to or a drug with a higher 2. Inhalation. Inhalation drugs produce gas that is inhaled
level of addiction. through the mouth or nose to give the user its effects.
The DM choses how long a creature stays in withdrawal if 3. Injection. Injection based drugs are administered directly
they refuse to take drugs to abate it. to the bloodstream by the use of a needle.
4. Intranasal. Intranasal drugs are taken by inhalation
Design Philosophy through the nose, usually in an action known as snorting.
The main point of addiction and withdrawal is to help Drugs also have two categories, mentioned at the
balance the benefits using drugs in this module has. In reality beginning of this section but restated here for convenience:
withdrawal occurs much faster (withdrawal for heroin can organic and synthetic. Organic drugs are usually plants or
start as soon as six hours after a person takes a dose), and a fungi while synthetic drugs are chemicals or any other
person can stay in a state of withdrawal for days or weeks. inorganic substance.
Despite the struggle withdrawal is in real life, I attempted to Refer to the example drug below if it helps.
make it a somewhat fun, if punishing, system that gets the
players to stay away from abusing drugs in game. Example Drug
Getting Clean
Type, Addiction Level, Price
Getting clean, or curing a creatures addiction, can happen in Consumption Type: Intranasal
a multitude of different ways, but three ways are provided in Consumption Time: 1 action
this compendium. The first way is the hardest. A creature can Here is where you'll find the description for what the drug
overcome their addiction to a drug by refusing to take it, looks like and does. A description of what the drug looks like
staying in a state of withdrawal until their addiction save for is listed first, followed by the benefits of taking the drug. If the
that drug drops down to the base number in the Addiction drug is potent enough, the negative drawbacks are listed last.
Save table, and then waiting a time determined by the DM. If Some drugs, generally organic ones, have different
a creature waits that long without taking any drugs, they're variations. If this is the case, a table will be listed that shows
clean! how the drugs defer in appearance, restriction and addiction
The second way is through cybernetics. The Cerebral levels, price, and effect. Refer to the table below for an
Implant AddictSvr represses all symptoms of withdrawal example. "App." stands for appearance, and "Add." stands for
while it's implanted, allowing the creature to easily overcome Addiction Level
their addiction. However, if the implant is removed, broken, or
otherwise stops functioning the symptoms of withdrawal are
returned to the creature.

73
App. Add. Price Effect Color Effect
The Purple variation of this drug For 5 minutes, the creature sees their own path in
Purple Minor 50c grants a minor effect, and as such life with accurate and vivid visions of the future.
has no drawbacks. Once the visions have stopped, a failed
Red:
The Black variation of this drug constitution saving throw against DC20 will leave
Severe
Black Extreme 1000c grants a major benefit, and also a the creature unconscious for 1d4 hours. On a
drawback. successful save the consumer is stunned for 10
minutes.

Narcotics Blue Earthstar


Fruit, Uncommon, Mild
update most of these again to fit with new system. Consumption Time: 1 bonus action
drug price table also needed
The low-hanging fruit of Blue Earth trees, the Blue Earthstar
is a star-shaped fruit filled with sweet nectar and juice. Taking
a bite of this fruit will give the creature advantage on melee
Adventure attack rolls until the start of the creatures next turn. Roughly
Synthetic, Moderate, Price three bites can be taken from one fruit.
Consumption Type: Inhalation Boost
Consumption Time: 1 minute
Duration: 6 hours Synthetic, Severe, Price
This viscous liquid is the color of an oil slick and has the Consumption Type: Ingestion
consistency of tar. When used it produces a thick smoke of a Consumption Time: 1 action
similar color. Adventure is smoked through a hookah by Duration: 1 hour
groups of three to six individuals at a time. As the individuals Popular among college students and overworked employees,
smoke Adventure, they experience a shared hallucination for Boost is a thick, heavily caffeinated liquid that gives the user
around 6 hours, at which point the Adventure loses potency a huge boost in energy for a short amount of time. Packed full
and becomes ineffective. of caffeine and other unnamed "stimulants", the average dose
Adventure is named as such because while the shared of Boost is around 3.1 ounces and on average contains
hallucinations it produces are random, they almost always around 750 mg of caffeine, not including the other stimulants
revolve around those taking the drug becoming heroes of course. The massive amount of caffeine in Boost compared
embarking on some form of adventure. to the relatively small size gives it a texture best described as
sandy yogurt. Boost is typically shaken before consumption.
Bearded Inkcap Drinking a dose of Boost makes it impossible for the user
Mushroom, Uncommon, Varying Classes to fall asleep for the duration the drug is in their system,
Consumption Time: 1 action giving them immunity to falling unconscious. Additionally, the
user gains 10 additional feet of movement and has advantage
This versatile mushroom can grow just about anywhere if on Dexterity saving throws for as long as they're under the
given enough light. Distinguishable by their bright colors, drug's influences. The main appeal behind boost however is
there are four variations of the Bearded Inkcap, each with its ability to suppress any symptoms of exhaustion. While the
different effects. user is under the effects of Boost, all levels of exhaustion are
Color Effect removed from them.
Though it grants considerable benefits for those who wish
For 1 hour the creature gains advantage on to get a lot of work done in a short amount of time, Boost also
Green:
Wisdom based ability checks or saving throws. strains the mind of the user while under its effects, and
Minor
After an hour, the creature must succeed on a causes them to "crash" when the drug wears off. While under
constitution saving throw against DC8 or be the effects of Boost, the user has disadvantage on all Wisdom
poisoned for 1 hour. and Intelligence checks and saving throws. Additionally,
For 1 hour the creature has advantage on when effects of Boost wear off the user has a crash in energy,
Yellow:
Wisdom and Charisma based ability checks and giving them two levels of exhaustion.
saving throws. After 1 hour, the creature must
Mild
succeed on a constitution saving throw against
DC 13 or be poisoned for 1 hour.
For 1 minute, the creature is transported in
time, having brief and vague visions of the
Orange: future. Once the visions have stopped, the
Moderate creature must succeed on a constitution saving
throw against DC17 or become stunned for 1
minute.

74
Cactus Seeds hitpoints gained along with an additional 15% of their
Seeds, Uncommon, Minor hitpoints are lost immediately.
Consumption Time: 1 bonus action Four Seasons
These small white seeds, found inside some desert cacti, are Plant, Rare, Moderate
a favourite among party-hard adventurers. 5 minutes after Consumption Time: 1 action
consuming a seed the creature must succeed on a Commonly found in grassland areas, four similar but
constitution saving throw against DC10. On a successful different green leaves filled with nutrition spring from the
save, the creature starts to feel energised and happy; and for dirt, each one having a different effect on the body. For one
two hours, the creature has advantage on all charisma-based hour the creature gains a +2 to the corresponding ability
ability checks. A creature suffering from level 1 exhaustation score.
will also no longer be exhausted. On a failed throw, the
creature comes paranoid of everyone in sight, and for the Color Effect
next hour the creature must use it's entire turn to move away
from anyone within a 10ft radius, and attempt to hide. Green Strength
Blue Charisma
Yellow Dexterity
Creating Narcotics
To create your own narcotics think about Cream Wisdom
consumption time, the main effect of the drug and
any side or after effects. To determine a drug's A creature's ability score cannot be increased to more than
severity, consider its impact. If consuming the drug 20. After an hour, the creature must succeed a DC 13
can have only a minor influence on the game it constitution saving throw or be poisoned for one hour.
should be classified as minor or mild; whereas if a
drug could change the course of an epic battle for Green Berry
example, it should be considered a severe or Fruit, Uncommon, Minor
extreme drug. The side and after effects of a drug
should also reflect it's classification. And as always
Consumption Time: 1 bonus action
with homebrews, let your imagination run wild. Found in large bunches in bushy grassland, these tasty
berries will put a spring in your step. As a bonus action one
berry can be eaten, after which the creature will gain +2 to it's
Dirt Leaves AC until the end of it's next turn.
Plant, Uncommon, Moderate Hog
Consumption Time: 1 bonus action Synthetic, Extreme, Price
Dirt Leaves grow in wet and muddy earth, and can be dried Consumption Type: Injection
and brewed as tea. Drinking a cup will give the creature Consumption Time: 1 action
advantage on all ability checks and saving throws until a long Duration: 1 day
rest. However, the creature will struggle to sleep and as a Originally designed as a form of aid for starving populations,
result will be level 2 exhausted. One leaf makes 4 cups of tea. Hog was swiftly recalled and deemed illegal once it proved to
Esperweed be heavily addictive, as well as having other "unhelpful" side
Plant, Very Rare, Severe effects. Hog is a fleshy pink liquid that feels as though it's full
of fine hairs when touched. Hog is injected via syringe into
Consumption Time: 1 bonus action the roof of the mouth. A typical dose is one shot, or 1.5 mL.
This small neon purple seaweed like plant can be found deep Upon consumption Hog causes an overhaul of the digestive
within underwater caves. Esperweed is rare to find and rarer system, allowing the user to consume and gain nourishment
to purchase as once picked, it shrivels up and becomes from anything. To aid in this, the drug also causes the
worthless within a week. When eaten, the user must make a muscles around the jaw to strengthen and the teeth to
DC 12 constitution saving throw or regurgitate the drug. On a harden, giving the user the ability to take bites out of and
success, the user gains 1D6 hitpoints every minute, up to chew just about anything -- even steel. The digestive process
10% above their normal hitpoints, rounded up. One minute is also sped up, allowing the user to digest things practically
after the user reaches 10% above their max hitpoints, all the immediately to gain nourishment from them.
A creature under the influence of Hog gains the following
attack (unless they have a better bite attack):
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) piercing damage. On a successful
attack the target’s hit point maximum is reduced by an
amount equal to the damage taken, and the user regains hit
points equal to that amount. The reduction lasts until the
target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.

75
Hog was largely abandoned due to its "unhelpful" side effects, Link
portrayed in the following flaw the user takes while under the Consumable, Rare, Severe
drugs effects.
Consumption Time: 1 bonus action
I have an intense desire to consume everything around This cool, silvery liquid in a syringe was originally designed to
me, regardless of what it is or if it's alive. allow people to connect to the Internet without purchasing
King Puffball expensive cybernetic implants. Link induces brain activity
Mushroom, Very Rare, Severe that mimics the Universal WiFi Link cybernetic implant and
essentially grants that power for 12 hours. Upon using this
Consumption Time: 1 bonus action drug, make a DC 18 Intelligence saving throw. On a failure,
Nestled within damp and mossy caves, the King Puffball is a your consciousness is torn from your body and thrown into
small, black and spherical mushroom. As a bonus action, a the Internet leaving your body an empty, drooling husk. A
creature can consume a King Puffball, after which the greater restoration spell or any spell of equal or greater
creature gains one spell slot. The creature can use this spell healing ability can bring your consciousness back to your
slot to cast any spell that they already know at one level body.
higher than their current casting ability, or any spell from
their available spell list at their current casting level. The spell Lotus Flowers
slot will vanish when used, or at the end of the creatures turn. Plant, Legendary, Varying Classes
The creature must then succeed on a constitution saving Consumption Time: 1 action
throw against DC20. On failed saved, the creature is
incapacitated for 1 minute and takes 6 times their level in This exceedingly rare flower grows in muddy water sources
damage. On a successful save, the creature takes half in varying regions throughout the world. Noticeable for their
damage. splendid beauty, all of these flowers hold a potent narcotic
effect that varies depending on their color. Lotus Flowers
Koka Powder cannot be cultivated and must be found in the wild, making
Consumable, Rare, Severe them exceedingly rare and incredibly expensive.
Consumption Time: 1 bonus action Color Effect
This illicit white powder is used for its stimulating and Increases Max/Current HP by 1d20+10. Grants
euphoric effects, though it is illegal in many places. A dose of immunity to fear, charm, and paralysis. Grants
Koka energizes the user as if it were under the effect of the Black:
Resistance to Bludgeoning, Piercing, and
Haste spell for 1d6 turns but suffers disadvantage on Extreme
Slashing Damage. After 10 minutes these
Wisdom saving throws. If more than three doses are taken in effects wear off and the user suffers three levels
one day, the user must make a DC 20 Constitution saving of exhaustion and 3d8 physic damage. The user
throw or fall unconscious and die in 1d4 hours if not cannot speak while under the Lotus' benefits.
stabilized. User gains immunity to paralysis, slow, grapple,
Blue:
or any similar restriction on their movement for
Minor
5 minutes.
For five minutes user gains +2 Charisma (max
Green:
20), is immune to Charm, and gets Advantage
Mild
on all Persuasion and Deception rolls.
For one hour user gains +2 Dexterity (max
Orange:
20)and advantage on Stealth, Perception and
Moderate
Investigation checks.
Purple: User gains +2 Wisdom (max 20), and advantage
Minor on all Insight and Nature checks for 2 hours.
For one minute the character goes into a
Red:
barbarian rage and gains a +2 bonus to strength
Moderate
(max 20).
User gains +2 Intelligence (max 20) for 2 hours,
Violet:
has haste, and may re-memorize spells as if they
Minor
had had a long rest.
Grants the user a temporary +3 to Dex (max
20). User becomes immune to fear, charm, or
paralysis. User also gains an extra 15 feet to
movement speed. While under the effects of
White:
Rouge's Rush the user speaks too fast
Severe
(Perception DC 15 to understand). When these
effects end, the user gains 2 levels of
exhaustion and must make a DC 15
Constitution saving throw or fall unconscious.

76
Color Effect Pop Eye
For one hour user gains +2 Wisdom (max 20) Mushroom, Rare, Severe
Yellow: and gets 5 spell slots to spend*, spells can be Consumption Time: 1 reaction
Moderate chosen from any spell they know, even if they
haven't been memorized. A small, bright orange mushroom which grows at the base of
trees in dense forests; the Pop Eye Mushroom makes you
*One level 5 spell, or five level 1 spells, or any such a very alert of your surroundings, sometimes to the point of
combination. paranoia. After consuming the mushroom the creature can
move their place in the initiative order, and has advantage on
Love Hearts it's next attack roll until the end of it's next turn. At the end of
Mushroom, Uncommon, Minor the creature's next turn, it must succeed on a constitution
saving throw against DC15 or become paranoid and
Consumption Time: 1 bonus action confused, using its subsequent turn to attack the nearest ally.
Shaped like a love heart, this bright red mushroom fills a If the nearest ally is out of range, the creature must move as
creatures heart with the firey hot passion of the lava from far as its speed will allow towards the ally; if the ally becomes
which it grows. After consuming this mushroom, the creature within range, the creature must then attack. At the end of
is charmed by the first creature it lays eyes on. The affected each of the creature's turn, the create can take the saving
creature is charmed for 10 minutes. throw again.
Mesh Winged Warrior
Organic & Synthetic, Extreme, Price Mushroom, Legendary, Extreme
Consumption Type: Ingestion Consumption Time: 1 action
Consumption Time: 1 action A dull grey mushroom, shaped like a wing, dangles down
Duration: 1 week from the branches of tall Savannah trees. As rare as the gods
Mesh is a unique drug in that it's both organic and synthetic that it mimics, this mushroom turns any creature into a true
in nature. The drug was originally a rare mushroom notable warrior, gaining the following benefits for 1 hour:
for having an incredibly strong connection to the mycelium +3 to AC.
network. Curious scientists were able to add microscopic +2 to all ability scores.
synthetic parts to the mushroom, causing it to broadcast a Advantage on all saving throws, ability checks, and
"signal" that connects the minds of all creatures currently weapon attacks rolls.
under its influence into a form of hive mind. The memories, Can not be frightened or petrified.
thoughts, experiences, and knowledge of those under the +5 to initiative rolls (includes +2 from ability score
effects of Mesh are simultaneously shared with everyone else
currently under the influence of the drug and vice versa. The improvement)
experience of connecting minds in such a way is described as 4 times their level in temporary hit points (maximum of 50
both orgasmic and horrible, with previous users saying the temporary HP).
drug gives infinite pain and infinite pleasure at the same time
to the user.

77
After 1 hour, the effects of the drug begin to wear off, and any
remaining temporary hit points are lost. The creature must
succeed on a constitution saving throw against DC 20, or take
10 times its level in damage (minimum of 30 damage) and is
level 3 exhausted. On a successful save, the creature takes
half damage and is level 2 exhausted.
Zingle Mushroom
Mushroom, Rare , Moderate
Consumption Time: 1 bonus action
The Zingle mushroom is a dazzling shade of teal, often found
in damp conditions and growing on hanging moss. As a
bonus action, a Zingle mushroom can be eaten, after which a
first level spell slot can be used to cast spells at higher levels
as long as the user can cast at this level. The creature must
succeed on a constitution saving throw against DC10 once
the spell's effects have ended, or the creature takes 4 times its
level of damage, and is left gagging, heaving and
incapacitated until the end of it's next turn. On a succesful
save, the creature takes half damage.

system for finding criminal services

78
PART 6
Cybernetics and Bionics
Cybernetics and Bionics

T
his section will cover all the possible Example...
enhancements and additions you can make to Let's continue with Tim and say he really got hooked and
your character through the wonders of wanted even more parts. At this point, he's managed to
technology. As you may have noticed from the balance his Constitution so it's now 14/.25. Tim decides he
title, there are two types of enhancements: wants to purchase some Eyeshift™ to help make him look
Cybernetics and Bionics. And yes, there is a cooler.
difference. Getting them for both eyes, Tim's Constitution is now at
Cybernetics 14/-1.75. Once he goes below zero, he enters what's called
This is your “classic” mechanical enhancement to your body. Phase One.
It is the blending of man (beings) and machines. Since the Phase One happens because so much of Tim's natural
parts are usually of a synthetic nature (previously metal, state has been cut away and replaced that his natural organs,
carbon-fiber, and similar materials), they hinder the namely his heart, lungs, and liver start to fail. Resulting in a
character’s ability to do magic. Thus, having cybernetics will minus seven to his total constitution score and a minus five to
reduce the character’s effectiveness when it comes to using both his strength and dexterity scores. He will need to get
magic. This will be discussed later in this section. these replaced either with the cybernetic or bionic versions to
negate these affects. Having spent all his spent all his savings
Bionics on cybernetic replacements like a buffoon, Tim can only
This is the more “natural” solution that mimics cybernetics, afford the cybernetic replacements, lowering his Constitution
but is a lot less invasive. Instead of “machine” replacement Cost to 14/-8.75 and putting him in Phase Two. If the PC is a
parts, Bionics is a mix of genetic treatments or vat-grown, construct, they still must get the replacement parts to negate
biologic replacements that are baseline your own DNA, but these effects.
enhanced to match what cybernetics can do. Unfortunately, Phase Two is reached when a character goes below -5. In
this makes them much more expensive, but they don’t have a Phase Two, Tim's mind begins to fail him and he gains two
Constitution Cost and therefore do not affect magic. Indefinite Madness's, that cannot be cured unless a Wish
spell or equally powerful magic is used to do so. He also
Constitution Cost gains a minus -5 to his Wisdom, Intelligence, and Charisma
All Cybernetics will come with a Constitution Cost (CC). This scores. Should Tim choose to continue with his destructive
will be listed with the individual cybernetic piece on the chart habits, and get any further cybernetic implants he enters
and in its description. The CC for each piece is subtracted Phase Three.
from your Constitution, but it does not take away directly Phase Three is death. Once Tim reaches phase three, his
from your Con. Instead, since Constitution is a measure of body simply cannot handle the amount of replacements
health and vim, it is also a measure of how much “damage” attached to him, and he dies. Don't be like Tim. Make wise
your body can take and be replaced with machine. So, you do choices.
not lose anything from your Constitution (i.e. Con bonus and
its application to HP and Constitution saves), but you cannot Cyber-Sickness Table
have more cybernetics than your Constitution allows. You In case that was hard to understand or you just didn't want to
cannot go below 1 after all CCs are subtracted from your read it, here is a table that should clear things up. The first
Constitution. column is the phases, the second column is the CC needed to
reach that phase, the third phase is the affect it has on you,
Example... and the fourth column is how you can fix the affect.
Tim the Street Warrior ran afoul a nasty group of Clown Phase CC Affect Cure
Gang thugs. Though he survived, they did blow off half of his
right arm. He decides to get the whole thing replaced. A new -7 to total Constitution
getting
cybernetic arm has a CC of 2. Tim’s Constitution is 14. After 1 -.25 score, -5 to total Strength
Replacement
the surgery, his Constitution is now 14/12. The Cybernetic and Dexterity scores
Heart, Lungs, &
arm does not take away from his overall health and Liver
resistance, but it does replace a large chunk of his body. 2 Indefinite Madness's, -5 to Wish spell or
Deciding he likes the arm, he now wants a matching pair, so 2 -5 total Intelligence, Wisdom, equally
he gets the other arm replaced as well. This now brings his and Charisma scores powerful magic
Constitution to 14/10. Now he’s hooked. He keeps getting 3 -5.25 Death -
more and more replaced until eventually his Constitution is
now 14/.25. This is fine so long as he doesn't go below 0.
If you go below 0, your character enters a dangerous phase
called Cyber-Sickness.

80
Effects on Magic Compact
As mentioned before, Cybernetics adversely affect magic. For By eliminating wasted space and using smaller components,
every 2 points of CC you will lose 1 known Spell. For some engineers are capable of producing cybernetic devices
Sorcerers, Wizards, and Warlocks, you will lose one allotted with far more internal space than their standard
spell per day per level. counterparts. Any cybernetic device with this gadget can hold
Druids and Paladins do not have a number of “known one additional accessory slot.
spells”, so they only lose the spells per day per level like the
Sorcerer. Bionics do not have a CC, so for and Magic classes Sensor Baffling
it is advisable to use Bionics instead if you can afford it. From simple metal detectors to advanced x-ray scanners,
there’s always a way to detect cybernetics. The ability to
Gadgets confuse sensors can be invaluable, especially when
Gadgets are essentially upgrades that can be applied to your smuggling weapon implants past security.
base cybernetic parts, for a modest price of course. All Any cybernetic device with a sensor baffling gadget
gadgets can only be applied to base cybernetic parts, and do increases by 5 the DC of checks made to detect the device
not have a constitution cost. Each basic cybernetic part can with sensors or other detection devices. Even so, no
have one gadget. Refer to the gadget table for the names of cybernetic devices can remain hidden if the recipient is the
gadgets, and how they affect the price. target of a thorough medical examination.
Descriptions for each gadget is provided below the table. A cybernetic device can have sensor baffling without being
The Price Modifier represents the additional amount of inobvious, but this means the device is still clearly cybernetic
money you must pay to have the gadget installed in the when observed visually and the +5 DC applies only to
cybernetic. For example if the price modifier is times .5, you scanners and similar detection methods.
pay the normal amount and an additional half of the usual
price. Boinics cannot have gadgets installed in them. Storage Compartment
A cybernetic implant can have an internal storage
Gadget Price Modifier compartment built into it. The recipient can remove objects
Booby Trapped X1.75 from the compartment easily, but anyone attempting to do so
Compact X1.5
against his will must both successfully pin the recipient and
beat him at an opposed Strength check. Objects kept in
Integraated Cybernetic Devices X2 cybernetic storage compartments gain a +4 bonus on checks
Sensor Baffling X.5 made to conceal them.
Removing an object from a cybernetic storage
Storage Compartment X.25 compartment is a move action that provokes attacks of
opportunity. A compartment can also be made into a weapon
Booby Trapped bin (at no additional cost). This allows it to hold a single type
Those characters with a more paranoid outlook on life might of weapon, which can be removed in the same way a weapon
consider the booby trapped gadget for protecting their is drawn (a move action that can be combined with
cybernetics. Any cybernetic device with this gadget is movement, and does not provoke attacks of opportunity).
designed to function properly only for the recipient. The For an additional cost another additional .25 of the original
booby trap can be deactivated by the recipient as a move cybernetic cost, a compartment can be spring-loaded. A single
action and remains inert until reactivated (also a move object can be removed from a spring-loaded compartment as
action). a free action.
If an unauthorized character picks up the cybernetic device Try to use common sense when storing items. You might
(should it be separated from the owner), or, more important, not be able to store a phone in your cybernetic eye, but you
attempt to operate on or remove it, a special trap is could store something like a flashdrive.
immediately triggered. None of the traps affect the recipient
as long as the cybernetic device is attached. (If the device is Cybernetics and Bionics
being operated on, the trap might do this damage to the tools Below are the charts with general descriptions of Cybernetics
being used for the surgery.) and Bionics available to characters. But first, is an
Barbs: The cybernetic device rapidly projects spikes or explanation of the columns. Since there is more or less a
bladed, dealing 1d6 points of piercing damage to the Bionic equivalent of every Cybernetic, though not always, the
character tripping the trap. charts are combined into one. Here are the columns:
Electric Shock: Power cells in the cybernetic device Name: this is the name of the cybernetic or bionic part.
discharge and deal 1d6 points of lightning damage to the Benefit: this will give a brief description of the benefits
character tripping the trap. gained from the part
Trigger Integrated Weapon: An integrated weapon is CC: This is the Constitution Cost of the part. The CC listed
triggered and targets the character tripping the trap. This only applies to the Cybernetic part.
trap is typically used to trigger an explosive device. Price: This is the cost in currency of the part. They will be
listed with a “ / “ and will be the cost of Cybernetics first, then
Bionics, so Cybernetic price/Bionic price. If there is no " / "
with a price following it, it means there is no bionic version
available.

81
Body Replacements
Name Benefit CC Price (cd)
Basic Parts
Basic modifications to the brain to allow for "enhancements". Must have for all
Neuralware 1 1,500c
Cerebral Implants.
Basic cybernetic arm. Must have for all Arm Upgrades. Hand may or may not be
Replacement Arm 1 1,000c
included.
Replacement Ear Basic cybernetic ear. Required for all Cyberaudio. .5 100c
Replacement Eye Basic cybernetic eye. Required for all other Cyberoptics. .5 500c/15kc
Replacement Foot The standard foot. Required if the user gets a replacement leg. .5 200c
Replacement Hand The standard hand. Required if the user gets a replacement arm. .5 200c
Basic cybernetic leg. Must have for all Leg Upgrades. Foot may or may not be
Replacement Leg 1 1,000c
included.
Body Plating
Cowl Skullcap, grants resistance to attacks against the head. 3.5 2,000c/20kc
Faceplate Hardened plastic that covers the face. +2 Armor bonus. 3.75 1,000c/20kc
Front Optic Mount Allows you to have up to 5 replacement eyes installed at once. 3 1,000c/5kc
Skinweave I +2 Armor bonus (Stackable) 4 2,000c/20kc
Skinweave II +4 Armor bonus (Stackable) 6 6,000c/55kc
Skinweave III +6 Armor bonus (non-stackable) 8 10kc/80kc
Subdermal Plating 17 AC no Dex bonus 10 7,000c/65kc
Cerebral Implants
Olfactory Boost +2 to Perception for scent. .5 600c/3kc
Pain Editor +2 to Constitution saves vs. Stun 3 1,400/5kc
Reflex Booster I +1 to Initiative, +1 to Dexterity Saves 1 1,000c/15kc
Reflex Booster II +2 to Initiative, +2 to Dexterity Saves, grants Evasion 1.5 6,500c/25kc
Reflex Booster III +4 to Initiative, +4 to Dexterity Saves, grants Evasion 1.75 20kc/75kc
SkillSet Chip
Allows the character to plug in and swap out SkillSet chips 4 1,000c
Interface
SkillSet Processor Allows the use of/interface with SkillSet chips 2 1,000c
Tactile Boost +2 to Perception for touch based checks .5 600c/3,000c
Universal WiFi Link Allows you to link to various electronic devices that are also WiFi/Wireless enabled .5 400c
Cyberaudio
Amplified Hearing +1 to perception using audio cues. 1 200c
Bug Detector Gain advantage on checks made to detect bugs and taps. .5 200c
Enhanced Hearing
Grants ability to hear ultrasonic and subsonic sounds. 1.5 150c
Range
Level Dampner Grants resistance to thunder damage. .5 300c
Phone Splice Full cellular communication. Only works in cities 1 150c
Radar Detector Beeps if a radar or sonar beam is encountered. .5 150c
Radio Link Radio communication up to 1 mile 1 100
Scrambler Scrambles communication made using any other cyberaudio implants. .5 100c
Tight Beam Radio
Allows untappable radio communication within line of sight 1 200c
Link
Voice Stress Analyzer +2 to insight checks to see if someone is lying. 1 200c
Wearman™ Stereo music system. .5 100c

82
Body Replacements
Price
Name Benefit CC (cd)
Cyberaudio
Wide Band
Radio Picks up all transmissions on all bands. 2 100c
Scanner
Cyberoptics
Anti Dazzle +2 to Constitution saves vs. Blind and +2 to Wisdom saves vs. hypnosis 1 400c
Camera
Allows video recording and photos .5 150c
Implant
Darkvision Grants Darkvision up to 60 ft .5 300c
Dartgun Shoots darts from your eye. Holds 1 dart. 1.5 200c
Image
+2 Perception for visual search 1 400c
Enhancement
Infrared
Grants Infrared vision up to 60 ft 1 300c
Vision
Microscopic
Allows you to see like a microscope 1.25 500c
Vision
Telescopic
Allows you to see up to 20x 1.5 450c
Vision
Thermal
Grants Thermal vision up to 60 ft 1 300c
Imaging
Thermograph
Allows you to see heat patterns and temperature readings .5 200c
Sensor
Times Square
LED screen in vision field for messages and similar uses. .5 100c
Marquee
Cyberweapons
(Body)
Big Nucks An increase in your knucklebones that allow them to function as brass knuckles. 3 500c
A small robotic device resembling a snake that stays in your stomach and extends through your
Cybersnake 4 1,200c
mouth to attack.
A massive adhesive tongue that can extend from your mouth and grapple a creature of your size
Grapplin'
or smaller. The tongue can also be fitted with a poisonous substance or spiky barbs for an 4 1,000c
Tongue
increased cost.
Rippers Hidden claws within your fingers. 3 400c
Scratchers Sharpened fingernails similar to razor blades. 2 100c
Slice N' Dice A spool of microfilament wire located in the end of one finger. 2 700c
Vampires Specialized teeth that increase your bite damage. 3 200c
Wolvers A triangular blade implanted in the back of the hand. 3.5 700c
Ultimatum A powerful explosive device that detonates when the user's heart stops. 3 1,500c
Fashionware
Biomonitor +2 to Constitution saves against poison .25 100c
ChemSkins Color/pattern changing skin tints .25 200c
Eyeshift™ Allows you to change the appearance of your eyes. Requires the basic Replacement Eye. .25 200c
Skinwatch Subdermal Timepiece .25 100c
Synthskins Color/pattern changing artificial skin. .5 400c
Techhair Color/light emitting artificial hair. .25 200c
Hands and
Feet
Buzz Hand A wire circular saw in place of a hand. 1 600c

83
Body Replacements
Name Benefit CC Price (cd)
Hands and Feet
Crabber A large hydraulic crab claw that replaces a hand. 1 650c
Grapple Hand Extends a rocket propelled grapple in place of a hand. 100 ft reach. 1 350c
Grip Foot Grants a climbing speed equal to your normal speed. 2 500c
Hammer Hand Hydraulic ram fist. 2 600c
Ripper Hand Standard hand with rippers built in. 3 600c
Spike Hand Palm spike extends through fingers. 1.5 500c
Spike Heel Foot Heel spike for lethal kicks. 2 500c
Talon Foot Blades or "Talons" are equipped within toes. 2 500c
Tool Hand Fingers contain lockpick, screwdriver, small drill, etc. 1 250c
Web Foot Grants a swimming speed equal to your normal speed. 2 500c
Implants
Adrenal Booster When activated, gives you +4 to Str and Con for 2d4 rounds 3 4,000c/12kc
Artificial Shoulder
Allows you to mount extra arms (2) below the first set. (limit one per body) 7 15kc/30kc
Mount
Bone
+10 hp and +2 to Constitution saves 7 5,000c/45kc
Reinforcement
EMP Shielding A small internal Faraday Cage that protects you from EMP blasts 1 300c
Gills Replacement lungs required. Allows underwater breathing 3 5,000c/15kc
Independent Air
Replacement lungs required. Small air supply. Lasts for 25 minutes. 1 300c
Supply
Motion Detector Detects motion in a 20 square foot area. 1.5 200c
Muscle I +1 to Str or Dex (player’s choice) 2 3,000c/35kc
Muscle II +2 to Str or Dex (player’s choice) 4 6,000c/50kc
Muscle III +3 to Str or Dex (player’s choice) 6 8,000c/80kc
Nanosurgeons I Doubles healing rate 1 6,000c/18kc
Nanosurgeons II Heals 1d4 HP per minute/10 rounds 3 12kc/40kc
Nanosurgeons III Heals 1d4 HP every round 5 50kc/200kc
Nasal Filters Filters toxic/noxious gases. +2 to Constitution saves against such gases 1 600c/1,500c
Radar Emitter You emit a radar signal in a 50 foot diameter. Only functions on land or in air. 1 200c
Radiation Detector Detects radiation in a 20ft radius. 2 200c
Replacement Heart +2 to any rolls/checks for endurance based tasks, e.g. long distance running 2 1,500c/20kc
Replacement Liver +2 to Constitution saves vs. Poisons 3 1,600c/12kc
Replacement +2 to any rolls/checks for endurance based tasks and to Swim checks involving
2 1,300c/15kc
Lungs holding breath
Special, micro-folds are implanted on the skins of your palms and fingers allowing you
Setae 1 500c/5,000c
to adhere to sheer surfaces.
Sonar Implant Just like the Radar Emitter, except it functions underwater. 1 300c
Subdermal Pocket 2” x 4” pocket with Realskinn zipper 2 100c/1,000c
Voice Synthesizer Can mimic any recorded sound. +10 to performance checks made to mimic sounds. 3 600c
Limb Upgrades
Armor Plating +1 armor bonus to AC. This stacks with armor. 1 800cc
Flame Thrower A flamethrower equipped into a limb. (Arm) 2 600c
Grenade Launcher Carries 1 grenade of any type. (Arm) 2 500c
Hidden Thigh Panels on your thigh open up and you can any simple ranged weapon, but nothing
1 350c
Holster larger. (Leg)

84
Body Replacements
Price
Name Benefit CC (cd)
Limb Upgrades
Micro-Missle
Fires 4 mini missiles. 2.5 900c
Launcher
Weapon
Mounted You can mount a simple ranged weapon onto your arm directly. It does normal weapon
1.25 cost x
Firearm damage. (Arm)
10
Plastic
Plastic covering for cybernetic limbs, comes in different colors. - 150c
Covering
RealSkinn™ Covering that makes cybernetic limbs look real. - 300c
Retractable You can mount any simple melee weapon onto your arm that retracts and extends on
1.25 1,000c
Blade(s) command. (Arm)
Shield Panel, Mounted on the forearm is a small slit that collapsing panels spring from and provide a small
.5 400c
Small round shield. (Arm)
Shield Panel, Mounted on the forearm is a small slit that collapsing panels spring from and provide a
1 550c
Medium medium round shield. (Arm)
Speed Servos +10 to base movement. (Leg) 1.5 1,300c
Superchrome® Highgloss chromatic covering for cybernetic limbs. - 200
Super Speed +20 to base movement and can run at a top speed of 75 mph. Requires two cybernetic legs
3.5 15kc
Servos to work. (Leg)
Miscellaneous
Balance A prehensile cybernetic tail that maintains the balance of the user and makes dexterous feats
4
Enhancer significantly easier.
Four "legs" that extend from the users back that enables them to climb walls. Each leg can
Crawlers 6
also be used as a weapon in a pinch.
A large and complicated implant into the stomach, back, and chest area that allows the user
Dissolving
to "dissolve" into a goo like substance for a short period and slip through small cracks and 6.5
System
holes with ease.
Jumpers A sophisticated pair of legs and feet that significantly increase the users ability to jump. 5
One of your arms is replaced with four thinner tentacle like arms that extend from the same
Octo-Arms 3.5 6,000c
socket. -1 to STR for each replaced arm, max -2 to STR.
Wings A rather large attachment to the back that enables the user to fly. 7.5

Cybernetic and Bionic Descriptions Replacement Arm (2) This is your standard replacement
These are the more detailed descriptions of the cybernetics arm. As it is, it is a very skeletal-looking arm with a few
and bionics previously listed. Each one will have the name hydraulic parts. Each replacement arm comes with a
and the CC in parentheses next to it. Standard Hand and 3 Accessory Slots.
Replacement Ear (.5) This is the standard Replacement
Basic Parts Ear required for all cyberaudio upgrades. It is standard for
these ears to look like normal non-cybernetic ears, however
Basic Parts are the base replacements you need to gain you can have them resemble animal ears for an additional 50
access to most of the other cybernetic parts. For example, credits. (The most common animal ears are cat and rabbit
you can't get a SkillSet Chip Interface without Neuralware ears.) Replacement Ears come pairs and the cc for the pair is
and you cant get a Radio Link without getting a Replacement (.5). A pair of ears contains 4 accessory slots.
Ear. Basic Parts rarely come in pairs and most often must be Replacement Eye (1) The standard replacement eye, this
bought individually. For example, you generally need to eye would resemble any other eye if not for the fact that the
purchase two Replacement Eyes or ears if you want a pair. iris glows. The Replacement Eye is home to two Accessory
Neuralware (2) This is the main control center for all your Slots.
cerebral implants. Without this the other implants will not Replacement Foot (.5) This resembles a normal foot and
work unless they are the Bionic version. This implant does has five toes.
not grant any bonuses itself, but it does allow other implants Replacement Hand (.5) This resembles a normal hand;
to work with other cybernetics. These bonuses will be four fingers and a thumb.
detailed in the specific implant’s description.

85
Replacement Leg (3) This is your standard replacement leg. Reflex Booster I, II, III (1/1.5/1.75): All boosters, bionic
As it is, it is a very skeletal-looking leg with a few hydraulic or cybernetic, give the following standard benefits:
parts. Each replacement leg comes with 3 Accessory slots. If you have 2 cybernetic legs, you also get a +2 dodge bonus
to your AC
If you have a cybernetic arm and it is wielding a
Body Plating weapon (or if you have 2 and are wielding 2), you gain an
Body Plating covers any situation where armored plastics extra +1 to hit (not damage) for that weapon.
and metals are layered over and directly anchored to the skin. Each level gains the additional bonuses listed in the chart
It doesn't make you stronger or faster, but it's perfect for the above. As you may have noticed, level II and III give you
person who wants all over protection all the time - and Evasion. These act exactly like the Rogue and Monk abilities,
doesn't care who knows it. i.e. on a successful Dexterity save with Evasion you take no
Cowl (3.5) This is a body plate that covers the skull. It is damage and only take half on a failed save. If you are a Monk,
anchored by minibolts to the scalp, and appears as though Rogue, or any other class or prestige class that grants
someone had stuck a bicycle helmet underneath your scalp. Evasion and you take level II or III, it does nothing but give
Faceplate (3.75) Hardened plastic material that you the pluses to Initiative and Dexterity saves. If you get this
completely covers the face. Nervelinks allow limited and stiff before your class allows it, you have access to it at that point,
facial expressions, while ports allow for breathing, eating, but once your class grants it, that feature does nothing. For
and seeing. Many people who get Faceplates have them example, if a rogue came into a windfall of money around
sculpted to resemble bizzare and sometimes frightening level 4 and decided to get the Reflex Booster II, he would
faces; such as monsters, animals, or robots. have Evasion at that point. Once he reached level 7 where it
Front Optic Mount (3) This mount allows up to five is granted to him normally, nothing new would happen; he
Replacement Eyes to be installed in a shielded cluster in the would still have Evasion from the booster. However, if the
upper face. The eyes are removed and the orbital sockets booster was removed, he would still have Evasion after level
used to mount the receier hardware for the optic mount. 7, but removing cybernetics is extremely rare.
Optic mounts come in several styles: there are thin visor slits SkillSet Chip Interface (2): This is the interface where
(Robocop), rotating camera clusters (like an old fashioned you insert your SkillSet chips. They are small chips that
movie camera), or one main optic with smaller ones arranged resemble SD cards. The interface comes with 4 slots which
in a circle around it. can all be active at once, thus giving you the potential of
Skinweave I, II, and II (4/6/8): Nano fiber strands are having 4 skills. The SkillSet Processor is required for this
weaved into replacement skin, or in the case of the Bionic implant and can only handle 4 active skills at once. You could
version, your existing skin. All levels grant a measure of conceivably have 2 interface implants, but the extra 4 would
Armor bonus to your overall AC which for levels I and II are be wasted and inactive as you would have to remove those
stackable with other armor, but not other cybernetic armor. and put them into one of the 4 active slots.
Level III is not stackable. Additionally for each level, your skin SkillSet Processor (1): This is an additional processor
becomes more “angular” or “geodesic”. Level I is smooth and added to your cerebral processor that allows the use of
supple and is no different from real skin. Level II has a SkillSet chips. Additionally if you have 2 cybernetic arms
noticeable color difference and is more angular. Level III (and hands), you get an additional +2 on the skill provided it is
looks as if you were chiseled from stone and not smoothed an manual skill (such as Craft).
out on the edges. Tactile Boost (.5): Your sense of feeling is boosted to
Subdermal Plating (10): Hardened plates (carbon fiber super-human levels.
for cybernetic and specially engineered bone for bionic) are Universal WiFi Link (.5): As the name implies, it is
placed directly under the skin. Because they are hard plates, essentially a wifi link to your cerebral processor. This allows
you look as if your skin were stretched over a suit of armor. you to link to your communicator, any WiFi enabled tablet or
Because of this, you cannot wear any other armor, but computer, or any WiFi enabled vehicle. If you are linked to
clothes–baggy ones at that–will go over your skin/armor. your communicator, you will also have an Augmented Reality
(AR) Field projected in your range of vision that will display
Cerebral Implants various bits of information (like Google Glass, but not google
and without the glasses). You are the only one who can see
Cerebral Implants are cybernetic modifications made to the your AR Field. What is displayed is controlled by your
brain. These implants are an ideal must have for anyone who communicator, but can include a GPS enabled map, terminal
wants to increase their senses or intellectual prowess. prompt, information pop-ups, etc. If you link to any WiFi
However, due to the fact that these implants always take enabled tablet or computer, you can enter the Virtual
place in the brain, it is highly recommended one finds a Network (VN). Since it is a complete immersion, you cannot
trained professional to do the operation. move or interact with the real world until your link is severed
Olfactory Boost (.5): Your sense of smell is boosted to (either voluntarily or not). Additionally, if you have any drones
super-human levels. You can now use the skill Survival to or other remote device and/or vehicle that is controlled by
track by scent. computer or your communicator, your link will allow you to
Pain Editor (3): Your sense of pain has been diminished control these devices “mentally” and if they have some sort of
so that you shrug off most pain. You still take damage camera, you can display that within your AR or VN field of
normally, but if you do not have to make any sort of view. If you link to any WiFi enabled vehicle, you get a +2 to
Constitution check to resist pain, being stunned (physically Drive checks and can control the vehicle mentally. However,
not magically), or similar if it is required. the range on this is limited to 5 feet, so you still have to be
inside the vehicle.

86
Radio Link (1) A microminiature radio transceiver, usually
mounted at the base of the skull and using your fillings as the
antennae. It is activated by clicking the teeth together sharply.
To talk, you merely mutter under your breath.
Reception is carried out in one of two ways: 1. A receiver
directly vibrates the mastoid bone, giving you a small tinny
voice in the back of your head, or 2. Linked to a cyberoptics
Marquee option, incoming messages are flashed into the
upper edge of your field of vision as red scrolling letters. In
terms of gameplay, having a radio implant gives you the
ability to talk to any receiver on the same band frequency for
up to 1 mile. It also means you occasionally get someone
else's radio messages.
Scrambler (.5) This implant improves your regular and
Tight Beam Radio Links with a scrambler, so it cannot be
listened into by unwanted parties.
Tight Beam Radio Link (1) This option allows tight beam
radio communication for up to 1 mile, as long as both parties
are within line of sight to each other and are not blocked by
any object thicker than 1 foot
Voice Stress Analyzer (1) This system acts as a lie
detector, detecting minute changes in vocal patterns and
tones and comparing these to a pre-recorded set of
parameters. You must first use the analyzer on the subject
while they are in an unstressed situation or is telling the
truth. In terms of gameplay if you follow the procedure listed
above, this gives you +2 to insight checks.
Wearman™ (.5) The WearMan™ mounts twin vibration
speakers on your mastoid bones, making your skull into an
audio system ofconcert hall quality A tiny chip mount wired
into the earlobe allows you to plug in a variety of music chips,
all fashioned to look like earrings. Each chip contains about
Cyberaudio 100 songs. Selections are fast-forwarded by squeezing the
earring gently, once per selection. When the chip is removed
Cyberaudio systems patch into the auditory nerves and the WearMan™ turns off.
speech centers of the brain, along with the ear itself. Wide Band Radio Scanner (2) This option automatically
Generally there is no change in the appearance of the scans all major police, fire, ambulance, and First Responder
physical ear itself, but some people choose to have the communication bands. The user can set this scanner to cover
replacement ears resemble animal ears (see replacement ear one specific band, downloading any incoming messages to his
in basic parts). own internal radio link or Times Square Marquee.
Amplified Hearing (1) This system improves hearing and
sound recognition ability, adding =1 to any sound-related Cyberoptics
Perception checks.
Bug Detector (.5) This mini-receicer is designed to pick up A combination of digital processor and camera, cyberoptics
signals transmitted by all types of radio bugs. When the bug are replacements for normal eyes. Cybervision is just like
is active, its transmissions make a small beeping noise in the regular vision, only better. Colors are brighter, images
back of your head, getting louder as you get closer to the bug. sharper. And that's just the start.
In terms of gameplay, this gives you a 6 out of 10 chance (roll Camera Implant (.5) This cyberoptic mounted camera can
a 1D10, choose your six numbers) of detecting any bugs hold up to 20 images and videos. These photos and videos
within 10 feet of you. can be uploaded to the internet or downloaded to an external
Enhanced Hearing Range (1.5) This subsystem allows chip. As new photos and videos are taken, old ones are
the user to hear tones in the subsonic and supersonic ranges. automatically deleted.
Level Dampner (.5) This system automatically Darkvision (.5) Allows the eye to use Darkvision. If your
compensates for loud noises, such as thunder attacks. race grants this vision already and you have your eye
Characters with this implant gain resistance to all thunder replaced, you lose your original darkision, but it can be re-
attacks. added with this feature (and others).
Radar Detector (.5) THis system produces a loud beep Dartgun (1.5) A dartgun installed in the eye that shoots a
whenever a radar beam is encountered. It also has a 40% single poisoned dart as per the players handbook. Must be
chance of triangulating the source; when the direction of the reloaded after each use.
beam is determined, the beep changes to a clear tone. Image Enhancement (1) High resolution graphics
capability allowing the user to enhance and refine what they
are seeing. Increases your perception by 2.
Infrared Vision (1) Allows the user to see in infrared.

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Microscopic Vision (1.25) Allows you to see down to the Big Nucks (3) Reinforced and enlarged knucklebones that
microscopic level. Because of the nature of the vision, you function as brass knuckles. Popular among monks and
cannot move while using this vision. people who use their fists regularly.
Telescopic Vision (1.5) Allows you to see up to 20x Grapplin' Tounge (4)
magnification in your current vision. Rippers (3) Longer, heavier versions of scratchers that
Thermal Imaging (1) Allows you to see thermal/heat replace the top two joints of the fingers. The replaced
patterns and thus in total darkness and through solid portions of the fingers are replaced by a plastic and metal
material. Each foot of solid material counts towards the total sheath, in which three inch carbo-glas claws are housed. The
60 ft max. So, if you are 30 ft away from a wall that is 4 ft rippers can be extended by clawing the hand in a catlike
thick concrete, you can still see 26 ft beyond that wall. fashion. Most people wear false fingernails over their
Thermograph Sensor (.5) Allows user to see heat patters Rippers, giving them advantage on attempts to conceal them.
of objects and people. Cooler things show up as dark to light Rippers deal 1D6 slashing damage.
blue, hotter things as red or orange, and the hottest of all as Scratchers (2) Implanted metal or quartz in the fingernails
yellow or white. Used to distinguish differing heat sources that causes them to become sharper than usual, giving them a
through light structural material, or the presence of 1D4 slashing attack. Most people style their Scratchers,
cybernetics, which are always cooler than normal body causing them to become indistinguishable from normal nails.
temperatures. Thermograph Sensors can also determine the Slice N' Dice (2) A small spool of Microfilament wire
operating time of certain machinery by measuring its cooling mounted in the end of one finger, with a weighted, false
gradient. fingernail to give it balance and swing. This is commonly
Times Square Marquee (.5) Scrolling letter screen of a used as a Garrotte or Microfiliment Whip.
color you choose in the upper edge of your vision, linked to a Vampires (3) Implanted fangs, usually made up of quartz
software chip readout or a radio link. or superchromed metal. You can have a full set implanted,
(replacing all your teeth, and referred to as a Ghouls Smile)
Cyberweapons (Body) or just the canines (referred to as Vampires). Vampires can be
At the top of most of the more shady characters Cybernetic augmented with syringes, allowing the owner to withdraw or
shopping list are the Cyberweapons; hidden killing tools that inject substances into their target for double the price.
can be buried in your skin until the moment you want to take Vampires aren't just for fashion, a Ghouls Smile allows you to
someone out. deal an extra 1D6 piercing damage when you bite someone,
Cybersnake (4) A common weapon used by assassins, A and Vampires allow you to deal an extra 1D4 piercing
Cybersnake is a robotic snake that resides in an implanted damage when you bite someone.
storage space in your stomach. As a bonus action, you can Wolvers (3.5) The largest and deadliest of the Scratchers
make the snake extend from your stomach and make a family, Wolvers are implanted along the back of the hand.
piercing attack against someone. This attack has a five foot When the Hand is clenched in a fist, a thin triangular blade
range and does 1D6 piercing damage. Assassins will telescope out and lock into place, remaining extended a full
commonly use this attack while kissing their target, causing foot until the hand is relaxed. Wolvers deal 2d6 slashing
the Cybersnake to go down the victims throat and pierce their damage.
organs. Ultimatum (3) The Ultimatum is the perfect product for
those who want to give one last middle finger to their
enemies. The Ultimatum stores a huge cache of explosives
inside the users body wired up to their heart. When the heart
stops beating, the explosives detonate - destroying both the
user and anyone close to them. Before installation, the user
must provide at least five pounds of the same type of
explosives that will be installed in them with the device. The
Ultimatum can only hold dynamite or plastic explosives. It is
not recommended to use this implant with a cybernetic heart,
as a single EMP blast can shut down the heart causing the
user to explode.
Fashionware
Although Fashionware virtually has no practical uses in
terms of survival, it has become one of the most popular and
widely used categories of cybernetics. Fashionware is any
cybernetic or upgrade that intentionally aesthetically affects
the appearance of a person. Some common examples of
Fashionware are listed below.

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  Hands and Feet
Biomonitor (.25) The Biomonitor is a favorite among
doctors, fitness freaks, and harried corporates worried about The basic cyberlimb comes without hands or feet attached;
their blood pressure. Mounted just below the skin of the these are purchased seprately, allowing the user to tailor the
forearm, the Biomonitor gives a constant readout of pulse, limb to their specific needs. These parts can be changed by
respiration, brain waves, blood sugar, temperature, and unfastening a series of connection bolts, and reconnecting
cholesterol levels. The display is a pattern of word shaped the new hand or foot (taking about a minute). In general
LEDs, each running a color sequence from red (critical) to hands and feet are sold separately and are not sold in pairs.
green (excellent). As conditions change, the colors change. Buzz Hand (1) This hand can be pulled back to reveal
This ability to swiftly see if something is amiss in the users small, spinning microfilament wires around a titanium hub.
body gives them a +2 to Constitution saves against poison. The high speed "weed wacker" shears through most
ChemSkins (.25) ChemSkins are special dyes and materials like butter, dealing 2d6 slashing damage if used as
chemicals which are impregnated or rubbed into the skin. a weapon. The nature of microfilament wires also allows
Some change the skin color to a new shade as desired, while Buzz Hands to be used to shear through nonmagical objects.
others are temperature sensitive, and shift colors in vibrant Rules for attacking objects can be found on pages 246-247 of
patterns when warmed or cooled. Some ChemSkins are the DMG.
sensitive to hormonal changes; one could buy a ChemSkin Crabber (1) A crabber is a large hydraulic claw
that would make yellow and black stripes appear on their (resembling that of a crab) that replaces your hand. A crabber
skin when they become angry or excited. is used as a strength based melee weapon attack that deals
Eyeshift™ (.25) One of the most popular Fashionware is 2d6 bludgeoning damage, and automatically grapples the
the Eyeshift™. Eyeshift™ allows the user to have complete target on a successful attack. You are considered proficient
control over what their eyes look like. Users can change the with the Crabber while you have it attached to you. Because a
colors of the iris (some of the most popular colors are amber, Crabber is just a giant claw, you cannot use it for anything
white, burgundy, and violet). Users can also turn their eyes other than this attack or gripping things, unless your DM says
transparent, make them swirl with glittering lights, make otherwise.
their eyes reflect a starry night sky, have tiny designer logos Grapple Hand (1) This hand's fingers extend backwards to
appear around the iris, and even make their eyes appear to be create a five fingered throwing grapple. A small spool in the
spheres of solid chrome. The possibilities of Eyeshift™ are wrist contains 100 feet of fine, super strong line capable of
nearly infinite. You must have Replacement Eyes to use supporting 200 lbs.
Eyeshift™. A full shift of patterns or colors takes about a Grip Foot (2) Toes of this foot can extend and curl around
minute. You must pay for each eye you install Eyeshift™ in. a 2" bar. The soles are covered in a tack rubberized material
Skinwatch (.25) The predecessor of the Biomonitor, the for increased traction while climbing. Grants you a climbing
Skinwatch is implanted just below the epdermis, and uses speed equal to your normal speed. You must have a pair of
tiny LEDs to project glowing numerals through the skin. these attached to gain this benefit.
Skinwatches can be mounted anywhere, although the hand, Hammer Hand (2) This hand is made of hardened
wrist, and fingers are the most common. Advanced versions titanium and has a powerful explosive shell driven ram that
can be reset by pressing the display gently until the right acts like a jackhammer. You punch, the shell goes off, driving
number combinations come up; really advanced versions the fist forward with incredible velocity and power (1d10
have alarms that beep quietly. Use your imagination. bludgeoning damage). A port in the top ejects the shell and
Synthskins (.5) Synthskins is a layer of color-shifting, opens to receive a new one (replacements cost 30 credits).
illuminated plastic bonded to the users outer skin. While Ripper Hand (3) The standard hand with ripper blades
most recipients use this upgrade purely for decoration, it mounted in the upper and wrist area.
does have uses towards survival. The recipient can control Spike Hand (1.5) This hand contains a hardened titanium
the brightness of the luminescence as a free action, negating spike which telescopes out of the wrist and through the lower
it entirely if desired. As its most intense, Synthskins can palm. Can be poisoned and is helpful in climbing (1d6+3
illuminate squares occupied by or adjacent to the recipient piercing damage, +1 to checks involving climbing).
turning dim light into bright light, and darkness into dim Spike Heel Foot (2) A 6" spike projects from the heel of
light. Synthskins can also change color and pattern on this foot, allowing the user to make deadly rear kicks. This
demand. spike can also be used for anchoring or climbing. (1d6+3
Techhair (.25) The shafts of this artificial hair are piercing damage, +1 to checks involving climbing).
impregnated with various types of reactive chemicals. Some Talon Foot (2) This foot can extend narrow blades similar
types are temperature sensitive and change color or stand up to scratchers for 1d6 piercing damage.
depending on the weather. Others contain the same pigments Tool Hand (1) This hand's four fingers conceal small
used in ChemSkins, storing and emitting colored light in microtools: the pointer finger contains a small screwdriver
patterns. Still others can change the color as desired by using with changable heads, The middle finger contains an
special chemical shampoos. Techhair can be implanted in adjustable wrench, the ring finger contains a battery powered
mohawks, hair weaves, full hairpieces, manes, ruffs, soldiering iron, and the pinky contains an adjustable socket
whiskers, and anywhere else hair grows. wrench. The lower edge of the palm is hardened to make a
dandy hammer. At the DMs discretion, you can change the
tools for other tools, such as changing the adjustable wrench
for a lockpick.

89
 
Web Foot (2) This foot Extends thin webs from either side
of the foot, as well as webs between toes. Grants you a
swimming speed equal to your normal speed. You must have
a pair of these attached to gain this benefit
Implants
Implants are the useful little things you get plugged in to
make living easier; things that you can't replace from a pile of
spare parts, or that a specific job may require.
Adrenal Booster (3) A small chip is placed near your
adrenal gland that will cause a surge of adreneline to rush
through you giving you the above described benefits. Like
with the Barbarian’s rage, bonus HP granted by high
constitution is retroactive, but also disappears after the effect
wears off. Additionally, because of the burst, your body needs
time to recover and replenish. This can only be activated
once every four hours.
Artificial Shoulder Mount (7) These are swivel joints
which can be mounted below your current shoulders. This
allows up to two extra arms to be mounted below the original
arms, and extends the height of your torso by roughly 6
inches to allow for proper movement between the sets of
arms. Because of the complex nature of this implant you
cannot have more than one Artificial Shoulder Mount. Nanosurgeons I, II, III (1,3,5) Billions of tiny robots (or
Bone Reinforcement (7) This is probably the most genetically enhanced, microscopic organisms) run through
invasive replacement surgery, though it really isn’t a your bloodstream repairing damage and fighting off infection.
replacement. With the cybernetic version, your bones are Along with the healing benefits listed on the chart above you
reinforced with a coating of form-fitting carbon fiber making gain the following benefits. Level I you gain a +5 to any
them much more durable. In the bionic version, your bone Constitution save of any sort. Level II you gain the benefits of
density is increased on the genetic level making them more Level I as well as being immune to all poisons. Level II you
durable. In either case, they give the character the same gain Levels I and II benefits as well as being immune to all
benefits. natural diseases. You are still susceptible to magic diseases
EMP Shielding (1) A small internal Faraday Cage is and poisons.
implanted in your body, making you immune to effects from Nasal Filters (1) Simple filters line the inside of your nose
EMP blasts. and nasal cavity that filter out toxins. You gain the above
Gills (3) These require that you have replacement lungs. benefits to Constitution saves versus gas-based poisons and
Additionally, if you get cybernetic gills, you have to have toxins.
cybernetic lungs. If you get bionic gills, you have to have Radar Emitter (1) As a free action, you can cause your
bionic lungs. You cannot mix and match. If you have both, you implanted Radar Emitter to emit a radar centered on you out
can breathe normally under water. However, like polluted air, in a 200 foot radius. This only works on the ground and in
polluted water will affect your ability to breathe normally. the air.
Speaking of air, the way the lungs and gills work together, you Radiation Detector (2) This Detector has an 80% chance
can breath above water as well. of correctly determining if their is radiation in the area. It can
Independent Air Supply (1) A small artificial organ, filled transmit this information either by making beeps akin to a
with a spongy, oxygen fixing foam. Implanted in the lower Geiger Counter, or if you have a Marquee installed in your
lungs, it allows an inactive character to hold their breath for eyes, it can feed the data there.
up to 25 minutes, or an active character up to 10 minutes. Replacement Heart (2) This replacement heart pumps
Motion Detector (1.5) Detects motion (direction and blood at a much more efficient rate, thus the bonuses to
strength) in a 10 foot radius centered on the user. Can be endurance-type checks. There is a cybernetic version and a
mounted on the palm or heel. bionic version. The cybernetic version is susceptible to EMP.
Muscle I, II, III (2,4,6) This is not a full replacement of If a character has a cybernetic heart and is hit by an EMP
every muscle on your body, but instead, key strategic blast, or any electricity effect (magic, psionic, or tech) they
replacements that will give you the stated benefits. Also the must make a Constitution save at DC 20. If successful, the
player must choose either a bonus to Dex or Str, not both. heart is able to reboot and continue pumping, if not their
Now, they can have both, but it will be considered a heart stops and regardless of HP, they are considered to be at
separate part. For example, if you wanted a +1 to both Dex -1 HP. Any Medicine checks to stabilize a dying character will
and Str, you must buy Muscle I twice and the CC applies both work (essentially their Medicine check goes into helping the
times, so a 4 CC. This is because different muscle groups are heart reboot). If this happens and the Medicine check is
enhanced for either agility and speed or strength and power. successful, the character is unconscious, but returns to their
current HP level.

90
If not, they continue to lose 1 HP per round, just like any Grenade Launcher (2) This launcher is a modified
other character at -1 HP until they are stabilized. The bionic support grenade launcher, stored in a popup mount. One
version is not affected by this. grenade (you may use any type) is stored in the launcher; a
Replacement Liver (3) This is just a replacement liver and reload may be dropped in after the first one is used.
has no other benefits or hindrances other than what is listed Hidden Thigh Holster (1) This is essentially the Robocop
on the chart. pop-out holster. It can hold any size of pistol, but nothing
Replacement Lungs (2) These are just replacement lungs bigger.
and have no other benefits or hindrances other than what is Micro-Missle Launcher (2.5) This launcher contains four
listed on the chart. miniature missiles (explosive tipped gyro rounds with heat
Setae (1) Special, micro-folds are implanted on the skins seeking guidance and steering vents). Like the popup gun, the
of your palms and fingers allowing you to adhere to sheer micromissile launcher is stored in the limb and pops out
surfaces. This gives you a +15 bonus to checks made towards when needed, launching two missiles per round. The missiles
climbing. Additionally, you can have them also added to your are are self-guided and require a DC 15 Dexterity saving
toes and soles of your feet, but this will only give you an throw to dodge, dealing 4d6 bludgeoning damage and 1d6
additional +10 (total of +25 if you have both). You cannot wear fire damage on a failed save, or half as much on a successful
gloves and benefit from these Setae, also you can’t wear one. Missiles cost 50 credits each to replace.
boots/shoes/other footwear and use the setae on your toes Mounted Firearm (1.25) You are fitted with a barrel that
and feet. pops up from your forearm. There is a slot on the inside of
Sonar Implant (1) As a free action, you can cause your your forearm to load the magazine. This firearm is the
implanted Sonar Implant to emit a sonar centered on you out equivalent of a light or medium pistol and has all the same
in a 200 foot radius. This only works in the water. stats including damage, range, and ROF. You cannot mount
Subdermal Pocket (2) A simple pouch that is put into the anything “heavier” than a light or medium pistol.
skin anywhere on the body (player’s choice). It is 2” by 4” and Plastic Covering (-) Plastic Covering is a covering that can
is air and water tight. The Realskinn zipper is like a zip-lock be applied to any replacement limb. Plastic is the cheapest
zipper and not like trouser zippers. and is available in variety of colors, with airbrushing, or
Voice Synthesizer (3) This system allows the user to transparent with imbedded lights and holography.
mimic any voice or tone previously recorded by it's memory RealSkinn™ (-) RealSkinn™ is the most expensive covering
chip. The chip can store up to 10 "voices". This system also that can be applied to any replacement limb. RealSkinn
gives the user a +10 to performance checks made to sound coverings are a flexible plastic that looks convincingly like
like someone else. skin; with follicles, hairs, small scars and imperfections, it
has a 75% chance as passing as a real flesh limb.
Limb Upgrades Retractable Blade(s) (1.25) The plural option is there not
Essentially, Limb Upgrades are upgrades that you can apply because you can mount more than one, but you either have a
to either your arms or legs, as listed in the table, considering “single” blade that extends and retracts, or you can have 2 or
you have a replacement one. 3 claws that do the same. In either case the blades (single,
Armor Plating (1) As the name implies, armor plates are double, or triple) have either Dagger or Short Sword stats
applied to the arm providing a stackable +1 AC bonus. including damage and Critical Range. If you choose to have
Though it technically only covers the arm, it does stack with Dagger stats, then the blades are a bit shorter, conversely if
any other armor (thus only +1). The armor is pliable and form you choose Short Sword they are a bit longer. In either case,
fitting and does not restrict movement, thus any armor worn they are still considered light weapons for purposes of
over it benefits from the bonus and no additional penalties Weapon Finesse. You have the option of them either
are added. If you get 2 arms and armor plate both, the price extending from the wrist or the back of the hand (Wolverine-
includes armor plating for both (so the price is the same for style).
one or both arms), but the AC bonus is still only +1 whether Shield Panel (Small/Medium) (.5, 1) This accessory is
you plate one or both arms. However, the +1 does not stack mounted on the forearm like a bracer. On the outside of the
with any other cybernetic plating (e.g. Replacement Leg forearm is a slit that the panels spring from. Depending on
Plating, Subdermal Plating, or Skinweave). style, several hexagonal panels spring out and form a round
Enhanced Hydraulic Joints (2) The existing hydraulic shield, or several “pie-wedge” shapes spiral into the same
joints are enhanced to store more potential energy and thus form. Regardless of style, the end result is a round shield
increase jump height. You gain an automatic 10 ft to your (small or medium) for the player to use. All shield rules apply
jump on top of your Strength score or bonus (for long or high and they share the same stats as the regular shields.
jumps respectively). This automatic 10 ft applies to either Speed Servos Enhanced servos are added to the hip,
horizontal or vertical jumps. knee, and ankle joints that increase running and movement
Flame Thrower (2) This is a small, high-pressure flame jet speed. The +10 ft is to base movement, and x2, x3, and x4
that shoots fire in a 5 foot wide 15 foot long line, and contains (sometimes x5) running and movement rules apply.
enough fuel for 4 shots. A creature cuaght in the line of flame Superchrome® (-) Superchrome® is the middle ground in
must make a DC 15 Dexterity saving throw, taking 2d6 fire terms of limb covering price, and as such is one of the most
damage the first round and 1d6 fire damage the following popular covering options. Rather than cover up the
three rounds. On a successful save it takes half damage. replacement limb, Superchrome "Chromes out" your limb
After these rounds the fuel supply is depleted and must be and coats it in a shiny chrome paint job. This won't help to
replaced. It costs 20 credits to refuel this upgrade. disguise your limb but it will help prevent against it rusting.

91
Super Speed Servos (3.5) Super-Enhanced servos are
added to the hip, knee, and ankle joints that increase running
and movement speed. The +20 ft is to base movement, and
x2, x3, and x4 (sometimes x5) running and movement rules
apply. However, the max speed of 120 kmph can only be
reached with enough running distance. To reach max speed,
you need at least 100 m of open space.
Miscellaneous
Miscellaneous cybernetics are cybernetics that don't quite fit
into any other category. These cybernetics are usually very
large, rare, expensive, and high in Constitution Cost - but
you'll be hard pressed to find more powerful cybernetics from
any other category.
Octo-Arms (3.5) You replace an arm with four smaller
arms that all fit in the same socket. These arms are thin and
flexible, resembling a tentacle and as such can not receive
any arm accessories. You can however; add a hand of your
choosing to each arm, after you buy the hand of course. The
standard hand the Octo-arms come with is a simple claw that
can only be used for grasping.

finish these

92
PART 7
Vehicles
If a driver fails any check, it loses the control of the vehicle.
Vehicles Controlling the Vehicle
Unless there's an explicit reason in the world lore, it's safe to In general, while driving a vehicle you don't need to roll for
assume that in a modern or sci-fi world most, if not all, adult maintaining control of the vehicle, but there are some actions
characters know how to drive vehicles, and players will likely where the driver must make a Dexterity (Vehicle Handling)
want to do so. This section provides rules for ground, water, check or lose the control, such as dodging an obstacle,
air, and military vehicles that the players might run into resisting a ram, trying to control a vehicle while someone else
throughout their journey, and also provides rules for is in the drivers seat, or attempting to control a vehicle you
operating vehicles. While this section doesn't have every type aren't proficient with.
of vehicle known to man, it should be enough to provide a If a player successfully makes the check to control the
decent starting ground for DMs to create their own as vehicle, they get to options on how to proceed: stopping the
needed. vehicle, or to keep going. If the driver choses to stop the
One thing you may notice is this section doesn't list any vehicle, the vehicle continues moving at it's current speed,
rules for mechs or spacecraft. This is intentional as both of dropping in acceleration by 100 feet every turn until the
these vehicle types are completely unique and largely based vehicle comes to a stop. If a player chooses to keep going,
in fiction, so I'm intentionally avoiding them. If you are they simply pass the check and continue to maintain control
looking for rules for these vehcile types, don't fret. You can of the vehicle. The save number to maintain control of the
find rules for mechs in the Greasemonkey's Handbook vehicle and applying advantage or disadvantage is
available on DMsGuild, and expansive rules for spacecraft in determined by the DM based on the situation.
Dark Matter by Mage Hand Press. In all vehicles, only the driver (or pilot/captain) can make
Vehicle Rules the check to control the vehicle. DM determines the
exceptions to this rule.
Getting in and out of a vehicle costs an amount of movement
equal to half your speed. Losing Control
Vehicles have a top speed, which indicates the maximum If a creature fails a check to control a vehicle, they cannot
speed the vehicle can achieve. Additionally, vehicles have an increase or decrease the speed. At the beginning of each turn
acceleration speed, which determines the speed you can while the car is out of control, the driver must roll a d8 and
increase or decrease on each turn. compare the result with the following table.
Passengers. The table indicates the number of small or d8 Result
medium passengers (in addition to the driver) the vehicle is
designed to carry. Vehicles that carry passengers can use that 1
The vehicle decreases its speed up to its acceleration
space to carry additional cargo when passengers aren't speed
present. Each unused passenger slot allows the vehicle to 2
The vehicle turns to the left, decreasing its speed up to
carry an additional 100 pounds of cargo. its acceleration speed
Cargo. The table indicates the maximum amount of cargo The vehicle turns to the right, decreasing its speed up
the vehicle is designed to carry. Some vehicles can carry 3
to its acceleration speed
extra passengers instead of cargo, but doing so is usually a
cramped, uncomfortable, and often unsafe experience for 4
The vehicle spins out of control, decreasing its speed
those passengers. As a rule of thumb, one additional up to twice its acceleration speed
passenger can be carried for each 250 pounds of unused 5 The vehicle turns to the left and crashes
cargo capacity. 6 The vehicle turns to the right and crashes
Damage Threshold. A vehicle has immunity to all damage
unless it takes an amount of damage equal to or greater than 7 The vehicle crashes
its damage threshold, in which case it takes damage as 8
The vehicle rolls as it crashes, taking 3d6 bludgeoning
normal. Any damage that fails to meet or exceed the damage damage on each turn until the speed reaches 0
threshold is considered superficial (such as a dent in the side)
and doesn't reduce the vehicle's hit points. If the vehicle doesn't crash, the driver can use its action on
each turn to make a Dexterity check (DC 10) to regain control
Acceleration of the vehicle.
You have three ways to increase or decrease the speed while
driving a vehicle. Crashing (Land Vehicles)
If a driver loses control of the vehicle, it’s very probable that a
The driver can use its action to increase or decrease the crash occurs. When it happens, the vehicle and its occupants
speed up to the acceleration speed. take bludgeoning damage depending on the speed of the
Making a Dexterity check, the driver can try to increase or vehicle when it crashes, as shown in the table below. Any
decrease the speed up to twice the acceleration speed (DC occupant using seat belts suffers only half of the damage.
10)
Making a Dexterity check, the driver can try to increase or
decrease the speed up to three times the acceleration
speed (DC 15), allowing the driver to achieve the top
speed in just 1 turn.

94
Land Crash Damage Vehicle Combat
Crashing Speed Damage As a general rule, the driver has disadvantage on attack rolls
30 or less 1d8 while the vehicle is moving, and the driver can only use one
handed ranged weapons while driving, such as pistols.
31-50 2d8
51-70 3d8 If the driver or the passengers wants to make an attack
using a ranged weapon or a spell, they must unfasten the
71-90 4d8 seat belt first. Fastening or unfastening a seat belt uses a
91-110 5d8 bonus action.
When making a ranged attack, you can target the vehicle
111-130 6d8
or the occupants.
131-150 7d8 Vehicles grants half cover to its occupants. Alternatively,
151-170 8d8 they can use the vehicle AC instead (whichever is higher).
Vehicles are immune to all conditions and to necrotic,
171-190 9d8 poison, psychic and radiant damage.
191-210 10d8
Ramming
211-230 11d8 While driving, you can move your vehicle to an adjacent space
231-250 12d8 of the target and ram it with your vehicle using an action.
251-270 13d8 Make a single melee attack, adding your Dexterity modifier
and your proficiency bonus if you are proficient with land
271-290 14d8 vehicles. On a hit, you deal bludgeoning damage to the target
291-310 15d8 and it must make a Dexterity check to maintain the control of
311 or more 16d8
the vehicle (The DC equals 10 or half the damage dealt,
whichever number is higher)
The damage dealt equals to a damage die based on the
Crashing (Air Vehicles) vehicle's damage threshold and the driver's Dexterity
If a driver loses control of an air vehicle while flying and modifier. As an example, a Sedan ramming another car will
would normally crash, the engine instead stalls out and the deal 1d8 plus the driver's Dexterity modifier.
vehicle begins to fall. At cruising hight most aircraft travels at If you are ramming a static target, use the crash damage
7.5 miles in the air. table to determine the damage dealt. It's up to the DM to
Realistically, all airplanes fall differently depending on the determine if the vehicle is also damaged when ramming a
height, speed, and build of the airline, but to keep things static target.
simple just pretend they all fall the same way.
Vehicle Hit Points
A vehicle reduced to 0 hit points is considered non-functional.
finish for air & water vehicles
If a vehicle is reduced to 0 hit points and there is damage
remaining, it burst into flame if the damage equals or exceeds
the vehicle maximum hit points, dealing 4d6 fire damage to
Bail Out every creature that moves through the vehicle or starts its
Alternatively, a creature can choose to bail out of the vehicle turn in the vehicle.
by jumping out of it. If they choose to do so in a moving land
vehicle, they take a quarter of the damage they would take Repairing a Vehicle
from crashing (determined by the vehicles current speed) as Repairs to a damaged vehicle can be made in a car workshop
they're thrown out across the road and potentially into other using the mechanic tools. You repair a number of hit points
hazards, and are knocked prone. A creature bailing out of air equal to 1 + your Intelligence modifier per day and costs 20
vehicles takes damage as normal, but has the option to use a gp for material and labor. You may also add your mechanics
parachute or other means to descend safely. Creatures skill modifier if you are proficient in it.
bailing out of water vehicles takes no damage but are left Vehicle Accessories
floating in the water without a life boat (life jackets worn
beforehand are still attached). Vehicle Accessories are upgrades that can be applied to your
Successfully bailing out requires a successful DC 15 vehicles. You can add the benefit, but make sure you apply the
Dexterity (Acrobatics) check. penalty as well. All of these are pretty easily obtained and you
In all cases, when the driver bails out of the vehicle the can either have them professionally installed (price listed) or
vehicle immediately loses control. Even vehicles that require you can install them yourself for 3/4th the price listed. The
crews lose control, but only when the individual directly in DC to install any of these is 45 each roll is cumulative and
charge of controlling the direction of the vehicle bails out. will help you reach the goal, but each roll is also 4 hrs of
work. So if it takes you 3 rolls to reach DC 45, then you spent
12 hrs installing the accessory. Roll a d20 plus your vehicles
skill (intellegence) to reach the DC.

95
Accessories have three types: Land vehicles (L), Water
vehicles (W), and Air vehicles (A) that determine what type of accessory ideas
vehicle the accessory works for. For example, an accessory speed increase combat and travel, floating/flying
that has the Land and Air type, cannot go on a water vehicle. tires, bumpers that increase running damage, fuel
Benefits that upgrade the same thing are not stackable. For increase, martial weapons in headlights, side car for
example, if you were to upgrade Armor I to Armor II, rather bikes, autopilot
penalty: passenger decrease
idea:
than stacking the AC bonus and getting a total of +6 you magic cars - ant man cars, tires that let cars drive
would replace the +2 from Armor I with the +4 from Armor II on any surface (even up and down)
for a total of +4 AC.

Vehicle Accessory Table


Price
Name Benefit Penalty Type (cd)
Armor I +2 to AC -5 to Top Speed LWA 5,000
Armor II +4 to AC -10 to Top Speed LWA 10,000
Armor III +6 to AC -15 to Top Speed LWA 20,000
Nytro Boost +30 MPH to max speed for 1d4 rounds - LW 5,000
Off-Road Suspension -10 damage taken to vehicle on Rough Terrain - L 8,500
-10 to Max Speed (street
Off-Road Tires +10 to Speed (Rough Terrain) L 6,000
only)
Performance Engine +10 MPH to max speed - LWA 12,000
Performance
+4 to checks to control the vehicle - LA 10,000
Suspension
-4 to Ride checks on rough
Performance Tires +10 to Speed (street only) L 7,500
terrain
Reinforced Chassis I +20 to HP -5 to Acceleration Speed LWA 10,000
Reinforced Chassis II +40 to HP -10 to Acceleration Speed LWA 30,000
Torque Engine +10k LBS to cargo capacity - LWA 10,000
Allows you to mount one Martial Ranged Weapon onto
Weapon Mount - LWA 6,500
the vehicle

Vehicle Table
Cost Top Acceleration Damage
Name (cd) Speed Speed Passengers Cargo AC HP Threshold
Landcraft
Motorcycle 1,000 270 ft. 90 ft. 1 30 lb. 13 + Dex mod 22 -
Sedan 3,000 255 ft. 85 ft. 4 300 lb. 13 + Dex mod 40 8
Sports Car 8,000 315 ft. 105 ft. 4 200 lb. 13 + Dex mod 34 8
SUV 4,000 210 ft. 70 ft. 4 500 lb. 14 + Dex mod (max 2) 50 10
1,600
Pickup 4,000 180 ft. 60 ft. 3 14 + Dex mod (max 2) 50 8
lb.
13 + Dex modifier (max
Van 4,000 165 ft. 55 ft. 8 2 tons 50 8
2)
Semi Truck 8,000 120 ft. 40 ft. 3 16 tons 15 70 10
16 + Dex modifier (max
Wheeled APC 15,000 180 ft. 60 ft. 13 250 lb. 70 12
2)
Aircraft
Police APC,
60,000 180 ft. 60 ft. 12 250 lb. 16 + Dex mod (max 3) 70 12
Hover
Helicopter 25,000 225 ft. 50 ft. 4 250 lb. 13 + Dex mod 40 8
Private Jet 60.000 1,100 ft. 90 ft. 10 500 lb. 15 50 10

96
Vehicle Table
Name Cost (cd) Top Speed Acceleration Speed Passengers Cargo AC HP Damage Threshold
Aircraft
Jumbo Jet 100,000 900 ft. 80 ft. 300 50 tons * * *
Biplane 20,000 210 ft. 40 ft. 3 120 lb. 13 + Dex mod 30 8
Hoverbike 25,000 550 ft. 65 ft. 1 30 lb. 12 + Dex mod 20 -
Hovercar 35,000 350 ft. 50 ft. 4 250 lb. 13 + Dex mod 25 8
Flying Fortress 300,000 700 ft. 90 ft. 500 100 tons * * *
Watercraft
Submarine 250,000 ** 10 ft. 60 25 tons * * *
Jet Ski 1,500 200 ft. 40 ft. 1 30 lb. 13 + Dex mod 25 -
Motorboat 2,000 220 ft. 50 ft. 4 200 lb. 13 + Dex mod 35 8
Power Boat 2,500 260 ft. 60 ft. 8 220 lb. 14 + Dex mod 45 8
Yacht 150,000 500 ft. 85 ft. 230 900 lb. * * *

* These vehicles follow the rules of damaging Huge and Landcraft


Gargantuan objects. See chapter 8 page 247 of the Dungeon
Master’s Guide. Landcraft are vehicles you drive on land. Pretty self
** 50 feet submerged, 30 feet surfaced. explanatory, these vehicles range from motorcycles to tanks.
(tanks are not included in this compendium)
Vehicle Descriptions
The vehicles listed above are meant to be generalizations of Aircraft
types of vehicles. For DMs, I admittedly know close to Aircraft are vehicles that fly. These vehicles range from
nothing about real life vehicles so if something feels off, simple biplanes to the mighty Flying Fortress. (think of a
change it to fit better in your setting. If you don't understand Helicarrier from Marvel)
what some of the columns in the vehicles table means, refer
to the Vehicle Rules section of this chapter. Due to the fact Watercraft
that most people know only the basics about vehicles, I will Watercraft are vehicles that operate in or under water.
only be describing the three categories instead of each Ranging from the humble jet ski to submarines and yachts,
individual vehicle. these should have just about everything one needs for a
nautical adventure.

redo redo redo. explanations and more research


required

97
PART 8
Feats
Feats

T
his chapter introduces new feats. As explained in By spending 1 minute observing or conversing with a
the chapter 6 of the Player’s Handbook, feats, creature, you can discern if that creature is a disguised
like multiclassing, are an optional part of the construct, such as an android. If the creature is a construct
game. However, parts of this supplement rely or living construct, you can tell if the construct is
on feats so that the characters have access to malfunctioning and if the construct is infected with the N-
powered armor proficiency, a powerful type of Virus (even if the virus is dormant.)
armor that is rarely just found loose on the streets. For this When a construct or living construct within 5 feet of you
reason, none of the classes grants powered armor make an attack, you can use your reaction to make a
proficiency. Feats also let the characters specialize on surgery melee weapon attack against that creature.
to install or remove cybernetic attachments by themselves, When you hit a construct with a melee weapon attack, you
among other things. can cripple its joints. Its speed is reduced by 10 feet, to a
minimum of 0, until the end of its next turn, and it can’t
take the Dash action until the end of its turn.
section hasn't been touched in years. redo urgent
Engineer
Thanks to extensive work and understanding of electronic
Bounty Hunter devices, you gain the following benefits:
When there's a price on someone's head, you make it your Increase your Intelligence score by 1, to a maximum of 20.
business to collect. You gain the following benefits: You gain proficiency with the engineering kit.
Increase your Wisdom score by 1, to a maximum of 20. You have advantage on Intelligence checks made to
You perfectly remember the name and face of every diagnose and repair electronic or mechanical devices.
person you've ever met. Expert Driver
You can use your action to mark a creature you can see
within 120 feet of you for 1 hour. You have advantage on You have been driving more time than most of the common
any Wisdom (Perception) or Wisdom (Survival) check you people, gaining the following benefits:
make to find the marked creature. Additionally, as long as
the creature is marked, you can discern whether or not the You gain proficiency with vehicles (land)
creature has passed through a location. You can have only Whenever you make a Dexterity check to accelerate or do
one creature marked at a time. a maneuver such as dodging an obstacle or resisting a
Whenever you reduce a target to 0 hit points with any ram, you can add twice your proficiency bonus.
attack you make or spell that you cast, you can
Gambler
Car Mechanic Always keen for probabilities and risk, you often trust your
You have spent years of looking and repairing cars, gaining safety and fortune to the hands of fate. You gain the following
the following benefits: benefits:
You gain proficiency with the mechanic tools. You gain proficiency in all gaming sets and have advantage
Whenever you repair a damaged vehicle using the on ability checks you make for games of chance.
mechanic tools, you repair an extra number of hit points of Once on each of your turns, before you roll damage, you
damage equal to half your proficiency bonus per day. can place stakes on the roll. Choose less than the average,
or higher than or equal to the average. If you choose
Cyber Resilience correctly, you can add one additional die of damage to the
Something in you makes you more resistant to the effects of roll. If you choose incorrectly, you must remove the
Cybernetics. You gain the following benefits. damage die with the highest number.
Increase your Constitution score by 1, to a maximum of Gunslinger
20. Prerequisite: Proficiency with at least one firearm.
All Constitution Costs for Cybernetics are halved, rounded Thanks to extensive practice with firearms, you gain the
up. following benefits:
Decommisioner Being within 5 feet of a hostile creature doesn't impose
Charged with recalling defective constructs, hunting disadvantage on your ranged attack rolls with firearms.
renegade androids, and quarantining rogue AI, Once per turn when you attack with a firearm you can
decommissioners are experts in slaying machines. You gain reload it as a free action.
the following benefits:

99
Hacker Powerfully Armored
With a few keystrokes, you can make just about any system Prerequisite: Proficiency with medium armor
sing the right tune. You gain the following benefits: You have trained to master the use of powered armor,
gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the Data skill. If you are already Increase your Strength or Dexterity score by 1, to a
proficient in the skill, you add double your proficiency maximum of 20.
bonus to checks you make with it. You gain proficiency with powered armor.
You can attempt to hack devices even when you do not
have a hacking rig. If you do have a hacking rig, you can Sapper
attempt to hack a device as an action, rather than in one You have practiced extensively with a variety of explosives,
minute. gaining the following benefits:
Devices never lock after your attempts to hack them.
Increase your Dexterity score by 1, to a maximum of 20.
Hammer Rocketeer You can add half your proficiency bonus to the planted
Prerequisite: Strength 13 or higher explosives DC.
Your expertise in heavy weapons, particularly the Run and Gun
impressively impactful rocket hammer, grants you the
following benefits: Prerequisite: Proficiency with simple Ranged Weapons
On any turn in which you use your action to Dash, you can
You deal an additional 2d4, instead of 1d4, bludgeoning make a ranged weapon attack as a bonus action.
damage when you engage the thrusters on your rocket
hammer's attack. Surgery
By engaging your rocket hammer's thruster and
performing an uppercut, you can propel yourself high into Prerequisite: Intelligence 13 or higher, proficiency with the
the air. If you perform a long jump or a high jump as an Medicine skill
action while holding a rocket hammer, you can double You are able to perform surgical procedures in order to
your jump distance or jump height, respectively. heal wounds. You gain the following benefits:
Once per turn, when you have advantage on an attack roll Increase your Intelligence or Wisdom score by 1, to a
using a maul, rocket hammer, warhammer, or maximum of 20.
wrenchinator, you can push the target 10 feet away from You can use surgery to stabilize a dying creature. Surgery
you on a hit. You don't need advantage on this attack if the restores 1d6 hit points for every character level of the
target is one size category smaller than you or smaller. patient (up to the patient’s maximum hit points) with a
Maiming Reach successful DC 15 Wisdom (Medicine) check. Surgery can
only be used successfully on a character once in a 24-hour
Prerequisite: ability to cast Inflict Wounds, Intellegence level period. A creature who undergoes surgery gains one level
of 14 or higher of exhaustion for 24 hours
You are able to securely install
You are able to extend the reach of your harmful spells so or remove cybernetic attachments with a successful DC
much so that you do not need to touch your intended target. 15 Wisdom (Medicine) check.
You gain the following benefits.
To perform a surgery you will need a surgery kit (see the
Increase your Wisdom or Charisma score by 1, to a “Gear” section). Without a surgery kit, you have disadvantage
maximum of 20. on any Wisdom (Medicine) checks you make to attempt to
Instead of a melee spell attack, any time you case Inflict perform a surgery. In addition, at GM’s discretion, the patient
Wounds, you make a ranged spell attack. The range of must succeed on a DC 12 Constitution saving throw to avoid
Inflict wounds is your casting ability modifier times 10 in become infected with the sewer plague whenever he or she is
feet. submitted to surgery with rudimentary tools. You can read
more about diseases in the chapter 8 of the Dungeon
Mending Reach Master’s Guide.
Prerequisite: ability to cast Cure Wounds, Intellegence level Techie
of 14 or higher
You are able to extend the reach of your healing spells so You are well-versed in the world of technology and are adept
much so that you do not need to touch your intended target. at repairing modern machinery and devices. You gain the
You gain the following benefits. following benefits.
Increase your Wisdom or Charisma score by 1, to a Increase your Intelligence score by 1, to a maximum of 20.
maximum of 20. You gain proficiency in any 3 modern tools detailed in the
Instead of a melee spell attack, any time you cast Cure Gear section. When repairing damaged machinery or
Wounds, you make a ranged spell attack. The range of devices, you gain +5 on the DC check to repair the device
Cure Wounds is your casting ability modifier times 10 in and any monetary costs are halved.
feet.

100
Zero-G Training Overclock
Prerequisite: Dexterity 13 or higher, proficiency with the Prerequisite: A.I. Robots
Athletics skill Your robotic nature grants you the ability to overwork, or
You have trained in low-gravity and zerogravity, gaining the Overclock, your processors.
following benefits:
Your Dexterity increases by 1, to a maximum of 20.
Increase your Strength or Dexterity score by 1, to a Once per long rest, you gain the ability to overwork your
maximum of 20. internal processors and go into an overclocked state for
All of your speeds increase by +5 feet in a low-gravity 30 seconds. While overclocked, you gain 10 feet to your
environment. movement speed, and advantage on Strength and
You take no disadvantage on attack rolls in low-gravity or Dexterity checks.
zero-gravity environments.
The Good Fluff
Racial Feats Prerequisite: Gricknack
Your the celestial hair woven together to make your stuffing
redo entire section. some of it doesn't even make
grants you the following benefits.
sense with the new racial descriptions Your Charisma increases by 1, to a maximum of 20.
You learn to speak, read, and write celestial.
You learn the Cure Wounds spell, and can cast it once
Cybernetic Aptitude without expending a spell slot. You regain the ability to
cast it this way when you finish a short or long rest.
Prerequisite: A.I. Robots, Gricknack, Warforged, Wirewreck Intellegence is your spellcasting ability for this spell.
The mechanical nature of your race makes you more
resistant to the adverse affects of getting Cybernetics,
granting you the following traits:
Each phase of Cyber-Sickness is increased by one point
for you to contract it (Phase 1 is contracted at -1.25 CC,
Phase 2 is contracted at -6 CC, and phase three is
contracted at -6.25 CC)
Your Constitution Score increases by 10 points*
*Note: This does not increase your total constitution score,
but rather the amount of points you can allocate for in your
Constitution Cost.
Fluffy Deception
Prerequisite: Gricknack
Your nature of looking akin to a stuffed animal grants you
the following ability.
You gain +1 on Stealth checks.
As long as you remain still, you are indistinguishable from
an ordinary stuffed animal. If you arouse suspicion, or if a
wary creature suspects something is amiss, they have
disadvantage on any Intelligence (Investigation) or
Wisdom (Perception) checks they make to discover you.
Electromagnetic Glitch
Prerequisite: Wirewreck
Your unfortunate nature grants you the following ability.
Your Constitution score increases by 1, to a maximum of
20.
Once per long rest, you gain the ability to intentionally
cause a glitch in your system. This glitch releases an EMP
blast centered on you in a 10 foot radius. See Explosive
Devices in Part 4 for descriptions on what an EMP does.

101
PART 9
Conditions and Skills
Conditions and Skills

G
ames set in a more technologically advanced time Failure to Fire. Spent round ejected, new round loaded,
frame requires new conditions that are not new round does not fire.
normally touched upon in more typical fantasy Failure to Cycle. Round fired, ejected, new round jammed
style games. How to interact in areas with zero during load.
or low gravity, encountering radiation, and how Failure to Eject. Round fired, did not eject, new round can
the passage of time affects pieces of weaponry not load.
and technology are included in this section. Also included in Barrel Wear. Round fired, ejected and cycled. Round
this section are several new skills your character may missed due to barrel warp, bore/rifling wear, or simply the
encounter, how they work, and what they do. round was loaded improperly into casing and jammed inside
the barrel. It does happen. each time you roll this result add
Conditions -1 to attack rolls
Inoperable. Your firearm has had a critical component
While few players memorize all the conditions of the game, break. Whether it's the barrel cracking, trigger breaking,
the DM often needs to keep them memorized in the event firing pin retainer not retaining the firing pin, or some other
they occur. This section will be especially pertinent for the failure; your gun no longer works. Take the accumulated
DM to look through. repair costs and double them to determine how much to
repair the gun to be able to function again. Sometimes its
system for breaking & ripping off limbs needed -- cheaper to fix a gun than buy a new one, other times not so
makes cybernetics more relevant and makes much.
meelee classes interesting again. If you rolled a 20 on the very first failure, take the total cost
of the gun, including modifications, and use half of that as the
repair cost.
Bleed-Out Pinned
When an individual takes a significant amount of damage Individuals experiencing the frightened condition in a gun
from a single attack they start to bleed-out. Typically the fight can use their action to move into cover so long as the
damage must equal 3/4 of the max health but some instances cover is within a distance of half their Wisdom modifier
may cause bleed-out to happen at the DMs discretion. (rounded down) times 5 (5x(wis/2)=distance) to a minimum
Once Bleed-Out begins the target suffers 10 damage per of 5 feet; even if that distance is closer to the source of their
round minus their Constitution modifier (10 - Con/round). fear. While behind cover and frightened, the target is
with each round the target must roll a Constitution save with considered pinned: they cannot move from cover or attack
the DC equalling 20 minus their Constitution modifier (DC = anything on the other side of their cover until they pass a
20 - Con). with each success the amount of bleed-out damage wisdom saving throw (using the previous save DC)
is reduced by 5.
This condition can be removed with a lesser restoration Headshots
spell.
Critical Fails on Firearms damage differs based on size. something like tiny:
instant death Small: tripple damage medicum:
One of the worst feelings is the gut sinking feeling of that double damage large: normal damage huge: just
hollow CLICK when you pull the trigger. It could be any rules garguantan: immune
put in rules for how it
number of things but it's never good- failure to fire, eject or disables creatures, like making them permanently
simply breaking; it happens even in the best conditions. stunned or something. it gets more difficult to
Each failure with a firearm you must roll on this table to successfully hit the smaller the target is, but deals
determine the effect. With each failure you expand the range more damage and easier the larger it is, but deals
of a critical failure by 1 (natural 1, to 1-2, 1-3 and so on) and less damage.
you add an additional 1 to the table roll with each failure.
Each consecutive failure adds 30cd to the repair cost.
Firearm Failure A Fine Pink Mist
1d20 Effect
1-5 Failure to Fire explosions shred body, cannot resurrect creatures
6-10 Failure to Cycle that drop below 0 hit points from explosives, as
the body is blown into nothing. High magic like
11-16 Failure to Eject Wish needed to revert?
17-19 Barrel Wear
20 Inoperable

103
Radiation Radiation travels through structures, objects, and
creatures.
Radiation has potential to play an enormous role in any Radiation strips away magic, reducing the caster level of
modern or high-tech campaign. From exposing evil any spells by twice the radiation level. When the caster’s
corporations who pump radioactive waste into nature or caster level is not high enough to cast the spell, it
water supplies to force citizens to buy their medicine to automatically fails. Channel Divinity and radiation based
adventuring into an old nuclear site that had a meltdown, it is spells work without issue.
important to know how radiation will impact your character. Noticing an area of radiation or an irradiated object
Below is a list of important rules to note when taking requires a Wisdom (Perception) check against a DC
radiation into consideration. determined by the radiation level. Items like a Geiger
counter or spells that detect radiation can also reveal the
How much radiation an item is giving off or how level of radiation on an object, person, or in an area.
prominent it is in an area depends entirely on the
radiation level.
Radiation spreads in a sphere from the center of an
irradiated area, object, or creature to a range of 10 feet
per radiation level, lowering in potency by one stage for
every 10 feet.
Radiation Table
Caster
Radiation Perception Level
Level DC Penalty Radiation Effects
Exposure to level 1 radiation is relatively harmless, and only results in minor long term
1 20 -2 consequences after a couple months of constant exposure. Such consequences include hair
loss, cancer, tumors, susceptibility to diseases, and other similar effects.
1d4 radiant damage every other turn (no save). DC 8 Constitution saving throw every hour or
2 19 -4
gain 1 level of the exhaustion condition
2d4 radiant damage every other turn (no save). DC 12 Constitution saving throw every hour or
3 18 -6
gain 1 level of the exhaustion condition
2d6 radiant damage every other turn (no save). DC 16 Constitution saving throw every hour or
4 15 -8
gain 1 level of the exhaustion condition
3d6 radiant damage every other turn (no save). DC 14 Constitution saving throw every 10
5 14 -10
minutes or poisoned condition for 10 minutes
3d8 radiant damage every other turn (no save). DC 16 Constitution saving throw every 10
6 13 -12
minutes or poisoned condition for 10 minutes
4d8 radiant damage every other turn (no save). DC 18 Constitution saving throw every 10
7 12 -14
minutes or poisoned condition for 10 minutes
8 10 -16 4d10 radiant damage every other turn (no save).
5d10 radiant damage every other turn (no save). Technological items (all modern nonmagical
items, including cybernetics, weapons, vehicles, and any other "modern" item) stop
9 8 -18
functioning as radiation destroys their inner mechanisms. Technological races like the ones
presented in this compendium are not effected by this, but do take the damage as normal.
4d12 radiant damage every other turn (no save). At this point, the radiation is so intense that it
warps and destroys the very magic of the area -- magic items stop functioning when exposed
to radiation of this level. Additionally, technological items begin to decay and break down
10 5 -19 completely. For each turn a technological item spends in level 10 radiation, it gains 1 radiation
point. When an item has 5 radiation points, it is destroyed. One radiation point is removed
naturally for every two years an item spends outside an area of radiation. Some spells may be
able to remove them quicker.
5d12 radiant damage every other turn (no save). The intensity of radiation's effect on magic at
this level is enough to completely destroy and suppress any and all magical means. When an
artifact is completely within an area with level 11 radiation its functions are suppressed
11 0 -20 completely (rendering it as a normal mundane object), but it is not destroyed and can still only
be destroyed in it's ascribed manner. Additionally, magical items begin to break down at this
level as well. All magical items (except artifacts) take 1 radiation point for every turn it spends
in level 11 radiation. When the magical item has 5 radiation points it is destroyed.

104
Constructs and undead cannot be mutated, and mutations
cannot appear on body locations that have been replaced
Radiation Damage with cybernetics.
An alternate damage type possibility for radiation
could be either necrotic or poison, rather than 1d20 Mutation
radiant. It could also be a combination of those An additional 1d6 eyes, half of which (rounding up)
damage types. 1
constantly weep and fill with puss
2 An additional 1d4 ears of various sizes and shapes
3 An additional 1d6 mouths that cannot eat or speak
specify somewhere about casting ranged spells An additional 1d4 limbs, all of which are small,
into a radiation areas. you can't cast Power Word: 4
misshapen, and unusable
Death into an area that has a radiation level of 11
The creature's teeth become grossly oversized and
for example. Radiation automatically lowers the
sharp, making it impossible for them to close their
level of the spell cast down to minimum 5
mouth completely and causing them to slur their
acceptable -- dispelling it if the level is to high. It
speech
continues to consume the same spell slot as cast
though. The creature develops a massive tumor somewhere
6
between the size of a fist and a cantaloupe
1d3 large hornlike growths protrude from beneath
7
the creature's skin
make table more concise and streamlined. also The creatures facial features become significantly
explain more about the table and the process that 8
distorted in size and location
created it
The creature constantly develops painful lesions
9
that crack and leak puss before disappearing
About the table 1d4 of the creature's limbs mutates into a tentacle
10
I'm actually quite proud of how the radiation table turned out, the color of a bruise. Apply natural weapons (like
claws) as necessary.
as a lot of thought and math went into developing it.
The creature begins to grow thick coarse fur over
Mutations 11 1d4 body locations. If it already has fur, it instead
loses fur in 1d4 body locations.
Whether you were born with them, or developed them later in
life through unfortunate means, mutations are a fact of life for 12
The creature's limbs become freakishly long and
many individuals in a cyberpunk reality. Mutations can occur spindly
from any number of incidents, such as being exposed to 13
The creature's skin in 1d4 body locations becomes
constant or powerful radiation, falling into heavily polluted painfully dry and develops deep cracks
rivers, strange magic or experiments, or anything else your 14 A small vestigial face develops
DM comes up with. Majority of the time, mutations are given
out by your DM as they see fit, with the rare exception being 15
The creature's finger and toenails grow four times
the Radiation Freak subclass and a few spells. as fast, and painfully bleed when cut
Mutations are designed to be generally harmless, neither 16
Hair on the creature thins out, but grows four times
benefiting nor harming your character in any way other than as fast. The creature's hair pulls out with no effort.
cosmetically. Exceptions are again determined by your DM. The creature's flesh becomes incredibly soft, and
I've provided a basic example of both a positive and negative 17
feels similar to a badly bruised apple when touched
effect from mutations here to provide a potential jumping 18 The creature's skin becomes slightly translucent
ground. Positively, a creature that develops extra eyes from
mutations may gain advantage on sight based Perception 19
The creature constantly appears as though violently
checks, given the eyes are uncovered. Negative exceptions ill
might occur in penalties when making Charisma checks due 1d4 extra digits appear on 1d4 of the creature's
to your unsavory appearance. 20
appendages
To gain a mutation, roll on the first d20 table to determine
what your mutation is, and then roll on the d20 body location
table to determine where the mutation takes place. Some
mutations (such as tentacles replacing limbs) may not apply
to all places on the body location table. If you do gain one of
these mutations simply choose a place that makes sense for
the mutation. Other mutations (such as growing multiple eyes
or mouths) have several mutations at once. You can roll these
mutations individually, giving each new eye a different place,
or you can have them all develop in one place.

105
1d20 Body Location Note that not every technological item is timeworn, but
1 Top of head most technology that PCs encounter outside of the deepest
and most remote of ruins will be. These items function as
2 Front of head presented in the previous chapter, can be recharged, and do
3 Sides of head not suffer glitches.
4 Neck
Timeworn technology also has the following properties.
5 Chest Non-Rechargable
6 Shoulder(s) Timeworn technological items can’t be recharged or reloaded.
7 Back When a timeworn technological item is properly identified or
8 Belly
first used, roll randomly to determine how many uses it has
left before it becomes useless.
9 Armpit(s)
10 Upper arm(s) Glitches
11 Elbow(s) Timeworn technology sometimes doesn’t work the way it was
12 Lower arm(s)
originally intended to. When an item glitches, its effect is
hampered or enhanced, as determined by a d100 roll. See
13 Hand(s) below for a complete list of glitch effects for armor, weapons,
14 Back of Head pharmaceuticals, and other technological equipment. Not all
glitches are catastrophic; they represent unpredictable
15 Backside effects, for good and ill.
16 Upper leg(s) Timeworn Technology Glitches
Timeworn technology
17 Knee(s) doesn’t always work as intended. There’s a 50% chance that
timeworn items glitch under the following conditions.
18 Lower leg(s)
19 Foot or Feet When an item is first used after a month or more of
inactivity.
20 Hip(s) Anytime a single-use consumable is used.
When using an item in a way that would drain its last
Timeworn Technology charge.
When an item requires a d20 roll (such as an ability check
Between languishing in forgotten ruins open to the elements, or an attack roll) to activate or use, and that roll results in
being used by those ignorant of the nature of this technology, a natural 1.
and having no one skilled at building, maintaining, or When a critical hit is scored against the wearer of an
repairing such devices, many technological items are active defensive item, such as armor or a force field.
“timeworn” — damaged and malfunctioning (when not
completely nonfunctional). These malfunctions manifest in Not all glitches are catastrophic. When an item glitches, its
two ways: limited charges and glitches. effect is hampered or enhanced, as determined by a d100 roll.
Only technological items that consume charges or For items that can consume a variable number of charges,
pharmaceutical items can be affected by these timeworn these additional charges do not affect the item’s performance;
rules. if such an item must consume twice as many charges, the
A piece of timeworn technology may have additional amount is based on how many charges the user intended to
aesthetic and functional differences from a new piece of the use. When a glitch would cause an item to consume more
same equipment. Many of these effects are purely cosmetic, charges than it currently holds, the item is drained of all
such as cracks in the casing of a grenade or primitive charges and fails to function, but any negative effects still
etchings on a suit of technological armor placed there by a occur. Items that fail to function simply shut down if activated,
barbarian millennia ago (DMs are encouraged to use the and cannot be activated again for 1 round.
tables found at pages 142 and 143 of the Dungeon Master’s Armor Glitches
Guide to help add character to these items). Pieces of
timeworn technology may also have minor mechanical effects d100 Glitch
beyond glitches (at the DM’s discretion). A timeworn phaser 01- Armor abilities don't function. All remaining
might constantly hum at a low but noticeable frequency. 02 charges are drained.
A timeworn Blitz Cannon could be caked in a strange 03- Armor* seizes up and abilities don’t function. The
viscous fluid that has a pungent odor, making its wielder 05 wearer is paralyzed for 1 round.
more easily tracked via scent. Timeworn technological items
should clearly evoke a sense of age and danger, and even the 06- Armor doesn’t function, but still consumes the
most standard piece of gear can be made unique based on 10 normal number of charges.
individual deteriorations. 11-
Armor doesn’t function, but no charges are lost.
18

106
Armor Glitches Continued Pharmaceutical Glitches
d100 Glitch d100 Glitch
Armor uses twice as many charges as normal (or Spoiled. Treat as poisoning by Assassin’s Blood
19- 01-
expends an extra activation’s worth of charges if (found on page 257 of the Dungeon Master’s
50 02
already active). Guide)
51- 03- Spoiled. Treat as exposure to Sewer Plague (found
Armor functions normally.
75 11 on page 257 of the Dungeon Master’s Guide)
76- Armor functions better than anticipated. Its AC 12-
Spoiled. Patient is poisoned for 1d6 x 10 minutes
80 improves by 1 for the duration of this charge. 20
81- Armor functions much better than anticipated. Its 21-
Spoiled. Patient is poisoned for 1d6 rounds
90 AC improves by 2 for the duration of this charge. 30
91- Armor functions normally; no charges are 31-
Spoiled. No effect.
98 consumed by this use. 40
Armor functions normally and a power surge Less potent. Decrease all saving throw DCs by 2*.
99- 41-
restores 1d6 charges to the item (up to but not Use minimum values for all random results (such as
100 50
exceeding its capacity). healing). Decrease durations by 50%.
51- Normal effect, but causes one level of exhaustion if
*For a shield, the shield’s wielder is not impeded by the 60 the patient fails a DC 15 Constitution saving throw.
glitch. Normal effect, but hallucinogenic (disadvantage on
Generic Item Glitches 61-
Wisdom (Perception) checks and as if affected by
d100 Glitch the confusion spell for 2d4 rounds, until the patient
75
makes a successful DC 15 Constitution saving
01- Item does not function. All remaining charges are throw).
02 drained.
76-
03- Item does not function, but still consumes the Normal effect.
85
05 normal number of charges.
86- More potent. Increase any saving throw DCs by 2*.
06- 95 Reroll any result of 1. Increase durations by 100%.
Item does not function, but no charges are lost.
10
96-
Item uses twice as many charges as normal and Far more potent. As above, but treat as 2 doses.
11- 100
jolts the user for 1d6 points of lightning damage,
18
but otherwise functions normally. *For a cardioamp, decrease the saving throw DCs on a
19- Item uses twice as many charges as normal, but more potent result, and increase the saving throw DCs on a
50 otherwise functions normally. less potent result.
51- Timeworn pharmaceuticals have a chance of glitching
75
Item functions normally. when the dose is administered, even if another dose was
recently used effectively.
Item functions better than anticipated, and grants a
76-
+1d4 bonus on any ability check attempted with
80
this use.
Item functions far better than anticipated, and
81-
grants advantage on any ability check attempted
90
with this use.
91- Item functions normally and this use does not
98 consume any charges.
99- Item functions normally and a power surge restores
100 1d6 charges to the item.

cybernetic and vehicle glitches needed

107
Weapon Glitches Low and High Gravity
While moving in gravity that is closer to half than normal
d100 Glitch
(low-gravity) you can double your jumping distance and
01- Weapon does not function. All remaining charges carrying capacity. When the gravity is closer to twice than
02 are drained. normal (high-gravity), your jump distance and carrying
03- Weapon does not function, but still consumes the capacity is halved. Also, you move in high-gravity as if you
05 normal number of charges. were in difficult terrain.
06-
Weapon consumes twice as many charges as Moving in Zero Gravity
10
normal and deals 1d6 points of lightning damage To move in zero gravity, you must be within 5 feet of a
per charge consumed (minimum 1d6) to the user.
secured, solid surface and make a successful DC 10 Dexterity
11- Weapon consumes twice as many charges as (Acrobatics) check. You move in a straight line at your full
18 normal. normal speed each round.
Weapon functions normally but flashes brightly, Stopping your move or changing your move direction
19- blinding the wielder and adjacent creatures for 1 requires you to be within 5 feet of a secured surface or a
50 round unless they make a successful DC 15 securely fastened item you can grab onto such as a beam,
Dexterity saving throw. hatch handle, outstretched hand, or other such object. You
51- must then spend a bonus action and succeed on a DC 10
75
Weapon functions normally. Dexterity (Acrobatics) check. If you fail this check, you
continue to move. If you encounter a secured, solid surface
76-
Weapon functions better than anticipated, granting before your next turn, you crash into the surface and are
80
advantage on attack rolls made with that weapon considered prone until the end of your next turn.
for 1 round. The skill checks required for both moving and stopping
Weapon functions much better than anticipated, may be made as passive checks if you are not involved in
81- granting advantage on attack rolls made with the combat or other stressful situations.
90 weapon and an extra 1d6 damage on a successful
hit. Other Actions in Zero-G
91- Weapon functions normally, and this use does not Making a melee or ranged weapon attack while you are
98 consume any charges. moving in Zero-G does not stop your movement. Making a
ranged weapon attack does not stop your movement unless
99-
Weapon functions normally, and a power surge you are using a weapon with the Heavy property. If you fire
100
restores 1d6 charges to the item (up to but not
exceeding its capacity).
one of these weapons while moving or floating in Zero-G, you
move at a rate equal to your walking speed in the opposite
Weapons used to make more than one attack in a turn direction of your intended target, regardless of whether or
not the attack was successful (see “Moving in Zero Gravity”
might glitch multiple times during that turn. earlier in this chapter). You may not use the Dash, Disengage,
Zero-G Combat or Dodge actions. Moving past another creature does not
provoke opportunity attacks.
Situations arise when the characters are on a derelict station
with no artificial gravity or they must deal with a dangerous Operating in Vacuums
entity that has latched itself onto the ship’s hull. Lack of Places that lack gravity more often than not take place in
sound, dulled perceptions, and limited freedom of movement vacuums (such as space). These vacuums are most notably
can create complications. The following combat rules apply characterized by the lack of air, which introduces several
when in Zero-G. problems expanded upon here.
Attacking in Zero-G Sound requires some form of medium to travel through,
When making a melee weapon attack, a creature who is and thus no sound -- like talking or screaming -- can be
floating in Zero-G has disadvantage on their attack roll. If a produced in space without without specialized means,
creature is grappled, both the grappled creature and the such as a spacesuit or spell. Because a creature cannot
creature that grappled it may make melee attacks on each produce sound in a vacuum without these means, they
other at no penalty. A creature making a ranged weapon cannot cast spells that require verbal components.
attack has disadvantage to their attack roll unless they are Because sound cannot be produced in a vacuum, any
also holding onto a secured, solid object with their off-hand, creatures in a vacuum cannot verbally communicate.
such as a secured beam or a hatch handle. The disadvantage Communication can be achieved through means such as
penalty to both melee and ranged weapon attacks may also telepathy, radio communication (such as a radio included
be offset while wearing specialized gear, such as magnetic in a spacesuit), or other means of nonverbal
boots, or while under the effect of a feat such as the Zero-G communication such as hand gestures.
Training feat. You can operate firearms in space. All creatures in a vacuum are automatically considered to
be deafened (except as described above).

108
Fire requires oxygen to survive, and thus cannot be 4. All items and creatures that are not firmly attached to the
produced in a vacuum. Any effect, spell, item, or other location are immediately sucked out into the vacuum. If a
means that would produce fire automatically fails if you creature is sucked out, they move in that same direction at
are in the vacuum of space. two to four times their normal speed, or at a set amount of
Creatures that need to breathe to survive cannot survive in distance per round (both options are determined by the
a vacuum. Any creature that needs to breathe and is DM). Creatures (and objects) continue moving at this
exposed to a vacuum without proper preparation must speed as prescribed in the Zero-G rules, and only stopped
immediately follow the rules for suffocation. when they meet the criteria also found in the Zero-G rules.
Creatures can make a DC 26 Dexterity saving throw to
Getting Sucked Out grab onto something to prevent getting sucked out. If a
When in places such as a space station, the most dangerous creature successfully grabs onto something, it must then
hazard is the potential of getting sucked out into space. make a DC 27 Strength saving throw to continue holding
Usually this happens when the hull of the station or ship on.
breaches, but exceptions can happen as necessary. The
general rules apply when such an event happens, and Turn 2
characters "get sucked out". Such an event is practically 5. At this point, the location itself will usually react,
always sudden and surprising, and characters rarely if ever assuming it isn't completely destroyed and is still able to
have the wherewithal to react to getting sucked out. function. To prevent complete loss of life and the total
When an event that would suck characters or creatures out destruction of the location, computerized systems will
takes place, the following events happen in numerical order. automatically engage in lockdown procedures, causing
These events are designed to be immediate and jarring, and three things to happen. First, the doors surrounding the
stage 7 should be reached within two turns at the absolute area will automatically close and seal themselves off,
most with the second turn beginning at stage 4. It is helpful to trapping everything in the breached area to preserve
have the characters role initiative as soon as the event takes everything else. These doors usually cannot be reopened
place and have them take actions accordingly to help manage until the breach is sealed. Second, the lights throughout
the chaos. Actively try to resolve these turns as rapidly as the location will turn off to conserve power and flash with
possible with your players to give the scenario a more urgent emergency colors. Finally, the location will blare loud
and stressful feeling. warning sounds until the breach is sealed to notify and
Realistically, in the real world these events would all grab the attention of any other creatures inside the safe
happen simultaneously within one or two seconds of the hull areas of the ship. I encourage the DM to be creative with
being breached, but the Rule of Cool dictates the players this step. Will the lights all blink at once, or will they lead
should have a chance to interact in scenarios like this others to the breached area? What if the location was built
(otherwise they will feel railroaded), so I've attempted to by a race of deaf beings, so instead the location sent out
develop a system that allows them to do so while still keeping frequent static shocks to grab the attention of the other
the inherent danger and stress prevalent. crewmates? Stuff like that makes this unique encounter
more memorable than it already hopefully is, especially to
Turn 1 those who aren't in the breached location.
1. All creatures and players in the breached areas are 6. If a creature grabbed onto something as described in
immediately surprised unless they explicitly knew the stage 4, they must make another strength saving throw of
event was about to take place beforehand and took at least the same DC to continue holding on as the last of the air is
two turns to prepare themselves in some logical way (such sucked out into the vacuum.
as strapping themselves down, rushing towards an exit for 7. By stage 7, all the hair has been sucked out of the location,
the area, or finding a way to preserve their breath). and the area is now under Zero-G rules. Any remaining
2. As soon as the breach forms, all air in the location is creatures grabbing on to the location as described in
immediately and violently sucked out into the vacuum, stages 1, 4, and 6 are now free to release themselves. Any
carrying everything in the area with it. All creatures in the creatures or objects that did get sucked out continue to
location affected location must pass a DC 23 Constitution travel in that direction unless they are stopped as
saving throw to hold their breath. All creatures that need described in the Zero-G rules.
to breathe and fail this save immediately begin suffocating.
Creatures that don't need to breath, and creatures that are
prepared for this step (such as wearing a space suit or
through the usage of magic) may ignore this step.
3. All creatures in the vicinity are deafened as the air in the
affected area rushes out into the vacuum at breakneck
speeds.

109
Turn 3 & Beyond
8. Even though a creature can no longer get sucked out by
this stage, they must still actively try to resolve their
situation as fast as possible. Important objects and
creatures that got sucked out need to be retrieved as fast
as possible before they become too far away to do so.
Players still need to deal with any potential hostile
creatures that still remain. Players are still deafened,
following the rules of communicating as described above
in the Operating in Vacuums section. Lastly and most
importantly, most creatures are likely still holding their
breath, and they're locked out of the rest of the location
with breathable air! They'll need to swiftly deal find
another entrance, get someone on the other side to force
open the door (potentially causing them to get sucked out
as well), or swiftly patch the breach before they suffocate.
9. When all of this is said and done, all surviving creatures
take two levels of exhaustion.
Getting sucked out is a dangerous and serious matter, and
the DM should not throw this situation at the players without
proper consideration of the outcomes, which could easily be
several player and important npc deaths. This system is
intentionally punishing, as getting sucked out into a vacuum
like space is not something one can easily walk away from. I
strongly recommend giving the players hints this will happen
before this scenario begins, allowing them to have the chance
to prepare as described in stage 1.

explain the cybernetic language and ALOMU


(techie background)

110
You must gain proficiency in each type of vehicle
Skills individually. Feats, classes, and backgrounds will tell you
what type of vehicle you are proficient in. If it does not
Skills are what defines who is better at doing what. While the directly specify which type you can choose for yourself. The
basic system provided by WOTC contains several useful four types of vehicles are Land, Water, Air, and Space. Space
skills, as always a more updated time period warrants the vehicles are not covered in this compendium.
explanation of a few new skills that will without a doubt be Fighters, monks, rangers and rogues add Vehicle Handling
needed at least once in almost every modern or sci-fi to the list of skills they may pick from during character
campaign. These skills are listed below. creation. The following Backgrounds may exchange one of
Mechanics (Intellegence) their offered skills for Vehicle Handling: Criminal, Sailor, and
You are well acquainted with the inner mechanisms of Soldier.
machines and how they function as a whole. Repairing
timeworn technology, adding new modifications onto add support for artificer class in skills
vehicles, disabling drones and cameras, fixing damaged
cybernetics, and anything else that involves machinery all
come second handedly to you. In addition, you know how to
heal and stabilize Robots, Wirewrecks, and Gricknacks. Due
to their mechanical origin, standard medicine cannot be used
to heal or stabilize them.
Bards, fighters, rangers, rogues, and wizards add
mechanics to the list of skills they may pick from during
character creation. the following Backgrounds may exchange
one of their offered skills for Mechanics: Criminal, Outlander,
Sailor, Soldier.
Science (Intelligence)
You're familiar with the application of science - collecting
samples, performing experiments, realizing hypothetical
designs, finding radio frequencies, understanding the
nuances of nuclear energy, handling radioactive materials,
and so on.
Bards, monks, rangers, rogues, and wizards add Science to
the list of skills they may pick from during character creation.
The following Backgrounds may exchange one of their
offered skills for Science: Guild Artisan, Hermit, Noble, and
Sage.
Technology (Intelligence)
You know how to hack into terminals, protect your devices
from other technologists, understand how a device unknown
to you functions, locate radio frequencies, and anything else
that falls under “hit the keys to make things happen” that
doesn’t qualify as music. The majority of checks using this
skill are either against a DC determined by the GM (such as
hacking a lock or hot wiring a terminal), or as an opposed
check against an opponent who also has the Technology skill
(such as a security measure installed by the original
programmer of a device).
Bards, fighters, rogues, sorcerers, and wizards add
Technology to the list of skills they may pick from during
character creation. The following
Backgrounds may
exchange one of their offered skills for Technology:
Charlatan, Criminal, Entertainer, Guild Artisan, Noble, Sage,
Sailor, and Soldier.
Vehicle Handling (Dexterity)
You can handle, operate, and drive a vehicle like no other.
Whether it's driving a car, piloting a submarine, or flying a hot
air balloon makes no difference to you, you can control them
all. Crashing a vehicle or engaging in vehicular combat is far
less dangerous when you sit in the drivers seat, so you make
a valuable member to any adventuring party.

111
PART 10
Spells
Modern Spells

T
his part describes spells for a more modernized Spy Polybrachia
or futuristic setting. These spells relate to
computers, vehicles, space, radiation, drugs, 1st Level 4th Level
and other similar topics. These spells are Detect Radiation Antitech Magic Circle
available at character creation, can be Power Device Find the Road
discovered in libraries, ancient computer Weld Remove Radioactivity
systems, or other storehouses of magical or technological Shape Metal
knowledge. 2nd Level
Autosave 5th Level
Technomagic Conjure Turret (ritual) Awaken Vehicle
Some spells in this section have a special tag: Deny Commune with City
technomagic. Such spells are cast normally, but the Fathom
technomagic tag indicates that their magic Find Vehicle
6th Level
specifically references and interacts with computer Downloadable Scry
systems and electronic devices. 3rd Level
7th Level
Freewire
Splice
Protection from Ballistics
Spell by Class 4th Level
8th Level
White Dwarf
The following spell lists show which of the new spells are for Irradiate Weapon
which class. Reconstruct Vehicle Paladin Spells
Remove Radioactivity
Technomancy
Artificer Spells Tactorbeam
Shape Metal 1st Level
Detect Radiation
Cantrips (0 Level) Weld 5th Level
Power Device
Arcane Graffiti 2nd Level War Mantle
Autosave Burglar's Buddy 2nd Level
6th Level Antimatter
1st Level Censor from Photographs
Awaken Vehicle Conjure Turret (ritual)
Deny
Downloadable Scry
2nd Level Fathom Deny
Fathom
Arcane Hacking Intercept Communication 7th Level
Burgular's Buddy Find Vehicle
Antitech Field
3rd Level
3rd Level Camouflage Vehicle
Memory of Function 3rd Level
Polybrachia
Weightlessness 8th Level
4th Level
Antitech Magic Circle 4th Level
White Dwarf 4th Level
Signal Jam Druid Spells Irradiate Weapon
5th Level Telaros’s Speedcycle Telaros’s Speedcycle
Bard Spells Cantrips (0 Level)
6th Level 5th Level
Knack
Awaken Vehicle War Mantle
Cantrips (0 Level) Arcane Graffiti
Downloadable Scry
Arcane Graffiti Ranger Spells
Telaros’s Terrific Transport 1st Level
Boomerang Shot
Knack 7th Level
Detect Radiation Cantrips (0 Level)
Magic ID Electrify Metal Arcane Graffiti
Commandeer Vehicle Weld
Muffle Spy
Memory of Function
Rebound Shot
2nd Level 1st Level
Spy 8th Level Plant Bug
Surge Erase Detect Radiation
3rd Level 2nd Level
1st Level Cleric Spells Irradiate Antimatter
Detect Radiation
Pollution Blast
Electrify Metal Cantrips (0 Level) Chaos Shot

113
Conjure Turret (ritual) Wire Walk 5th Level Weightlessness  
Dataread Commune with City
Intercept Communication 5th Level 4th Level
Dominate Machine
Commune with City Haywire Conjure Knowbot
3rd Level Dominate Machine Reconstruct Vehicle
Shutdown
Camouflage Vehicle Haywire Remove Radioactivity
Polybrachia Shutdown 6th Level Signal Jam
Weightlessness Downloadable Scry Synchronicity
7th Level System Backdoor
4th Level Antitech Field 7th Level Wire Walk
Find the Road Commandeer Vehicle Commandeer Vehicle
Telaros’s Speedcycle Splice Splice 5th Level
Commune with City
5th Level 8th Level 9th Level Dominate Machine
Haywire Erase Paradox Haywire
Sorcerer Spells 9th Level Wizard Spells Shutdown

Nuke 6th Level


Cantrips (0 Level) Paradox
Cantrips (0 Level)
Downloadable Scry
Arcane Graffiti Arcane Graffiti
Telaros’s Terrific Transport
Boomerang Shot Warlock Spells Boomerang Shot
Continuous Cord Continuous Cord 7th Level
Knack Cantrips (0 Level) Knack Antitech Field
Magic ID Knack Magic ID Commandeer Vehicle
On/Off On/Off Muffle Splice
Radiation Pulse Radiation Pulse On/Off
Rebound Shot Rebound Shot Radiation Pulse 8th Level
Surge Spy Rebound Shot Erase
Surge Surge White Dwarf
1st Level
Degauss 1st Level 1st Level 9th Level
Detect Radiation Antimatter Burglar's Buddy Nuke
Infallible Relay Degauss Degauss Paradox
Irradiate Infallible Relay Detect Radiation
Power Device Power Device Infallible Relay
Remote Access Remote Access Power Device
Tactorbeam Remote Access
Weld
2nd Level Technomancy
Arcane Hacking Tactorbeam
2nd Level Censor from Photographs Weld
Arcane Hacking Chaos Shot
Burglar's Buddy Digital Phantom 2nd Level
Censor from Photographs Find Vehicle Arcane Hacking
Chaos Shot Plant Bug Autosave
Digital Phantom Censor from Photographs
Find Vehicle
3rd Level Dataread
Combat Malware Deny
3rd Level Haywire Digital Phantom
Haywire Invisibility to Cameras Find Vehicle
Invisibility to Cameras Pollution Blast Plant Bug
Irradiate Weapon Polybrachia
Polybrachia Protection from Ballistics 3rd Level
Protection from Ballistics Camouflage Vehicle
4th Level Combat Malware
4th Level Conjure Knowbot Freewire
Conjure Knowbot Synchronicity Invisibility to Cameras
Synchronicity System Backdoor Polybrachia
System Backdoor Protection from Ballistics

114
Non-technological creatures can enter the area, as can
regular missiles like sling stones and arrows. Technological
missiles such as bullets and missiles, as well as high-tech
Casting Time: rays like lasers and particle beams, immediately halt upon
Range: contacting the field, and either drop to the ground harmlessly
Components: or detonate. The antitech field does not offer any protection
Duration: against explosions caused by technological explosives
detonating against it thus, creatures within the field could
Antimatter still take damage from an explosive that explodes against it.
2nd-level transmutation If a creature is larger than the area enclosed by the barrier,
Casting Time: 1 bonus action any part of the creature that lies outside the barrier is
Range: Touch unaffected by the field.
Components: V, S This spell can be used only defensively, not aggressively.
Duration: Concentration, up to 1 minute Forcing an antitech field against technological creatures
You touch a non-magical ranged weapon of your choice that causes it to collapse.
deals piercing damage, charging each shot in its magazine Antitech Magic Circle
with terrifying anti-matter that viciously shreds through the 4th-level abjuration
air with the deafening sound of cackling unstable energy.
Targets struck by this enchanted ammunition take additional Casting Time: 1 action
damage equal to one additional roll of that weapons damage Range: 10 feet
dice. Attacks made with antimatter rounds can be fired at Components: V, S, M (powdered copper worth at least
long range without the imposition of disadvantage, and deal 1,000cd, which the spell consumes)
necrotic damage instead of piercing. Creatures that are Duration: 1 hour
reduced to 0 hit points from a weapon attack using You create a 10-foot-radius, 20-foot-tall cylinder of magical
antimatter rounds die instantly and disintegrate into nothing. energy centered on a point on the ground that you can see
Unfired rounds in the magazine after this spell ends within range. Glowing runes appear wherever the cylinder
disintegrate into fine dust particles. This spell ends early if intersects with the floor or other surface. While active, the
the target weapon is reloaded. following effects take place:
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, roll one additional dice of that Technological creatures can’t willingly enter the cylinder
weapons damage dice for every spell slot level above 3rd. by nonmagical means. If the creature tries to use
teleportation or interplanar travel to do so, it must first
Antitech Field succeed on a Charisma saving throw.
7th-level abjuration Technological creatures suffer disadvantage on attack
Casting Time: 1 action rolls against targets within the cylinder.
Range: Self (10-foot radius sphere) Targets within the cylinder can’t be charmed, frightened, or
Components: V, S, M (a pinch of rust) possessed by technological creatures.
Duration: Concentration, up to 10 minutes When you cast this spell, you can elect to cause its magic
to operate in the reverse direction, preventing a
You bring into being a mobile, hemispherical energy field that technological creature from leaving the cylinder and
prevents technological items, signals, and creatures from protecting targets outside it.
entering.
An antitech field suppresses any technological effect used At Higher Levels. When you cast this spell using a spell
within, brought into, or deployed into the area, but does not slot of 5th level or higher, the duration increases by 1 hour for
destroy it. Time spent within an antitech field counts against each slot level above 4th.
the suppressed effect’s duration. Arcane Graffiti
Robots and other nonmagical constructs that come in Conjuration cantrip
contact with an antitech field must attempt a Constitution
saving throw each round they remain in the field or be Casting Time: 1 action
stunned. An affected creature can make a new Constitution Range: Touch
saving throw at the end of each of its turns. On a success, Components: V, S, M (a can of spray paint)
they are no longer stunned, but suffer disadvantage on their Duration: Until dispelled
ability checks and attack rolls until it leaves the antitech field. This spell allows you to inscribe your personal rune, a
Partially technological creatures such as those with graphic image, or a short message, on a nonliving creature or
cybernetics suffer disadvantage on all attack rolls and ability object. The graffiti can be no larger than 6 feet in height and
checks if they fail this saving throw, but are not stunned. Note 7 feet in length, and can consist of no more than eight words.
that cybernetic upgrades do not function in an antitech field, An arcane graffiti spell enables you to etch, paint, or
and all benefits granted by such upgrades are suppressed. If a otherwise imprint the graffiti upon any substance (even stone
creature with a cybernetic heart enters an antitech field, they or metal) without harming the material upon which the mark
drop to 0 hit points and must begin to make death saving is placed. The graffiti can be visible or invisible. If invisible
throws. If they have cybernetic lungs, they begin to suffocate. graffiti is made, the casting of any spell within 30 feet causes
it to become visible for 5 rounds.

115
Arcane Hacking Boomerang Shot
2nd-level transmutation (technomagic) Cantrip transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Firearm range
Components: V, S, M (Hacking Tools) Components: V, M (a ranged weapon)
Duration: Concentration, up to 1 hour Duration: Instantaneous
You gain advantage on all Intelligence checks using hacking As part of the action used to cast this spell, you must make a
tools to break software encryption or online security when ranged weapon attack with a weapon against one target
using a foreign system. This spell also allows you to break within the weapon’s range. If the attack misses, you can use
2nd level and lower protective spells such as arcane lock or your reaction to make the attack again at the same target,
glyph of warding by making an Intelligence check using ignoring advantage, disadvantage, and cover. If the attack
hacking tools against the spell save DC of the spell’s caster. misses a second time, roll your weapon’s damage dice. You
At Higher Levels. When you cast this spell using a spell take the rolled amount as damage of the weapon’s damage
slot of 3rd level or higher, you can attempt to break protective type.
spells of one level higher for each slot level above 2nd. The attack deals an extra 1d8 damage when you reach 5th
level (1d8), 11th level (2d8), and 17th level (3d8).
Awaken Vehicle
6th-level transmutation Burglar's Buddy
Casting Time: 8 hours 2nd-level illusion (technomagic)
Range: Touch Casting Time: 1 action
Components: : V, S, M (holy motor oil worth at least Range: Self (10-foot radius)
150,000cd, which the spell consumes) Components: V, S, M (a camera lens cover)
Duration: Instantaneous Duration: 1 minute
After spending the casting time tracing blessed motor oil in You create a magical area around you, suppressing all
magical roadways along the exterior of the vehicle, you touch mechanical or electronic intrusion alarms and alarm sensors
a huge or smaller vehicle. The vehicle becomes a sentient in the area. Burglar alarms or other intrusion alarms within
vehicle, and gains an Intelligence, Wisdom, and Charisma of the affected area simply fail to function; sensors for intrusion
10. The target also gains the ability to speak one language alarm systems (such as motion detectors, IR detectors,
you know. The vehicle gains senses similar to a human’s. pressure sensors, electric eyes, and so forth) also fail to
The awakened vehicle is charmed by you for 30 days or function, sending no signal to monitoring stations. Video
until you and your companions do anything harmful to it. surveillance devices stop sending whatever the image they
When the charmed condition ends, the awakened vehicle were photographing the moment when the spell was cast.
chooses whether to remain friendly to you, based on how you
treated it while it was charmed. Camouflage Vehicle
At Higher Levels. When you cast this spell using a spell 3rd-level illusion
slot of 8th level or higher, the vehicle can be of any size. Casting Time: 1 action
Range: Touch
Autosave Components: V, S, M (an unpaid parking ticket)
Cantrip abjuration (technomagic) Duration: Concentration, up to 1 hour
Casting Time: 1 action A vehicle you touch becomes invisible until the spell ends.
Range: Touch Creatures are also invisible while inside the vehicle. While
Components: S, M (the 'Control' and 'S' keys from a you are within 60 feet of the vehicle, you can speak a
computer) command word to end the spell. The spell ends when the
Duration: 8 hours vehicle or any creature inside the vehicle attacks, casts a
You touch a computer, imbuing it with protective energy over spell, or takes damage.
its files. Files on the computer will automatically save,
repeatedly. If the computer crashes, runs out of power, or Censor from Photographs
encounters other difficulties, its files will be in the state they 2nd-level illusion (technomagic)
were left when the computer is returned to working order. Casting Time: 1 action
This will not work if the computer is completely destroyed. Range: Self
After 8 hours, the computer no longer auto-saves its content. Components: V, S, M (a black marker)
Duration: 1 hour
You appear normal to vision, but photos taken of you show
your body completely blacked out, as if the photo was
scribbled on with a black marker. While taking a photo, a
person can see you. Only the resulting photo is blackened.
This does not work with videos.

116
Chaos Shot Commandeer Vehicle
3rd-level evocation 7th-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Firearm range Range: 120 feet
Components: V, M (a ranged weapon) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes
As part of the action used to cast this spell, you must make a You attempt to commandeer a vehicle that you can see within
ranged attack with a weapon against a creature or vehicle range. If the vehicle is sentient, or if it currently has a driver, it
within range. If you hit, your ammunition erupts with chaotic (or the driver) must make a Constitution saving throw. On a
magical energy. Roll a d8. The number rolled on the d8 failure, the vehicle is commandeered.
determines the damage type for all attacks made as part of While the vehicle is commandeered, you have a telepathic
this spell, as shown below. link with it as long as the two of you are on the same plane of
existence. You can use this telepathic link to issue commands
d8 Damage Type
to the vehicle while you are conscious (no action required). If
1 Acid it is not already, the vehicle becomes sentient and can
2 Cold perform its own actions to obey your commands. You can
specify a simple and general course of action, such as “Drive
3 Fire in that direction,” “Run over that creature,” or “Crash into
4 Force that wall.” If the vehicle completes the order and doesn't
5 Lightning
receive further direction from you, it does nothing.
A creature at the vehicle’s controls or a previously sentient
6 Poison vehicle can attempt to wrench control away from you, causing
7 Psychic the vehicle to make a new Constitution saving throw against
the spell. If the saving throw succeeds, the spell ends.
8 Thunder
At Higher Levels. When you cast this spell using a spell
slot of 8th level, the duration is concentration, up to 1 hour.
Additionally, on a hit the shot must redirect itself from the When you use a spell slot of 9th level, the duration is
target to a different creature of your choice within 30 feet of concentration, up to 8 hours.
it. Make a new attack roll against the new target, and reroll
the d8 to determine the damage type again. Commune with City
At Higher Levels. When you cast this spell using a spell 5th-level divinination (ritual)
slot of 3rd level or higher, each target of this spell takes an Casting Time: 1 minute
additional 1d8 damage of the rolled type for each slot level Range: Self
above 3rd. Components: V,S
Combat Malware Duration: Instantaneous
3rd-level enchantment You briefly become one with the city and gain knowledge of
Casting Time: 1 action the surrounding area. Above ground, this spell gives you
Range: 60 feet knowledge of the area within 1 mile of you. In sewers and
Components: V, S, M (a blinking LED light) other underground settings, you gain knowledge of the area
Duration: Concentration, up to 1 minute within 600 feet of you. You instantly gain knowledge of up to
three facts of your choice about any of the following subjects
You send a bright flash of light against a nonmagical as they relate to the area:
construct you are fighting to overload their combat hardware.
The target must make a Constitution saving throw. On a Terrain and bodies of water
failed save, the target takes 3d6 psychic damage and has Prevalent buildings, plants, animals, or intelligent
disadvantage on attack rolls until the spell ends. On creatures
subsequent turns while the spell is active, you can reapply the Powerful (CR 1) or higher celestials, fey, fiends,
damage as an action as long as the target is within range elementals, or undead influences from other planes of
when you do so. existence
At Higher Levels. When you cast this spell using a spell Electrical currents, wireless signals, and active transit
slot of 4th level or higher, you can target one additional lines and tracks
construct for each slot level above 3rd. The constructs must For example, you could determine the location of powerful
be within 30 feet of each other when you target them. undead in the area, the location of major sources of electrical
power or interference, and the location of any nearby parks.

117
Conjure Knowbot Dataread
4th-level conjuration (technomagic) 1st-level divination (technomagic)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S Components: V, S
Duration: 10 minutes Duration: Concentration, up to 1 minute
You touch a single computerized device or computerized You run your finger over any machine-readable data source (a
system to conjure a Knowbot -- a partially sentient piece of barcode, a computer disk, a USB drive, or any similar record)
software imprinted with vestiges of your own skills and to understand the content of the data. You experience the
computer abilities. For the duration of the spell, you can use a data as it would normally be experienced through an
bonus action to have the knowbot execute a computer related appropriate machine. For example, if reading a USB with
task that would normally require an action. Knowbots are music, you hear the music in your head. If reading a word
bound to the computer system they're conjured in, and processor file, you visualize and read an image of the page. If
cannot transport between computers. reading a barcode, you see the serial number, pricing
The knowbot makes Intelligence ability checks using your information, or other barcoded data.
ability score and proficiency bonuses (including your The amount of time required to experience the data is the
proficiency with hacking tools, if applicable). same as that required to read it by conventional means. You
You have a limited telepathic bond with the knowbot, out to can normally read 2 pages of documents in 1 minute. This
a range of 500 feet from the device or system where the spell does not decode encrypted data. Without the encryption
knowbot was conjured. If you move beyond this range, the code, an encrypted document or file appears as a seemingly
knowbot disappears in 2d4 rounds, as if the duration of the random string of characters. If you know the encryption code,
spell had expired. Moving within range again immediately however, you can read encrypted data normally with this
reestablishes the bond. The knowbot is bound to the system spell.
in which it was created and it stays there until it is dismissed At Higher Levels: When you cast this spell using a spell
or the spell's duration expires. slot of 2nd or 3rd level, you can maintain your concentration
At Higher Levels. When you cast this spell using a spell on the spell for 10 minutes. When you use a spell slot of 4th
slot of 5th level or higher, the spell's duration increases to 1 level or higher, you can maintain your concentration on the
hour. Additionally, your telepathic bond with the knowbot is spell for 1 hour.
effective out to a range of 1,000 feet, and if you leave the
range of the bond, the knowbot continues performing its last Degauss
directed task until the spell expires. 1st-level transmutation (technomagic)
Continuous Cord
Casting Time: 1 action
Range: Touch
Transmutation cantrip Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Touch By touching a single device that contains electronic files, such
Components: M (an electrical cord) as a computer, external hard drive, USB flash drive, or
Duration: 1 hour magnetic disk, you erase all data on that device. The device is
You lengthen an electrical cord - like the cord on a charger or rendered empty of data.
mouse - that you can touch by 5 feet. This change lasts for 1
hour, or until you choose to use the spell again. Degradation
Cure Addiction
Casting Time:
Range:
Casting Time: Components:
Range: Duration:
Components:
Duration: rusts and corrods all metal, even cybernetics and
constructs
As the name, cures an addiction from a creature. higher
levels removes more addictions?

118
Deny Disarm
2nd-level transmutation (technomagic) 3rd-level transmutation
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You target an electronic device and completely isolate it from This spell targets a single basic cybernetic part that you can
all networks. It continues to function normally, except it loses see on a creature. The creature must succeed a Constitution
all access to other networks, including wired and wireless. saving throw, causing the cybernetic part to (safely) detach
Any downloads or uploads halt, and resume automatically itself from the creature and fall to the ground on a failure.
once the spell ends. The creature and cybernetic part take no damage from this
action, but must spend time to reattach this part if they wish
Detect Radiation to use it or any of the accessories attached to it (a process
1st-level divination (ritual) that takes about one minute).
Casting Time: 1 action At Higher Levels. You can target an additional basic
Range: Self cybernetic part for each level of spell slot you use above 3rd
Components: V, S when casting this spell. The creature may make a new
Duration: Concentration, up to 10 minutes cybernetic saving throw for each part you target.
For the duration, you sense the presence of radiation within Dominate Machine
30 feet of you. If you sense radiation in this way, you can use 5th-level enchantment
your action to see a faint aura around any visible creature, Casting Time: 1 action
item, or area that bears radiation which informs you of the
level of radioactivity. Range: 60 feet
This spell can penetrate most barriers, but it is blocked by Components: V, S
1 foot of stone, 1 inch of common metal, a thin sheet of lead, Duration: Concentration, up to 1 hour
or 3 feet of wood or dirt. You attempt to gain control of a construct within range. It
must succeed on a Wisdom saving throw or be charmed by
Detox you for the duration. If you or creatures that are friendly to
you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link
Casting Time: with it. As a bonus action, you can use this telepathic link to
Range: issue a command consisting of three words to the creature
Components: while you are conscious, which it interprets literally and
Duration: axiomatically and attempts its best to obey.
If the target is not given new orders after completing its
directive, or cannot complete its orders on its turn, it makes a
completely removes drugs from a creature, but doesn't new Wisdom saving throw against the spell at the end of its
cure addiction. maybe triggers withdrawl? turn. If the saving throw succeeds, the spell ends.
Digital Phantom
Additionally, it can make this saving throw if you or your allies
act in such a way to make its task more difficult, such as by
2nd-level abjuration (technomagic) damaging it.
Casting Time: 1 action
Range: Self Downloadable Scry
Components: V, S, M (a small piece of copper wire) 6th-level divination (technomagic)
Duration: Concentration, up to 1 hour Casting Time: 10 minutes
This spell works to actively hide your presence within a Range: Self
computer system. For the spell's duration, you and any other Components: V, S, M (a focus worth at least 10,000cd, an
users you choose on your local network gain a +10 bonus to available means of saving a video)
Intelligence checks to avoid detection by administrators, Duration: Concentration, up to 10 minutes
knowbots, tracking software, and the like. Whenever you and This spell works exactly like the 'Scrying' spell (PHB pg 273),
your chosen users leave any computer system you are except the sensor does not display the sights and sounds
working in while this spell is in effect, all trace of your directly to the caster. Instead, it saves it as a video. The caster,
previous presence in that system is erased. and those still around the caster, may watch the video while
the sensor is still recording. This video can then be streamed,
uploaded, or otherwise shared in any manner that an
ordinary video would be. The video does not register as being
tampered with, but does register as magical to effects that
sense magic.

119
Electrify Metal Fathom
1st-level evocation 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 hour
Choose a manufactured metal object, such as a metal You touch a willing creature and enhance its mental abilities
weapon or armor. You cause the metal to crackle with blue and thinking capacity. Targets can add their proficiency bonus
electricity. Any creature in physical contact with the object to ability checks, attack rolls, and saving throws that involve
takes 1d8 lightning damage when you cast the spell. Until the operating electronic devices, such as computer terminals,
spell ends, you can use a bonus action on each of your remote control drones, weapons, and machinery.
subsequent turns to cause this damage again. At Higher Levels. When you cast this spell using a spell
If a creature is wearing or holding the object and takes slot of 5th level, targeted creatures can add double their
damage from it, the creature must succeed a Constitution proficiency bonus to appropriate checks.
saving throw or be stunned, dropping the object on a success
if it can. If the object is not dropped, attack rolls with it have Find the Road
disadvantage. 4th-level transmutation
At Higher Levels. When you cast this spell using a spell Casting Time: 1 minute
increases by 1d8 for each slot level above 1st. Range: Touch
Encrust
Components: V, S, M (a bit of road tar)
Duration: 8 hours
4th-level abjuration (ritual)
Casting Time: 1 minute Touch one land vehicle. For the duration, as the vehicle
Range: Self (30-foot radius sphere) travels, a magical paved road emerges from the ground or
Components: V, S, M (a 1-foot by 1-foot sheet of thin metal) water, pushing aside natural terrain, as well as trees under 5
Duration: 10 minutes feet in width.
The shape of the terrain is not altered, so rock walls, cliffs,
You create a sphere of magnetic energy around yourself, and mountains are unaffected. After the vehicle passes, the
manipulating metal in the range of the spell to "encrust" you road vanishes behind it, and the terrain regains its original
and any other creatures in range that you choose with sturdy form.
and surprisingly flexible makeshift armor for the spells The vehicle can travel no faster than a rate of 80 feet per
duration. A creature encrusted in this manner gains a +3 round in combat or 40 miles per hour out of combat on this
bonus to their armor class. The bonus remains for the spells road.
duration, or until you decide to end the effect for a particular
creature. This makeshift armor is susceptible to attacks that Find Vehicle
would normally destroy metal, such as those from a Rust 2nd-level conjuration
Monster or the Degradation spell. Casting Time: 10 minutes
Erase Range: 30 feet
8th-level transmutation (technomagic) Components: V, S
Duration: 8 hours
Casting Time: 1 hour You summon a spirit that assumes the form of a nonmilitary
Range: Self land vehicle of your choice, appearing in an unoccupied space
Components: V, S, M (a large silica crystal formation worth within range. The vehicle can carry up to five medium sized
at least 50,000cd, which the spell consumes) creatures. The vehicle has the statistics of a normal vehicle of
Duration: Instantaneous its sort, though it is celestial, fey, or fiendish (your choice) in
Upon the completion of this spells casting all recorded data origin.
of you or a creature that you name is wiped from every digital The physical characteristics of the vehicle reflect its origin
system on your current plane of existence. The target is to some degree. For example, a fiendish SUV might be jet
digitally removed from every record that the target is black in color, with tinted windows and a sinister-looking
included in, inclusive of criminal records, birth and medical front grille.
records, finger prints, media entries, and online profiles and You have a supernatural bond with the conjured vehicle
accounts. that allows you to drive beyond your normal ability. While
driving the conjured vehicle you are considered proficient
with vehicles of its type, and you add double your proficiency
bonus to ability checks related to driving the vehicle. While
driving the vehicle, you can make any spell you cast that
targets only you also target the vehicle.
If the vehicle drops to 0 hit points, it disappears, leaving
behind no physical form. You can also dismiss the vehicle at
any time as an action, causing it to disappear.

120
You can't have more than one vehicle bonded by this spell at a Speakers. You are aware of all speakers in the spells area.
time. As an action, you can release the vehicle from its bond At the start of each of your turns, you can choose one speaker
at any time, causing it to disappear. or a machine with a speaker, such as a walkie talkie or
At Higher Levels When you cast this spell using a spell smartphone, in the cube. Each creature in a 15-foot cone
slot of 3rd or higher, you can conjure a nonmilitary water from the speaker must succeed on a Constitution saving
vehicle large enough to carry six Medium creatures. When throw or take 3d8 thunder damage and be deafened for 1
you cast this spell using a spell slot of 5th level or higher, you minute.
can conjure a nonmilitary air vehicle large enough to carry Wires. Wires tear themselves out of the ground, floor, and
ten medium creatures. When you cast this spell using a spell walls and begin sparking violently. When a creature moves
slot of 7th level or higher, you can conjure any type of vehicle, into or within the area, it must succeed on a Dexterity saving
subject to the DM's approval. throw or take 2d4 lightning damage for every 5 feet it travels
until the start of its next turn.
Firewall
Impulse's Golden Cybernetics
5th-level conjuration
Casting Time: Casting Time: 1 minute
Range: Range: Touch
Components: Components: V, S, M (bits of wire and scraps of metal worth
Duration: 700cd and a can of gold spray paint, all of which the spell
consumes)
Duration: Instantaneous
magic wall that only stops constructs (and technomagic?)
from entering You touch a willing creature, conjuring up basic cybernetic
parts that replaces missing pieces of their body. The spell can
Freewire replace two missing body parts of your choice. The cybernetic
3rd-level evocation (technomagic) parts appears to be made of solid gold, but close inspection
Casting Time: 1 action reveals they have simply been covered in gold paint, which
Range: Self can be chipped off or otherwise removed. The replacement
Components: V, S, M (a small wireless router) cybernetics can have upgrades applied to it, and exists
Duration: Concentration, up to 1 hour indefinitely. If the cybernetic parts are conjured to replace a
recent wound (such as a leg lost in combat) then the spell
Using the router supplied for this casting of freewire, you safely cauterizes the wound, stabilizing the creature in the
create a wireless network for up to 2 devices of your choosing process by returning them to 1 hit point (if they have less
to utilize. It can download and upload data extremely quickly than 1) and stopping blood loss in the process. Replacement
and has unlimited connectivity that cannot be disrupted, not ears summoned using this spell come in pairs, even if the
even by magical means. Data on this network is impossible to target is only missing one ear, while eyes come individually.
track, and all activity is erased when the spell ends. If the At Higher Levels. When you cast this spell using a spell
router is physically damaged or disabled, the spell ends early. slot of 6th level or higher, you can restore one additional
At Higher Levels. When you cast this spell using a spell missing body part for each level over 5th.
slot of 4th level or higher, one additional device can be
connected to the network for every spell slot level above 3rd. Infallible Relay
1st-level divination (technomagic)
Haywire
5th-level transmutation (technomagic) Casting Time: 1 minute
Range: Self
Casting Time: 1 action Components: V, S, M (a mobile phone)
Range: 120 feet Duration: Concentraion, up to 10 minutes
Components: V, S, M (a frayed universal cable) With this spell, you can target any creature with whom you
Duration: Concentration, up to 1 minute have spoken previously, as long as the two of you are on the
You cause machines to undergo catastrophic failure. Choose same plane of existence. When you cast the spell, the nearest
a point you can see within range. The vehicles, lights, functioning telephone or similar communications device
speakers, and wires in a 60-foot cube centered on that point within 100 feet of the target begins to ring. If there is no
begin to malfunction dangerously until the spell ends. suitable device close enough to the target, the spell fails.
Vehicles. As a bonus action on your turn, you can cause a The target must make a successful charisma saving throw
vehicle in the area to move up to its movement speed in a or be compelled to answer your call. Once the connection is
straight line, but not outside the cube. If the vehicle is already established, the call is crystal clear and cannot be dropped
moving, it instead shuts off and stops moving. until the conversation has ended or the spells duration ends.
Lights. At the end of each of your turns, you can choose You can end the conversation at any time, but a target must
one light source in the area. Creatures within 10 feet of the succeed on a Charisma saving throw to end the conversation.
light source that can see it must succeed on a Constitution
saving throw or be blinded until the end of your next turn.

121
Intercept Communication Irradiate Weapon
2nd-level divination (technomagic) 4th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: M (a net of crossed wires) Components: V, S
Duration: 10 minutes Duration: 1 hour
You can tap into and monitor electronic communications You touch a non-magical weapon and enhance its powers. For
using this spell. For the duration, you can faintly see waves in the duration, the weapon has +1 bonus to attack rolls, and
the air that represent messages and networks sent between deals an extra 1d4 fire damage and 1d4 radiant damage.
two connected people. By using your action to physically When you successfully score a critical hit with the weapon,
touch the waves, you can listen in to the conversation or read you deal an extra 1d4 necrotic damage.
the correspondence as if you were either the sender or the All creatures within a 10 foot radius of the weapon
receiver. (including the wielder) are also affected as though they were
When you do so, you leave behind a trace that reveals your in an area of level 2 radiation.
identity. A creature that suspects its communication is being The standard rules for radiation (described in part 9) apply
monitored and is still using the same communication device to this spell. This includes the rules for spreading radiation.
can use its action to make a Intelligence (Arcana) check At Higher Levels. When you cast this spell using a spell
against your spell save DC, identifying your trace on a slot of 5th-level, the bonus to attack rolls increases to +2, and
success. This action can be made at any time unless your the extra damage of each type goes up by 1d4. Also, the level
trace is deleted from the system, and the creature can retry of radiation increases by 1. You cannot imbue an item with
its attempt once per hour if it remains suspicious. more radiation than this because of the detrimental impacts
radiation has on magic.
Invisibility to Cameras
3rd-level illusion (technomagic) Knack
Casting Time: 1 action Transmutation cantrip (technomagic)
Range: 10 feet Casting Time: 1 action
Components: V, S, M (a scrap of black paper) Range: 30 feet
Duration: Concentration, up to 1 minute Components: V, S
Four creatures of your choice within range become Duration: Up to 1 hour
undetectable to electronic sensors and cameras for the This spell allows minor influence over nearby machines and
duration of the spell. Anything a target is wearing or carrying technology. You create one of the following technological
is likewise undetectable as long as it is on the target's person. effects within range.
The targets remain visible to vision.
You create a Large or smaller obvious hologram of an
Irradiate object or creature for up to 1 hour. If you create a creature,
3rd-level conjuration it follows your mental orders. If the hologram is ever more
Casting Time: 1 action than 60 feet away from you, it vanishes.
Range: 150 feet You cause a display device you can see, such as a
Components: V, S smartphone screen or computer monitor, to show a popup
Duration: Concentration, up to 1 minute advertisement of your choice for up to 1 hour. It can
include audio and video elements. Ability checks made
You flood a 10 foot radius sphere with level two radiation that with the device have disadvantage.
lasts until the start of your next turn. Level one radiation You cause an audio device you can see to play sounds of
surrounds the area with level two radiation out to a distance your choice for up to 1 hour.
the DM determines. You instantaneously make a harmless shower of sparks or
The typical rules for radiation (described in part 9) apply to arc of electricity pop out of a device.
the radiation summoned with this spell. This includes the Choose one machine weighing up to 5 pounds that isn’t
rules for spreading radiation. being worn or carried. The machine moves up to 20 feet in
At Higher Levels. When you cast this spell using a spell a direction of your choice.
slot of 4th level or higher, you increase the level of radiation If you cast this spell multiple times, you can have up to
by one for each spell slot over 3rd level, to a maximum of level three of its non-instantaneous effects active at a time, and you
four radiation using a 5th level spell slot. Attempting to can dismiss such an effect as an action. If you cast it more
summon higher levels of radiation is impossible due to the than three times in an hour, the oldest effect ends.
detrimental impacts radiation has on magic.

122
Magic ID Nuke
Illusion cantrip 9th-level evocation
Casting Time: 1 action Casting Time: 1 minute
Range: Touch Range: Sight
Components: V, S, M (a small card or slip of paper) Components: V, S, M (750,000cd worth of highly radioactive
Duration: Concentration, up to 1 minute materials, which the spell consumes)
You touch a small card or slip of paper and make it appear to Duration: Instantaneous
be a valid identification card of your choosing. The card bears When you begin casting this spell, sirens blare in 1 mile
your name, likeness, and all other data expected by anyone radius centered on a point you can see. At the end of the
examining such a card. However, it is only visually accurate casting time, there is a flash of light, a deafening boom, and a
and does not contain any valid machine-readable data or mushroom cloud rises 1,000 feet into the air. Each creature
electronic coding. You cannot use this spell to make an in a 360-foot radius sphere centered on that point must make
electronic passkey. a Constitution saving throw. A creature takes 12d12 radiant
damage and 12d12 thunder damage on a failed save, or half
Memory of Function as much damage on a successful one. If this damage causes a
7th-level transmutation creature to drop to 0 hit points, it immediately dies as the
Casting Time: 1 action blast vaporizes its physical form, leaving nothing behind
Range: Touch except a shadow seared into the ground or nearest structure.
Components: V, S, M (powdered metal worth at least This spell damages objects, structures, and items in the
10,000cd, which the spell consumes) radius as well. Any of these objects that are brought down to
Duration: Instantaneous 0 hit points are also immediately destroyed and vaporized,
and may leave behind a shadow as well.
You restore a broken item, vehicle, or damaged construct to a The blast from this spell spreads around corners and
functional state, as if it were new and intact. Any pieces through walls less than 20 feet thick within the radius.
missing from the item or construct remain missing. Additionally, the point of the explosion is doused in level 10
Significant missing pieces may prevent proper functioning. If radiation, which spreads out and drops down one level every
the item uses charges, the item becomes fully charged. 75 feet, as described in the radiation section of part 9. Level 1
A timeworn item becomes fully charged, but doesn’t lose radiation covers everywhere within 1 mile of the blast. The
the timeworn condition (this spell is one of the few ways a radiation naturally disperses over the course of 1d10 years.
timeworn item can be recharged). For 1 hour after this spell is
cast on a timeworn item, that item does not suffer any chance On/Off
of glitching. Other consumables such as ammunition are not Transmutation cantrip (technomagic)
restored.
When this spell is cast upon a damaged construct, all hit Casting Time: 1 bonus action
point damage dealt to that creature is healed. When this spell Range: 60 feet
is cast upon a destroyed construct, it is restored to full Components: V, S
functionality and full hit points, provided no significant Duration: Instantaneous
portion of the destroyed construct (such as an entire limb) is This cantrip allows you to activate or deactivate any
missing. Constructs brought back in this fashion regain their electronic device within range, as long as the device has a
memories up to the moment of their destruction and have no clearly defined on or off function that can be easily accessed
particular inclination to serve the caster. from the outside of the device. Any device that requires a
software-based shutdown sequence to activate or deactivate
Muffle cannot be affected by on/off.
Illusion cantrip
Casting Time: 1 bonus action Plant Bug
Range: Touch 2nd-level transmutation (technomagic)
Components: S, M (a firearm) Casting Time: 1 minute
Duration: 1 minute Range: Touch
You touch a firearm that lacks the blast property and create a Components: S, M (a moth, which the spell consumes)
small field of silence around its firing mechanisms and Duration: Instantaneous
muzzle. For the duration, any attacks made with the weapon By manipulating an electronic device, you can plant a bug in
make no sound. The spell ends if you cast it again or dismiss the system that causes one of the following effects:
it as an action.
The device automatically initiates its shutdown sequence
at a set time within the next 24 hours.
The device magically sends you all usernames and
passwords entered within the next hour.
The device doesn't check for usernames or passwords the
next time it requires them within the next minute.

123
The device magically connects to another device of your Power Device
choosing within 1 mile, allowing anyone using the second 1st-level transmutation (technomagic)
device to remotely use the first. The effect ends after one
minute. Casting Time: 1 action
Range: Touch
To do so, you might need to make an Intelligence (Arcana) Components: V, S
check, wasting the spell slot on a failure. For a Tiny device, Duration: Concentration, up to 10 minutes
you automatically succeed. A Small device requires a DC 5 You touch an electrical or mechanical device that requires a
check. A Medium device requires a DC 15 check. A Large power source. For the duration of the spell, the device
device requires a DC 25 check. The spell automatically fails if functions exactly as it normally would if it had conventional
used against a Huge or larger device. power.
Additionally, any device targeted by this spell cannot be This spell can affect any household or handheld device, or
targeted again for 24 hours. general-purpose vehicle. Larger or more intricate devices
Pollute Food and Drink cannot be powered with this spell.
1st-level transmutation (ritual) Power Word: Disassemble
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous Casting Time:
Range:
All nonmagical food and drink within a 10-foot radius sphere Components:
centered on a point of your choice within range is covered in Duration:
filth and trash, and can no longer be used to eat or drink.
At Higher Levels. The radius of the polluting sphere
extends by 10 feet for each level of spell slot you use to cast lower level power word that disassembles any technology
this spell above 1st. based objects, can go up to larger objects and mayber
creatures at high levels.
Pollution Blast Power Word: Explode
3rd-level necromancy
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a vial of polluted water) Casting Time:
Duration: Instantaneous Range:
Components:
You hold out your hands and release a torrent of foul-smelling Duration:
pollutants and toxins. Each creature in a 30-foot cone must
make a Constitution saving throw. On a failed save a creature
takes 5d6 necrotic damage and gains the poisoned condition lower level power word that causes inanimate objects to
until this damage is healed. On a successful save the creature explode. explosion follows fragmentation explosive rules,
takes half damage, and isn't poisoned. and deals force damage not fire damage. higher levels
At Higher Levels. When you cast this spell damage allow you to explode bigger things for more damage.
increases by 1d6 for each slot level above 3rd. Also, on a Power Word: Rust
failed save, the target is pushed backwards 5 feet per 2 spell
slot levels above 3rd.
Polybrachia Casting Time:
3rd-level conjuration Range:
Casting Time: 1 action Components:
Range: Touch Duration:
Components: V, S, M (a pair of armbands)
Duration: Concentration, up to 10 minutes basically destroys all metal in a large area
Two muscular arms consisting of hardened light appear on a
creature that you touch. These arms are fully functional and
can be used to hold weapons and shields (allowing the target
to hold 2 two-handed weapons, or 4 one-handed weapons),
perform somatic components of spells, and perform other
actions, though the arms themselves don't grant the target
additional actions. For the duration, the target has advantage
on Strength (Athletics) checks made using the additional
arms. Also, if the arms are used to carry weapons, the target
can use a bonus action to make an additional melee weapon
attack using the arms.

124
Protection from Ballistics You do not have advantage on the attack roll, even if the
3rd-level abjuration target cannot see you.
At Higher Levels. The attack deals extra damage when
Casting Time: 1 action you reach 5th level (1d8), 11th level (2d8), and 17th level
Range: Touch (3d8).
Components: V, S, M (a shell casing)
Duration: Concentration, up to 10 minutes **
This spell enchants the flesh of the target against the impact Casting Time:
of bullets. Until the spell ends, the target has resistance to Range:
nonmagical damage taken from firearms without the blaster Components:
property. Duration:
Prosthesis Reconstruct Vehicle
2nd-level conjuration 4th-level transmutation
Casting Time: 1 minute Casting Time: 1 hour
Range: Touch Range: Touch
Components: V, S, M (bits of wire and scraps of metal, which Components: V, S, M (holy powdered chrome worth at least
the spell consumes) 5,000cd, which the spell consumes)
Duration: 1 day Duration: Instantaneous
You touch a willing creature or medium size or smaller, You rebuild a destroyed vehicle you touch which is of Large
conjuring up a basic cybernetic part that replaces a missing size or smaller, restoring its functionality. You must have the
piece of their body. The replacement cybernetic cannot have majority of the vehicle’s remains, even if it is only a burnt out
upgrades applied to it, and vanishes after a day. If the husk.
cybernetic part is conjured to replace a recent wound (such The vehicle is restored to its maximum hit points, with all
as a leg lost in combat) then the spell safely cauterizes the modifications it originally had, and any lost parts are
wound, not restoring any hit points but stopping blood loss in magically replaced. The vehicle’s fuel tanks and batteries are
the process. Replacement ears conjured using this spell full.
come in pairs, even if the target is only missing one ear. Eyes At Higher Levels. When you cast this spell using a spell
come individually. slot of 6th level or higher and use 20,000cd worth of
materials, the vehicle may be of huge size or smaller. If you
Radiation Pulse use a spell slot of 8th level or higher and use 80,000cd, the
Necromancy cantrip vehicle may be of gargantuan size or smaller.
Casting Time: 1 action Remote Access
Range: Self 1st-level transmutation (technomagic)
Components: V, S
Duration: Instantaneous Casting Time: 1 action
Clapping your hands together, you cause a wave of radiation Range: 120 feet
to explode outwards from your body. Each creature in a 15-ft Components: V, S
radius of you must succeed at a Constitution saving throw or Duration: 10 minutes
take 1d4 fire damage and 1d4 radiant damage. Any creature You can use any electronic device within range as if it were in
that rolls a natural 1 on this saving throw takes an extra 1d4 your hands. This includes being able to push buttons, open
necrotic damage. The creature casting this spell is immune to applications, scan fingerprints, or any other function you
all of the above effects. would normally be able to perform on the targeted device.
At Higher Levels. The spell’s damage increases when you You can remote access with only one device at a time.
reach 5th level (to 1d6), 11th level (to 2d4), and 17th (to 2d6).
Remove Radioactivity
Rebound Shot 4th-level conjuration
Divination cantrip Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Weapon range Components: V, S
Components: V, M (a ranged weapon) Duration: Instantaneous
Duration: Instantaneous You remove all radiation from a 20 foot radius around the
As part of the action used to cast this spell, you choose a point point you touch. However, this spell has no effect on naturally
you can see within range of the weapon, and fire your weapon radioactive materials, and as long as such materials remain
at that point. When the projectile arrives at the point, you in an area, the radiation that was removed may return.
momentarily gain sight from its location. Immediately after, At Higher Levels. When you cast this spell using a spell
you can redirect the projectile to make a ranged weapon slot of 8th level or higher, this spell affects naturally
attack against a target you can see from the projectile’s radioactive materials, such as nuclear reactors or atomic
location, as if you had made the attack with the weapon. warheads, as well.

125
Naturally radioactive materials effected in this way no longer Splice
produce radiation. Naturally radioactive materials that have a 7th-level transmutation
radiation level of 10 or higher cannot be effected in this
manner. Casting Time: 1 action
Range: 60 feet
Shape Metal Components: V, S, M (a special glass syringe worth
4th-level transmutation 10,000cd)
Casting Time: 1 minute Duration: 1 hour
Range: Touch With a pinprick beam of arcana, you steal a sample of genetic
Components: V, S, M (a simple tool for holding material, information from a target creature you can see within range
such as clamps or pliers) and bestow that information upon a recipient creature you
Duration: Instantaneous touch. The target creature need not be alive or even whole, as
You go to work with the tool used as the material component long as you target part of a creature that has died within the
(or with your hands in the case of using a focus) on a piece of last 10 days.
metal no larger than 5 feet in any dimension. You can shape The recipient creature gains one of the following traits
this metal any way you see fit, making it into a weapon, tool from the target creature that you choose: the target's
or finer component. You may also shape or alter a space in a movement speed and types of movement, all of the target's
metal structure so long as that space is within a 5 foot cube damage resistances, the target's special senses, or one of the
space; creating hinged and locking doors, passages, or target's special traits, such as a ghast's Stench trait. If
closing a portal. selected, the DM decides which special trait, if any, the
recipient gains from the target creature. The recipient does
Shutdown not gain any traits from the creature that do not result from
3rd-level transmutation (technomagic) its race or monster statistics.
The recipient's appearances changes to resemble a hybrid
Casting Time: 1 action of the target creature and itself. These changes, as well as the
Range: 120 feet traits gained by the recipient creature, last for the duration.
Components: V, S
Duration: Concentration, up to 1 minute Spy
This spell shuts down all electronic devices within range that Enchantment cantrip (technomagic)
are not wielded by or under the direct control of a creature. If Casting Time: 1 Bonus action
an electronic device within range is used by a creature that Range: 130 feet
creature must succeed on a Constitution saving throw to Components: S
prevent the device from being shut down. While the spell Duration: Concentration, up to 1 minute
remains active, no electronic device with range can be started
or restarted. Creatures and cybernetics are not impacted by You target an active camera and gain the ability to see from
this spell. the camera’s point of view. You can swivel the camera in
whichever direction you choose, assuming it can swivel.
Signal Jam By using your bonus action, you can change your
4th-level abjuration (technomagic) perspective to another camera that the current camera you
Casting Time: 1 minute are viewing through can see. You use the same rules as the
Range: 150 feet previous casting of Spy. The new target must be within 500
Components: V, S, M (a piece of copper wire) feet of your original location.
While casting this spell your
Duration: Concentration, up to 10 minutes character remains stationary, moving or otherwise
performing any other actions ends the spell early.
You hold up the piece of wire above your head acting as a
receptacle, blocking all electronic signal transmission within Static Shock
the 150-foot range of the spell.
At Higher Levels. When casting this spell using a spell
slot of 5th level or higher the duration is increased to 1 hour. Casting Time:
When using a spell slot of 7th level or higher the range is Range:
increased up to 300 feet, and the duration is increased to 1 Components: V, S, M (a 3-inch by 3-inch square of carpet)
hour. Duration:
absorbs electrons by the carpet when you rub it against
yourself, letting you store up a powerful electric shock that
deals lightning damage and throws back the first creature
to get within 5 feet of you

126
Surge Technomancy
Evocation cantrip 1st-level divination (ritual) (technomagic)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: S Components: V, S, M (oil stirred with a coil of wires)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You make physical contact with a socket, switch, or wire(s) For the duration, you detect the presence of technology
and cause every light bulb on that circuit to rupture and within 30 feet of you. If you sense technology in this way, you
explode. At your DMs discretion, this surge may cause further can use your action to see a faint aura around any visible
damages or inconveniences. creature or object in the area that is of technological origin,
and you learn its rough function (weapon, cybernetic part,
Synchronicity robot, etc…). Using this spell grants you advantage on your
4th-level enchantment first Intelligence check made to understand how to use a
Casting Time: 1 action technological item.
Range: Touch This spell can penetrate most barriers, but it is blocked by
Components: V, S 1 foot of stone or 3 feet of wood or dirt.
Duration: Concentration, up to 1 hour Telaros's Speedcycle
The creature you touch feels reality subtly shifted to its favor 4th-level conjuration
while this spell is in effect. The target isn't inconvenienced by Casting Time: 1 minute
mundane delays of any sort. Traffic lights are always green, Range: 30 feet
there's always a waiting elevator, and a taxi is always around Components: V, s
the corner. The target can run at full speed through dense
crowds, and attacks of opportunity provoked by the target's Duration: 1 hour
movement are made with disadvantage. A Large vehicle with two wheels and holographic circuits
Synchronicity grants advantage to Dexterity (Stealth) appears on the ground in an unoccupied space of your choice
Checks, since the target always finds a handy piece of cover within range. The cycle has AC 10 and 10 hit points. It roars
available. Additionally, the target has advantage on all ability to life whenever its controls are grasped. For the duration,
checks made to drive a vehicle. you or a creature you choose can ride the cycle, and one
In the event that two or more creatures under the effect of creature can ride as a passenger. The cycle has a speed of
synchronicity are attempting to avoid being inconvenienced 100 feet and can travel 10 miles in an hour.
by each other, the creatures engage in a contest of Charisma Wherever the cycle moves, it leaves behind a brightly
each time the effects of the spells would oppose each other. chromatic, translucent wall of force behind it. The wall is 10
feet high and nothing can physically pass through it. It is
System Backdoor immune to all damage, but a 20-foot long portion of it can be
4th-level transmutation (technomagic) destroyed by a dispel magic or disintegrate spell. Portions of
Casting Time: 1 minute the wall that the rider creates by moving the cycle vanish at
Range: Personal the end of the rider's next turn.
Components: V, S, M (hacking tools) The spell ends if you use an action to dismiss it, if the cycle
Duration: Concentration, up to 1 hour is reduced to 0 hit points or more points, or if the cycle
collides with its walls or another substantial obstacle. The
This spell allows you to bypass system security in order to walls of force vanish when the spell ends. If the spell ends as
create a secure login on a foreign system. The login you a result of taking damage or a collision, the rider and
create allows you administrator-level privileges in any passenger both fall prone.
computer system not enhanced through technomagic. The
login defeats any technomagic spells of 3rd level or lower.
Once the duration of the spell expires, the login and all Change to Impulse's Speedcycle and make it match
privileges are wiped from the system. System logs still show with the motorcycle statistics. Also increase the
the activity of the user, but the user identification cannot be length of the wall it creates and let it turn in 90
found or traced. degree angles instantly.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, you are able to bypass technomagic
spells if the spell's level is equal to or less than the level of the
spell slot you used.

127
Tractorbeam The materials welded together can not be moved during
1st-level evocation the process and the spell does not work on objects being
worn or carried.
Casting Time: 1 action
Range: 30 feet Wire Walk
Components: V, S, M (a magnet) 4th-level conjuration (technomagic)
Duration: Instantaneous Casting Time: 1 action
A whirring yellow beam reaches out from your palm to a Range: 10 feet
large or smaller target within range that you have a direct line Components: V
of sight to. Make a ranged spell attack against the target, if it Duration: Instantaneous
hits, you can move that target up to 10 feet in any direction. If This spell instantly transports up to six willing creatures of
the beam is broken by a line of sight blocker or other object, your choice that you can see within range to the location of a
the spell ends early and the target is dropped. telephone you call. The telephone must be answered (either
War Mantle by a creature or by an answering machine), and it works only
5th-level evocation over an open line (not wireless calls). You arrive adjacent to
the device (within 5 feet of it), and any other creatures
Casting Time: 1 action transported by the spell appear next to you.
Range: Self
Components: V, S, M (1 piece of ammunition, which the spell
consumes) spells for mutations once the rules are put in.
Duration: Concentration, up to 1 minute spells that repair timeworn technology. spells that
transport creatures to the internet (think astral
Heated energy radiates from you in a 30 foot radius that projectoion). spells that copy effects of synthetic
moves with you, centered on you. Each creature in the circle (not orgainic) drugs. something that lets you
friendly to you (including you) has an unlimited amount of teleport using buildings (like walk through trees
ammunition loaded into their firearm while the spell lasts, but with different sides of buildings)? spells that
letting the weapon fire without the need for reloads. repair technology that isn't timeworn. spells that
Also while this effect lasts firearms within the radius are make things timeworn. conjure explosives spell.
immune to damage from critical fails (described in Part 9). spell that transfers mind to the internet,
downloading it to a robot body when a person dies
Weightlessness -- make it different from that clone spell. spell that
3rd-level transmutation silences weapons. spell that allows a ranged attack
to travel through the etherial plane to make it
Casting Time: 1 action silenced and cover more distance?
Range: 30 feet (15-foot cube)
Components: V, S
Duration: 1 minute
A 25-foot cube centered on a point within range that you can
see becomes a region of Zero-Gravity. Objects and Creatures
within that area become weightless and begin free-floating. A
creature that leaves the area ceases to be affected by the
spell, and creatures that enter the area are put under its
effects. If a creature free-floats out of the spell’s area of effect
they fall from that space straight down. And occupy the most
appropriate space outside of the spell’s area of effect.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the cube is 5 feet larger for every
spell slot level above 3rd.
Weld
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
With fingers splayed on one hand and the other braced
behind, you are able to magically weld two pieces of metal
together. The weld is clean, almost unnoticeable and does not
use heat. Metals must be of a similar type (I.E. Iron to steel
will work, but not to copper). During the length of the
concentration period you can weld up to 3 feet in length.

128
PART 11
What is Cyberpunk?
The Subgenre

I
f you've read this far, you've made it to the DM's half Steampunk is a punk genre that combines steam based
of the compendium. Congratulations! Because you've technology with the cultural designs of Victorian England,
read this far, I'm assuming you're interested in either taking the technology and aesthetic of the culture to
playing or creating a science fiction world for D&D. fantastical levels to create steam based airships, cars,
While this compendium can be used for any high tech buildings, and everything in between. Gears, leather caps
setting with some reflavoring, the original purpose of and clothing, and large green goggles are very common in
this compendium was to create and compile rules that allow this subgenre. Simply going to Google or Pintrest will give
for playing D&D in a cyberpunk world. In the years I've spent you great examples of art and Steamboy is a good movie
creating this compendium (just a few weeks over three years for reference.
as of the time I'm writing this), I've found that while a lot of Dieselpunk takes place during WWI, WWII, and the short
people have a general idea of what cyberpunk is, they rarely amount of time in between the two wars. It focuses on the
have a very clear full picture. Because of this, I've written the advancements of diesel powered machines by all
following essay to help you capture the essence of cyberpunk countries involved in the wars to boost up their militaries.
in your worlds. At the risk of breaking my humility, I would It generally has a gritty and dark feeling to it as large
say I'm somewhat of an expert on this topic, as I have spent diesel powered machines spew exhaust into the
the past three years researching this topic off and on, so atmosphere and clang across farmlands and battlefields.
hopefully you find the information in the following essay both Art from Mr. Werewolf (who did the art for Scythe) and the
insightful and engaging. movie Sky Captain and the World of Tomorrow are great
reference points.
Ya left off revising and continuing the essay here There are dozens additional punk genres, but even from
Talk about gods and cyberpunk
arcologies and these two one can identify the core components for a punk
megacities
how cyberpunk isn't dead but changing genre. They both take technology from a certain time period
(steam and diesel), and then elevate that technology to
fantastical levels. Both take technology from a certain era,
When creating a world, it's always of the utmost importance and strictly stay within that time period and location.
to understand the setting you're creating your world in. When Dieselpunk strictly takes place during the World Wars and
I first started working on this compendium, the idea I had in the time between them, and steampunk will virturally always
mind was to create (and compile with permission) a set of take place in Victorian England -- with the rare exception of
rules that would allow players and dungeon masters the taking place in the Wild West (though it still happens in the
ability to create and interact with a cyberpunk world. While same time period, and many have taken to referring to this
that's no longer the case, this manual is still heavily themed setting as cattlepunk rather than steampunk).
around the cyberpunk subgenre, and most people are likely Historically, there was a third qualification for punk genres,
going to use the manual to create a cyberpunk setting. though it has since died out. In the past stories in punk
Because of this, I'm providing some information about what genres had to focus on rebellion of some form -- hence the
exactly constitutes a cyberpunk setting, why cyberpunk is as term punk. Most often, this conflict would take place as the
popular as it is today, and what you should focus on when classic man vs society, where the protagonist would usually
creating your own cyberpunk world. fight to regain some form of humanity that had been stripped
away from them by the advanced technology society depends
What is Cyberpunk? upon. As mentioned, this qualification has since died out
overtime as punk genres become more popular, widespread,
Cyberpunk is a subgenre of fiction that I personally group in a and diverse. This doesn't mean the theme of rebellion isn't
larger group of genres -- the punk genre. As far as I know present in most examples of punk literature these days (in
there is no definite declaration as to whether each punk fact quite the opposite is true as it remains one of the most
genre is a standalone genre, or a subgenre of the punk genre, prevalent stories in punk genres today), but it does mean
so I well may be mistaken in this belief. Regardless, I feel it's rebellion is no longer considered essential for punk literature.
important to understand what a punk genre is before one can For an incredibly comprehensive and rather well done list
truly understand the cyberpunk genre. of all the different punk genres, look online at
Punk Genres sorcereroftea.com. Their post about the different punk genres
At their very core, punk genres are genres of fiction that was the main source for this section.
focuses on taking the technology from any given time period
and location and accelerating them to fantastical levels.
Dozens upon dozens of these genres have sprung up
throughout recent decades, and it's nigh impossible to keep
track of them all. Here's a few non-cyberpunk examples to
help give you a better idea.

130
Cyberpunk
So then, what is cyberpunk? At it's core cyberpunk is a punk
genre that focuses on expanding the computerized
technology of the near future. This means that cyberpunk
focuses on technology that is currently impossible, but will
likely be real within our lifetimes. Examples of these
technologies most popularly include flying cars, cybernetic
body enhancements, holograms, artificial intelligence, and
nanotechnology (though nanotechnology has recently begun
to branch into the nanopunk genre). As with all punk genres,
the gluttonous dependence on extremely advanced
technology in the near future is technically all one needs to
qualify their setting in the cyberpunk genre.
However, cyberpunk is the oldest and most popular punk
genre (starting in the 1970s if I remember right) so it has
several other exceedingly common themes that almost
everyone pictures when thinking about the cyberpunk genre
that a DM almost has to include in their world if they want to
use a cyberpunk setting. The most important of these is the
phrase Low Life and High Tech. This phrase emphasizes the
idea that while technology is at an all time high -- perhaps
even to a point where many would consider it to be magical --
the quality of life is at an all time low.

131
PART 12
Critters and Characters
Critters and Characters

A
t its core, Dungeons and Dragons is a combat Type
oriented ttrpg. Everything in the game's system Monster types are perhaps the biggest piece of my design
is centered around combat, including the philosophy, as some types fit well into a cyberpunk setting
monsters themselves. As I said with everything while others don't. I'll walk you though my thought process
else in this book however, futuristic settings for each type here. This includes my general thoughts on how
require more technologically advanced creatures each type can be integrated into a cyberpunk setting, along
to interact with to make the world feel more fluid. This with a few musings on rule changes that would help them
chapter covers two types of monsters: Critters and mesh better in the setting.
Characters. Critters are your average run of the mill monster Aberrations. Abberations are lovecraftian beings that hail
(such as dragons or kobolds) that one can take and throw in from places beyond the known boundaries of reality. I think
at any time to create a combat scenario. Characters are world this makes them really fit quite well into any potential setting,
agnostic npcs of my own creation that are designed to be including a cyberpunk setting. The vast majority of them are
inserted into your own world. They have a bit of lore, goals, naturally frightfully intelligent, making it easy for them to
connections, and a statblock for if your players should decide manipulate and exist in a more advanced society. Abberations
to fight them. Unlike the critters, not all characters will have are fine as they are, and I encourage you to use them at least
art, but they (ideally) should all be fascinating story and once in your campaign.
worldbuilding tools you can plop into your own world without Beasts. Beasts are ordinary mundane animals that are as
much trouble. uninteresting as can be. I find it hard to conceive that
Design Philosophy livestock beasts such as cows and chickens would exist in
great number in a cyberpunk world when it could be so much
Personally, I despise monsters that don't come with art. I'm cheaper to simply grow meat in a lab. What livestock there is
also not rich, and can't afford to commission dozens upon would usually be reserved for the one percent, and wild
dozens of pieces of art to create this section. I was stumped beasts (such as elephants or sharks) would likely go extinct
by this problem for a while, until I eventually ended up with due to environmental destruction and poaching. Zoos and
the idea to create monsters that function as a form of aquariums housing larger beasts may exist, but would likely
ekphrasis -- meaning I found the art, and then used the be underfunded or run down. Small beasts (like rats, dogs, or
preexisting art to create the monsters. monkeys) on the other hand would be wildly widespread
Challenge rating is another thing I struggled with when amongst urban environments as both pets and pests.
creating these monsters, as I find it's near impossible to Celestials. Cyberpunk is an exploration of a dystopian
calculate and simply doesn't do anything. A small pack of near future society characterized by a heavy theme of societal
kobolds can easily take out a large party of level 6 adventures decay. Celestials are often portrayed as bright pillars of hope,
if the DM uses their traps properly, and lorewise a beholder purity, and virtue, making them (and the gods they serve)
should be actually impossible to beat in any way. I decided to clash violently with the theme of the world. My advice to
solve this problem by simply not deciding a challenge rating remedy this is to simply not include any celestials in your
for any of my monsters. I don't think it's terribly hard to world, for reasons covered in my essay. Races like the
determine if a monster is too weak or powerful for one's Aasimar can exist, but would be cut off from their angelic
party, so that shouldn't be an issue. Exp can be given out guardians or parents. Spells and magic items that summon
based on the level of your party and how difficult the fight or communicate with them can simply fail to work or become
was for them. If the party is level 4, then say the challenge lost. Refer to my essay for more exploration into this topic. I
rating was 4 as well. Add or take away experience based on if do think it would be powerful to include fallen celestials, but
your party struggled through the fight or breezed through it. only one or two to demonstrate how even the holiest of
To keep up to date with the current direction 5e is heading, beings can become corrupted by society. If you do choose to
I've decided to not include an alignment for any of my include pure celestials in your story, it should be at the climax
monsters as well. Individuals with a sentient or higher level of and represent a major point in the story.
thinking are diverse and unique among their own kind, and Constructs. Constructs are what I consider to be one of
while it's useful to have monsters one could always deem as the "big two" of cyberpunk stories. They fit exceptionally well
villains, it dooms that monster to ultimately become stale. into the genre, and work to explore the deeper themes
The ambiguity of morality among different members of the presented by it. Their ability to be mass produced on demand
same monster species is an especially powerful tool to use in makes them a potent source for cheap, fast, and reliable
a cyberpunk campaign, making alignments (even for players armies, and can be used to any extent you desire to help flesh
in my opinion) an outdated system that limits this potential. I out the world or create massive problems for your players.
do believe some things should be kept the same (such as fey Because of this, I would consider it wise to use a good
being chaotic or devils being lawfully evil), but that's because amount of constructs for combat or worldbuilding, and a
these alignments characterize and define the nature of the noticeable amount of the monsters in this compendium are
race as a whole -- that is to say it's a centerpoint of their very constructs.
existence. I don't see the need to include alignment for these
types of creatures either, as it should be a sort of general
truth about the species.

133
Dragons. Dragons. Everyone loves these reptilian Humanoids. Humanoids are the second half of the "big
powerhouses of power, brutality, and treasure -- I mean, two" brought up in the constructs section. The city, nay the
they're even in the name of the game! The main problem entire world, should revolve around them in some way or
presented by dragons is they grow too large to properly another. As I discussed in my essay, the most powerful part
function in megacities without being hunted down for the behind the cyberpunk genre is redefining what it means to be
destruction they cause. To fix this, I suggest drawing human, or searching for the humanity that was stripped from
inspiration from Shadowrun, and allowing every true dragon the protagonist. Your story should follow some of these
the ability to polymorph at will between their true form and a questions, and humans should be a centerpoint of a lot of
humanoid form. Dragons could live in secret, never revealing your combat situations. I've tried to include a wide range of
their draconic nature to the world, or they could reveal their humanoids that would be challenging for almost any level of
true nature to the world and just use their humanoid form to party. I've also updated most of the statblocks involving
(literally) fit into society. Whatever would fit their personality humanoids in Appendix B to work better in a cyberpunk
and benefit them the most. I've already gone ahead and world.
applied this trait to all of my dragons in this compendium. Monstrosities. Monstrosities fit well into any setting
Elementals. I think these guys are just fine as they are. imaginable. The 5e Monster Manual itself refers to
They're not exceptionally awesome or terrible for this setting. monstrosities as a "catch-all" for any critter that doesn't quite
I have a bit of a different take on "true" elementals, and fit into the other groups. Use them as you please.
generally consider them to be beings comprised entirely of a Oozes. Again, oozes are yet another category that really
single element. Critters like the Neon Elementals presented fits well into practically every setting. I've included a few new
within build on this thought process. ones that are more technologically advanced, but for the most
Fey. These beings generally symbolize excessive nature part just leave them as they are and put them in reasonable
and mirth. Believe it or not, I consider the fey (and the places like dumps, sewers, or other places where filth is
Feywild) to be an excellent tool for a cyberpunk world, as they common.
function as a sort of antonym of the cyberpunk genre. They Plants. Plants are interesting, as they usually aren't the
could serve as a representation of nature by having the first thing that comes to mind when considering a cyberpunk
feywild slowly wither and die out as nature in the Material setting. That's not to say they don't exist however, and house
Plane is consumed without pushback. Fey could also serve as plants could be common (though expensive), and a park
a source of rebellion, be exploited for magic or parties, or makes for a fine setting in cities -- though it would be more
other means. I always thought a campaign where the Feywild interesting if it's large and overrun with crime, like New
slowly merges with the Material Plane would be fascinating York's Central Park with a bit more crime. The plants herein
in a cyberpunk setting. are intentionally designed to be more mobile and hostile than
Fiends. Contrary to celestials, I think fiends are great for a typical plant monsters. The reason for this is that as the sun
cyberpunk world. A society becoming more acceptant (or becomes blocked out by smog and the water and ground
even reliant) on their "help" could create a really potent feel becomes polluted, plants need to find another source of
of societal decay. Also unlike celestials, it's much easier to energy. The next best thing is for plants to turn carnivorous
portray fiends as technologically advanced beings, making it (which a number of plants already are), and to become mobile
easier for the players to digest the idea that fiends could offer to seek out better ground to take nutrients from.
superior firepower, technological help, or even stock Undead. The undead have actually been present in
information -- for a price of course. cyberpunk stories for decades now, starting (as far as I can
Giants. Shocking as it may seem, a giant's main trick is tell) with the crossover -- called The World of Future
that they're huge individuals. In D&D, giants are subdivided Darkness -- between Vampire: The Masquerade and
into two groups: true giants and others. The 5e Monster Cyberpunk 2020 that was published in White Wolf Magazine
Manual places the height of storm giants (the largest true in 1993. Bloodnet further popularized the mixture between
giants) at 26', which is honestly fairly small considering that's vampires and cyberpunk in 1994, and Shadowrun introduced
under two stories tall. I suggest making true giants bigger, but them in their 4th edition in 2005 as humans infected with
also keeping them away from megacities, unless you're going HMHVV. What I'm getting at here is that the Undead does,
for something like Attack on Titan. The only true giants I and has for decades, mix very well with the cyberpunk genre.
could see willingly interacting with cities are Hill Giants, who Use them as you see fit.
might sneak into the edges or slums to eat folk, and Cloud
Giants, who could live in the clouds above cities and would
probably interact regularly with corporations or other
powerful organizations. Smaller giants like trolls or ogres
could be used as muscle in any number of activities.

134
Tags
*, *

Armor Class
Hit Points
Speed

STR DEX CON INT WIS CHA


() () () () () ()

Saving Throws
Skills
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses
Languages
Challenge

Actions
Multiattack.
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description.

135
A.E.V.
Huge Construct

Armor Class 23 (natural armor)


Hit Points 181 (11d12 + 110)
Speed 180 ft., climb 180 ft., swim 180 ft.

STR DEX CON INT WIS CHA


35 (+7) 10 (+0) 30 (+10) 10 (+0) 10 (+0) 5 (-3)

Saving Throws Str +10, Con +13


Senses darkvision 120 ft., passive Perception 10
Languages Common
Challenge 6 (2,300 XP)

All-Terrain Treads. The A.E.V. ignores difficult terrain and


can climb difficult surfaces, including upside down on
A.E.V. ceilings and sideways on walls, without needing to make
an ability check. It cannot take the Dash action.
Ardent Enveloping Vehicles, otherwise known as A.E.V.s, or Amphibious Modulation. The A.E.V. can travel over water
smart tanks, are designed to assist civilians under attack. and other liquids as if they were solid ground.
They have no offensive capabilities, but they are almost
entirely impenetrable and are intelligent enough to take steps Bomb Plating. A.E.V.s are covered in special plating
to minimize risks to any occupants. They are hyper-protective designed to resist explosions, and automatically take half
and their personality is sometimes described as "infuriatingly damage from all explosive devices.
saccharine." Mobile Defense. The A.E.V. can comfortably hold up to nine
Indecisive. A.E.V.s do their job well and protect, evacuate, Medium or smaller creatures without squeezing. A
and relocate citizens whatever the cost. It is rare for them to creature inside of the A.E.V. has total cover from outside
become distracted from a job, and even rarer for them to lose attacks and effects.
a passenger. In fact, the only issues the A.E.V.s regularly face Shields. Creatures 30 feet or further from the A.E.V. cannot
stem from their lack of confidence in deciding who needs the target it with ranged attacks.
most protection.
Designated Protectors. A.E.V.s will often work with law Actions
enforcement units, militaries, or powerful adventuring parties Flare Cannon. Ranged Weapon Attack: +3 to hit, range
to protect the "innocent masses" i.e. the general populace, 150/600 ft., one target. Hit: The target and all creatures
during times of calamity or great turmoil. However; this is not within 5 feet of that target are blinded until the end of the
to be confused with the idea that they work for these agencies A.E.V.'s next turn.
rather than with them. A.E.V.s think independently, and if they
decide the group they are working with is causing more harm
than good, they will readily leave the "harmful folk" to fend for Tank Rules
themselves while they escort civilians out of harms way. Very rarely and only in times of dire circumstances,
Sweethearts. All A.E.V.s have an excessively protective, A.E.V.s will allow themselves to be equipped with
caring, and sweet personality. They will constantly try and actual weapons in lieu of their flare cannons. In
convince their passengers that everything will be okay, and such an event, replace their flare cannon with a
constantly talk to them like children, much to the irk of their ranged heavy weapon attack, and increase their
passengers. Of course, they are seemingly oblivious to how challenge rating by one.
annoyed their passengers become while under their
protection.
Constructed Nature. A.E.V.s don’t require air, food, drink,
or sleep.

Why so fast?
At the end of the day, A.E.V.s are sentient vehicles
who are specifically designed to evacuate citizens
out of harms way. Because they are a vehicle, they
need a speed to match the other vehicles
presented in chapter 7. See chapter 7 for additional
rules on vehicles, including combat.

136
Fielder
The alien creature floats in place, seemingly observing it's
surroundings. As you watch it, all the metal in the area begins
to lift into the air and orbit around the creature, as if caught
in a powerful magnetic field produced by the being.
Fielders are bizarre aberrations with the ability to create
and manipulate powerful magnetic fields. They effectively use
these fields in combat to destroy those who oppose them, but
their lack of clearly defined goals makes it hard to tell exactly
what their plans are and who's opposing them at any given
moment.
Silent Schemers. It's commonly thought that fielders are
constantly coming up with various evil schemes, but nobody
is ever quite sure what exactly these schemes are. There are
two main reasons for this. One is nobody has seen or heard a
completed scheme, and the other is that Fielders never talk
about their schemes (or anything else) to anyone. Though
they can speak, they simply choose not to.
Devious Isolationists. While they wait for their schemes
to come to fruition fielders tend to dwell in abandoned places
with lots of metal. They rarely leave these places, and use
their abilities to force intruders out.
Nonferrous Attraction. The fielder's unique ability to
manipulate magnetic fields can impact all forms of metal, not
just ferrous ones. This ability extends to control over metals
imbued with magic as well.
Fielder
Large aberration

Armor Class 14, +1d6 each attack if it has metal orbiting it


(does not stack)
Hit Points 180 (19d10 + 76) Actions
Speed fly 20 ft. (hover) Multiattack. The fielder changes its magnetic field effect
and makes two tentacle attacks or the fielder makes four
tentacle attacks.
STR DEX CON INT WIS CHA
Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft., one
10 (+0) 14 (+2) 19 (+4) 14 (+2) 15 (+2) 13 (+1)
target. Hit: 9 (2d6 + 2) bludgeoning damage, and the
target must succeed a DC 13 Strength saving throw or
Damage Resistances bludgeoning, piercing, and slashing become grappled. If the target is metal, it has disadvantage
from attacks made with metal weapons on the saving throw. A creature grappled in this way
Condition Immunities prone continues to take bludgeoning damage until they free
Senses Passive Perception themselves.
Languages Deep Speech
Challenge Magnetic Fields. The fielder is a natural master of magnetic
manipulation, and is constantly emitting a magnetic field.
Polarity Manipulation. The fielder has advantage on attacks As an action, it can change the field it's currently emitting.
rolls against a creature if the creature is wearing metal The effects of each field lasts indefinitely, or until the
armor, has cybernetic parts, or is made of metal. fielder changes its field. Fields have the following effects.
Repulse. The fielder repulses all metal away from it.
Magnetic Orbit. All medium and smaller metal objects that Movement towards the fielder by creatures wearing,
aren't being worn or carried within 30 ft. of the fielder are holding, or made of metal is made with halved speed.
pulled 5 feet closer to it. A creature with worn or carried Attacks against the fielder with metal objects are made
metal objects must make a DC 10 Strength check to stop with disadvantage. Any creatures or objects previously
the object from taking the same movement. Additionally,
caught in the fielder's orbit are repulsed 40 feet away from
small or tiny metallic creatures must make a DC 15 it and are no longer in its orbit. The fielder does not get its
Strength saving throw, being pulled 5 feet closer to it on a bonus d6 with this field active.
failure. If this movement brings the object into the fielder's
space, it begins to orbit around the fielder. Removing an Whirlwind. The fielder rapidly increases the speed of its
object or creature from orbit around the fielder requires a orbit, causing the metal objects caught within it to whip
DC 15 Strength check. If a creature begins to orbit the around it in a whirlwind. Each creature that comes within
fielder, it is considered to be restrained. 15 feet of the fielder takes 15 (3d6 + 5) slashing damage
every turn until it leaves the area. The fielder takes a -4
penalty to its AC while this field is active. 137
Gruesome Collectors. While their medical expertise is
Gloom Surgeon rivaled by none, most sane people tend to avoid gloom
surgeons as they have a strong compulsion to "collect" pieces
The small blue creature twitches compulsively before quickly of their patients they find interesting. Patients frequently end
beginning to scurry around the dingy hovel it called a medical up leaving a gloom surgeons office in a worse condition than
room. As it picks up various rusty and surely unsanitary when they came in, cured of whatever ailed them but now
surgical tools it knocks a cupboard open, revealing an missing digits, organs, or entire limbs. The reason why they
impressively large collection of all sorts of severed limbs and do this is unknown, but it's commonly thought they find
pickled organs. taking pieces off of patients to be funny and keep these
Gloom Surgeons are small fey critters that excel in the art collections to have a good laugh from time to time.
of surgery. It's often thought there's no feat they cannot Unsanitary Environments. Despite their medical
accomplish through surgical procedures, though their prowess, gloom surgeons essentially refuse to work in
unsanitary nature and bizarre habits tend to force people to sanitary conditions. They never clean their instruments or
be wary of them. lab, leave body parts laying around in the open, and allow
Charitable Doctors. The medical feats gloom surgeons pests to scurry around wherever they please in their lab.
are capable of truly rival all competition, frequently producing
results that would normally only be possible through magic.
The most notable part about these fey though is that they Gloom Surgeon
always work for free, outright refusing to accept payment for Small Fey
their work. This emphasis on working for free is so strong
gloom surgeons are easily offended by those who ask for a
price for their services, going so far as to turn them away in Armor Class 13
rebuttal. Hit Points 27 (6d6 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 11 (+0) 18 (+4) 16 (+3) 11 (+0)

Saving Throws Int +6, Wis +5


Skills Medicine +5
Senses passive Perception 15
Languages Common, Sylvan
Challenge

Surgical Precision. When making an attack with its scalpel,


the gloom surgeon may attempt to slice an essential part
of the target -- such as a tendon or an artery. When it does
so it can only make one attack with its scalpel that turn.
On a successful hit with the scalpel using this ability, the
gloom surgeon can choose to damage one of the target's
arteries or tendons. If an artery is damaged in this way, the
target immediately begins to suffer from bleed-out (see
part 9). If a tendon is damaged, the target can no longer
use the limb the tendon was in, and must operate on half
movement speed if the tendon was in a leg (quarter
movement if both legs are targeted), or the inability to use
their arm for spellcasting or attacking if the target was an
arm. These effects can be removed with a lesser
restoration or better spell, and this ability does not apply
to constructs or undead.

Actions
Multiattack. The gloom surgeon makes three scalpel
attacks.
Scalpel. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 1d4+5 slashing damage

138
PART 13
Fabulous Items
Fabulous Items

T
his chapter discusses two groups of items, magic Air Duct Infiltration Suit
items and a new type of item known as Wonderous item, very rare
Experimental Technology.
In addition to the multitude of magic items This pair of worn blue coveralls resembles the kind many
that are provided within the Dungeon Masters janitors and maintenance workers wear when on the job; and
Guide, compiled within is a large collection of is a favorite of corporate spies. Four times per day the wearer
"Fabulous" items that are better suited for a high tech can use the suit to trigger a gaseous form spell, allowing them
campaign. Fabulous items is a simple term that includes both to travel through a building's air ducts.
magic items and a new type of item known as experimental
technology. Experimental technology is functionally the same Action Packed Super Soaker
as magic items, they have varying levels of rarity and can Wonderous item, legendary
achieve wondrous tasks, but they operate on the principles of
science rather than on magic. Gameplay wise this only This plastic water gun has a blue coloring and a yellow tank
includes one difference: conditions that would normally where water is stored. The tank must be opened and refilled
suppress magic items, such as an Antimagic Field (pg. 213, with water after every three uses. A creature can use an
phb) fail to affect experimental technology to any extent. action to manually pump air into the squirt gun, increasing
Likewise, conditions that would suppress advanced the range of the gun by 10 feet and dealing one additional
technology such as an Antitech Field (pg. 97) do affect damage dice with each pump. The liquid shot out from the
experimental technology and fail to affect magic items. super soaker comes out in a five foot wide line and is
Experimental technology is highlighted by a new tag: randomly determined by the table below.
Experimental technology. d10 Liquid Damage Type/Effect
"Any sufficiently advanced technology is indistinguishable
from magic." - Arthur Clarke 1 Acid 1d8 acid
Basic
Magic Items A-Z 2
Poison
1d8 poison

Magic items are presented in alphabetical order. A magic 3 Beer 1d8 poison damage, target is inebriated
item's description gives the item's name, its category, its rarity, 1d8 poison damage, target becomes
and its magical properties. 4 Gasoline
flammable and vulnerable to fire damage
Abjurer's Umbrella 5 Grease
No damage, target falls prone and is under
Wonderous item, varies (requires attunement) the effects of a grease spell centered on it
Holy 1d8 bludgeoning, general rules of holy
An ordinary-looking umbrella, with a discreet rune carved 6
Water water apply
into the handle. There are four types of Abjurer's Umbrella.
Green Umbrella. Common. A green umbrella with a 7 Honey
No damage, targets speed is halved and it
lighter green underside. When its command word is spoken has disadvantage on dexterity checks until
as a bonus action, this umbrella floats beside the creature it spends an action to remove the honey
attuned to it, shielding it from rain or snow without requiring 8 Lava
1d8 fire damage, target is on fire until they
a hand. spend an action to scrape off the lava
Yellow Umbrella. Common. A yellow umbrella with a sun Liquid 1d8 cold damage, target has disadvantage
pattern on the underside. When its command word is spoken 9
Nitrogen on its next attack
as a bonus action, this umbrella grants the attuned creature 1d8 necrotic, target gains the poisoned
immunity to the effects of extreme heat. This does not shield 10 Mercury
condition for five minutes
the attuned creature from any damage they would take from a
heat based source, such as fire. Animated Tools
Grey Umbrella. Uncommon. A slate grey umbrella with a
geometric pattern on the underside. When its command ,
word is spoken as a bonus action, this umbrella acts as a
shield, though it doesn't change appearance. The creature
attuned to it must have a spare hand to hold it, and must be
proficient in shields.
Clear Umbrella. Uncommon. A transparent umbrella. A
creature attuned to it can cast Leomund's Tiny Hut once per
short rest (though the hut must be transparent). The umbrella
itself stretches and bends into the hut.

140
ARCANOBOTS Action Figure Badge of Honor
Wonderous item, common Wonderous item, rare
ARCANOBOTS action figures are durable, articulated, A old west style metal sheriffs badge, well worn and quite
collectible robots powered by magic (though to most of the scratched up. Assailants targeting the creature wearing this
world, this is just marketing hyperbole). When powered by badge with a firearm have disadvantage on all attacks made
batteries, they respond to the verbal commands of their against them. Additionally, the creature wearing this badge
owners. They come equipped with pop-out jet wings and can sense whenever an attacker is aiming a firearm at them
miniature "death ray" guns that deal light necrotic damage. by developing goosebumps.
An ARCANOBOT filled with batteries operates for 24 hours, Bandana of Clear Breath
at which point it becomes an inanimate, normal toy.
ARCANOBOT Action Figures are compatible with both Ionic Wonderous item, rare (requires attunement)
and Solar Coils. A black bandana with a skull face imprinted on the design.
An ARCANOBOT action figure has the following statistics: When a creature attuned to this item folds the bandana and
puts it over their mouth and nose it will block out all gaseous
Arcanobot toxins, poisons, and sicknesses completely. This protection
extends up the face and will protect the creatures eyes as
Tiny Construct, Unaligned well. The bandana does not protect against ailments that are
transfered through other means, such as consumption or
Armor Class 17 touch.
Hit Points 5 (2d4)
Speed 10 ft., fly 30 ft. Beijing Special Brew
Wonderous item, rare
STR DEX CON INT WIS CHA An old plastic bottle filled with dirty grey smoke. You create a
2 (-4) 20 (+5) 10 (+0) 10 (+0) 10 (+0) 1 (-5) 20-foot-radius sphere of poisonous, grey smog centered on
the bottle. The smog spreads around corners. It lasts for one
Senses darkvision 60 ft., passive Perception 10
minute or until strong wind (21 or more miles per hour)
Languages Understands the language of its creator but disperses the smog. The area inside the smog is heavily
can't speak. obscured. When a creature enters the area for the first time
Challenge 1/4 (50 xp) on a turn or starts its turn there, that creature must make a
Constitution saving throw. On a failed save, the creature takes
4d4 poison damage and is wracked with a coughing fit,
Actions leaving them incapacitated for one round. On a successful
Death Ray Gun. Ranged Weapon Attack: +5 to hit, Range save, the creature takes half damage and is not incapacitated.
15ft., one target. Hit: 1 (1d4-1) Necrotic damage After the smog has dispersed you can put the lid back on the
bottle, and the smog will regenerate after 48 hours.
Armory Cloak
Wonderous item, rare (requires attunement) Blackspot Seed
Wonderous item, rare
This cloak is made of stylish black fabrics and silk and
provides a +1 bonus to Dexterity and Charisma saving When planted, this seed takes one round to grow into a rose
throws. beset by Black Spot fungus. While planted in the ground, this
When you attune to the cloak, however, you can hide up to rose creates a signal blackspot in a radius of 50ft where
eight one-handed weapons within the cloak’s mobile phone signal, wi-fi and other types of electronic
extradimensional space. Alternatively, you can store one two- communication have no effect. The rose lasts for 24 hours
handed weapon at the cost of two one-handed weapons. Only before withering and dying.
the person attuned to the cloak may draw these items. The ,
cloak’s weight remains constant regardless of the number of
weapons hidden within it.
Bladegun
Bad Hair Day Clip Weapon (firearm), uncommon (+1), rare (+2), or very rare (+3)
Wonderous item, uncommon A bladegun is a magical simple firearm that transforms into a
At first this seems like a cheap, plastic hair clip of the kind magic short sword (and back again) upon command. Each
found in most convenience stores, but closer inspection bladegun can be any simple firearm, but always transforms
reveals a tiny rune carved into the grip. into a short sword. The handgun and short sword versions of
Curse. This cursed item contains a curse that causes the the weapon possess the same enhancement bonus (+1 to +3).
person wearing it to suffer a -4 penalty on all saving throws, Turning the handgun into a short sword -and vice versa- takes
Charisma checks, and Charisma-based skill checks. an action. A bladegun in firearm form must be loaded with
Removing the hair clip requires a remove curse or dispel the proper ammunition to fire (as any gun). Bladeguns always
magic spell. transform back into the same firearm.

141
Blue Tooth
Wonderous item, uncommon
Looking like a small piece of blue plastic, when placed into
your mouth it fits one of your molars perfectly like a filling.
While it is worn, it reduces the DC to hack any item with
bluetooth capability by 5.
Borrower's Wallet
Wonderous item, common (requires attunement)
A wallet of any design. It appears to be empty to all but the
attuned creature. A DC 16 Intelligence (Investigation) check
can see through the illusion. The illusion fails to hold up to
physical inspection - someone holding the wallet might feel
that it holds heavy change for example.
Bubblegum of Feather Fall
Wonderous item, uncommon
A simple piece of chewing gum, often taking the form of
colorful gumballs with feather designs printed on the outside.
A creature chewing this bubblegum can take an action to
blow a massive bubble capable of slowing their rate of
descent as if under the feather fall spell. Each piece of gum
can only be used in this way once before it loses its magical
properties.
Bulletproof Shirt
Wonderous item,

142
PART 14
Modernized Dungeons
Insert Title

I
n a world with modern or higher technology, dungeons
need to be upgraded to better protect what's within
from advanced players. This chapter aims to detail
how to upgrade dungeons in such a way by adding in
new rules for things such as cameras and sensors,
traps such as turrets and bombs, and any other more
general suggestions. To help you visualize these suggestions,
I'll also be including several dungeons I made myself and
detailing how they function and what new things you might
want to take note of. Feel free to use these dungeons yourself
whenever you want.
Building a Dungeon
Anytime you start building a dungeon, some of the first things
you should consider are the dungeon's purpose and location.
These two factors often feed into and determine each other.
Some modern examples can be seen in the short list below.
Location Purpose
Holds the banks reserves of
Underneath a Bank
cash and valuables
Used for secret government
A seemingly abondoned
or corporate human
hospital
experiments
An "off the books" corporate
Hides secret corporate
laboratory away from
experiments
civilization

Of course, these two things don't always have to match, and


they can often be much more memorable when they don't. In
my experience, these types of dungeons should be used
sparingly

144
PART 15
Old Problems, New Times
146
PART 16
The Internet
Internet
The Internet is a plane of existence that is separate from the
multiverse as a whole. In a sense it both does and does not
exist, being entirely artificial it is not a plane that formed
naturally. Being entirely wireless, it does not physically exist
on any plane of reality and cannot be physically interacted
with. Though the Internet cannot be physically interacted
with, a user can access it mentally via the use of drugs,
cybernetics, or magic. There are two levels in the Internet,
which are explained in further detail in chapter __. Below are
some examples of what notable locations on the internet
might look like.
A massive marketplace where millions of people gather to
purchase legal (or illegal) goods and services
The dank, dismal lair of a dreaded Shippaisha Dragon
A secure vault owned by a large bank that houses all of
their digital currency
A forum where pirates gather to distribute all kinds of
stolen media for free
An old, corrupted area of the Internet where dangerous
viruses run rampant seeking to corrupt more of the
Internet

148
PART 17
Organizations
Organizations
Organizations are the bread and butter of any cyberpunk and
most sci-fi stories. I've taken the liberty of separating the
organizations provided into two different types: factions and
megacorporations. Factions are powerful groups of people
who function together to achieve a singular goal, whether it
be global domination, keeping secrets, restoring balance, or
other similar activities. Many factions operate in and rely on
secrecy, often posing as other organizations or working in the
shadows to achieve their goals. Megacorporations on the
other hand are large corporations that hold one or several
monopolies on the global market. They often are the only
producers of their type of product and work swiftly to stifle
and crush any objection to their operations. Many
megacorporations hold enough economic power to create
their own government, or at least influence and control the
governments they interact with.

150
PART 18
Adventures
put in a few prebuilt adventures here

152
PART 19
Character Sheet

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