The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

The codex of unofficial, vanilla plus Dungeons and Dragons content. Including races, classes, and many more options for your next campaign,

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by masswayfer, 2022-01-06 07:04:59

Codex: Unearthed Arcana

The codex of unofficial, vanilla plus Dungeons and Dragons content. Including races, classes, and many more options for your next campaign,

Keywords: unearthed,arcana,codex,unearthed arcana,dnd,d&d,dungeons and dragons

Ability Checks and Technomagic
Hacking Tools
Certain of the spells in this section have a special tag:
Most characters in a modern campaign setting are well technomagic. Such spells are cast normally, but the
versed in using computers, and are automatically successful technomagic tag indicates that their magic specifically
when employing technology for mundane tasks (searching a references and interacts with computer systems and
hard drive or the Internet, using the normal functions of an electronic devices.
electronic device, and so on). For especially challenging
technological tasks (finding hidden information on a Arcane Hacking
computer, restoring information from a device that’s been
erased, and so on), a character makes an Intelligence check 2nd-level transmutation (technomagic)
against a DC set by the DM. However, some technical tasks— Casting Time: 1 action
including breaking into protected computer systems, Range: Self
accessing hidden functions of electronic devices, or using a Components: V, S, M (hacking tools)
device in a way it was not designed for—require the use of Duration: Concentration, up to 1 hour
specialized hacking tools.
You gain advantage on all Intelligence checks using
Hacking Tools. This kit contains the hardware and hacking tools to break software encryption or online security
software necessary to allow access into most computer when using a foreign system. This spell also allows you to
systems and electronic devices. Proficiency with hacking break 2nd-level and lower protective spells such as arcane
tools lets you add your proficiency bonus to any Intelligence lock or glyph of warding by making an Intelligence check
checks you make to connect to or make use of a computer using hacking tools against the spell save DC of the spell’s
system or electronic device. The kit fits snugly in a backpack caster.
or toolbox.
At Higher Levels. When you cast this spell using a spell
New Spells slot of 3rd level or higher, you can attempt to counteract a
spell set to secure the foreign system if the spell’s level is
The following modern-themed spells are all suitable for the equal to or less than the level of the spell slot you used.
sorcerer, warlock, or wizard spell lists. Spells marked † are
also suitable for the paladin spell list. Commune with City

Cantrips (0 Level) 5th-level divination (ritual)
Casting Time: 1 minute
On/Off Range: Self
Components: V, S
1st Level Duration: Instantaneous

Infallible Relay You briefly become one with the city and gain knowledge of
Remote Access the surrounding area. Aboveground, this spell gives you
knowledge of the area within 1 mile of you. In sewers and
2nd Level other underground settings, you gain knowledge of the area
within 600 feet of you. You instantly gain knowledge of up to
Arcane Hacking three facts of your choice about any of the following subjects
Digital Phantom as they relate to the area:
Find Vehicle †
Terrain and bodies of water
3rd Level Prevalent buildings, plants, animals, or intelligent
creatures
Haywire Powerful (CR 1 or higher) celestials, fey, fiends,
Invisibility to Cameras elementals, or undead
Protection from Ballistics Influences from other planes of existence
Electrical currents, wireless signals, and active transit
4th Level lines and tracks
For example, you could determine the location of powerful
Conjure Knowbot undead in the area, the location of major sources of electrical
Synchronicity power or interference, and the location of any nearby parks.
System Backdoor

5th Level

Commune with City
Shutdown

EXTRAS | MODERN MAGIC

101

Conjure Knowbot You have a supernatural bond with the conjured vehicle
that allows you to drive beyond your normal ability. While
4th-level conjuration (technomagic) driving the conjured vehicle, you are considered proficient
Casting Time: 1 action with vehicles of its type, and you add double your proficiency
Range: Touch bonus to ability checks related to driving the vehicle. While
Components: V, S driving the vehicle, you can make any spell you cast that
Duration: 10 minutes targets only you also target the vehicle.

You touch a single computerized device or computer If the vehicle drops to 0 hit points, it disappears, leaving
system to conjure a knowbot—a partially sentient piece of behind no physical form. You can also dismiss the vehicle at
software imprinted with vestiges of your own skills and any time as an action, causing it to disappear. You can’t have
computer abilities. For the duration of the spell, you can use a more than one vehicle bonded by this spell at a time. As an
bonus action to have the knowbot execute a computer-related action, you can release the vehicle from its bond at any time,
task that would normally require an action. The knowbot causing it to disappear.
makes Intelligence ability checks using your ability score and
proficiency bonuses (including your proficiency with hacking At Higher Levels. When you cast this spell using a spell
tools, if applicable). slot of 3rd level or higher, you can conjure a nonmilitary
water vehicle large enough to carry six Medium creatures.
You have a limited telepathic bond with the knowbot, out to When you cast this spell using a spell slot of 5th level or
a range of 500 feet from the device or system where the higher, you can conjure a nonmilitary air vehicle large enough
knowbot was conjured. If you move beyond this range, the to carry ten Medium creatures. When you cast this spell
knowbot disappears in 2d4 rounds, as if the duration of the using a spell slot of 7th level or higher, you can conjure any
spell had expired. Moving within range again immediately type of vehicle, subject to the DM’s approval.
reestablishes the bond.
Haywire
The knowbot is bound to the system in which it was
created, and it stays there until it is dismissed or the spell’s 3rd-level enchantment (technomagic)
duration expires. Casting Time: 1 action
Range: 90 feet
At Higher Levels. When you cast this spell using a spell Components: V, S
slot of 5th level or higher, the spell’s duration increases to 1 Duration: Concentration, up to 1 minute
hour. Additionally, your telepathic bond with the knowbot is
effective out to a range of 1,000 feet, and if you leave the This spell plays havoc with electronic devices, making the
range of the bond, the knowbot continues performing its last use of such devices all but impossible. Each electronic device
directed task until the spell expires. in a 10-foot-radius sphere centered on a point you choose
within range is subject to random behavior while it remains
Digital Phantom within the area. A device not held by a creature is
automatically affected. If an electronic device is held by a
2nd-level abjuration (technomagic) creature, that creature must succeed on a Wisdom saving
Casting Time: 1 action throw or have the device affected by the spell.
Range: Self
Components: V, S, M (a small piece of copper wire) At the start of each of your turns, roll a d6 for each affected
Duration: Concentration, up to 1 hour device to determine its behavior. Except where otherwise
indicated, that behavior lasts until the start of your next turn
This spell works to actively hide your presence within a while this spell is in effect.
computer system. For the spell’s duration, you and any other
users you choose on your local network gain a +10 bonus to 1: The device shuts down and must be restarted. Do not
Intelligence checks to avoid detection by administrators, roll again for this device until it is restarted.
knowbots, tracking software, and the like. Whenever you and
your chosen users leave any computer system you are 2–4: The device does not function.
working in while this spell is in effect, all trace of your 5: The device experiences a power surge, causing an
previous presence in that system is erased. electric shock to the wielder (if any) and one random creature
within 5 feet of the device. Each affected creature must make
Find Vehicle a Dexterity saving throw against your spell save DC, taking
6d6 lightning damage on a failed save, or half as much
2nd-level conjuration damage on a successful one.
Casting Time: 10 minutes 6: The device is usable as normal.
Range: 30 feet At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 4th level or higher, the radius of the sphere affected by
Duration: 8 hours the spell increases by 5 feet for each slot level above 3rd.

You summon a spirit that assumes the form of a
nonmilitary land vehicle of your choice, appearing in an
unoccupied space within range. The vehicle has the statistics
of a normal vehicle of its sort, though it is celestial, fey, or
fiendish (your choice) in origin. The physical characteristics
of the vehicle reflect its origin to some degree. For example, a
fiendish SUV might be jet black in color, with tinted windows
and a sinister-looking front grille.

EXTRAS | MODERN MAGIC

102

Infallible Relay On/Off

1st-level divination (technomagic) Transmutation cantrip (technomagic)
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (a mobile phone) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous

With this spell, you can target any creature with whom you This cantrip allows you to activate or deactivate any
have spoken previously, as long as the two of you are on the electronic device within range, as long as the device has a
same plane of existence. When you cast the spell, the nearest clearly defined on or off function that can be easily accessed
functioning telephone or similar communications device from the outside of the device. Any device that requires a
within 100 feet of the target begins to ring. If there is no software-based shutdown sequence to activate or deactivate
suitable device close enough to the target, the spell fails. cannot be affected by on/off.

The target must make a successful Charisma saving throw Protection from Ballistics
or be compelled to answer your call. Once the connection is
established, the call is crystal clear and cannot be dropped 3rd-level abjuration
until the conversation has ended or the spell’s duration ends. Casting Time: 1 action
You can end the conversation at any time, but a target must Range: Touch
succeed on a Charisma saving throw to end the conversation. Components: V, S, M (a shell casing)
Duration: Concentration, up to 10 minutes
Invisibility to Cameras
This spell enchants the flesh of the target against the
3rd-level illusion (technomagic) impact of bullets. Until the spell ends, the target has
Casting Time: 1 action resistance to nonmagical ballistic damage.
Range: 10 feet
Components: V, S, M (a scrap of black paper) Remote Access
Duration: Concentration, up to 1 minute
1st-level transmutation (technomagic)
Four creatures of your choice within range become Casting Time: 1 action
undetectable to electronic sensors and cameras for the Range: 120 feet
duration of the spell. Anything a target is wearing or carrying Components: V, S
is likewise undetectable as long as it is on the target’s person. Duration: 10 minutes
The targets remain visible to vision.
You can use any electronic device within range as if it were
in your hands. This is not a telekinesis effect. Rather, this
spell allows you to simulate a device’s mechanical functions
electronically. You are able to access only functions that a
person using the device manually would be able to access.
You can use remote access with only one device at a time.

Shutdown

5th-level transmutation (technomagic)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 10 minutes

This spell shuts down all electronic devices within range
that are not wielded by or under the direct control of a
creature. If an electronic device within range is used by a
creature, that creature must succeed on a Constitution saving
throw to prevent the device from being shut down. While the
spell remains active, no electronic device within range can be
started or restarted.

EXTRAS | MODERN MAGIC

103

Synchronicity System Backdoor

4th-level enchantment 4th-level transmutation (technomagic)
Casting Time: 1 action Casting Time: 1 minute
Range: Touch Range: Personal
Components: V, S Components: V, S, M (hacking tools)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 hour

The creature you touch feels reality subtly shifted to its This spell allows you to bypass system security in order to
favor while this spell is in effect. The target isn’t create a secure login on a foreign system. The login you
inconvenienced by mundane delays of any sort. Traffic lights create allows you administrator-level privileges in any
are always green, there’s always a waiting elevator, and a taxi computer system not enhanced through technomagic. The
is always around the corner. The target can run at full speed login defeats any technomagic spells of 3rd level or lower.
through dense crowds, and attacks of opportunity provoked
by the target’s movement are made with disadvantage. Once the duration of the spell expires, the login and all
privileges are wiped from the system. System logs still show
Synchronicity grants advantage to Dexterity (Stealth) the activity of the user, but the user identification cannot be
checks, since the target always finds a handy piece of cover found or traced.
available. Additionally, the target has advantage on all ability
checks made to drive a vehicle. At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, you are able to bypass technomagic
In the event that two or more creatures under the effect of spells if the spell’s level is equal to or less than the level of the
synchronicity are attempting to avoid being inconvenienced spell slot you used.
by each other, the creatures engage in a contest of Charisma
each time the effects of the spells would oppose each other.

EXTRAS | MODERN MAGIC

104

Current Version: 1.3 Articles Information

Changelog: The Codex currently have the contents of the following UA
Articles (in order of publication in the UA page)
V1.3 (02/13/2017): Added the Hexblade, the Raven Queen
and the extra Eldritch Invocations for warlocks. Added the Unearthed Arcana: Eberron
Lore Mastery wizard tradition. Unearthed Arcana: When Armies Clash
Modifying Classes
V1.2 (02/06/2017): Added the updated Favored Soul, Unearthed Arcana: Waterborne Adventures
Phoenix Sorcery, Sea Sorcery and Stone Sorcery. Added Variant Rules
the Modern Magic article (magic stuff for for modern- Awakened Mystic
themed campaigns) Modern Magic
Prestige Classes And Rune Magic
V1.1 (01/27/2017): Added the Mystic class, the Light, Dark, Underdark!
Swashbuckler and the Storm Sorcerer subclasses. Fixed That Old Black Magic
some text issues and added some suggestions from users. Kits Of Old
New Content page design (thanks to /u/calculuschild for Gothic Heroes
the code!) Feats
The Faithful
V1.0 (01/25/2017): Finished adding the "When Armies The Ranger, Revised
Chash" article and the variant rules. First full relase! Barbarian Primal Paths
Bard: Bard Colleges
V0.9 (01/22/2017): Added the Action Points, Dragonmarks, Cleric: Divine Domains
Feats, Fighting Styles, Spells and Optional Wild Shape Druid Circles And Wild Shape
Forms rules. Fighter: Martial Archetypes
Monk: Monastic Traditions
V0.7 (01/22/2017): Finished all the sub-classes. Paladin: Sacred Oaths
V0.5 (01/21/2017): Eberron races added to the codex! (I've Artificer
Ranger And Rogue
also added a bit of information for the new races since the Sorcerer
original archive just have the race traits). Added the Spell- Warlock and Wizard
less ranger variant to the class section, cleaned the blank For more information, visit the official Unearthed Arcana
pages and compiled as.pdf! page: http://dnd.wizards.com/articles/unearthed-arcana
V0.4 (01/15/2017): Added the Barbarian paths, Bard
collegues and Cleric domains. Changed the cover and Compiled by Draco.exe (/u/AeronDrake)
added a content page with a PHB like design.
V0.3 (01/15/2017): Added the Revised Ranger class.
V0.2 (01/13/2017): Added the Minotaur Race, the Revenant
subrace and Tiefling variants
V0.1 (01/13/2017): Created the Codex with the Artificer
Class and the Paladin Oaths

APPENDIX

105

Art Credits Art Credits (continuation)

"Cronicas RPG"by caiomm "Sphere Singer" by Eearl-Graey
"Changeling" by Eva Widermann "Cleric" by LASAHIDO
"Werebear-kin" by Lloyd Allan "Disciple of the Ring" by ClintCearley
"The Long Winter" by TurnerMohan "Artificer's Retreat" by Alayna
"Warforged Sorcerer" by D-MAC "Lore Master" by lathander1987
"Minotaur" by PabloFernandezArtwrk "Priests of Hammeran" bt thegryph
"The Fallen Paladin" by DrStein "Draddeth Edge" by JamesJKrause
"Inferno" by merl1ncz "Ritual Preparations" by OlgaDrebas
"Tiefling" by Etoli "Monk in the Underdark" by RalphHorsley
"Artificer" by wocstudios "Summoning Bone Guys" bt Forrestimel
"Arcane Items" by OlgaDrebas "Godspawn Vrock" by damie-m
"Renia, Gunslinger" by Trefle-Rouge "Bull Elk" by BenWootten
"Alchemist's workshop" by mischeviouslittleelf "Attack" by redpeggy
"WoTC Work - Drow" by Rhineville "Rune Master - Algiz" by iluviar
"Equilibrium" by Kerembeyit "Rune Stones" by Sedeptra
"Blood Elf" by theDURRRRIAN "Siege" by digital-fantasy
"The Roots of Magic" by theDURRRRIAN "Orc Siege" by Caiomm
"Ardent" by JonHodgson "Battle" by Gabahadatta
"Hawkeye" by theDURRRRIAN "The enemy village was too strong" by Pervandr
"Najah, Elf Rogue-Ilich Henriquez" by Ilacha "Supporting Troops" by Pervandr
"Ranger" by choonhachat "Adventurers" by sandara
"Dragonwing" by cgartiste "Crystal Flame" by Static-Ghost
"Farewell Underdark" by breathing2004 "Woo-Jin Kim" by zippo514
"Target Down" by NathanParkArt "Calypso, the Illuminati Shadow" by Eddy-
"Wolfbane and Silver Arrow" by Shinjuku
christopherburdett "The Dragon Lehr" by Zephyri
"Magic item opener" by caiomm
"A warhammer axe" by RDD M12-9-7
"Agail Enthess" by Rhineville
"Swiftblade" by ae-rie
"Oracle" by Eric Belisle
"Bardic College" by LotharZhou
"Dwarven Warrior" by BobKehl
"Holy Champion" by Alex Garner
"Cleric" by JoshCalloway
"Druid" by erlanarya
"Is-Talrani" by Tsabo6
"Magnus Ignis - Druid Eveolved" by PeterLumby
"Arcane Archer - Heroes of Camelot" by
icequeen654123
"Helmet" by gamka
"Battle Charge" by BillCreative
"Dragon Katana" by ESCUDERO
"Elven Scout" by AlmaNeGrA
"Samurai Challenge 2" by artozi
"The Monk Temple" by RavenseyeTravisLacey
"Michael" by Dhennisbalontongart
"Battle for the Spire" by BobKehl
"Drow 6 - Forgotten Realms" by Fesbraa
"Elf Ranger" by Cypritree
"Guild Initiate" by Satibalzane
"Pirate" by Mischeviouslittleelf
"Healing Hands" by RobotDelEspacio
"Fire Mage" by Sedeptra"
"Water Mage Stage 4 (Super Rare)" by mictones
"Darkmage" by Fetsch
"Lodstone/Magnetite Sorcerer and Golem" by
LucasParolin
"Stormchaser Mage - MTG" by ClintCearley
"Black Warlock" by michalivan
"The Raven Queen" by WesTalbott

APPENDIX

106


Click to View FlipBook Version