Dryad Naiad
Guardians of woodlands and nature, dryads inhabit Naiads live in and near water. They might be spotted among
meadows, forests, plains, and lands of natural beauty. While rivers and lakes, on isolated shores, or amid coral labyrinths
many live far from human civilization some choose not to shy and deep sea fumaroles. Wherever rivers and seas show their
too from human eyes. Farmers of the past were grateful for variety and force, naiads gather to revel in nature’s might.
the presence of dryads often left them offerings of mead, Individual naiads often grow fixated with a single type or
honey, flowers, and dates in return for protecting their flocks body of water, potentially preferring a deep sea trench,
and making their crops more abundant. coastline, or river system above all others. Over time, such a
resident nymph often becomes connected with their aquatic
As a dryad, you have the following traits.
home through sightings and stories, becoming a guardian of
Speech of Beast and Leaf. You have the ability to the place and, in effect, a manifestation of its personality.
communicate in a limited manner with Beasts, Plants, and
vegetation. They can understand the meaning of your words, As a naiad, you have the following traits.
though you have no special ability to understand them in Acid Resistance. You have resistance to acid damage.
return. You have advantage on all Charisma checks you make Child of the Sea. You have a swimming speed of 30 feet, and
to influence them.
you can breathe air and water.
Mask of the Wild.
You can attempt to hide even when you Call to the Wave. You know the shape water cantrip.
are only lightly obscured by foliage, heavy rain, falling snow, Starting at 3rd level, you can cast the create of destroy water
mist, and other natural phenomena.
spell with this trait, without requiring a material component.
One with Nature. You know the druidcraft cantrip. Starting Starting at 5th level, you can also cast the wall of water spell
at 3rd level, you can cast the speak with animals spell with with this trait, without requiring a material component. Once
this trait, without requiring a material component. Starting at you cast create or destroy water or wall of water with this
5th level, you can also cast the speak with plants spell with trait, you can't cast that spell with it again until you finish a
this trait, without requiring a material component. Once you long rest. You can also cast either of those spells using any
cast speak with animals or speak with plants with this trait, spell slots you have of the appropriate level.
you can't cast that spell with it again until you finish a long
rest. You can also cast either of those spells using any spell Intelligence, Wisdom, or Charisma is your spellcasting
slots you have of the appropriate level. ability for these spells when you cast them with this trait
(choose when you select this race).
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait Oread
(choose when you select this race).
Aggressive oreads number among the most dangerous
Lampad nymphs, as they embody the wild might of flames, volcanism,
and the hidden forces of the earth. These creatures typically
Lampads watch over the dark shadowy places of the world; dwell in remote mountain crags and near volcanoes, where
often spotted in graveyards, crumbling crypts, and tunnels they caper among the forces of dissolution and rebirth.
that bore deep into the earth, where their forlorn cries echo During avalanches and volcanic eruptions, groups of oreads
throughout the darkness. Touched by the essence of death, might race ahead of the destruction, dancing, singing, and
stories vary between them leading wayward souls to the doing what they can to maximize the impending devastation.
afterlife, and their torch lights driving the living to madness.
As an oread, you have the following traits.
As a lampad, you have the following traits.
Fire Resistance.
You have resistance to fire damage.
Superior Darkvision.
You can see in dim light within 120 Reach to the Blaze.
You know the produce flame cantrip.
feet of you as if it were bright light, and in darkness as if it Starting at 3rd level, you can cast the burning hands spell
were dim light. You can't discern color in darkness, only with this trait. Starting at 5th level, you can also cast the
shades of gray.
fireball spell with this trait, without requiring a material
Necrotic Resistance. You have resistance to necrotic component. Once you cast burning hands or fireball with this
damage.
trait, you can't cast that spell with it again until you finish a
Touched by Death.
You know the dancing lights and spare long rest. You can also cast either of those spells using any
the dying cantrips. Starting at 3rd level, you can cast the spell slots you have of the appropriate level.
cause fear spell with this trait, without requiring a material
component. Starting at 5th level, you can also cast the Intelligence, Wisdom, or Charisma is your spellcasting
animate dead spell with this trait, without requiring a ability for these spells when you cast them with this trait
material component. Once you cast cause fear or animate (choose when you select this race).
dead with this trait, you can't cast that spell with it again until
you finish a long rest. You can also cast either of those spells
using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait
(choose when you select this race).
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51
Reptoid Rodentia
FILLER TEXT HERE Horrific science spawned monstrosities? Magically warped
experiments gone wrong? Both? Whatever their origins these
Reptoid Traits spunky filth-stained folk live in the shadows of civilized
A reptoid character has the following racial traits.
society scavenging what they can to survive.
Ability Score Increase. Your Charisma score increase by 2.
Age. The typical lifespan of a reptoid is about a century.
ADD MORE HERE
Size. Reptoids are a somewhat heavier and taller than the
average human. Your size is Medium.
Rodentia Traits
Speed. Your base walking speed is 30 feet, and you have a A rodentia character has the following racial traits.
swimming speed of 30 feet.
Ability Score Increase. Your Dexterity score increases by 2.
Natural Weapon. You grow claws, fangs, spines, horns, or a Age. Rodentia reach adulthood at age 8 and live up to 60
different natural weapon of your choice. Your unarmed years.
strikes deal 1d6 bludgeoning, piercing, or slashing damage, Size. Rodentia are between 2 and 3 feet tall and weigh
as appropriate to the natural weapon you chose, and you are between 25 and 30 pounds. Your size is Small.
proficient with your unarmed strikes. Speed. Your base walking speed is 30 feet.
Shapechanger. As an action, you can change your Darkvision. You can see in dim light within 60 feet of you as
appearance and your voice. You determine the specifics of the if it were bright light, and in darkness as if it were dim light.
changes, including your coloration, hair length, and sex. You You can't discern color in darkness, only shades of gray.
can also adjust your height and weight, but not so much that Bite. You have a toothy maw which you can use to make
your size changes. You can make yourself appear as a unarmed strikes. When you hit with it, the strike deals 1d6 +
member of another race, though none of your game statistics your Strength modifier piercing damage, instead of the
change. You can't duplicate the appearance of a creature bludgeoning damage normal for an unarmed strike.
you've never seen, and you must adopt a form that has the Speak with Small Beasts. Through sounds and gestures,
same basic arrangement of limbs that you have. Your clothing you can communicate simple ideas with Small or smaller
and equipment aren't changed by this trait. You stay in the beasts.
new form until you use an action to revert to your true form, Languages. You can speak, read, and write one Mundane
or until you die.
language of your choice and Rodentia.
Reptoid Instincts. You gain proficiency with two of the
following skills of your choice: Deception, Insight, Rodentia Subrace
Intimidation, and Persuasion.
At the GM's discretion, players have access to the rodentia
Languages. You can speak, read, and write two languages of subraces described below.
your choice.
Street
Street rat-folk are the most common of rodentia, and often
the most dangerous. Hardened by the many dangers of the
streets these rodentia are remarkably scrappy and competent
fighters.
Ability Score Increase. Your Charisma score increases by 1.
Fury of the Small. When you damage a creature with an
attack or a spell and the creature's size is larger than yours,
you can cause the attack or spell to deal extra damage to the
creature. The extra damage equals your level. You can use
this trait a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest.
Hard to Kill. You are proficient in the Percepion and Survival
skills.
CHAPTER 4. CHARACTER OPTIONS
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High-rise Therian
Preferring to nest in high-up industrial places like abandoned Therians are a diverse race of humanoid animalfolk who live
buildings, factories, and attics, high-rise rodentia are in the thick jungles of the Hollows. This race option can be
excellent climbers. Accustomed to urban environments, they used to represent any animal-like player race, such as; Tabaxi,
are adept at staying out of sight and away from danger.
Leonin, Kenku, Yuan-ti, Loxodon, Minotaur, Tortle, Shifters,
Ability Score Increase.
Your Wisdom score increases by 1.
Grung, and more.
Agile Climber. You have a climbing speed of 30 feet. You
can't use your climbing speed while you wear medium or Therian Traits
heavy armor. (If your campaign uses the variant rule for A therian character has the racial traits of any of the player
encumbrance, you can't use your climbing speed if you are race options listed above.
encumbered.)
Urban Camouflage. You have advantage on Dexterity Yeti (Goliath)
(Stealth) checks to hide in urban terrain such as crowds,
smoke, structures, and other urban features. A race of giantkin from the north. Descendants of frost
giants.
Sewer
This race uses Goliath traits and stats (Source: MP:MotM).
Living amongst the waste and refuse of society, sewer
rodentia are the filthiest and hardiest of the rat-folk.
Ability Score Increase.
Your Consitution score increases by
1.
Putrid Constitution.
You have advantage on saving throws
against poison, and you have resistance against poison
damage. You also have advantage on saving throws against
any disease.
Infectious Bite. As a bonus action, you can make a special
attack with your bite. If the attack hits, it deals its normal
damage, and the target must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute.
You can't use this trait again until you finish a short or long
rest.
Superior Darkvision. You can see in dim light within 120
feet of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
Sasquatch (Firbolg)
Secretive and isolationist, few sasquatch have wandered from
the safety of the woods and forests of the American North
West. sasquatch often prefer to spend their days in quiet
harmony with nature. Some sasquatch have been known to
leave their lands for the hustle and bustle of civilization in an
effort to protect the interests of nature.
This race uses Firbolg traits and stats (Source: MP:MotM).
Satyr
A race originating from the Feywilds. Satyrs love one thing
above all else: partying.
While they are not the most prevalent fey race on this
plane, they often have a great deal of cultural influence in the
form of music and art. The satyr community was last at the
height of their power in the 1960s, specifically during the
Summer of Love (1967), satyrs were heavily influential in the
Hippy Movement and still promote some of the same
concepts and ideals they founded then. Always down for a
good time, satyrs can be found in most any party setting
imaginable. A party without a satyr is usually regarded as a
sober affair.
This race uses Satyr traits and stats (Source: MP:MotM).
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Race and Culture Fairies
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Subclasses The interior of the arcane transport is an extradimensional
space. You can create any floor plan you like for the interior,
This section includes new subclass options for the artificer, but the space can't exceed 12 cubes, each cube being 10 feet
barbarian, bard, druid, rogue, sorcerer, warlock, and wizard. on each side. Nine creatures of Medium size or smaller can
fit inside the arcane transport with you. The interior is
Artificer furnished and decorated as you choose, and the atmosphere
is clean, fresh, and warm. Furnishings and other objects
Greaser created by the magic of the vehicle dissipate into smoke if
In the world of the Masquerade, Greasers are an oddity even removed from the interior. While inside, you can hear the
amongst other artificers. area around your transport as if you were in its space. You
can alter the arcane transport's extradimensional interior
focus on utility and exploration rather than just combat. whenever you finish a short or long rest, provided you have
mechanic's tools in hand, and there are no creatures inside
Tool Proficiency except yourself.
When you adopt this specialization at 3rd level, you gain As a bonus action, the arcane transport can cast bright
proficiency with mechanic's tools. If you already have this light in a 30-foot cone and dim light for an additional 30 feet,
proficiency, you gain proficiency with one other type of or emit bright light in a 15-foot radius and dim light for an
artisan's tools of your choice. additional 15 feet (your choice).
Additionally, you gain proficiency with vehicles (land, water, If the mending spell is cast on it, it regains 2d6 hit points. If
and air). it has been destroyed within the last hour, you can use your
mechanic's tools as an action to repair it, provided you are
Greaser Spells within 5 feet of it and you expend a spell slot of 1st level or
higher. The arcane transport becomes functional again after
Starting at 3rd level, you always have certain spells prepared 1 hour with all its hit points restored.
after you reach particular levels in this class, as shown in the
Greaser Spells table. These spells count as artificer spells for If the arcane transport is destroyed, every creature and
you, but they don’t count against the number of artificer spells object inside the extradimensional space is expelled into the
you prepare. spaces nearest the vehicle's main entrance. You can then no
longer control or enter the arcane transport until it is
Greaser Spells repaired. At the end of a long rest, you can construct a new
arcane transport if you have mechanic's tools with you. If you
Artificer Level Greaser Spells already have an arcane transport from this feature, the first
3rd Floating Disk, Unseen Servant one breaks apart into it's component pieces.
5th Heat Metal, Pyrotechnics
9th Tiny Hut, Stinking Cloud Battle Wagon
13th Fabricate, Private Sanctum
17th Animate Objects, Passwall At 5th level, your tinkering has borne several new magical
upgrades for your arcane transport.
Arcane Transport
The arcane transport now has a number of charges equal
Beginning at 3rd level, your tinkering has provided you a to your proficiency bonus, and it regains 1d4 expended
mobile base, an arcane transport. See its game statistics in charges daily at dawn. While controlling the arcane
the Arcane Transport stat block. You determine the arcane transport, you can expend charges to activate the following
transport's appearance and whether it has four wheels or no effects:
wheels at all; your choice has no effect on its game statistics.
The arcane transport must have at least one door, window, Whenever you finish a long rest, you can expend 3 charges
and light source, as well as some form of an exhaust. to change your arcane transport's movement type. You can
choose between a swimming speed or its normal speed.
The arcane transport is a Large vehicle, and it weighs Your arcane transport has this movement type until you
4,000 to 6,000 pounds. It has an AC of 18 (15 while use this ability again.
motionless), hit points equal to 2 + your Intelligence modifier As an action, you can expend 2 charges to cast either the
+ 5 times your artificer level (the arcane transport has a fog cloud or grease spell, originating from the arcane
number of Hit Dice [d8s] equal to your artificer level), a transport. These spells use your spell save DC.
damage threshold of 10, and a speed of 45 feet. As an action, you can expend 1 charge to magically charge
the arcane transport's Slam feature for one turn. This is
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
CHAPTER 4. CHARACTER OPTIONS
56
Flying Fortress
At 9th level, you develop new upgrades for your arcane Arcane Transport
transport:
Large vehicle (4000 to 6000 lbs.)
Whenever you finish a long rest, you can expend 3 charges Creature Capacity 10 Medium creatures or smaller
to change your arcane transport's movement type. You can Cargo Capacity 500 lb.
choose between a flying speed, a swimming speed, or its Armor Class 18 (15 while motionless)
normal speed. Your arcane transport has this movement Hit Points 2 + your Intelligence modifier + 5 times
type until you use this ability again. your artificer level (the transport has a number of
Whenever you finish a short or long rest in your arcane Hit Dice [d8s] equal to your artificer level)(damage
transport's extradimensional interior, you can expend 2 threshold 8)
charges and choose one damage type. Your arcane Speed 45 ft.
transport gains resistance to that damage type until you Fuel Charges 3
choose a different one with this feature. Damage from
magical weapons or silver weapons ignores this STR DEX CON INT WIS CHA
resistance. 14(+2) 10(+0) 16(+3) 0 0 0
Turbo Charged Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
At 15th level, you develop a quick escape system for your
arcane transport. As an action, you can teleport the arcane frightened, paralyzed, petrified, poisoned,
transport to an unoccupied space you can see within 90 feet. stunned, unconscious
Immediately after you disappear, a thunderous boom sounds,
and each creature within 10 feet of the space you left must Slam. The Arcane Transport can move through the
make a Constitution saving throw, taking 3d10 thunder space of any Medium or smaller creature. When it
damage on a failed save, or half as much damage on a does, the creature must succeed on a Dexterity
successful one. The thunder can be heard from up to 300 feet saving throw,
away. against your spell save DC, or take 2d10
bludgeoning damage and be knocked prone. If the
In addition, you've learned to better channel the arcane creature was already prone, it takes an extra 2d10
energy of your creation. Your arcane transport gains an bludgeoning damage. This trait can’t be used
additional 1d4 charges daily at dawn. against a particular creature more than once each
turn.
Prone Deficiency. If the Arcane Transport rolls over
and falls prone, it can’t right itself and is
incapacitated until flipped upright.
Repair (1/Day). The magical mechanisms inside the
Arcane Transport restore hit points to itself, or to
one construct or object within it, equal to 2d8 +
your proficiency bonus.
Action Stations
Driver's Seat (Requires 1 crew and Grants Three-
Quarters Cover. Drive and steer the Arcane
Transport.
Reactions
Juke. If the Arcane Transport is able to move, the
driver can use its reaction to grant the Arcane
Transport advantage on a Dexterity saving throw.
CHAPTER 4. CHARACTER OPTIONS
57
Barbarian Discipline
Path of the Athlete Beginning at 6th level, you've honed your mind to focus on
Flavor text your actions, and block out distraction. You can’t be charmed,
frightened, or stunned while raging. In addition, you cannot
Athletic Training be knocked prone while raging unless you become
unconscious.
Starting when you choose this path at 3rd level, your intense
training has given you great physical prowess. Honed Technique
You can add half your proficiency bonus, rounded down, to Starting at 10th level, while raging, when you hit an enemy
any Strength, Dexterity, or Constitution check you make; you and deal damage to it, you increase that damage by 1d8.
can carry, push, drag, and lift twice as much weight as When you reach 14th level, the extra damage increases to
normal; and the distance of your long and high jumps 2d8.
increases by 10 feet (this extra distance costs movement as
normal). Star Player
In addition, your training has also developed into a Beginning at 14th level, when you make an attack roll, ability
particular style of fighting. Choose one of the following check, or saving throw using Strength or Dexterity, you can
options. You can’t take a fighting style more than once, even if gain a +10 bonus to the roll. You make this choice after you
you later get to choose again. see the roll, but before the GM says whether the roll succeeds
or fails.
Defense
You can use this feature a number of times equal to your
While you are wearing armor, you gain a +1 bonus to AC. proficiency bonus, and you regain all expended uses when
you finish a long rest.
Interception
When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your reaction
to reduce the damage the target takes by 1d10 + your
proficiency bonus (to a minimum of 0 damage). You must be
wielding a shield or a simple or martial weapon to use this
reaction.
Superior Technique
You learn one maneuver of your choice from among those
available to the Battle Master archetype. If a maneuver you
use requires your target to make a saving throw to resist the
maneuver's effects, the saving throw DC equals 8 + your
proficiency bonus + your Strength or Dexterity modifier (your
choice.)
You gain one superiority die, which is a d6 (this die is
added to any superiority dice you have from another source).
This die is used to fuel your maneuvers. A superiority die is
expended when you use it. You regain your expended
superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part
of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a
thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to
1d6 + your Strength modifier on a hit. If you aren't wielding
any weapons or a shield when you make the attack roll, the
d6 becomes a d8.
At the start of each of your turns, you can deal 1d4
bludgeoning damage to one creature grappled by you.
CHAPTER 4. CHARACTER OPTIONS
58
Bard
College of Life
College isn’t for everyone, and for some bards, higher
education just isn't in the fates. Instead, these bards learn
their skills and hone their talents through real-life
experiences, finding that the path to success often requires
common sense, a willingness to learn, and a decent work
ethic. Some people look down on these bards, viewing their
lack of a formal education as reason enough to belittle them.
For this reason, these bards will sometimes hide their true
education, choosing instead to let their actions speak for
them.
Informal Education
You've never specialized your training, taking an interest in a
wide variety of subjects and skills. At 3rd level, you gain
proficiency in one skill of your choice, a set of artisan’s tools
of your choice, a gaming set of your choice, a musical
instrument of your choice, and you learn one language of
your choice.
Quick Study
Beginning at 3rd level, you learn to analyze a target, gaining
insight into their capabilities and weaknesses. As a bonus
action, you may expend a Bardic Inspiration die and make a
Wisdom (Insight) or Intelligence (Investigation) check against
a target you can see that isn't incapacitated, contested by the
target's Charisma (Deception) check. If you succeed, you can
add a die equal to your Bardic Inspiration die to any attacks
or ability checks you make against the target, or subtract that
die from any of their attacks or ability checks made against
you.
This benefit lasts for one minute or until you use it against
a different target.
In addition, you learn the following attributes about the
target: Damage Vulnerabilities, Damage Resistances,
Damage Immunities, and Condition Immunities.
Grounding Words
Beginning at 6th level, whenever a creature adds your Bardic
Inspiration die to a saving throw against being charmed,
frightened, paralyzed, or stunned, they can make the saving
throw with advantage.
Inspiring Perseverance
At 14th level, your perseverance in the face of
insurmountable odds can inspire your allies.
As an action, choose one or more creatures within 60 feet
of you, up to a number equal to your Charisma modifier
(minimum of one creature). For the next 10 minutes, each
creature can add your Charisma modifier (with a minimum
bonus of +1) to any attack roll, ability check, or saving throw
they make.
CHAPTER 4. CHARACTER OPTIONS
59
Rogue Mulligan
Gambler Beginning at 13th level, whenever you make an attack roll,
Rogues such as you believe that chance is always on your ability check, or saving throw, you can choose to roll an
side. You make sure of this by honing your skills in additional d20 and decide which of the d20s is used. You can
underhanded strategy and calculations, exploiting any choose to use this feature after you roll the die, but before the
opportunity to turn the game in your favor. Cunning cheats, outcome is determined.
sly gamblers, and lucky hustlers typically follow this
archetype. You can also use this feature when an attack roll is made
against you. Roll a d20, and then choose whether the attack
The riveting thrill of a high stakes game is almost as fun as uses the attacker's roll or yours.
the result, but win or lose, a scoundrel such as yourself
always believes the next big score is right around the corner. If more than one creature influences the outcome of a roll,
all influence is canceled; no additional dice are rolled.
Gambler
You can use this feature twice between long rests, and
Level Feature three times between long rests at 17th level.
3 Dirty Tricks, Gaming Proficiencies
9 Lucky Number, Improved Dirty Tricks Ace Up Your Sleeve
13 Mulligan
17 Ace Up Your Sleeve Starting at 17th level, when you roll initiative and have no
gambling dice remaining, regain 1 gambling die.
Dirty Tricks
Tricks
When you choose this archetype at 3rd level, you learn
underhanded tricks that are fueled by special dice called The tricks are presented in alphabetical order.
gambling dice. Adrenaline Rush. When you hit a creature with a melee
Tricks. You learn four tricks of your choice. Many tricks weapon attack, you can expend one gambling die to boost
enhance an attack in some way. You can use only one trick your vitality. You gain temporary hit points equal to the
per attack. You learn two additional tricks of your choice at gambling die roll + half your character level, rounded down.
9th, 13th, and 17th level. Each time you learn new tricks, you All temporary hit points are lost at the end of your next long
can also replace one trick you know with a different one. rest.
Gambling Dice. Beginning at 3rd level, you have four
gambling dice, which are d6s. A gambling die is expended
when you use it. You regain all of your expended gambling
dice at the end of a short or long rest. You gain an additional
gambling die at 9th and 13th level.
__Saving Throws. Some of your tricks require your target
to make a saving throw to resist the trick’s effects.
The saving throw DC is calculated as follows:
Trick save DC = 8 + your proficiency bonus + your
Dexterity modifier.
Gaming Proficiencies
Beginning at 3rd level, you gain proficiency in all gaming sets.
Lucky Number
At 9th level, you find you have a lucky number. Choose any
number on a d20 other than 1 and 20. When you roll your
lucky number on an attack roll or saving throw the roll is
treated as a critical success, and when rolled on an ability
check your lucky number is treated as a 20.
Improved Dirty Tricks
At 9th level, your gambling dice turn into d8s. At 13th level,
they turn into d10s. At 17th level, they turn into d12s.
CHAPTER 4. CHARACTER OPTIONS
60
Loaded Dice. When you make a Dexterity (Stealth) check Up The Ante. When you hit a creature with a weapon
or an initiative roll, you can expend one gambling die and add attack, you can expend one gambling die to distract the
the die to the roll, provided you aren't incapacitated. creature, giving your allies an opening. You add the gambling
die to the attack's damage roll. The next attack roll against
Cash Out. When you take the Disengage action, you can the target by an attacker other than you has advantage if the
expend one gambling die to move an additional 15 feet that attack is made before the start of your next turn.
turn.
When The Chips Are Down. When you make a weapon
Double Down. When you hit a creature with a weapon attack against a creature with disadvantage and hit, you can
attack that does not have Sneak Attack damage applied, you expend one gambling die to add your Sneak Attack damage
can expend gambling die to deal an extra 1d6 damage to the to the attack’s damage roll, even if you have already used
creature. The amount of the extra damage increases by 1d6 Sneak Attack this turn.
for each gambling die spent, e.g., 3 gambling die = 3d6 extra
damage. Skater
Skaters are rogues who specialize in unorthodox movement.
You may not use this trick if you have already used Sneak Traveling via skateboard, roller blades, or scooter is not
Attack this turn. The attack must use a finesse or ranged generally the most efficient way to get around until you
weapon. master the art. Once you have mastered it, however, it is a
powerful boon to anyone, especially during combat. Rogues
Double Or Nothing. When you make a weapon attack roll who focus on this style of movement possess unmatched
against a creature, you can expend a gambling die and speed and agility, and will often ride in circles around foes
choose Odd or Even. If the weapon attack roll, with modifiers just to show off.
applied, is what you chose, the weapon’s damage dice are
doubled if the attack hits. If the number rolled is not what you Getting around is one thing, but fighting on a skateboard or
chose, the attack fails and damage is negated. scooter is an entirely different issue. It demands an
extraordinary degree of precision and care which few people
Even The Odds. When another creature damages you possess.
with a melee attack, you can use your reaction and expend
one gambling die to reduce the damage by the number you Bonus Proficiencies
roll on your gambling die + your Dexterity modifier.
When you choose this archetype at 3rd level, you gain
Gambler’s Intuition. When you make an Intelligence proficiency with one of the following self-propelled vehicles:
(Investigation), a Wisdom (Perception), or a Wisdom (Insight) roller skates/blades, skateboard, scooter, or bicycle (see Self-
check, you can expend one gambling die and add the Propelled Vehicles, Chapter 4). Your GM may allow you to
gambling die to the ability check. select more options, such as a hoverboard or other self-
propelled vehicle.
Long Shot. As a bonus action, you can expend one
gambling die and make a ranged attack with a weapon that You can add your proficiency bonus to any check you make
has the thrown property. You can draw the weapon as part of to control a self-propelled vehicle you are proficient with. You
making this attack. If you hit, add the gambling die to the can add a vehicle proficiency at 6th, 9th, and 13th level.
weapon's damage roll.
In addition, you have advantage on Dexterity (Acrobatics)
Lucky Shot. When you make a weapon attack roll against and Charisma (Performance) checks made to perform tricks
a creature, you can expend one gambling die to add it to the with your vehicles.
roll. You can use this trick before or after making the attack
roll, but before any effects of the attack are applied.
Lucky Streak. When you roll your Lucky Number on an
attack roll, ability check, or saving throw, regain one gambling
die. You can not exceed your maximum number of gambling
dice.
__Misdirection. When you move, you can expend one
gambling die to improve your odds at evading. Roll the die
and add the number rolled to your AC until you stop moving.
Safe Bet. If you fail a saving throw, you can expend one
gambling die and add it to the total, possibly changing the
outcome.
Press Your Luck. You can reroll one gambling die for any
tricks where you would apply the gambling die to the roll. You
must use the new roll. You can use this ability a number of
times equal to your Wisdom modifier. You regain all
expended uses when you finish a long rest.
Second Nature.
When you make a Dexterity (Sleight of
Hand) check, a Charisma (Deception) check, or use a gaming
set, you can expend one gambling die and add the gambling
die to the roll.
Try Your Luck. When you make an ability check with a
skill you are not proficient in, you can expend one gambling
die and gain advantage on the roll.
CHAPTER 4. CHARACTER OPTIONS
61
Sick Tricks Star Struck
At 3rd level, you gain the ability to distract an enemy with a Starting at 1st level, you can channel the enchanting energy
sick trick. You gain an additional way to use your Sneak within you to impress others with your presence. As an
Attack. action, choose a number of creatures equal to your Charisma
modifier (minimum of 1) within 30 feet that can see and hear
You don't need advantage on the attack roll to use your you. Each target must succeed on a Wisdom saving throw
Sneak Attack against a creature if: you are within 5 feet of it, against your spell save DC or be charmed by your celebrity
you can expend 10 feet of movement to perform a trick on
your vehicle as a free object interaction, you succeed on a DC until the end of your next turn. While charmed in this way,
10 Dexterity (Acrobatics) or DC 10 Charisma (Performance) a creature can do nothing but use its movement to approach
check, and all other rules for Sneak Attack still apply. you in a safe manner. While an affected creature is within 5
feet of you, it is incapacitated and has a speed of 0 as it
In addition, you learn how to minimize the damage you simply stares at you in awe.
take from falling. You can use your reaction when you fall to
reduce any falling damage you take by an amount equal to On subsequent turns, you can use your action to maintain
five times your rogue level. this effect, extending its duration until the end of your next
turn. However, the effect ends if you move more than 5 feet
Bail Out away from the creature, if the creature can neither see nor
hear you, or if the creature takes damage.
At 9th level, you learn to quickly maneuver yourself away from
danger. When you use your Uncanny Dodge feature, you can Once the effect ends, or if the creature succeeds on its
can move up to half your movement speed as part of the initial saving throw against this effect, you can't use this
same reaction. This movement doesn't provoke opportunity feature on that creature again until you finish a long rest.
attacks.
Quick Disguise
Can't Stop, Won't Stop
Beginning at 1st level, you can cast Disguise Self without
Starting at 13th level, you have advantage on saving throws expending a spell slot. Once you cast this spell, you can't cast
against spells and other magical effects that would reduce it again with this trait until you finish a long rest.
your speed or cause you to be paralyzed or restrained, and
moving through non-magical difficult terrain costs you no Special Treatmentt
extra movement.
Starting at 6th level, as an action, you can expend 3 sorcery
Skate or Die points to activate one of the effects listed below. Only one
effect can be used at a time.
At 17th level, you have mastered your unique art of fighting.
Whenever you first use your vehicle after a short or long rest, 15 Minutes of Fame. For the next 15 minutes whenever a
you gain 20 temporary hit points. While you still have these friendly creature within 30 feet of you makes a Charisma
temporary hit points, you can reroll any 1's you roll for your based skill check or saving throw, the creature gains a bonus
Sneak Attack damage. to the roll equal to your Charisma modifier (with a minimum
bonus of +1). You must be conscious to grant this bonus.
Adoring Fans. You call forth the spirits of your followers to
Self-Propelled Vehicle Rules protect you. Using this ability you can cast the spell Spirit
Self-Propelled Vehicles Guardians at 3rd level without expending a spell slot. You can
cast this spell at higher levels, up to a spell level you are
capable of casting at, by expending more sorcery points per
increased spell level.
Sorcerer
Recognition. You can get people to do things for you pretty
Fame easily. Using this ability you can cast the Fast Friends
Some people rise to stardom through hard work. Some (Source: Acquisitions Inc.) at 3rd level without expending a
people attain it through pure luck. Others still gain fame spell slot. You can cast this spell at higher levels, up to a spell
through money. You, on the other hand, were born to be level you are capable of casting at, by expending more
famous. Your claim to fame is an innate and captivating sorcery points per increased spell level.
magic that grants you a natural magnetism. Perhaps you
were a child star pushed into the limelight at a young age. In The Spotlight
Maybe you were born into a famous celebrity family or Beginning at 14th level, the power of your presence is simply
dynasty. Or you could be a recent sensation, the notoriety divine. You can use your action to unleash a divine light that
having fueled the spark of celebrity in your soul. Whatever radiates from you. Your transformation lasts for 1 minute, or
your origin, you’re here to shine. until you end it as a bonus action.
When you first activate this feature each creature within 30
feet of you must make a Constitution saving throw.
On a failed save, a creature takes 6d8 radiant damage and
is blinded for 1 minute. On a successful save, it takes half as
much damage and isn’t blinded. A creature blinded by this
feature makes another Constitution saving throw at the end
of each of its turns. On a successful save, it is no longer
blinded.
CHAPTER 4. CHARACTER OPTIONS
62
During your transformation, you shed bright light in a 30-foot Lucky Charm
radius and dim light for an additional 30 feet, and at the end
of each of your turns you and each creature within 30 feet of Beginning at 6th level, you become a lucky charm for your
you take radiant damage equal to half your level (rounded up). allies, granting good fortune wherever you are. Whenever you
In addition, once on each of your turns, you can deal extra or a friendly creature within 30 feet of you makes an attack
radiant damage to one target when you deal damage to it roll, ability check, or saving throw, the creature can roll a d4
with an attack or spell. The extra radiant damage equals your and add the number rolled as a bonus to the roll. You must be
level. conscious to grant this bonus.
This ability dispels any darkness in its area that was Blessing / Curse
created by a spell.
Once you use this trait, you can’t use it
again until you finish a long rest. At 14th level, as an action, you can place a blessing or curse
on a creature that you can see within 90 feet of you for 1
Super Stardom minute, or until you lose your concentration (as if you were
concentrating on a spell).
At 18th level, you’ve officially made it. You’re a superstar.
When you make a Charisma (Persuasion) or Charisma Once you use this action, you can't use it again until you
(Deception) check, you can treat a d20 roll of 9 or lower as a finish a long rest, unless you spend 5 sorcery points to use it
10. again.
Any use of your Special Treatment feature now only costs 1 Blessing. A blessed creature begins experiencing a series
sorcery point to activate. of fortuitous events. The target can't be surprised while it is
conscious, and has advantage on attack rolls, ability checks,
Fortune and saving throws. Additionally, other creatures have
The inner magic you wield comes from the forces of disadvantage on attack rolls against the target for the
probability that underlie the structure of reality. You may have duration.
been born during the rare confluence of multiple celestial
objects. Perhaps you were blessed by a reality-bending god, Curse. Unforseen hazards begin affecting a cursed
or ritualistically blessed with the powers to control fate. Or creature. The hazards can take any form so long as they are
your magic can be a fluke, with your being untied from the not impossible. Hazards can be anything from an object
forces of reality that other creatures must endure. falling from the sky, contact with a dangerous substance,
running into a weapon, an unforseen explosion, to something
Whatever its origin, the powers you exert have the ability to as improbable as a lightning strike from a clear blue sky.
turn the tides of destined fate.
The target must make a Dexterity saving throw when it is
Fortuitous Magic cursed. The target takes 10d6 damage on a failed save, or
half as much on a successful one.
You learn additional spells when you reach certain levels in
this class, as shown on the Fortuitous Magic table. Each of The damage type for the hazard is determined by the GM
these spells counts as a sorcerer spell for you, but it doesn’t but the defaults are often bludgeoning, piercing, or slashing.
count against the number of sorcerer spells you know. This damage can be something the target is resistant to but
the creature is never immune to the damage type chosen and
Whenever you gain a sorcerer level, you can replace one it could even result in multiple types of damage.
spell you gained from this feature with another spell of the
same level. The new spell must be an abjuration or a On each of your turns for the duration, you can use your
divination spell from the sorcerer, warlock, or wizard spell action to cause a hazard to strike. You can't use this feature if
list. the target is outside of your range or if it has total cover from
you.
Fortuitous Magic
Unnatural Disaster
Sorcerer Level Spells
1st Bane, Bless Beginning at 18th level, you can cause an unforseen disaster
3rd Bestow Curse, Remove Curse to strike.
5th Circle of Power, Protection from Energy
7th Finger of Death, Freedom of Movement Roll a d6 and cast the corresponding spell from the list of
9th Foresight, Invulnerability spells below. The spell is cast at 9th level.
Opportune Moment Once you use this feature, you can't do so again until you
finish a long rest, unless you spend 5 sorcery points to use it
Starting at 1st level, you can bend the fates in your favor. again.
When a creature you can see within 60 feet of you is about to
roll a d20, you can use your reaction to give advantage or Natural Disaster Approximate Spell
disadvantage to the roll. Ice Storm
d6 Natural Disaster Earthquake
You can use this feature a number of times equal to your 1 Blizzard Shatter
proficiency bonus, and you regain all expended uses when 2 Earthquake Tsunami
you finish a long rest. 3 Explosion Call Lightning
4 Flood Fireball
5 Lightning Storm
6 Spontaneous Combustion
CHAPTER 4. CHARACTER OPTIONS
63
Warlock Everything's Looking Up
Otherworldly Patron: Lady Luck Starting at 6th level, things just start going your way. You have
Your patron is an inscrutable goddess of immense reality- advantage on all Charisma (Persuasion), Charisma
bending power, a mysterious deity who serves as patron to (Deception), and Charisma (Performance) checks against any
gamblers, dare-devils, risk-takers, and fools. Lady Luck creature of your choice that isn’t hostile toward you.
bestows her fortune, or misfortune, to whomever she pleases.
With a knowing smile, she plays a mercurial game of chance In addition, you gain an uncanny ability to remain safe in
against the fates, bringing chaos and improbability into the dangerous situations. You have advantage on Dexterity saving
world. Her motivations are as eccentric as they are throws against effects such as traps and spells. To gain this
mysterious. Perhaps she wishes to support those who take benefit, you can't be incapacitated.
risks, aid those who defy fate, or play with the lives of boring
mortals. Million-to-One Chance
Expanded Spell List It’s a million-to-one-chance, but it might just work! Beginning
at 10th level, you can call on your patron to intervene on your
Lady Luck lets you choose from an expanded list of spells behalf when your need is great.
when you learn a warlock spell. The following spells are
added to the warlock spell list for you. Imploring your patron’s aid requires you to use your action.
Describe the assistance you seek, and roll percentile dice. If
Lady Luck Expanded Spell List you roll a number equal to or lower than your Warlock level,
your deity intervenes. The GM chooses the Nature of the
Spell Level Spells intervention; the Effect of any Warlock spell would be
1st Bane, Bless appropriate. If your deity intervenes, you can’t use this feature
2nd Enchance Ability, Magic Weapon again for 7 days. Otherwise, you can use it again after you
3rd Bestow Curse, Remove Curse finish a Long Rest.
4th Death Ward, Freedom of Movement
5th Circle of Power, Reincarnate At 20th level, your call for intervention succeeds
automatically, no roll required.
Beginner's Luck
Wish Me Luck
Beginning at 1st level, Lady Luck has chosen to smile upon
you, giving you the ability to channel luck for yourself and Beginning at 14th level, your patron can grant you all of the
others. Whenever you or a creature you can see within 60 luck. For 1 minute you implore your patron to bestow her
feet of you makes an attack roll, ability check, or saving throw, divine favor upon you, making you the luckiest being alive.
you can use your reaction to roll 1d4 and add or subtract the For the next 8 hours you can’t be surprised and have
number rolled as a bonus to the roll. advantage on attack rolls, ability checks, and saving throws.
Additionally, other creatures have disadvantage on attack
You can choose to use this ability after the initial dice roll, rolls against you for the duration.
but must use it before the GM says whether the roll succeeds
or fails. Once you use this feature, you can’t use it again until you
finish 1d4 long rests.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once). You regain all of your Quirks
expended uses of Beginner's Luck when you finish a short Lady Luck may not directly influence the behavior of her
rest. warlocks, but a combination of the type of warlock she
chooses and the powers she offers may have lasting effects.
All or Nothing The following quirks for Lady Luck patron warlock are made
to provide flavor options and inspiration to one who has
At 1st level, you can attempt to push your luck beyond its made a pact with her.
limits. On your turn, you can choose to instead roll an attack
roll, ability check, or saving throw with a d2, instead of a d20. Lady Luck Warlock Quirks
Choose either Heads or Tails and roll a d20: 1-10 = Tails, d8 Quirks
11-20 = Heads. On a success, the roll is treated as if you had 1 You are remarkably easy going and lazy.
rolled a 20 and you regain a spell slot. On a failure, the roll is 2 You always have an upbeat and charming attitude.
treated as if you rolled a 1 and you lose a spell slot. 3 You are extremely superstitious, seeing omens and
No other feature, ability, or modifier can be used to affect signs in the smallest of things.
the outcome of this feature. This feature cannot be used with 4 You are oblivious to the hard work of others.
advantage or disadvantage. 5 You have difficulty taking dangerous situations
Once you use this ability, you must finish a long rest before seriously.
you can use it again. Starting at 10th level, you can use it 6 You have odd compulsions and rituals you perform to
twice before a long rest, but only once on the same turn.
ward off misfortune.
CHAPTER 4. CHARACTER OPTIONS 7 You are impulsive, almost never thinking before you
64 act.
8 You can't resist taking a risk if there's money involved.
Your Pact Boon Replacing an Electronic Device. You can copy a spell
The following are suggestions for the appearance and style of from your Electronic Device into a Storage device (detailed
your pact boon as a warlock of Lady Luck. below), if you want to make a backup copy of your device.
Backing up the magical data to the Storage device requires 1
Pact of the Chain. Your familiar may take on a special hour per spell.
form in accordance with the nature of your patron. Perhaps a
black cat familiar to represent misfortune, a scarab beetle for If the device is destroyed or you lose it, you can acquire a
wealth, or a frog for prosperity. In addition, when you cast new one to replace it. During a short rest or long rest, you
find familiar you can also choose one of the following special can replace the previous device by downloading the magical
forms: tressym, or almiraj. data from a Storage device onto a new Electronic Device
which you become attuned to. The previous device is wiped
Pact of the Blade. Your pact weapon may appear well- clean of all information and spells if it still exists.
worn and simple, gleaming with an unnatural luster when in
just the right light. Alternatively, your weapon may be
adorned in complex scrawlings, talismans, and other lucky The Device's Appearance. Your Electronic Device is a
charms. unique device with its own quirks and personal design. It
might be a plain, functional flip phone that you use as a
Pact of the Tome. Your Book of Shadows may take the burner phone, a next generation phone with a rose-gold
form of a tome of ancient occult knowledge, brimming with colored case you received when you upgraded models, or
detailed descriptions of good and bad omens; or it may be a even an older generation gaming device that was updated and
book of old wive’s tales and superstitions detailing everything rewired to operate like new tech.
from cheating at dice to curing everyday illnesses.
Pact of the Talisman. Your talisman may take the form of
a lucky rabbit's foot, an iron horseshoe, a certain set of dice,
or a special metal coin.
Wizard
Cybermancy
Ancient tomes, leather-bound journals, and dusty scrolls are
relics of the past. No modern wizard would dare be caught
with such old trivialities of by-gone eras. Modern wizards
exploit and enjoy the countless benefits the Information Age
has brought with it. To these wizards, technology is the
greatest tool of all; a conduit and storage space for magical
energy, as well as a source of vast knowledge, and to some a
school of magic all itself.
Electronic Device
At 2nd level, you trade out your spellbook for an Electronic
Device capable of accessing and storing magical data. The
device is a Tiny object. The computing power of this device is
equivalent to that of a smartphone. You can only attune to
one device capable of accessing and storing magical data at
any given time.
While touching the device, you can use it in the following
ways:
Spellcasting Focus. You can use the device as a
spellcasting focus for your wizard spells.
Internet Access. You can add half your proficiency bonus,
rounded up, to any Intelligence (History), Intelligence
(Nature), Intelligence (Religion) check.
Copying a Spell into the Electronic Device. When you
find a wizard spell of 1st level or higher, you can add it to your
Electronic Device if it is of a level for which you have spell
slots. Using the device’s camera, spells can be copied into this
device at no cost, however the process of deciphering and
understanding a new spell's notation is still required (2 hours
per spell level). Once you have spent this time, you can
prepare the spell just like your other spells.
CHAPTER 4. CHARACTER OPTIONS
65
Electronic Interface Neural Network
At 2nd level, you learn the Shocking Grasp cantrip if you don't At 14th level, your ability to interface with technology has
already know it. If you do know it, you may choose another advanced greatly. While your Electronic Device is on your
wizard cantrip to learn. The range of this cantrip increases to person, you have advantage on all Intelligence skill checks, as
30 feet. Your work with electronics has given you some ability you can better interface with internet search engines.
to magically interface with technology. As an action, you can
choose to perform the following additional actions: In addition, you have learned to push yourself to access
and comprehend your spells at an incredible rate. You can
Group Message. You can speak through any change your list of prepared spells over the course of a short
Communication devices you choose within a 60 foot radius. rest. Once you use this feature, you can’t use it again until you
Magical silence, 1 foot of stone, 1 inch of common metal, a finish a long rest.
thin sheet of lead, or 3 feet of wood blocks the effect. The
effect can travel freely around corners or through openings. Beginning at 14th level, as an action, you can perform the
additional task with your Electronic Interface feature:
Eavesdrop. You can see and hear through one Monitoring
device within 30 feet if it has an accessible camera and/or EMP. You can generate a sustained small electromagnetic
microphone. You can see and/or hear through the Monitoring pulse. A sustained burst of electromagnetic energy erupts
device for 1 minute, or until you lose your concentration as if from you. All electronics within 1 mile are deactivated and
you were concentrating on a spell. During this time, you are cannot be activated for 1 minute, or until you lose your
deaf and blind with regard to your own senses. concentration as if you were concentrating on a spell. Once
you use this ability, you can’t use it again until you finish a
Elite Hacker long rest.
Onomancy
At 6th level, your body has grown familiar with manipulating Practitioners of magic well know the power of names, but
electronic fields. You gain resistance to lightning damage. In wizards who follow the tradition of Onomancy use their
addition, when you cast a spell that deals lightning damage magic to manipulate the words that encompass existence.
add your Intelligence modifier to the damage roll. Onomancers expand their study into language itself,
searching for threads of magical significance that weave
Beginning at 6th level, as an action, you can perform the through names.
additional tasks with your Electronic Interface feature:
True Name
Malware. You can attempt to disable one Monitoring
device within a 60 foot radius. Make a DC 15 Intelligence Starting at 2nd level, you know your own true name,
(Arcana) check. If you succeed the device is disabled and providing you protection against certain outside forces.
does not trigger any warning or trap. If you fail, make a DC 12 Whenever you are required to make a saving throw against a
Intelligence saving throw. On a success, nothing happens, magical spell or effect, you can use your reaction to gain
and the Monitoring device is immune to this effect for 24 advantage against the triggering effect. You can use this
hours. On a failure, the Monitoring device triggers a warning ability a number of times equal to your Intelligence modifier
or trap if any. (a minimum of once). You regain all expended uses when you
complete a long rest.
Back-door. You can access any unencrypted information
on a Storage device you are touching. If the information is The Power of Words
encrypted you can attempt to decipher the encryption with a
DC 20 Intelligence (Arcana) check. On a success, the At 2nd level, you learn the Command spell, which counts as a
encryption is broken and the information becomes wizard spell for you, and you add it to your spellbook. You
accessible. On a failure, the encryption remains and the always have it prepared, and it doesn't count against the
Storage device is immune to this effect for 24 hours. number of spells you can prepare. You can cast this spell
without expending a spell slot, and you must finish a long rest
Arcane Storage Space before you can cast it this way again. You can also cast this
spell using any spell slots you have.
Starting at 10th level, you engineer the ability to store spells
in your Electronic Device. Your Electronic Device can store In addition, you can use your voice as a spellcasting focus
up to 3 levels worth of spells at a time. You can cast a spell of for your wizard spells.
1st through 3rd level into the device by touching the device as
the spell is cast. The spell has no effect, other than to be Divine Name
stored in the device. If the device can’t hold the spell, the spell
is expended without effect. The level of the slot used to cast Starting at 6th level, you learn to magically divine a creatures
the spell determines how much space it uses. true name. As a bonus action, target one creature you can see
within 60 feet of you. The target must make a Charisma
While wielding your Electronic Device, you can cast any saving throw against your spell save DC.
spell stored in it. The spell is treated as if you cast the spell
normally. A spell cast from the device is no longer stored in it, On a successful save, you know the magic failed, and you
freeing up space. can't use this feature against it again until after a long rest.
On a failed save, you mentally learn the target's true name.
Animate Electronics
You can use this feature a number of times equal to your
Also at 10th level, you develop the ability to bring electronics Intelligence modifier (minimum of once), and regain all
and other objects to life. You learn the spell Animate Objects, expended uses of it when you finish a long rest.
if you don’t already know it. If you do know it, you may choose
another wizard spell to learn.
CHAPTER 4. CHARACTER OPTIONS
66
You forget any creature's true name learned in this manner Dissolution. The first time the named creature takes
after a long rest. damage from the spell, that creature takes an extra 2d8
force damage. The extra force damage increases by 1d8
You can impose disadvantage on the creature's saving when you reach 10th level (3d8) and 14th level (4d8) in
throw by researching the nature of the creature beforehand. this class.
To gain this benefit, you must spend a total number of hours Nullification. If the named target is affected by any other
equal to the CR of the creature researching them. If you are spells, you know what those spells are, and you can
within a library while researching, the time required is attempt to end one of your choice by succeeding on an
halved. Intelligence check with a DC equal to 10 + the level of the
chosen spell.
Resonant Utterance Puppetry. The first time the named creature takes
damage from the spell, you can knock the creature prone
At 6th level, you learn words of power called Resonants or move it up to 10 feet, either directly toward you or away
which allow you to tailor your spells through the use of a from you.
target's true name. Sympathy. If the named creature is within range of the
spell, you can target the creature with the spell even if you
Resonants Known.
When you gain this feature, you learn can't see the creature or it has total cover against the spell.
two Resonants of your choice, which are detailed under
"Resonants Options" section. Each time you gain a level in Potent Binding
this class, you can replace one resonant you know with a
different one. Starting at 10th level, you learn two new Resonants of your
choice from your Resonant Utterance feature.
Using Resonants
You can use one Resonant when you
cast a wizard spell with a spell slot and speak the true name Additionally, you learn the Planar Binding spell, and you
of one creature targeted by the spell. Speaking the name is add it to your spellbook if it is not there already. If you do
part of the casting of the spell. know it, you may choose another 5th-level abjuration,
conjuration, or divination spell from the wizard spell list to
You can use Resonants a number of times equal to half learn. You always have the Planar Binding spell prepared, and
your wizard level (rounded down), and you regain all uses it doesn't count against the number of spells you can prepare.
when you finish a long rest.
If you know the true name of the target creature, you can
Resonant Options.
Here are your options when choosing cast Planar Binding as a ritual at the highest level for which
a Resonant: you have spell slots. When you cast this spell as a ritual it
requires no material components.
Absorption. When you cast a spell that deals damage to
the named target, you gain 3d6 temporary hit points. The You can only have one creature affected by this spell cast in
number of temporary hit points you gain increases by 1d6 this way at a time. If you already have a creature bound by the
when you reach 10th level (4d6) and 14th level (5d6) in ritual and you cast the spell as a ritual on a different creature,
this class. the spell immediately ends for the first creature.
Devastation. If the spell requires the named creature to
make a saving throw, that creature has disadvantage on Master Namer
the first save it makes against the spell.
Beginning when you reach 14th level, you regain all of your
expended uses of Divine Name when you finish a short or
long rest.
In addition, you can use your Divine Name feature twice
against a creature, even if the creature succeeds their initial
saving throw.
Recording a Creature's True Name
When you learn a creatures true name you can
write it into your spellbook if you can spare the
time and money to notate it. Writing a true name
into your spellbook involves determining the
appropriate notation to fully encompass your
understanding of the sound and shape of the true
name, as well as the notation process.
This process takes a total number of hours equal
to the CR of the creature and costs 50 gp for each
hour. The cost represents material components,
i.e., the fine inks you need to record it. Once you
have spent this time and money, you can prepare a
true name similar to how you would a spell. You
can prepare a number of true names equal to your
Intelligence modifier (minimum of one).
CHAPTER 4. CHARACTER OPTIONS
67
Backgrounds Suggested Characteristics
Many of the backgrounds presented in the PHB can be used Academics live to learn and teach, and their characteristics
in a modern setting with a little adjustment, but they don't often reflect this. Academics typically highly value esoteric or
cover the full range of occupations and lifestyles of a modern complex information, whether for its own sake or as some
era. These backgrounds are presented as a supplement to means to an end.
those in the PHB.
Use the suggested characteristics for the Anthropologist or
If converting a PHB background for use with this manual, Archaeologist backgrounds in ToA, or the Sage background
add an additional tool proficiency to bring them in line with in the PHB for a character with the Academic background,
these backgrounds. modifying them as necessary to suit your character.
Backgrounds List Adventurer
You live for thrills and exploration, and spend your time in
Academic Dilettante Military search for your next big adventure. Many adventurer's have
been living this way for most of their lives, although some do
Adventurer Doctor Political turn to the wild life after years of mundanity.
Athlete Emergency Services Religious Adventurers include relic hunters, explorers, field
scientists, and others called to roam the world for a variety of
Blue Collar Entrepreneur Rural reasons.
Skill Proficiencies: Survival, plus your choice of one from
Celebrity Investigative Student among Arcana, Nature, and Religion
Tool Proficiencies: One of your choice
Creative Law Enforcement Technician Languages: One of your choice
Wealth Bonus: +1
Criminal Madcap White Collar
Feature: Historical Knowledge
Academic
As an academic, you have spent significant time employed When you enter a ruin or dungeon, you can usually ascertain
within educational systems. You may have been employed to its original purpose and determine who built it, whether they
teach a particular subject, or you may be researching were Aztecs, Egyptians, Babylonians, Mesopotamian, or
independently. some other ancient civilisation. In addition, you can correctly
determine the monetary value of art objects more than a
Academics include librarians, archaeologists, scholars, century old.
professors, teachers, and other education professionals. The
standard academic typically doesn't cover magical or Suggested Characteristics
otherwordly topics, but this is setting dependent.
Skill Proficiencies: History, plus your choice of one from Adventurers often have a great curiosity for the world around
among Arcana, Nature, and Religion
them, usually expressed by a desire to experience as much of
Tool Proficiencies: Two of your choice
it as is possible.
Languages: Two of your choice
Wealth Bonus: +3 Use the suggested characteristics for the Folk Hero
background in the PHB or the Archaeologist background in
Specialty Tomb of Annihilation for a character with the Adventurer
background, modifying them as necessary to suit your
To determine the nature of your academic pursuits, roll a d8 character.
or choose from the options in the table below.
Athlete
d8 Specialty d8 Specialty Athletes include amateur athletes of Olympic quality and
professional athletes of all types, including gymnasts, weight
1 Ancient Languages 5 Professor trainers, wrestlers, boxers, martial artists, swimmers,
2 Prehistory 6 Researcher skaters, and those who engage in any type of competitive
sport.
3 Librarian 7 Obscure Religion Skill Proficiencies: Athletics, plus your choice of one from
4 Discredited Academic 8 World Cultures among Acrobatics, Medicine and Intimidation
Tool Proficiencies: One of your choice
Feature: Researcher Wealth Bonus: +1
When you attempt to learn or recall a piece of knowledge, if
you do not know that information, you often know where and
from whom you can obtain it. Usually, this information comes
from a library, research laboratory, university, or an expert in
that field of knowledge. Your GM might rule that the
knowledge you seek is secreted away in an almost
inaccessible place, or that it simply cannot be found.
CHAPTER 4. CHARACTER OPTIONS
68
Event Blue Collar
Blue Collar workers are often referred to as the hands of a
To determine your particular athletic specialty, roll a d10 or nation, and in your case this couldn't be more true. You have
choose from the options in the table below. spent your career doing largely manual labour.
d10 Event d10 Event Blue collar occupations include factory work, food service
1 Running 6 Ball Games jobs, construction, service industry jobs, taxi drivers, postal
2 Watersports 7 Gymnastics workers, and other jobs that are usually not considered to be
3 Archery 8 Weight Lifting desk jobs.
4 Shooting 9 Mixed Events
5 Martial Arts 10 Other
Skill Proficiencies: Athletics, plus your choice of one from
Feature: Athletic Conditioning among Animal Handling, Insight and Intimidation
Tool Proficiencies: One type of artisan's tools (including
You have conditioned your body for performance under the engineering or mechanic tools), plus one of your choice
harshest circumstances. As long as you can exercise for one Equipment: One set of tools with which you are proficient
hour daily, you only need half the amount of food and sleep Wealth Bonus: +2
normally required to avoid exhaustion. In addition, you can
hold your breath twice as long as normal. Feature: Working Class
Suggested Characteristics You can usually find a place to hide, rest or recuperate among
other working class citizens, unless you have shown yourself
Athletes usually love competition, and many find the spotlight to be a danger to them. They will shield you from the law or
of their career very appealing. Most have a strong sense of anyone else searching for you, though they will not risk their
fair play or sportsmanship, but there are always athletes lives for you. Additionally, you can usually find someone
which try to bend the rules. willing to lend you tools and certain equipment used in
manufacturing or shipping.
Use the suggested characteristics for the Entertainer or
Folk Hero backgrounds in the PHB for a character with the Suggested Characteristics
Athlete background, modifying them as necessary to suit your
character. Working class citizens typically value community and
solidarity; your friends and family will matter a lot.
Use the suggested characteristics for the Guild Artisan or
Folk Hero backgrounds in the PHB for a character with the
Blue Collar background, or perhaps the Urchin background if
you come from a particularly poor background.
Celebrity
A celebrity is anyone who has been thrust into the spotlight of
the public eye. It's said everyone eventually gains their 15
minutes of fame. The typical celebrity stretches that time into
a career. You may have inherited fame, stumbled into it
accidentally, or sought it out yourself.
Actors, entertainers of all types, newscasters, radio and
television personalities, and more fall under this background.
Skill Proficiencies: Performance, plus your choice of one
from among Persuasion, Deception and Sleight of Hand
Tool Proficiencies: One of either disguise kit or one type of
musical instrument, plus one of your choice
Languages: One of your choice
Reputation Bonus: +1
Wealth Bonus: +4
CHAPTER 4. CHARACTER OPTIONS
69
Debut Pursuit of Passion
There are 101 ways to become famous. To determine the To determine the nature of your creative pursuits, roll a d10
triggering event of your fame, roll a d6 or choose from the or choose from the options in the table below
options in the table below.
d10 Pursuit
d6 Debut 1 Poetry
1 TV Appearance 2 Writing
2 Viral Video 3 Painting
3 News Story 4 Sculpting
4 Popular Song 5 Photography
5 Live Performance 6 Music
6 Slow Rise to Fame 7 Performance Art
8 Film
Feature: By Popular Demand 9 Animation
10 Drawing
You can always find a place to perform, usually in a nightclub
or bar but possibly at a festival or theatre, or even at a private Feature: Body of Work
party. At such a place, you receive free lodging and food of a
modest or comfortable standard (depending on the quality of You can usually find the local haunts of the creative
the establishment), as long as you perform each night. In community, and will be welcomed there as one of their own.
addition, your performance makes you something of a local These places are generally less frequented by the general
figure. When strangers recognize you in an area where you public, and you can expect some additional privacy there than
have performed, they typically take a liking to you. more mainstream establishments. Additionally, you may be
recognised for your work among certain circles, and if
Suggested Characteristics someone does so they typically take a liking to you.
Perpetually chasing the spotlight, celebrities often must fight Suggested Characteristics
to stay relevant.
Creatives can cover a wide range of people, from struggling
Use the suggested characteristics for the Entertainer bohemians who live for their art to types that see all others as
background in the PHB for a character with the Celebrity spiritually and intellectually inferior.
background, modifying them as necessary to suit your
character. Use the suggested characteristics for the Entertainer or
Creative Guild Artisan backgrounds in the PHB for a character with
The creative background covers artists of all types who fan the Creative background, modifying them as necessary to suit
their creative spark into a career. A creative may make your character.
various forms of art, or they may be a performer particularly
dedicated to the spirit of their act. Criminal
Criminals cover all types who have habitually found
Illustrators, copywriters, cartoonists, graphic artists, themselves on the wrong side of the law. Often, people are
novelists, magazine columnists, actors, sculptors, game born into this life and know nothing else, but more rarely
designers, musicians, screenwriters, photographers, actors people turn to this life with a far-fetched grand plan for vast
and web designers all fall under this background.
personal gain.
Skill Proficiencies: Persuasion, plus your choice of one
from among Insight, Performance and Perception
Criminal covers a huge range of backgrounds, including
Tool Proficiencies: One type of artisan's tools or one type of con artists, burglars, thieves, crime family soldiers, gang
musical instrument, plus one of your choice
members, bank robbers, professional hackers, and any other
Languages: One of your choice
types of career criminals.
Wealth Bonus: +2 Skill Proficiencies: Deception, plus your choice of one from
among Persuasion, Stealth and Intimidation
CHAPTER 4. CHARACTER OPTIONS Tool Proficiencies: Thieves' tools or hacking tools, plus one
of your choice
70 Wealth Bonus: +1
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your
liaison to a network of other criminals. You know how to get
messages to and from your contact, even over great
distances; specifically, you know the local messengers,
corrupt officials, and seedy characters who can deliver
messages for you.
Criminal Specialty Doctor
The doctor background covers all forms of medical
There are many kinds of criminal, and whether part of a professionals or anyone that uses anatomical and biological
larger organisation or not most individual criminals have knowledge to treat others
their own specialties.
A doctor can be a physician (including general
To determine your particular criminal specialty, roll a d10 practitioners and specialists), a nurse, a surgeon, or a
or choose from the options in the table below psychiatrist.
d10 Specialty d10 Specialty Optionally, you could include rural healers using their
knowledge of natural resources to treat ailments and injuries.
1 Blackmailer 6 Hacker Skill Proficiencies: Medicine, plus your choice of one from
among Insight, Persuasion and Animal Handling
2 Burglar 7 Hired Killer Tool Proficiencies: Herbalism kit, plus one other of your
choice.
3 Enforcer 8 Pickpocket Languages: One of your choice
Wealth Bonus: +4
4 Fence 9 Smuggler
Feature: Medical Access
5 Mugger 10 Dealer
You have access to medical equipment that you might not
Suggested Characteristics otherwise be able to requisition, such as X-ray machines and
medical labs. In addition, you can write prescriptions for
Most criminals are irreversibly changed by their checkered various substances that are otherwise illegal to obtain.
past, and have usually seen more harrowing events and
hardship than most. They often have disdain for authority, Suggested Characteristics
viewing it as an oppressive force, though if they were a
component of a more structured criminal organisation this Some doctors enter into the profession through a noble
may in fact be reversed. desire to help people and save lives, whereas others might
take up the mantle out of desire for financial gain.
Use the suggested characteristics for the Criminal or
Urchin backgrounds in the PHB for a character with the Use the suggested characteristics for the the Folk Hero,
Criminal background, modifying them as necessary to suit Guild Artisan, or Sage backgrounds in the PHB for a
your character. character with the Doctor background, modifying them as
necessary to suit your character.
Dilettante
Dilettantes usually get their wealth from family holdings and
trust funds. The typical dilettante has no job, few
responsibilities, and at least one driving passion that
occupies their day. That passion might be a charity or
philanthropic foundation, an ideal or cause worth fighting for,
or a lust for living a fun and carefree existence.
Skill Proficiencies: Persuasion, plus your choice of one
from among Acrobatics, Performance and History
Tool Proficiencies: One set of artisan's tools, plus one of
your choice
Languages: Two of your choice
Reputation Bonus: +1
Wealth Bonus: +6
Feature: Old Money
While you have significant financial resources of your own,
you can also draw on your family’s extensive funds in a pinch.
However, this assistance is rarely without strings attached. In
exchange for additional resources you may be expected to
make certain public appearances, or perhaps you may even
be set up in an arranged relationship.
Suggested Characteristics
Diettantes often flit between a variety of interests, usually
struggling to commit to a single goal or activity for a long
period of time. They typically display a great passion in their
works before quickly growing bored.
Use the suggested characteristics for the the Noble
background in the PHB for a character with the Dilettante
background, modifying them as necessary to suit your
character.
CHAPTER 4. CHARACTER OPTIONS
71
Emergency Services Suggested Characteristics
Emergency Services covers all forms of quick response
personnel called in to deal with dangerous or urgent Many entrepreneurs would consider their "vision" their most
situations. valuable asset, and pride themselves on their ability to
anticipate what will work and what will flop.
Rescue workers, firefighters, paramedics, hazardous
material handlers, and emergency medical technicians fall Use the suggested characteristics for the the Guild Artisan
under this category.
or Noble backgrounds in the PHB for a character with the
Skill Proficiencies: Athletics, plus your choice of one from Entrepreneur background, modifying them as necessary to
among Medicine, Perception and Animal Handling
suit your character.
Tool Proficiencies: One type of civilian vehicles, plus one
other of your choice
Investigative
Wealth Bonus: +2 The Investigative background covers all sorts of people who
make your business their business. There are a number of
Feature: Local Hero jobs that fit within this background, including investigative
reporters, photojournalists, private investigators, police
In the past, you have been involved in at least one incident detectives, criminologists, criminal profilers, espionage
which caught the public eye - maybe you saved several people agents, and others who use their skills to gather evidence and
from a burning building, or perhaps you disarmed a bomb in analyze clues.
a public building. Whatever the incident, you gained
significant status locally, and to a lesser extent other areas Skill Proficiencies: Investigation, plus your choice of one
the incident was reported. People in or around the area of the from among Insight, Perception and Stealth
incident may recognise you, and you can likely find a place to Tool Proficiencies: Forensics kit, plus one of your choice
hide, rest or recuperate in the area with ease. To a lesser Languages: One of your choice
extent, people recognising you or that are familiar with the Wealth Bonus: +2
event will shield you from anyone searching for you, though
they will not risk their lives for you. Feature: Connected
Suggested Characteristics When you attempt to learn or recall a piece of information, if
you do not know that information, you often know where and
Many people go into emergency services work through a from whom you can obtain it. Usually, this information comes
sense of heroism, or perhaps just an honest career. In certain from an anonymous informant, a law enforcement agency, or
situations, people go into emergency services careers due to criminal contacts. Your GM might rule that the information
a particular ideal or cause. For example, certain fire fighters you seek is almost impossible to get out of your sources, or
may take up the task due to a love of a particular forest prone that it simply cannot be found.
to wildfires.
Suggested Characteristics
Use the suggested characteristics for the the Folk Hero or
Sailor backgrounds in the PHB for a character with the Investigative types may simply be the curious sort, or they
Emergency Services background, modifying them as could be actively suspicious about most they meet. Somewhat
necessary to suit your character. ironically, many investigative types have dark secrets of their
own which they conceal at all costs.
Entrepreneur
Entrepreneurs have an obsession about being their own boss. Use the suggested characteristics for the the Soldier or
They believe in themselves, have an abundance of confidence, Sage backgrounds in the PHB for a character with the
and the ability to acquire the funds necessary to bankroll Investigative background, modifying them as necessary to
their newest moneymaking venture. suit your character.
These small to large business owners have a knack for Law Enforcement
putting together business plans, gathering resources, and Law enforcement personnel include uniformed police, state
getting a new venture off the ground. They rarely want to troopers, federal police, federal agents, SWAT team
stick around after the launch, however, as they prefer to put members, and military police.
their energies into the next big thing.
Skill Proficiencies: Athletics, plus your choice of one from
Skill Proficiencies: Persuasion, plus your choice of one among Investigation, Perception and Acrobatics
from among Deception, Insight and History
Armour Proficiencies: Light armour, medium armour
Tool Proficiencies: Mechanic tools, plus one of your choice
Weapon Proficiencies: Two martial weapons of your choice
Languages: One of your choice
Tool Proficiencies: One type of civilian vehicle, plus one of
Reputation Bonus: +1
your choice
Wealth Bonus: +4 Equipment: A shotgun or an automatic pistol with 2 box
magazines, plus 30 rounds appropriate to the weapon
Feature: Network Wealth Bonus: +1
You have a network of contacts in the business and financial
world that you can use as a source of information, loans, or
equipment requisitions, usually in return for favours.
Additionally, you can usually acquire an invite to various
business galas and launch events.
CHAPTER 4. CHARACTER OPTIONS
72
Feature: Enforcer's Eye Use the suggested characteristics for the Entertainer
background in the PHB for a Madcap.
Your experience in enforcing the law, and dealing with
lawbreakers, gives you a feel for local laws and criminals. You Military
can easily find a local law enforcement agency or a similar Military covers any of the branches of the armed forces,
organisation, and just as easily pick out the dens of criminal including army, navy, air force, and marines, as well as the
activity in a community, although you're more likely to be various elite training units such as Seals, Rangers, and
welcome in the former locations rather than the latter. Special Forces.
Skill Proficiencies: Athletics, plus your choice of one from
Suggested Characteristics among Survival, Acrobatics and Perception
Armour Proficiencies: All armour
Justice and authority are key ideals to a law enforcer, and to Weapon Proficiencies: Martial weapons
most this is synonymous with the law of the land. They Tool Proficiencies: One type of military vehicle, plus one of
typically see great value in authority and stability. your choice
Equipment: An assault rifle with a rifle box magazine or an
Use the suggested characteristics for the the Soldier automatic pistol with 2 pistol box magazines, plus 30 rounds
background in the PHB for a character with the Law appropriate to the weapon
Enforcement background, modifying them as necessary to Wealth Bonus: +1
suit your character.
Feature: Rank & Privilege
Variant Law Enforcer: Corrupt
You have a rank from your career as a military officer. Active
As a corrupt law enforcer, you have habitually acted and former military officers still recognize your authority and
immorally or downright illegally throughout your career. influence, and they defer to you if they are of a lower rank.
Many corrupt officers simply turn a blind eye in return for You can invoke your rank to exert influence over other
cash, whereas others actively involve themselves in criminal officers and requisition simple equipment for temporary use.
activity. You can also usually gain access to events and locations
where your rank is recognized.
You gain an additional +1 Wealth as a corrupt law enforcer,
and you might use the suggested characteristics for the the Suggested Characteristics
Criminal background in the PHB.
Authority and discipline are drilled into military personnel,
Additionally, your Enforcer's Eye feature is altered to take and they inevitable become core values to them. The majority
into account your darker activities. You will naturally be more of military personnel also have a strong sense of duty or
welcome in dens of criminal activity, though they may still patriotism.
treat you with some suspicion, and honest law enforcers may
resent you if they know the truth about you. Use the suggested characteristics for the Soldier or Sailor
Madcap backgrounds in the PHB for a character with the Military
You have spent your life seeking thrills and unnecessary background, modifying them as necessary to suit your
amounts of danger, maybe just for kicks or perhaps out of character.
necessity
Political
Madcaps include professional daredevils, big-game You are particularly involved in the politics of your chosen
hunters, extreme sports enthusiasts, thrill-seekers, storm region, whether local or national. You may be working
chasers, and all others called to face danger for a whatever towards a significant change, or merely trying to keep the
reason.
peace.
Skill Proficiencies: Acrobatics, plus your choice of one from
among Athletics, Performance and Animal Handling
Politicians, campaigners, councilmen, and members of
Tool Proficiencies: One type of civilian vehicles, plus one of pressure groups and activists all fall within this category.
your choice
Skill Proficiencies: Persuasion, plus your choice of one
Reputation Bonus: +1
from among Deception, Insight and History
Wealth Bonus: +1 Tool Proficiencies: One of your choice
Languages: Two of your choice
Feature: Adrenaline Junkie Reputation Bonus: +1
Wealth Bonus: +2
Danger runs in your veins, and the threat to your life only
spurs you on further. When performing planned out Feature: The System
dangerous or showy tasks, you have a knack for coming out
unscathed. Additionally, anyone who witnesses you succeed Your knowledge of how bureaucracies function lets you gain
at an unnecessarily dangerous task or stunt is awed by your access to the records and inner workings of many
bravery, and will treat you much more favourably in the organisations and governments you may encounter. You
future. know who the movers and shakers are, whom to go to for the
favours you seek, and what the current intrigues of interest in
Suggested Characteristics the group are.
Madcaps are usually defined by low impulse control and a
headstrong attitude. Many rarely think plans fully through
before executing them, though there are always exceptions.
CHAPTER 4. CHARACTER OPTIONS
73
Suggested Characteristics Suggested Characteristics
Politicians have a large range of personalities. Some work to Religious figure are primarily driven by their faith and
serve an ideal they believe in, whereas others are only in it for resolve, and many work very hard to further their doctrine or
personal gain. A large number of political figures come from religion. Many have a thoughtful disposition, though this can
privileged backgrounds. be contrasted by moments of great passion.
Use the suggested characteristics for the Noble or Guild Use the suggested characteristics for the Acolyte
Artisan backgrounds in the PHB for a character with the background in the PHB for a character with the Religious
Political background, modifying them as necessary to suit background, modifying them as necessary to suit your
your character. character.
Variant: Revolutionary Variant: Cultist
Some individuals become so disillusioned with the reigning Some individuals use religion and belief to manipulate people
political force in a region that they turn to more subversive to amass power and wealth. This background covers
means to further their cause. You are a member of such a individuals within the leadership of cults that manipulate
cause, usually seeking some highly significant change. underlings, and those relatively innocent people that have
been manipulated into joining a cult.
You only gain a +1 Wealth as a revolutionary, and you might
use the suggested characteristics for the the Soldier You may still be a member of the cult, travelling out into the
background in the PHB. world to further the cult's doctrine, or you may be an ex-
member, who left the cult after a particular event.
Feature: The Cause
As a cultist, and you might use the suggested
Your passion for the cause helps you survive the most characteristics for the the Charlatan or Criminal
desperate circumstances and you have experience cautiously backgrounds in the PHB.
conveying that spark to someone else.
Feature: Secret Symbolism
You are able to discern if person is sympathetic to your
cause after having a short conversation with them. This may You know the secret signs which identify members of your
be facilitated by certain code phrases, or maybe a cult. This may be in the form of a hand sign, a particular
distinguishing tattoo. phrase, a specific tattoo or perhaps some form of ritual
mutilation. Your cult may include some influential members,
People sympathetic to your cause will aid you and your from whom you may be able to secure certain resources.
friends by performing mundane tasks such as providing you a Your cult may also have hidden cloisters scattered among
place sleep, giving you information on the local area or different settlements, where you may be able to secure aid.
treating your wounds. This hospitality may end if you have
shown yourself to be a danger to them or have asked them to Rural
do something obviously dangerous. Farm workers, hunters, and others who make a living in rural
communities fall under this category.
Your cause may have a base of operations which is Skill Proficiencies: Nature, plus your choice of one from
relatively safe, and may include certain capabilities such as among Survival, Animal Handling and Athletics
large-scale printing or manufacturing, a weapons store or a Tool Proficiencies: Two of your choice
place to hide. Work with you GM to determine the Wealth Bonus: +1
capabilities of your particular cause.
Religious Feature: Farm Wisdom
Ordained clergy of all persuasions, as well as theological
scholars and experts on religious studies fall within the scope You have a feel for the countryside, and you can always recall
of this starting occupation.
the general layout of terrain, small towns, and other features
Skill Proficiencies: Religion, plus your choice of one from around you. In addition, you can find food and fresh water for
among Insight, Arcana and History
yourself and up to five other people each day, provided that
Tool Proficiencies: One of your choice
the land offers berries, small game, water, and so forth.
Languages: Two of your choice
Wealth Bonus: +2 Suggested Characteristics
Feature: Faith Community Most rural types pride themselves on their hardiness and
perseverance, though they encompass a wide range of
You command the respect of those who share your faith, and peoples. In the modern world, most people which live rurally
you can perform the religious ceremonies of your order. You do so by choice rather than necessity or circumstance.
and your companions can expect to be received favourably at
a temple, shrine, or other established presence of your faith. Use the suggested characteristics for the Folk Hero,
Those who share your religion will offer their personal and Hermit, or Outlander backgrounds in the PHB for a
financial support to a limited degree. character with the Rural background, modifying them as
necessary to suit your character.
CHAPTER 4. CHARACTER OPTIONS
74
Student Use the suggested characteristics for the Sage or Guild
A student can be in high school, college, or graduate school. Artisan backgrounds in the PHB for a character with the
They could be in a seminary, a military school, or a private Technician background, modifying them as necessary to suit
institution. A college-age student could also pick a major field your character.
of study.
Skill Proficiencies: Two of your choice
White Collar
Tool Proficiencies: One of your choice
Office workers and desk jockeys, lawyers, accountants,
Languages: One of your choice
insurance agents, bank personnel, financial advisors, tax
Wealth Bonus: +1 preparers, clerks, sales personnel, real estate agents, and a
variety of mid-level managers fall within the scope of this
Feature: Student ID background.
Your student ID gives you access to various services and
discounts that are not available to the general public, as well Skill Proficiencies: Persuasion, plus your choice of one
as access to school resources, such as libraries, laboratories from among Deception, History and Perception
and conference spaces. This ID doesn't act as a no-bars pass, Tool Proficiencies: Two of your choice
and there are likely certain resources which your educational Languages: One of your choice
institution will not permit immediate access to. Wealth Bonus: +3
You have a working knowledge of your institution's Feature: Corporate Chameleon
personnel and bureaucracy, and you know how to navigate
those connections with some ease. You are familiar with the etiquette and adherence to protocol
that comes with working in an office environment. While in
Additionally, you are likely to gain preferential treatment at such an environment, no one questions your presence, and
other educational institutions, as professional courtesy entry level workers are likely to respond in a submissive
shown to a fellow scholar. manner. Especially if you are carrying a clipboard.
Suggested Characteristics Suggested Characteristics
Students come from a huge range of different backgrounds, White collar workers may hail from a middle-class
and they have a great range of different traits. Many share a background, simply following the expected career path before
love of knowledge and learning, but a great number of them. Alternatively, they might come from a poorer family,
students merely see their education as a path into a career, or and are hoping to break out of their family history. Whatever
are even just stalling before they need to enter the real world. their history, they display a wide range of personalities.
Students also often have great conviction in their beliefs.
Use the suggested characteristics for the Sage or Noble
backgrounds in the PHB for a character with the Student
background, modifying them as necessary to suit your
character.
Technician
This background covers a wide range of people with
technical knowledge and skills.
Characterised by specialised knowledge or skills, this
background include scientists, engineers, and professional
programmers of all types.
Skill Proficiencies: Perception, plus your choice of one from
among Investigation, Nature and Medicine
Tool Proficiencies: Engineering tools, mechanical tools or
spy kit, plus one of your choice
Languages: One of your choice
Wealth Bonus: +3
Feature: Technical Tap
Electronic and mechanical devices just seem to work better
when you’re around, but when they misbehave, sometimes all
it takes is a swift kick in the right area to set things right.
Suggested Characteristics
Technical jobs are often lucrative, and that is certainly a big
draw towards them, for those with the capability. Others are
drawn to the careers through technical or scientific passion,
or merely a high level of raw talent.
CHAPTER 4. CHARACTER OPTIONS
75
Modern Spells For example, you could determine the location of powerful
undead in the area, the location of major sources of electrical
This section describes several new spells that can be power or interface, and the location of any nearby parks.
included in a modern DnD campaign. This section begins Spell Lists. Sorcerer, Warlock, Wizard
with a spell list of the modern spells. The remainder contains
spell descriptions, presented in alphabetical order by the Conjure Knowbot
name of the spell.
4th-level conjuration (technomagic)
Modern Spell List Casting Time: 1 action
Range: Touch
Cantrips Component: V, S
Duration: 10 minutes
On/Off
Trip You touch a single computerized device or computer
system to conjure a knowbot—a partially sentient piece of
1st Level software imprinted with vestiges of your own skills and
computer abilities. For the duration of the spell, you can use a
Infallible Relay
bonus action to have the knowbot execute a computer related
Remote Access task that would normally require an action. The knowbot
makes Intelligence ability checks using your ability score and
2nd Level proficiency bonuses including your proficiency with hacking
tools, if applicable.
Find Vehicle
You have a limited telepathic bond with the knowbot, out to
3rd Level a range of 500 feet from the device or system where the
knowbot was conjured. If you move beyond this range, the
Haywire
knowbot disappears in 2d4 rounds, as if the duration of the
Invisibility to Cameras
spell had expired. Moving within range again immediately
Protection from Ballistics reestablishes the bond.
4th Level The knowbot is bound to the system in which it was
created, and it stays there until it is dismissed or the spell’s
Conjure Knowbot
duration expires.
Synchronicity
System Backdoor At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the spell’s duration increases to 1
5th Level hour. Additionally, your telepathic bond with the knowbot is
effective out to a range of 1,000 feet, and if you leave the
Commune with City
range of the bond, the knowbot continues performing its last
Shutdown directed task until the spell expires.
Spell Descriptions Spell Lists. Sorcerer, Warlock, Wizard
The spells are presented in alphabetical order.
Find Vehicle
Commune with City
2nd-level conjuration (technomagic)
5th-level divination (ritual) (technomagic)
Casting Time: 10 minutes
Casting Time: 1 minute
Range: 30 feet
Range: Self
Component: V, S
Component: V, S
Duration: 8 hours
Duration: Instantaneous
You summon a spirit that assumes the form of a
You briefly become one with the city and gain knowledge of nonmilitary land vehicle of your choice, appearing in an
the surrounding area. Aboveground, this spell gives you unoccupied space within range. The vehicle has the statistics
knowledge of the area within 1 mile of you. In sewers and of a normal vehicle of its sort, though it is celestial, fey, or
other underground settings, you gain knowledge of the area fiendish (your choice in origin). The physical characteristics
within 600 feet of you. of the vehicle reflect its origin to some degree. For example, a
fiendish SUV might be jet black in color, with tinted windows
You instantly gain knowledge of up to three facts of your and a sinister-looking front grille.
choice about any of the following subjects as they relate to
the area. You have a supernatural bond with the conjured vehicle
that allows you to drive beyond your normal ability. While
Terrain and bodies of water
Prevalent buildings, plants, animals, or intelligent driving the conjured vehicle, you are considered proficient
creatures with vehicles of its type, and you add double your proficiency
Powerful (CR 1 or higher) celestials, fey, fiends, bonus to ability checks related to driving the vehicle. While
elementals, or undead. driving the vehicle, you can make any spell you cast that
Influences from other planes of existence targets only you also target the vehicle.
Electrical currents, wireless signals, and active transit
lines and tracks. 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.
CHAPTER 4. CHARACTER OPTIONS
76
You can't have more than one vehicle bonded by this spell at a Infallible Relay
time. As an action, you can release the vehicle from its bond
at any time, causing it to disappear. 1st-level divination (technomagic)
Casting Time: 1 minute
At Higher Levels. When you cast this spell using a spell Range: Self
slot of 3rd level or higher, you can conjure a nonmilitary Component: V, S, M (a mobile phone)
water vehicle large enough to carry six Medium creatures. Duration: Concentration, up to 10 minutes
When you cast this spell using a spell slot of 5th level or
higher, you can conjure a nonmilitary air vehicle large enough With this spell, you can target any creature with whom you
to carry ten Medium creatures. When you cast this spell have spoken previously, as long as the two of you are on the
using a spell slot of 7th level or higher, you can conjure any same plane of existence. When you cast the spell, the nearest
type of vehicle, subject to the GM's approval. functioning telephone or similar communications device
within 100 feet of the target begins to ring. If there is no
Spell Lists. Paladin, Sorcerer, Warlock, Wizard suitable device close enough to the target, the spell fails.
Haywire The target must make a successful Charisma saving throw
or be compelled to answer your call. Once the connection is
3rd-level enchantment (technomagic)
established, the call is crystal clear and cannot be dropped
Casting Time: 1 action
until the conversation has ended or the spell’s duration ends.
Range: 90 feet
You can end the conversation at any time, but a target must
Component: V, S
succeed on a Charisma saving throw to end the conversation.
Duration: Concentration, up to 1 minute
Spell Lists. Sorcerer, Warlock, Wizard
This spell plays havoc with electronic devices, making the
use of such devices all but impossible. Each electronic device Invisibility to Cameras
in a 10-foot-radius sphere centered on a point you choose
within range is subject to random behavior while it remains 3rd-level illusion (technomagic)
within the area. A device not held by a creature is Casting Time: 1 action
automatically affected. If an electronic device is held by a Range: 10 feet
creature, that creature must succeed on a Wisdom saving Component: V, S, M (a scrap of black paper)
throw or have the device affected by the spell. Duration: Concentration, up to 1 minute
At the start of each of your turns, roll a d6 for each affected Four creatures of your choice within range become
device to determine its behavior. Except where otherwise undetectable to electronic sensorss and cameras for the
indicated, that behavior lasts until the start of your next turn duration of the spell. Anything a target is wearing or carrying
while this spell is in effect. is likewise undetectable as long as it is on the target's person.
The targets remain visible to vision.
d6 Effect
1 The device shuts down and must be restarted. Do not Spell Lists. Sorcerer, Warlock, Wizard
roll again for this device until it is restarted. On / Off
2- The device does not function
4 Transmutation cantrip (technomagic)
5 The device experiences a power surge, causing an Casting Time: 1 action
Range: 60 feet
electric shock to the wielder (if any and one random Component: V, S
creature within 5 feet of the device. Each affected Duration: Instantaneous
creature must make a Dexterity saving throw against
your spell save DC, taking 6d6 lightning damage on a This cantrip allows you to activate or deactivate any
failed save, or half as much damage on a successful electronic device within range, as long as the device has a
one. clearly defined on or off function that can be easily accessed
6 The device is usable as normal. from the outside of the device. Any device that requires a
software- based shutdown sequence to activate or deactivate
At Higher Levels. When you cast this spell using a spell cannot be affected by on/off.
slot of 4th level or higher, the radius of the sphere affected by
the spell increases by 5 feet for each slot level above 3rd. Spell Lists. Sorcerer, Warlock, Wizard
Spell Lists. Sorcerer, Warlock, Wizard Protection from Ballistics
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Component: V, S, M (a shell casing)
Duration: Concentration, up to 10 minutes
This spell enchants the flesh of the target against the
impact of bullets. Until the spell ends, the target has
resistance to nonmagical ballistic damage.
Spell Lists. Sorcerer, Warlock, Wizard
CHAPTER 4. CHARACTER OPTIONS
77
Remote Access System Backdoor
1st-level transmutation (technomagic)
4th-level transmutation (technomagic)
Casting Time: 1 action
Casting Time: 1 minute
Range: 120 feet
Range: Touch
Component: V, S
Component: V, S, M (hacking tools)
Duration: 10 minutes Duration: Concentration, up to 1 hour
You can use any electronic device within range as if it were This spell allows you to bypass system security in order to
in your hands. This is not a telekinesis effect. Rather, this create a secure login on a foreign system. The login you
spell allows you to simulate a device's mechanical functions create allows you administrator-level privileges in any
electronically. You are able to access only functions that a computer system not enhanced through technomagic. The
person using the device manually would be able to access. login defeats any technomagic spells of 3rd level or lower.
You can use remote access with only one device at a time.
Once the duration of the spell expires, the login and all
Spell Lists. Sorcerer, Warlock, Wizard privileges are wiped from the system. System logs still show
the activity of the user, but the user identification cannot be
Shutdown found or traced.
5th-level transmutation (technomagic)
Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell
Range: 120 feet
slot of 5th level or higher, you are able to bypass technomagic
Component: V, S
spells if the spell’s level is equal to or less than the level of the
Duration: Concentration, up to 1 minute spell slot you used.
This spell shuts down all electronic devices within range Spell Lists. Sorcerer, Warlock, Wizard
that are not wielded by or under the direct control of a
creature. If an electronic device within range is used by a Trip
creature, that creature must succeed on a Constitution saving Conjuration cantrip
throw to prevent the device from being shut down. While the Casting Time: 1 action
spell remains active, no electronic device within range can be Range: 30 feet
started or restarted. Component: S
Duration: Instantaneous
Spell Lists. Sorcerer, Warlock, Wizard
You twist the fortunes of a Large or smaller creature you
Synchronicity can see within range causing it to misstep. The target must
4th-level enchantment
succeed on a Dexterity saving throw or be knocked prone.
Casting Time: 1 action
Range: Touch
This spell does not effect flying or hovering creatures.
Component: V, S
Spell Lists. Bard, Sorcerer, Warlock, Wizard
Duration: Concentration, up to 1 hour
The creature you touch feels reality subtly shifted to its
favor while this spell is in effect. The target isn't
inconvenienced by mundane delays of any sort. Traffic lights
are always green, there's always a waiting elevator, and a taxi
is always around the corner. The target can run at full speed
through dense crowds, and attacks of opportunity provoked
by the target's movement are made with disadvantage.
Synchronicity grants advantage to Dexterity (Stealth)
checks, since the target always finds a handy piece of cover
available. Additionally, the target has advantage on all ability
checks made to drive a vehicle.
In the event that two or more creatures under the effect of
synchronicity are attempting to avoid being inconvenienced
by each other, the creatures engage in a contest of Charisma
each time the effects of the spells would oppose each other.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
CHAPTER 4. CHARACTER OPTIONS
78
Chapter 5.
MODERN EQUIPMENT
Starting Equipment Wealth
The following rules present an alternative way to deal with
When you create your character, you receive equipment wealth in a modern world.
based on a combination of your class and background.
Alternatively, you can start with a dollar amount based on Characters have a Wealth score that reflects their total
your class and spend them on items from the lists in this buying power. This is a composite of income, credit rating,
chapter. See the Starting Wealth by Class table to determine and savings. Your wealth score serves as the measure of
how much money you have to spend. whether you can afford to purchase equipment and services.
Over the course of play, your Wealth will fluctuate as you
You decide how you character came by this starting purchase expensive items and increase as you earn rewards.
equipment. It might have been an inheritance, or goods that
the character purchased during his or her upbringing. You To determine a character's starting wealth score, roll
might have been equipped with a weapon, armor, and a 2d4 and add any bonuses granted by their background.
backpack as part of military service. You might even have
stolen your gear. A weapon could be a family heirloom, Your wealth can never fall below 0, and there is no upper
passed down from generation to generation until your limit on how high your wealth can climb.
character finally took up the mantle and followed in an
ancestor's adventureous footsteps. Since Wealth is an abstracted number bundling together
various real-world concepts, it can be difficult to determine
PLACE IMAGE HERE how financially well off you are. To get a general sense of how
financially solvent you are at any given time, check the
following table.
Wealth Financial Condition
0 Impoverished or Indebted
1-4 Struggling
5-10 Middle Class
11-15 Affluent
16-20 Wealthy
21-30 Rich
31 or higher Filthy Rich
Purchasing Equipment & Services
Wealth is used to determine what you can afford and what
gear you might reasonably have access to. Every object and
service has a Value, rather than an associated monetary cost.
Buying higher than your Wealth score
Any time you purchase an object or service with a Value
higher than your current wealth, your wealth goes down.
CHAPTER 5. MODERN EQUIPMENT
79
How much your Wealth is reduced depends on how You can only do this during play, not at character creation
expensive the object is. Compare the Value of the item to or between adventures. If you succeed, your Wealth score is
your current Wealth score and consult the table below to see unaffected, even if the object’s value is higher than your
how much your wealth will decrease if you choose to wealth score.
purchase the item.
Accumulating Wealth
Value Wealth Descrease
There are a number of ways to increase your Wealth score.
15 or higher 1 point
Selling Items
1-10 points higher than your Wealth 1 point
Adventuring may result in finding valuable items. One way to
11-15 points higher than your Wealth 1d6 points gain Wealth is selling such items.
16-20 points higher than your Wealth 2d6 points To sell something, you first need to determine its Value.
Assuming the object is undamaged and in working condition,
Along with this loss, any time you buy an object or service the sale value is equal to the object’s base Value (as if
with a Value rating of 15 or higher, you reduce your current purchased new) minus 3. A damaged object may have it's
Wealth score by an additional 1 point. Value reduced by as much as 10.
This means if you are purchasing something with a Value Selling an object provides equal to the amount of Wealth
less than your Wealth score, and with a Value less than 15, you would lose if you purchased an object with a Value equal
your Wealth is not reduced at all. The cost for the item is to the sale Value. If you sell an item with a Value of at least 21
considered to fall easily within your financial capabilities higher than your current Wealth, add an additional 1d6
without any noticeable effect. Wealth per 10 points above 20.
Your Wealth only goes down if you choose to buy the object You gain a Wealth increase of at least 1 whenever you sell
or service after the cost has been determined. If you choose an object with a sale Value of 15 or higher. If you sell an
not to buy the object or service, you can try again, but not object with a sale value less than or equal to your current
until you have spent a number of hours equal to the value of Wealth bonus, and that sale Value is 14 or lower, you gain
the object or service representing the time spent trying to nothing.
find a better price or circumstance.
You cannot legally sell restricted objects unless you are
You can't purchase an item that has a value that is more licensed to own them, and there are usually further
than 20 points higher than your current Wealth, nor can you distribution licenses required. You also cannot legally sell
successfully make a purchase that would reduce your Wealth objects that have been reported as stolen. Selling objects
lower than 0. illegally usually requires that you have contacts in the black
market, and reduces the sale Value by an additional 3.
For example, if a character has a Wealth score of 9
currently, and they wish to purchase an item with a Value of Selling an object takes a number of hours equal to the
6, they can do so entirely within their expenses and without normal Value of the item.
any Wealth loss. If the same character wanted to purchase an
item with a Value of 16, their Wealth would reduce by 2 Working
points (1 as it's Value is 1-10 points higher than their current
wealth, plus 1 as it's Value is higher than 15). If you are given a job by a patron, they will likely choose to
pay you directly. If so, the reward will be given a Value, and
Uncommon Goods & Services your Wealth score increases as if you sold an object of that
Value.
While common objects are readily available, buying less
common objects generally takes a number of hours equal to If your character is employed, they may be able to
the Value of the object or service, reflecting the time needed accumulate savings over time, which will translate to a
to locate the wanted materials and close the deal. Wealth increase. At the end of each month your character is
employed, roll a d20. If the result is greater than their current
Whether this is necessary is entirely dependent on the Wealth, their Wealth increases by 1. For every 10 points by
specific setting you are playing in and is down to GM which you exceed your current Wealth, you gain an additional
discretion. For example, in some settings guns are readily +1 to your Wealth score. Based on your job, the GM may
available, whereas in others they are more difficult to acquire. allow you to add an appropriate ability score bonus to the
check. Additionally, you may add your proficiency bonus to
On-Hand Objects the check if you are proficient in a skill or tool which is
appropriate to the job. For example, a history teacher may
In the modern world, most people have a lot of stuff - add their Intelligence or Charisma bonus to the check, and
probably a lot more than you’re going to write down on your would add their proficiency bonus if they are proficient in the
character sheet. These rules account for the mundane and History skill.
innocuous objects that most people have among their
possessions and avoids forcing every character to specifically
purchase such objects in order to employ them.
With the GM’s permission, you can roll a d20 and add your
current Wealth score to see if you have a mundane object on
hand, as long as the object has a value of 10 or lower. (The
GM determines the value for an object that’s not mentioned
in this document, using similarly priced objects as a guide.)
The DC for this check is equal to 10 + the object’s value.
CHAPTER 5. MODERN EQUIPMENT
80
Determining Value Currency Exchange Rates Value
10
The following table puts a rough monetary range for most DnD Dollar Amount
Value ratings players will come into contact with.
1 platinum $100
Values and Dollar Amounts 1 gold $10 3
1 electrum $5 3
Value Dollar Amount Value Dollar Amount
1 --- 26 $9,000-$11,999 1 silver $1 2
2 Less than $5 27 $12,000-$14,999 1 copper $0.50 2
3 $5-$11 28 $15,000-$19,999 Equipment Packs
4 $12-$19 29 $20,000-$27,499 The starting equipment you get from your class includes a
5 $20-$29 30 $27,500-$34,999 collection of useful adventuring gear, put together in a pack.
6 $30-$39 31 $35,000-$49,999 The modernized contents of these packs are listed here.
7 $40-$54 32 $50,000-$64,999
8 $55-$69 33 $65,000-$89,999 Burglar's Pack. Includes a backpack, a screwdriver, 5
9 $70-$89 34 $90,000-$119,999 glowsticks, a flashlight, a crowbar, a hammer, a
10 $90-$119 35 $120,000-$149,999 headlamp, 5 days rations, a lighter, and a water
11 $120-$149 36 $150,000-$199,999 bottle. The pack also has 50 feet of hempen rope
12 $150-$199 37 $200,000-$274,999 strapped to the side of it.
13 $200-$274 38 $275,000-$349,999
14 $275-$349 39 $350,000-$499,999 Diplomat's Pack. Includes a briefcase or satchel, a
15 $350-$499 40 $500,000-$649,999 set of fine clothes, 5 pens or pencils, a flashlight, a
16 $500-$649 41 $650,000-$899,999 small notebook (10 sheets of paper), a vial of
17 $650-$899 42 $900,000-$1,199,999 perfume, and a self-inking stamp.
18 $900-$1,199 43 $1,200,000-$1,499,999 Dungeoneer's Pack. Includes a backpack, a map, a
19 $1,200-$1,499 44 $1,500,000-$1,999,999 compass, a hammer, 10 pitons, 2 flashlights, a
20 $1,500-$1,999 45 $2,000,000-$274,999 tinderbox, 10 days of rations, binoculars, and a
21 $2,000-$2,749 46 $2,750,000-$3,499,999 hydroflask. The pack also has 50 feet of hempen
22 $2,750-$3,499 47 $3,500,000-$4,999,999 rope strapped to the side of it.
23 $3,500-$4,999 48 $5,000,000-$6,499,999 Entertainer's Pack. Includes a backpack or satchel, a
24 $5,000-$6,499 49 $6,500,000-$8,999,999 sleeping bag, 2 costumes, a flashlight, 5 days of
rations, a water bottle, and a disguise kit.
Explorer's Pack. Includes a backpack, a sleeping bag,
a mess kit, a lighter, a flashlight, 10 days of rations,
and a hydroflask. The pack also has 50 feet of
hempen rope strapped to the side of it.
25 $6,500-$8,999 50 $9,000,000-$11,999,999
Priest's Pack. Includes a backpack or satchel, a
blanket, a flashlight, a lighter, a tinderbox, an alms
Currency Exchange box, 2 blocks of incense, a censer, vestments, 2
days of rations, and a water bottle.
While gold bars, silver coins, copper pieces, and solid Scholar's Pack. Includes a backpack or satchel, a
platinum may work well as currency in a fantasy setting, they book on a scholarly subject, 5 pens or pencils, a
are ill-suited for a modern one. The Value system introduced small notebook (10 sheets of paper), and a
in this manual abstracts the real-world complexity of wealth hydroflask.
into an easy to understand system, however, this system
doesn't convert the currency values for items and spell
materials in the standard game.
For example, the spell Revivify requires the caster to
provide "diamonds worth 300 gp". How many dollars do you
need to spend to purchase 300 gp worth of diamonds? Using
this system, the 300 gp worth of diamonds becomes $3,000
worth of diamonds, which is a value rating of 22.
CHAPTER 5. MODERN EQUIPMENT
81
Tools
A tool helps you to do something you couldn't otherwise do.
Here are new modern tools you can use.
Tools Cost Weight
Item 12 8lb.
Kits 12 8lb.
Engineering kit 14 6lb.
Forensics kit 12 8lb.
Hacking tools 16 12lb.
Mechanic tools
Spy kit
Engineering Kit. This kit includes a soldering gun,
wires,
clips, wire cutters and various diagnostic
tools. Proficiency
with this kit lets you add your
proficiency bonus to any ability
check you make to
repair electrical devices and to disarm
planted
explosives.
Forensics Kit. This kit includes bindle paper, sterile
swabs, distilled water, evidence seals/tape,
footwear casting
materials, personal protective
equipment, test tubes and
various other tools for
collecting evidence at crime scenes
without
contaminating it. Proficiency with this kit lets you
add your proficiency bonus to any ability check you
make to
investigate any area or body considered as
a crime scene.
Hacking Tools. This kit contains the hardware and
software necessary to allow access into most
computer
systems and electronic devices such as
automatic port
scanning, banner grabbing,
footprinting, SQL Injection, web
application
vulnerability search, DDoS tools and data
sniffing.
Proficiency with hacking tools lets you add your
proficiency bonus to any Intelligence checks you
make to
connect to or make use of a computer
system or electronic
device. The kit fits snugly in a
backpack or toolbox. You might
need a computer, a
smartphone or a tablet to use some
elements of
this kit.
Mechanic Tools. This kit includes basic tools for
repairing
cars and motorcycles.
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.
CHAPTER 5. MODERN EQUIPMENT
82
Armor and Shields
Name Cost Armor Class (AC) Strength Stealth Weight Properties
Light Armor ---- ---- ---- ---- ---- ----
Leather Jacket 11 11 + DEX mod. ---- ---- 4 lb. ----
Undercover Vest 14 12 + DEX mod. ---- ---- 2 lb. BDR - 2
Undercover Shirt 15 13 + DEX mod. ---- ---- 3 lb. BDR - 2
Medium Armor ---- ---- ---- ---- ---- ----
Concealable Vest 16 13 + DEX mod. (max 2) ---- ---- 4 lb. BDR - 3
Light-Duty Vest 17 14 + DEX mod. (max 3) ---- ---- 8 lb. BDR - 3
Tactical Vest 18 15 + DEX mod. (max 2) STR 10 Disadvantag 10 lb. BDR Resistance
Heavy Armor ---- ---- ---- ---- ---- ----
Bulletproof Vest 18 15 STR 10 Disadvantage 15 lb. BDR Resistance
Plate Vest 19 17 STR 13 Disadvantage 10 lb. BDR & Slashing - 5
Tactical Plate Vest 20 18 STR 13 Disadvantage 20 lb. BDR & Slashing Resistance
Shield ---- ---- ---- ---- ---- ----
Makeshift Shield ---- + 1 ---- ---- ---- BDR - 1
Riot Shield 12 + 2 ---- ---- 6 lb. BDR - 3
Light Armor Heavy Armor
Made from thickly woven and sturdy materials, light armor Of all the armor categories, heavy armor offers the best
favors agile adventurers since it offers some protection and protection. These armors provide more coverage and defense
discretion without sacrificing mobility. than lighter armors, and are designed to reduce damage
significantly.
Leather Jacket. A heavy leather biker's jacket that offers
some protection. Bulletproof Vest. Built like the tactical vest, but
incorporating groin and neck protection as well as a light
Undercover Vest. Designed for deep undercover work in ceramic plate over the chest. This armor provides additional
which it is critical that the wearer not appear to be armed or protection in battles against armed opponents.
armored. This garment consists of a T-shirt with a band of
light protective Kevlar sewn in around the lower torso. Plate Vest. A modern body armor consisting of a jacket
with ceramic plates over a majority of the torso. This armor
Undercover Shirt. Covering a large area of the torso, this provides amble protection against ballistics, and sharp-edged
vest provides better protection than the light undercover shirt or pointed weapons.
-- but it's also more easily noticable.
Tactical Plate Vest. The most powerful protection
Medium Armor available is built into this durable suit, which consists of a
Medium armor offers more protection than light armor, but it heavy torso jacket with ceramic plates over the chest and
also impairs movement more. back, neck, and groin guards, and arm protection. Heavy and
cumbersome, this armor is generally only donned by tactical
Concealable Vest. Standard issue in many police forces. officers heading into a dangerous assault.
This vest provides maximum protection in a garment that can
be worn all day long under regular clothing. While it may go Variant: Plot Armor
unnoticed by a quick glance, it is usually visible to anyone You're the protagonist, right? Damn skippy you are! The very
looking closely for it. narrative structure of the universe itself protects you in battle.
Any armor can be used as plot armor (except shields). A
Light-duty Vest. A lightweight tactical vest designed for character wearing plot armor gains the benefits of the armor
extended use by riot police and forces on alert for potential they wear without having to physically wear the armor.
attack. This armor sacrifices a degree of protection for a
modicum of comfort -- at least compared to other tactical
body armors.
Tactical Vest. The standard body armor for police tactical
units. This vest provides full-torso protection in the toughest
flexible protective materials available.
CHAPTER 5. MODERN EQUIPMENT
83
Shields
A shield is made of a durable protective material and carried
in one hand. You can benefit from only one shield at a time.
Makeshift Shield. A makeshift shield is an impromptu
shield either found or rapidly crafted. Each time you are hit
with an attack, roll a d20. On a 10 or lower the makeshift
shield breaks or is damaged beyond use.
Riot Shield. A lighweight protective device deployed by
police and military organizations.
Getting Into and Out of Armor
The time it takes to don or doff armor depends on the
armor's category.
Don. This is the time it takes to put on armor. You benefit
from the armor's AC only if you take the time to don the
armor.
Doff. This is the time it takes to take off armor. If you have
help, reduce this time by half.
Donning and Doffing Armor Don Doff
Category
Light Armor 1 Action 1 Action
Medium Armor 1 Minute 30 seconds
Heavy Armor 5 Minutes 1 Minute
Shield 1 Action 1 Action
CHAPTER 5. MODERN EQUIPMENT
84
Weapons
Name Cost Damage Weight Properties
Simple Melee 2 lb. Versatile ( 1d8 )
2 lb. Light
Baseball Bat 8 1d6 bludgeoning 2 lb. Light, Special
Baton 7 1d6 bludgeoning 1 lb. Covert, Light
2 lb. Light
Baton, Stun 9 1d6 bludgeoning + 1d4 2 lb. Light, Thrown ( 20/60 )
lightning 2 lb. Light, Thrown ( 20/60 )
2 lb. Finesse, Light, Thrown ( 20/60 )
Brass Knuckles 5 1d4 bludgeoning 3 lb. Finesse, Light
2 lb. Finesse, Special, Versatile ( 2d4 )
Cleaver 5 1d4 slashing 1 lb. Covert, Finesse, Light
1 lb. Covert, Light, Special
Hatchet 6 1d6 slashing
2 lb. Covert, Light, Range ( 50/150 ), Reload 8
Hammer 5 1d4 bludgeoning 3 lb. Auto, Burst 2, Covert, Light, Range ( 50/150 ), Reload 8
Hunting Knife 6 1d4 piercing 3 lb. Range ( 40/120 ), Reload 6, Strength 11
8 lb. Range ( 100/250 ), Reload 2, Strength 11, Two-Handed
Machete 6 1d6 slashing 2 lb. Covert, Range ( 15/35 ), Special
Nunchaku 5 1d4 bludgeoing 6 lb. Reach, Two-Handed
10 lb. Heavy, Special, Two-Handed
Pocket Knife 5 1d4 piercing 3 lb. Versatile ( 1d10 )
10 lb. Heavy, Two-Handed
Stun Gun 7 1d4 lightning 3 lb. Finesse, Special
3 lb. Finesse, Reach
Simple Ranged
12 lb. Heavy, Range ( 40/120 ), Reload 6, Special, Strength 13, Two-
Pistol 15 1d4 force Handed
Pistol, 20 1d6 force 30 lb. Auto, Burst 2, Heavy, Range ( 100/300 ), Reload 12, Special,
Automatic Strength 15, Two-Handed
Revolver 17 1d8 force 20 lb. Auto, Burst 2, Range ( 100/300 ), Reload 8, Strength 13, Two-
Handed
Rifle, Hunting 18 1d10 force
8 lb. Auto, Burst 2, Range ( 100/200 ), Reload 6, Strength 12, Two-
Taser 9 1d4 lightning Handed
Martial Melee 8 lb. Range ( 150/600 ), Reload 2, Strength 12, Two-Handed
7 lb. Auto, Burst 1, Range ( 30/90 ), Reload 2, Strength 12, Two-
Chain 4 1d8 bludgeoning
Handed
Chainsaw 10 3d6 slashing 6 lb. Auto, Burst 2, Range ( 30/120 ), Light, Reload 10, Strength 14
Katana 9 1d8 slashing
Sledgehammer 6 2d6 bludgeoning
Sword Cane 9 1d8 slashing
Whip 7 1d4 slashing
Martial Ranged
Grenade 25 ---
Launcher
Machine Gun, 25 1d12 force
Heavy
Machine Gun, 23 1d10 force
Light
Rifle, Automatic 21 1d10 force
Rifle, Sniper 22 1d12 force
Shotgun 20 2d6 force
Submachine 20 1d6 force
Gun
CHAPTER 5. MODERN EQUIPMENT
85
Weapon Properties Special Weapons
Many weapons have special properties related to their use. This section describes weapons that have special rules or
require further explanation.
Auto. Weapons with this property can only fire in burst
mode. Baton, Stun. A stun baton has 5 charges. When you hit a
creature with a stun baton, you can choose to expend one
Burst. When you would make a ranged weapon attack with charge. When you do so, the target must make a DC10
a weapon with this property, you can instead spray a 10-foot- Constitution saving throw or be incapacitated. At the end of
cube area within range with shots, consuming ammunition each of its turns, the target can make another Constitution
equal to the burst number. Each creature in the area must saving throw. On a success, the effect ends on the target.
succeed on a Dexterity saving throw (DC = 8 + your attack
bonus) or take the weapon's normal damage. If the targeted Chainsaw. A chainsaw must be running to be used as a
area is beyond normal range but within long range, affected weapon, otherwise it is considered an improvised weapon.
targets have advantage on the save. Starting a chainsaw requires a bonus action. If you roll a
natural 1 on an attack roll with a chainsaw it is stalled until
Covert. You have advantage on Dexterity (Sleight of Hand) restarted.
checks to conceal this weapon.
Machine Gun, Heavy. The recoil of this weapon is difficult
Finesse. When making an attack with a finesse weapon, to control. A creature with a Strength of 12 or lower has
you use your choice of your Strength or Dexterity modifier for disadvantage on attack rolls with this weapon and must make
the attack and damage rolls. You must use the same modifier a DC 20 Strength saving throw or be knocked prone.
for both rolls.
Nunchaku. This weapon can be flourished any number of
Heavy. Small creatures have disadvantage on attack rolls times before making an attack. Each successful flourish adds
with heavy weapons. A heavy weapon's size and bulk make it a +1 to the attack roll. Immediately after each flourish, the
too large for a Small creature to use effectively. A Tiny GM can have you roll a d20. If you roll a 1, you fail and hit
creature is unable to use a heavy weapon at all. yourself with the nunchaku. With each successful flourish the
chance of failure increases by 1.
Light. A light weapon is small and easy to handle, making
it ideal for use when fightng with two weapons. Grenade Launcher. This weapon allows you to propel a
fragmentation, smoke or tear gas grenade up to 120 feet
Range. A weapon that can be used to make a ranged attack away. You can target a creature within 40 feet using a
has a range shown in parentheses after the ammunition or grenade
launcher. On a hit you deal 1d6 bludgeoning damage
thrown property. The range lists two numbers. The first is the to that
creature, and then the grenade effect occurs.
weapon's normal range in feet, and the second indicates the
weapon's maximum range. When attacking a target beyond Stun Gun. A creature hit by a Stun Gun takes 1d4
the normal range, you have disadvantage on the attack roll. lightning
damage and it must make a Constitution saving
You can't attack a target beyond the weapon's long range. throw (DC 15) or be paralyzed until the start of your next
turn. You can use your action in the following turns to deal
Reach. This weapon adds 5 feet to your reach when you 1d4 lightning
damage and maintain the target paralyzed for
attack with it. up to 4 turns.
The Taser must be recharged after five shots.
Reload. A weapon with the reload property can be fired a Sword Cane. This is a lightweight, concealed sword that
number of times, shown in parentheses, before needing to be hides its blade in the shaft of a walking stick or umbrella. A
reloaded. A character must then reload it using an action or a stowed sword cane can't be used as a weapon and is given
bonus action (your choice). You must have one free hand to the Covert property. Unsheathing the sword cane is a free
reload a firearm. action.
Special. A weapon with the special property has unusual Taser. A taser has 5 charges. When you hit a
creature with
rules governing its use, explained in the weapon's a taser, you can expend one charge. The
target must make a
description(see "Special Weapons" later in this section). Constitution saving throw (DC 10) or be
paralyzed until the
start of your next turn. The taser
must be recharged after
Strength. A weapon with the strength property has a heavy expending the last
charge.
kickback. While wielding it, you have disadvantage on attack
rolls unless you meet the Strength requirement. If the Silvered Weapons
weapon has the burst property, you must meet the Strength
requirement to use this feature. Some monsters that have immunity or resistance to
nonmagical weapons are susceptible to silver weapons, so
Thrown. If a weapon has the thrown property, you can cautious adventurers invest extra coin to plate their weapons
throw the weapon to make a ranged attack. If the weapon is a with silver. You can silver a single weapon for $500 (16 value
melee weapon, you use the same ability modifier for that rating). This cost represents not only the price of the silver,
attack roll and damage roll that you would use for a melee but the time and expertise needed to add silver to the weapon
attack with the weapon. without making it less effective.
Two-Handed. This weapon requires two hands to use.
Versatile. This weapon can be used with one or two hands.
A damage value in parentheses appears with the property--
the damage when the weapon is used with two hands to
make a melee attack.
CHAPTER 5. MODERN EQUIPMENT
86
Firearms Firearm Proficiencies by Class
The rules for firearms are described in this section. Class Firearm Proficiency
Artificer Simple
Ammunition Barbarian Simple, Martial
You can use a firearm to make a ranged weapon attack only if Bard Simple
you have ammunition to fire from the weapon. Each time you Cleric Simple, (Martial, if City or War Domain)
attack with the weapon you expend one piece of ammunition, Druid Hunting Rifle
unless stated otherwise. Reloading ammunition requires Fighter Simple, Martial
either an action or a bonus action (your choice). You must Monk Simple
have one free hand to reload a firearm. All firearm Paladin Simple, Martial
ammunition is destroyed upon use. If you use a firearm to Ranger Simple, Martial
make a melee attack, you treat the firearm as an improvised Rogue Simple, Semi-Auto Pistol, Sniper Rifle
weapon. Ammunition is specific to each firearm, unless the Sorcerer None
firearms have the same type of damage dice. For example, Warlock None, (Simple, if Hexblade or Pact of the Blade)
ammunition can be exchanged between a hunting rifle (d8) Wizard None
and an automatic rifle (d8), but not a sniper rifle (d12).
The cost of ammunition is determined by the damage die
of the weapon it is used for.
Ammunition Damage Dice Cost Rounds
d10 5 30
Damage Dice Cost Rounds
d4 3 50
d6 3 50 d12 6 10
d8 4 40
Special Ammunition
Certain ammunition can be purchased or modified to create
special ammunition. Special ammunition is available at a
GM's discretion. Special ammunition, unless otherwise
stated, costs 50 - 75% more than its non-special counterpart.
Breaching. Designed to destroy deadbolts, locks, or door
hinges, this ammunition deals double damage to doors and
others objects/structures.
Hollow Point. This ammunition deals an extra 1d10
bludgeoing damage to a creature or object it hits.
Incendiary Round. This ammunition is designed to fire a
large blast of flame. Each round deals an extra 1d10 fire
damage to a creature or object it hits.
Silvered Ammunition. You can silver ten pieces of
ammunition for $500 (16 value rating). This cost represents
not only the price of the silver, but the time and expertise
needed to add silver to the ammunition without making it
less effective.
Noise
A character using a firearm must be careful when choosing
to use it as all firearms create a loud noise when fired,
potentially alerting enemies or authorities. Many variables
come into play when determining how well a firearm can be
heard, such as distance, the environment, and surrounding
noise levels. It is at the GM’s discretion how well the noise of
a firearm is percieved.
CHAPTER 5. MODERN EQUIPMENT
87
Explosives When a creature enters the gas or starts its turn there, it
must make a DC 14 Constitution saving throw. The creature
The rules for explosives are describe in this section takes 2d6 poison damage on a failed save, or half as much
damage on a successful one. Additionally, on a failed save, the
Types of Explosives creature is poisoned while it is in the cloud. A creature
Flash. A non-lethal explosive device used to
temporarily wearing a gas mask automatically succeeds the saving throw.
disorient an enemy's senses. It is designed to
produce a
blinding flash of light and an intensely loud "bang"
without Mines
causing permanent injury.
Mines can be set to detonate when a creature comes within
Fragmentation. Fragmentation explosives are designed to up to 15 feet of it or paired with a remote detonator. As an
disperse lethal fragments upon detonation.
action, you can prime and set a mine on a surface you can
Incendiary. Incendiary explosives are designed to create a reach, which arms at the start of your next turn. When
fiery blast upon detonation.
detonated, each creature within 15 feet of it must make a DC
Smoke. Smoke explosives are used as ground-to-ground or 14 Dexterity saving throw.
ground-to-
air signaling devices, target or landing zone
marking devices, and to create a smoke-screen for Mine, Fragmentation
concealment.
Gas. Gas explosives are used to incapacitate and disorient by Fragmentation mines are designed to disperse lethal
releasing a toxic gas. fragments upon
detonation.
Grenades A creature within range of an exploding fragmentation
Grenades can be set to detonate on impact or with a timer mine takes 2d10 piercing damage on a failed save, or half as
that causes them to explode on initiative count 20 (losing all much as on a successful one.
initiative ties). As an action, you can prime and throw a
grenade at a point you can see within 30 feet + (your Strength Mine, Incendiary
modifier x 5).
Incendiary mines are designed to create a large fiery
Flashbang explosion upon detonation.
Each creature within 10 feet of an exploding flashbang must When detonated, the incendiary mine sets the ground in a
make a DC 14 Dexterity saving throw or be blinded and 15-foot radius ablaze for 1 minute. The fire ignites any
deafened until the end of their next turn. flammable objects in the area that aren’t being worn or
carried.
Fragmentation
When a creature enters the fire or starts its turn there, it
Each creature within 10 feet of an exploding fragmentation creature must make a DC 14 Dexterity saving throw. The
grenade must make a DC 14 Dexterity saving throw. A creature takes 1d8 bludgeoning damage + 2d8 fire damage
creature takes 2d10 piercing damage on a failed save, or half on a failed save, or half as much damage on a successful one.
as much damage on a successful one.
Mine, Smoke
Incendiary
When a smoke mine explodes, it fills the air in a 10-foot-
Each creature within 10 feet of an exploding incendiary radius sphere with smoke for 1 minute. The smoke spreads
grenade must make a DC 14 Dexterity saving throw. A around corners, and its area is heavily obscured. It lasts for 1
creature takes 2d8 fire damage on a failed save, or half as minute or until a wind of at least 10 miles per hour disperses
much damage on a successful one. it.
Smoke Mine, Gas
When a smoke grenade explodes, it fills the air in a 10-foot- When a gas mine explodes, it fills the air in a 10-foot-radius
radius sphere with smoke for 1 minute. The smoke spreads sphere with gas for 1 minute. The gas spreads around
around corners, and its area is heavily obscured. It lasts for 1 corners, and its area is heavily obscured. It lasts for 1 minute
minute or until a wind of at least 10 miles per hour disperses or until a wind of at least 10 miles per hour disperses it.
it.
When a creature enters the gas or starts its turn there, it
Gas must make a DC 14 Constitution saving throw. The creature
takes 2d6 poison damage on a failed save, or half as much
When a gas grenade explodes, it fills the air in a 10-foot- damage on a successful one. Additionally, on a failed save, the
radius sphere with gas for 1 minute. The gas spreads around creature is poisoned while it is in the cloud. A creature
corners, and its area is heavily obscured. It lasts for 1 minute wearing a gas mask automatically succeeds the saving throw.
or until a wind of at least 10 miles per hour disperses it.
CHAPTER 5. MODERN EQUIPMENT
88
Adventuring Gear
Adventuring Gear Cost Weight . Cost Weight
10 1 lb. 13 --
Item 4 -- Item 14 --
Acid (vial) Computer, smartphone 5 5 lb.
Airhorn 2 0.5 lb. Computer, tablet -- --
Ammunition 5 0.5 lb. Crowbar 13 1 lb.
Bullets (10) 8 -- Druidic focus -- --
Shells (10) 4 -- EMP device 7 --
Antitoxin (vial) 6 -- Engineering kit 6 2 lb.
Arcane focus 7 5 lb. Fake ID 5 3 lb.
Backpack 5 2 lb. Fire extinguisher 10 4 lb.
Bag 6 1 lb. First aid kit 4 1 lb.
Ball bearings (bag of 1,000 6 1 lb. Fishing tackle 4 --
Bandolier, ammo 2 -- Flashlight -- --
Bandolier, explosives 2 -- Flask or tankard 11 3 lb.
Battery 7 1 lb. Forensics kit 9 5 lb.
Bell 2 Gas mask 2 1 lb.
Binoculars 4 -- Ghillie suit 9 1 lb.
Blanket -- -- Glowsticks (5) 6 4 lb.
Blanket, emergency 4 -- GPS -- --
Book 2 -- Grappling hook 5 --
Bottle, glass 4 0.5 lb. Hacking tools 5 3 lb.
Bottle, plastic 7 2 lb. Hammer -- --
Box Magazine 5 -- Handcuffs -- --
Briefcase 5 2 lb. HDD (Hard Drive Disk) 5 0.5 lb.
Burner phone 12 1 lb. Headlamp 5 0.5 lb.
Caltrops (bag of 20) 13 2 lb. Holster, concealed -- --
Camcorder 2 -- Holster, hip 5 1 lb.
Camera 4 -- Holy symbol -- --
Candle, scented 2 -- Holy water (bottle) 9 25 lb.
Chain (10 feet) 3 0.5 lb. Hourglass 5 --
Chalk (1 piece) 11 12 lb. Hunting trap 13 1 lb.
Charger -- -- Hydroflask -- --
Climber's kit -- -- Infrared goggles 8 25 lb.
Clothes, common -- -- Jug (or pitcher) 2 --
Clothes, costume -- -- Ladder (10-foot) 4 1 lb.
Clothes, fine -- -- Lighter 2 --
Clothes, traveler's 6 -- Lock -- --
Compass 16 -- Magnifying glass 4 1 lb.
Component pouch 15 -- Mechanics tools 9 2 lb.
Computer, desktop Mess kit
Computer, laptop Metal detector
CHAPTER 5. MODERN EQUIPMENT
89
Item Cost Weight
Mirror, steel -- --
Notebook, small (10 sheets of paper) -- --
Oil (bottle) -- --
Padded case 6 5 lb.
Paper -- --
Pepper spray 5 0.5 lb.
Perfume (vial) -- --
Pick, miner's -- --
Piton -- --
Poison, basic (vial)
Pole (10-foot) 10 --
Pot, iron 3 7 lb.
Potion of healing -- --
Pouch -- --
Ram, portable 4 1 lb.
Rations (1 day) -- --
Rope, hempen (50 feet) -- --
Rope, paracord (50 feet) 5 10 lb.
Satchel 4 5 lb.
Scale, digital 6 --
Screwdriver 4 1 lb.
Shovel -- --
Signal flare 5 5 lb.
Signal jammer 4 0.5 lb.
Sleeping bag
SSD (Solid State Drive) 11 1 lb.
Speedloader 4 2 lb.
Spellbook -- --
Spy kit 4 0.5 lb.
Spike strip -- --
Stamp -- --
Stopwatch
Sunglasses 12 22 lb.
Tent, large -- --
Tent, single 3 0.5 lb.
Two-way radio 3 --
USB flash drive
Vial 11 10 lb.
Watch, wrist 7 3 lb.
Whistle 5 1 lb.
Zip-ties (bag of 20) 4 --
3 --
4 --
$ --
3 0.5 lb.
CHAPTER 5. MODERN EQUIPMENT
90
Magic Items of Healing Crystal of Health
The Masquerade
Same abilities as an Amulet of Health
Item Descriptions
Here is a list of magic items of various rarities that have been Neck Choker of Hill Giant Strength
reflavored for a modern setting.
Same abilities as a Belt of Hill Giant Strength
When reflavoring a magical items into a modern magical
item keep a few elements in mind: How prevalent are magic Siren Song Fender Bass Guitar
items in your campaign? How available are these items to the
average person in the Masquerade? What about these items Same abilities as a Siren Song Lyre
makes them magical? What or who has endowed these items
with the powers they contain? Girl Scout Thin Mint Cookies of
Heroism
Common Magic Items
Same abilities as a Potion of Heroism
Monster Energy Drink of Healing
Gaming Chip of Good Luck
Same abilities as a Potion of Healing
Same abilities as a Stone of Good Luck (Luckstone)
Magician's Tophat (exception: +2 bonus)
Same abilities as a Hat of Vermin Very Rare Magic Items
Barbara Doll Machete of Speed
Same abilities as a Talking Doll Same abilities as a Scimitar of Speed
Uncommon Magic Items Stop Sign Shield
Dope Sneakers of Elvenkind Same abilities as an Animated Shield
Same abilities as a Boots of Elvenkind "Hard Bodies: 6 Pack Abs in 48 hours!"
Oversized Hoodie of Protection Same abilities as a Manual of Gainful Exercise
Same abilities as a Cloak of Protection Legendary Magic Items
Bougie Gemstone Ring Tarot Deck of Many Things
Same abilities as an Elemental Gem Same abilities as a Deck of Many Things
Supreme Fanny Pack of Holding Lucky Hockey Stick
Same abilities as a Bag of Holding Same abilities as a Luck Blade
LED Flashlight of Revealing Oversized Anime Blade
Same abilities as a Lantern of Revealing Same abilities as a Vorpal Sword
Recorder of the Sewers Magic Item Pricing
Included below are some suggested values for differing
Same abilities as Pipes of the Sewers rarities of magical items. These values are based on already
existing suggested magic item prices.
Reading Glasses of Minute Seeing
Magic Item Rarity
Same abilities as Eyes of Minute Seeing
Rarity Character Level Value
Neck Choker of Mind Shielding 16 - 18
Common 1st or higher 18 - 24
Same abilities as a Ring of Mind Shielding 24 - 29
Uncommon 1st or higher 29 - 32
Boy Scout Sash of Useful Things 32 - 34
Rare 5th or higher
Same abilities as a Robe of Useful Things
Very Rare 7th or higher
Alchemy Hydroflask
Legendary 11th or higher
Same abilities as an Alchemy Jug
Rare Magic Items
Bag of 50 Flavors Jelly Beans
Same abilities as a Bag of Beans
CHAPTER 5. MODERN EQUIPMENT
91
Vehicles Mishaps
Roll on the Mishaps table when one of the following occurs to
Rules a vehicle while it’s in motion:
Rules for vehicles are summarized below.
The vehicle takes damage from a single source equal to or
Opportunity Attacks greater than its mishap threshold.
The vehicle fails an ability check (or its driver fails an
Vehicles provoke opportunity attacks as normal. When a ability check using the vehicle’s ability) by more than 5.
vehicle provokes an opportunity attack, the attacker can
target the vehicle or any creature riding on or inside it that If a mishap has a repair DC, the mishap can be ended by
doesn’t have total cover and is within reach. making repairs to the vehicle (see “Repairs” below).
Action Stations d20 Mishap Repair
DC
A creature can use an action of the station it’s occupying.
Once a creature uses a station’s action, that action can’t be 1-3 Engine Flare. Fire erupts from the engine and 15(Dex)
used again until the start of that creature’s next turn. Only engulfs the vehicle. Any creature that starts
one creature can occupy each station. its turn on or inside the vehicle takes 10
(3d6) fire damage until this mishap ends.
A creature not occupying an action station is either in a
passenger seat or clinging to the outside of the vehicle. It can 4-6 Locked Steering. The vehicle can move in a 15(Str)
take actions as normal. straight line only. It automatically fails
Dexterity checks and Dexterity saving
Driver's Seat throws until this mishap ends.
The driver's seat of a vehicle is a chair with a wheel, pedals, 7-9 Engine Rupture. The vehicle’s speed 15(Str)
and other controls. The driver's seat requires a driver to decreases by 30 feet until this mishap ends.
operate. A vehicle with no driver automatically fails Dexterity
saving throws. 10- Blinding Smoke. The vehicle fills with smoke 15(Dex)
12 and is heavily obscured until this mishap
A driver proficient with land vehicles can add its
proficiency bonus to ability checks and saving throws made ends. Any creature in the driver's seat is
using the vehicle's ability scores. blinded by the smoke.
Drive. While the vehicle's engine is on, the driver can use 13- Ugly Dent. The vehicle’s damage threshold is 15(Str)
an action to propel the vehicle up to its speed or bring the 15 reduced by 10 until this mishap ends.
vehicle to a dead stop. While the vehicle is moving, the driver
can steer it along any course. 16- Damaged Axle. The vehicle grinds and shakes 20(Dex)
18 uncontrollably. Until the mishap ends, the
If the driver is incapacitated, leaves the driver's seat, or
does nothing to alter the vehicle’s course and speed, the vehicle has disadvantage on all Dexterity
vehicle moves in the same direction and at the same speed as checks, and all ability checks and attack rolls
it did during the driver’s last turn until it hits an obstacle big made by creatures on or inside the vehicle
enough to stop it. have disadvantage.
Bonus Actions. As a bonus action the driver can do one of 19- Flip. The vehicle flips over, falls prone, and None
the following: 20 comes to a dead stop in an unoccupied
Start the vehicle's engine or shut it off. space. Any unsecured creature holding on to
Cause the vehicle to take the Dash or Disengage action the outside of the vehicle must succeed on
while the vehicle's engine is running. a DC 20 Strength saving throw or be thrown
off, landing prone in a random unoccupied
Front Passenger Seat space within 20 feet of the overturned
vehicle. Creatures inside the vehicle fall
The front passenger seat is a chair with a glove box, and prone and must succeed on a DC 15
access to the car navigation. The vehicle does not require a Strength saving throw or take 10 (3d6)
front passenger to operate. A vehicle with an missing or bludgeoning damage.
capacitated driver makes Dexterity saving throws with
disadvantage instead of automaticlally failing. Vehicular Exhaustion
The harsh conditions or extensive damage can cause a
A front passenger proficient with land vehicles can add its vehicle to stop functioning properly, until it eventually breaks
proficiency bonus to ability checks and saving throws made down. Such wear and tear can be represented using
using the vehicle's ability scores, if the driver is missing or exhaustion, as described in appendix A of the PHB, with
otherwise incapacitated. these modifications:
Fuel When a vehicle reaches exhaustion level 6, its hit points
A vehicle has a number of charges which determine the drop to 0, and the vehicle breaks down.
distance it can travel before needing to be refueled. A single The only way to remove the effects of exhaustion on a
charge is equivalent to 100 miles. vehicle is to repair the vehicle.
CHAPTER 5. MODERN EQUIPMENT
92
Repairs If this damage is less than the vehicle’s damage threshold, the
When a vehicle is damaged, suffers a mishap, or gains one or vehicle takes no damage from the crash.
more levels of exhaustion, a creature can attempt to make
repairs to the vehicle. The creature making the repairs must Regardless of whether or not the vehicle takes damage,
meet the following criteria: each creature on or inside the vehicle when it crashes must
make a DC 15 Strength saving throw, taking 1d6
The creature can’t operate the vehicle’s driver's seat or one bludgeoning damage for every 10 feet the vehicle moved
of its other stations while making repairs. since its last turn (maximum 20d6), or half as much damage
The creature must be within reach of the damaged area in on a successful save.
need of repair.
The creature must have the right tools for the job (smith’s Crashing into Creatures
tools or tinker’s tools, for example).
Before beginning repairs, a creature must decide whether A vehicle can crash into a creature by entering its space. The
the repairs are aimed at ending a mishap, removing a level of creature can use its reaction to attempt to get out of the
exhaustion, or restoring the damaged vehicle’s hit points. vehicle’s way, doing so and taking no damage with a
Each option is discussed below. successful DC 10 Dexterity saving throw. If the saving throw
fails, the vehicle slams into the creature and deals 1d6
End a Mishap bludgeoning damage to the creature for every 10 feet the
vehicle moved since its last turn (maximum 20d6).
A creature can use its action to make an ability check based
on the nature of the mishap (see the Mishaps table), with A vehicle that is at least two size categories bigger than the
disadvantage if the vehicle is moving. The creature adds its creature it crashed into can continue moving through that
proficiency bonus to the check if it’s proficient with the tools creature’s space if the vehicle has any movement left.
used to make the repairs. A successful check ends the Otherwise, the vehicle comes to a sudden stop, and each
mishap. A mishap with no repair DC can’t be repaired. creature on or inside the vehicle when it crashes must make
a DC 15 Strength saving throw, taking 1d6 bludgeoning
Remove Exhaustion damage for every 10 feet the vehicle moved since its last turn
(maximum 20d6), or half as much damage on a successful
If the vehicle has one or more levels of exhaustion, a creature save.
can spend 1 hour or more trying to reduce the vehicle’s
exhaustion level. The vehicle must be stationary, and the Falling
creature must have spare parts to make the necessary When a vehicle goes over a cliff or otherwise falls, the vehicle
repairs. After 1 hour of repair work, the creature makes a DC and all creatures on or inside it take damage from the fall as
15 Intelligence check, adding its proficiency bonus to the normal (1d6 bludgeoning damage per 10 feet fallen,
check if it’s proficient with the tools used to make repairs. If maximum 20d6) and land prone.
the check succeeds, the vehicle’s exhaustion level decreases
by 1. If the check fails, the vehicle’s exhaustion level remains
unchanged, though the repair can be attempted again using
the same replacement parts.
Restore Hit Points
If the vehicle has taken damage but has at least 1 hit point, a
creature can spend 1 hour or more trying to patch the body
and replace damaged parts. The vehicle must be stationary,
and the creature must have the spare parts to make the
necessary repairs.
After 1 hour of repair work, the creature makes a DC 15
Dexterity check, adding its proficiency bonus to the check if
it’s proficient with the tools used to make repairs. If the check
succeeds, the vehicle regains 2d4 + 2 hit points. If the check
fails, the vehicle regains no hit points, but the repair can be
attempted again using the same replacement parts.
Crashing
When a vehicle into something that could reasonably damage
it, such as an iron wall or another vehicle of its size or bigger,
the vehicle comes to a sudden stop and takes 1d6
bludgeoning damage for every 10 feet it moved since its last
turn (maximum 20d6). Whatever the vehicle struck takes the
same amount of damage.
CHAPTER 5. MODERN EQUIPMENT
93
Economy Car Slam. The Economy Car can move through the space of
any Medium or smaller creature. When it does, the
Large vehicle (4,000 lb.)
creature must succeed on a DC 13 Dexterity saving
Creature Capacity 1 crew, 4 passengers
throw or take 11 (2d10) bludgeoning damage and be
Cargo Capacity 600 lb.
knocked prone. If the creature was already prone, it
Armor Class 18 (16 while motionless)
takes an extra 11 (2d10) bludgeoning damage. This
Hit Points 60 (damage threshold 10, mishap threshold trait can’t be used against a particular creature more
20)
than once each turn.
Speed 100 ft.
Fuel Charges 4 Prone Deficiency. If the Economy Car rolls over and falls
prone, it can’t right itself and is incapacitated until
STR DEX CON INT WIS CHA flipped upright.
16(+3) 14(+2) 14(+2) 0 0 0
Action Stations
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Driver's Seat (Requires 1 crew and Grants Three-Quarters
Cover. Drive and steer the Economy Car.
frightened, paralyzed, petrified, poisoned, stunned,
unconscious Reactions
Juke. If the Economy Car is able to move, the driver can
use its reaction to grant the Economy Car advantage on
a Dexterity saving throw.
Motorcycle Prone Deficiency. If the Motorcycle rolls over and falls
prone, it can’t right itself and is incapacitated until
Medium vehicle (500 lb.)
flipped upright.
Creature Capacity 1 medium creature
Stunt. On its turn, the driver of the Motorcycle can
Cargo Capacity 100 lb.
expend 10 feet of movement to perform one free
Armor Class 20 (16 while motionless)
vehicle stunt, such as a wheelie or a burnout. Before
Hit Points 30 (damage threshold 5, mishap threshold the stunt can be performed, the Motorcycle must
10)
move at least 10 feet in a straight line. If the driver
Speed 120 ft.
succeeds on a DC 10 Dexterity check using the bike’s
Fuel Charges 2 Dexterity, the stunt is successful. Otherwise, the driver
is unable to perform the stunt and can’t attempt
STR DEX CON INT WIS CHA another stunt until the start of its next turn. If the
14(+2) 18(+4) 12(+1) 0 0 0 check fails by 5 or more, the Motorcycle and all
creatures riding it immediately fall prone as the bike
Damage Immunities poison, psychic wipes out and comes to a dead stop.
Condition Immunities blinded, charmed, deafened,
Action Stations
frightened, paralyzed, petrified, poisoned, stunned,
unconscious Driver's Seat (Requires 1 crew and Grants Three-Quarters
Cover. Drive and steer the Motorcycle.
Jump. If the Motorcycle moves at least 30 feet in a
straight line, it can clear a distance of up to 60 feet Reactions
when jumping over a chasm, ravine, or other gap. Each
foot it clears on the jump costs a foot of movement. Juke. If the Motorcycle is able to move, the driver can
use its reaction to grant the Motorcycle advantage on a
Dexterity saving throw.
CHAPTER 5. MODERN EQUIPMENT
94
Pickup Truck Slam. The Pickup Truck can move through the space of
any Medium or smaller creature. When it does, the
Huge vehicle (4,500 lb.)
creature must succeed on a DC 13 Dexterity saving
Creature Capacity 1 crew, 8 passengers
throw or take 11 (2d10) bludgeoning damage and be
Cargo Capacity 3000 lb.
knocked prone. If the creature was already prone, it
Armor Class 19 (16 while motionless)
takes an extra 11 (2d10) bludgeoning damage. This
Hit Points 120 (damage threshold 10, mishap trait can’t be used against a particular creature more
threshold 20)
than once each turn. Double the damage if the target is
Speed 80 ft.
an object or a structure.
Fuel Charges 3
Prone Deficiency. If the Pickup Truck rolls over and falls
STR DEX CON INT WIS CHA prone, it can’t right itself and is incapacitated until
18(+4) 10(+0) 18(+4) 0 0 0 flipped upright.
Damage Immunities poison, psychic Action Stations
Condition Immunities blinded, charmed, deafened,
Driver's Seat (Requires 1 crew and Grants Three-Quarters
frightened, paralyzed, petrified, poisoned, stunned, Cover. Drive and steer the Pickup Truck.
unconscious
Bus Heavy Slam. The Bus can move through the space of
any Huge or smaller creature. When it does, the
Gargantuan vehicle (25,000 lb.)
creature must succeed on a DC 13 Dexterity saving
Creature Capacity 1 crew, 70 passengers
throw or take 40 (8d8 + 4) bludgeoning damage and
Cargo Capacity 15,000 lb.
be knocked prone. If the creature was already prone, it
Armor Class 20 (18 while motionless)
takes an extra 11 (2d10) bludgeoning damage. This
Hit Points 240 (damage threshold 10, mishap trait can’t be used against a particular creature more
threshold 20)
than once each turn. Double the damage if the target is
Speed 60 ft.
an object or a structure.
Fuel Charges 1
Prone Deficiency. If the Bus rolls over and falls prone, it
STR DEX CON INT WIS CHA can’t right itself and is incapacitated until flipped
20(+5) 6(-2) 20(+5) upright.
00 0
Action Stations
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, Driver's Seat (Requires 1 crew and Grants Three-Quarters
Cover. Drive and steer the Bus.
frightened, paralyzed, petrified, poisoned, stunned,
unconscious
CHAPTER 5. MODERN EQUIPMENT
95
Chapter 6.
ADDITIONAL MECHANICS
Electronic Devices Degrade Programming
Tech Categories A character can try to destroy or alter applications on an
At the GM’s discretion, all electronic devices fall into one or electronic device to make use of that device harder or
more of the following categories: impossible. There're three possible actions related to this:
Functional. Electronics built to serve mostly one purpose: Crashing a Device. This simply shuts down the device.
It’s
Lights, stereos, calculators, lawn mowers, etc... possible to restart the device in 1 minute without
making a
skill check.
Communication. Electronics built for purposes of
communicating over distance: Phones, radio, bluetooth, wi-fi, Damage Programming. This imposes disadvantage on
all
networks, etc... Intelligence checks made with the device until its
repaired.
Monitoring. Electronics built for surveillance and security Destroy Programming. This make the device unusable
purposes: Security cameras, motion sensors, GPS, card until the programming is repaired.
readers, fingerprint scanners, etc…
Degrade Programming DC Time
Storage. Electronics built for the purpose of storing
information: Hard drives, flash drives, floppy disks, etc… Crash Device 10 1 minute
Damage Programming 15 10 minutes
Bypass Device Security Destroy Programming 20 10 minutes
Most electronic devices are protected by a security program
intended to defend the device from being hacked. A character This process requires your concentration. If your
can make an Intelligence check to attempt to disable the concentration is broken, the attempt fails and the application
security system to gain access to the device. The character or electronic device is not altered or destroyed.
may add their proficiency bonus to this check if they use
hacking tools and are proficient with them. File Search
Whenever a character is using an electronic device such as a
The DC for this check is determined by the quality of the computer, smartphone or tablet to find files or data in an
security
program installed, as shown in the table below. unfamiliar network it can make an Intelligence (Investigation)
check. The DC and the time for finding a file vary depending
Security Level DC on the size of the network, as shown in the table below.
Minimum 15
Average 20 Network Size DC Time
Exceptional 25
Personal Computer 10 1 round
Maximum 30 Small Office Network 15 2 rounds
If the check is failed, make a DC 20 Intelligence saving Large Office Network 20 1 minute
throw. On a success, the system does not trigger an alarm or
trap, and the character can make another attempt to bypass Massive Corporation Network 25 10 minutes
the device's security system. On a failure, the device's security
system triggers a warning or trap (if any), and the character If the character succeeds on the check, the file is found. On
loses access to the device and can not attempt to bypass it's a failure, the file is not found and it must make another check
security program again for 24 hours. to search it again. After 1 failed attempt, the character has
1d4 more failed attempts before the security system denies
them further acess the system.
CHAPTER 6. ADDITIONAL MECHANICS
96
Operate Remote Device Additional Hacking Actions
If a character has access to a controller that operates a
remote device, it can either shut them off or change their There are two additional actions you can make to hack into a
operating
parameters. The DC depends on the nature of the site:
operation.
Covering Tracks. Spending 1 minute, you can make an
Type of Operation DC Time Intelligence check (DC 20) using the hacking tools to alter
your identifying information. Doing this imposes
Shut down a passive remote device (including 20 1 disadvantage to the Intelligence check made by the
cameras and door locks) round administrator to identify you.
Shut down an active remote device (including 25 2 Accessing Through Internet. If you are not able to access
motion detectors and alarms) rounds the device physically, you must find the address making an
Intelligence (Investigation) check first, and then defeat the
Reset the remote device parameters 25 1 device security (if any). The DC for the Intelligence
minute (Investigation) check is determined by the GM.
Change remote device passcodes 25 1
minute
If the check is failed, make a DC 25 Intelligence saving
throw. On a success, the system does not trigger an alarm
or trap, and the character can make another attempt to
operate the remote device. On a failure, the device's security
system triggers a warning or trap (if any), and the character
loses access to the device and can not attempt to operate it
again for 24 hours.
CHAPTER 6. ADDITIONAL MECHANICS
97
Addiction Recovery
character, both before and during play.
Designed by Brennan Lee Mulligan and Joe DeSimone, Co-
Founder of The Academy of Games based on consultancy Whenever a PC encounters one of their Sobriety Triggers,
provided by Joe DeSimone and Seosamh Lily they roll their Sobriety Die. If they roll a 2 or higher, they
maintain their current Sobriety Die. If they roll a 1 on their
CONTENT WARNING die, their Sobriety Die drops down to the next largest die type
(e.g. Sarah rolls her Sobriety Die of a d12 - she has worked
The game system below discusses and addresses hard on her sobriety over the campaign - but still rolls a 1.
addiction, recovery, sobriety, and relapse. She is able to resist the temptation of relapsing but this
causes her great distress. As such, her Sobriety Die becomes
A Quick Note: a d10). If a character is currently at a d4 Sobriety Die and
rolls a 1, that represents the beginning of a relapse event. In
'Why a Game System?: In our early conversations that event, a GM should take their cues from the player about
with addiction sensitivity consultants before how that relapse occurs and give the player as much agency
recording TUC2, Dimension 20 asked “Should the as possible. Relapse events may be roleplayed or portrayed as
recovery of Player Characters be handled strictly a fade to black with the aftermath portrayed or otherwise
narratively or be systematized?” Our consultants communicated by the player, however is most comfortable for
recommended the creation of a game system to them and the group at large.
help underline and reinforce a couple important
aspects of recovery: specifically, that we shouldn’t Downtime
depict relapse as a “choice”, narrative or otherwise; While using this system, a GM should make sure to include
and that, in a world where struggle is generally regular periods of Downtime so that PCs in recovery may
handled by rolling dice, it may be more responsible have opportunities to work on their sobriety. During periods
and accurate to depict characters’ relationship with of Downtime, a GM should offer PCs, both those in recovery
addiction and recovery in that same vein.' and those not, the opportunity to describe what their
characters will be focusing on during Downtime. Downtime
Sobriety Dice activities may include anything the group deems appropriate
A character in recovery will have a Sobriety Die that for their characters and the setting, but some sample
represents the amount of stress their sobriety is currently activities include training, therapy, reconnecting with friends
under, whether from within or without. The strength of a and family, and developing new relationships or skills.
character’s sobriety at any given time is represented by the
size of their Sobriety Die. For instance, a character with a A PC in recovery may always choose to use this Downtime
Sobriety Die of d4, the lowest die used in this mechanic, to work on their sobriety. They may do this through means
would be deeply struggling with their sobriety and may be at such as attending meetings, engaging in activities to improve
immediate risk of relapse. Characters may also have a d6, a their mental health and emotional well-being, and otherwise
d8, a d10, a d12, all the way up to a d20. As the Sobriety Die generally dedicating themselves to their recovery. These
size grows, so does their progress in recovery. activities should be generated by the player, as to give them
Sobriety Triggers ultimate narrative freedom over their character’s recovery,
Players who want to use this system to represent their but this can also be a group process. A PC that chooses to
character’s recovery will come up with a list of Sobriety use their Downtime in this way automatically improves their
Triggers for their character. The list can be as long or as short Sobriety Die by one die type. Characters who had previously
as you’d like and should reflect the individual struggles of the relapsed or who were not otherwise sober may use their
character. Some characters may have very straightforward Downtime period to enter or re-enter recovery, starting with a
triggers, such as the presence of their preferred addictive d4 Sobriety Die.
substance (e.g. a character struggling with alcoholism may
have “People drinking alcohol nearby” as a Sobriety Trigger). All PCs, including those in recovery, may also choose to
Sobriety Triggers can likewise be personal and emotional, use this Downtime in other ways - Researching Spells and
such as feelings of isolation or abandonment, a particular Magic Items, Creating or Maintaining a Stronghold, making
toxic relationship, or familiar locations or times of year. Any Investigation or Arcana checks, etc. If a PC chooses to
given character will likely possess a combination of prioritize other pursuits during Downtime in this way, they
straightforward and more abstract Sobriety Triggers. are not necessarily in immediate danger of relapse, but their
Regardless of the specifics, the player should have the final Sobriety Die will drop by one die type to the next highest
authority on their character’s specific Sobriety Triggers. A level. The purpose of this Downtime Mechanic is to
GM can absolutely help a player craft their list of Sobriety acknowledge the very real opportunity cost of recovery, and
Triggers should the player desire, and a GM may also help a to reflect the very real sacrifices of time, effort, and diligence
player by pointing out the possible presence of a Sobriety it takes for people to maintain their sobriety. Note: A PC in
Trigger in a scene. That said, a player has final authority as to recovery should absolutely be afforded regular, non-
what specifically constitutes a Sobriety Trigger for their Downtime opportunities to Research Spells and build
Strongholds, but those should once-again be handled
CHAPTER 6. ADDITIONAL MECHANICS separately than the Downtime system outlined here. This
system is also meant to represent the degree to which
98 recovery is rarely static: Your Sobriety Die either increases or
decreases during Downtime, as Sobriety is not something
that can or should be taken for granted.
Breaking the Law 1d100 Arrival Time
1-10 Immediately
All cities are built upon a code of laws that determine how 11-22 1 round after 1st turn
they are governed. Many of these laws are explicitly made to 23-35 2 rounds after 1st turn
combat criminal behavior. It is likely that player characters 36-50 3 rounds after 1st turn
prone to slaughter and plunder will eventually run afoul of 51-65 4 rounds after 1st turn
the law. Characters charged with committing a crime may 66-78 5 rounds after 1st turn
have character witnesses speak on their behalf if they have 79-89 1 minute after 1st turn
made connections with influential NPCs. 90-100 2 minutes after 1st turn
Misdemeanor Crimes Police Statistics
Misdemeanor offenses may result in a character being To create a quick and easy stat block for a police officer, use
arrested, cited, and eventually released with orders to appear the standard "Guard" stat block. Replace the guard's spear
in court at a later date. with a pistol, taser, and baton, and their leather armor for a
bulletproof vest. Officers will also carry a shotgun in the
Characters arrested and charged with a misdemeanor may trunk of their vehicle (Economy Car). All weapons and armor
be sentenced to such punishments as community service, listed are detailed in the Weapons and Armor portions of the
short-term imprisonment, or fines. Modern Equipment section of this handbook.
Felony Crimes The Arrest Process
How the police in your campaign react to criminal activities
Felony offenses will often result in a character being arrested, will vary depending on the form of government and the
taken into police custody, booked, charged for their crimes, severity of the crime committed. Below is a general process
and potentially denied bail and imprisoned. for how you might go about arresting your player characters.
Characters arrested and charged with a felony crimes may Before Arrest
be sentenced with severe punishments such as years of
imprisonment, or death. The police may perform a "pat-down" to determine if a
character is concealing a weapon. A Dexterity (Sleight of
Arresting Characters Hand) check can be made to effectively conceal a weapon or
Authorities are quick to arrest any characters suspected of or item from a "pat-down". An arrest will often result in a full
engaged in criminal activities. search of a character's person.
You can handle the process of arresting your characters After Arrest
several ways.
The police will ask for basic information (name, address, age)
You can roleplay the encounter with the arresting officers, and will fingerprint and photograph the player characters.
with the characters choosing to either resist arrest or
cooperate. One benefit of this approach is the characters Being Booked
having a chance at being able to escape arrest either by
talking their way out of being arrested or through some other Charges, detailed in a police report, must be brought against
means. the character(s) within 48-72 hours, or they are released from
police custody.
The other method is to inform the players of their
characters arrest, detailing the process by which they are Arraignment
arrested, booked, and detained. This method eschews
roleplay for a speedy process. The character may be able to The charges against the characters are read aloud in court.
influence the result of their arrest using skill checks to Characters are asked to plead, "Guilty" or "Not Guilty". They
mitigate the consequences of their actions. may also plead, "No Contest", which implies the charges are
correct but is not seen as an admission of guilt.
Police Arrival Time
Posting Bail
When traveling over distance, police arrival times can vary
depending on the type of crime reported. Characters may be able to get out of jail after their arrest and
before their trial, by posting bail, paying money to the court to
Crime Arrival Time enture that they'll make future court appearances. The
money is refunded if the character appears in court.
Violence 5 to 10 minutes Otherwise, a warrant is issued for the characters arrest.
Robbery 5 to 10 minutes
Theft 10 minutes to 1 hour
Active Shooter 3 minutes
Nearby police officers, such as those who patrol areas
where large groups of people congregate, will arrive relatively
quickly. Roll on the table below to determine a spontaneous
arrival time for nearby police officers.
CHAPTER 6. ADDITIONAL MECHANICS
99
Tiny Character Rules Weapons
Tiny creatures range in height from 6 inches to 2 feet tall, and You can wield weapons crafted specifically for Tiny
require a unique set of rules as compared to conventional creatures. These weapons deal 1d4 less damage than
DnD races. their normal-sized counterparts (this can't reduce the
damage below 1). Per the spell effect of the "Reduce"
The Rules as Written sub-section is a set of rules drawn option of the Enlarge/Reduce spell which also reduces a
directly from the PHB and the DMG. These are rules which, creature's weapon to match it's new size. The reduced
by how they are written, explicitly apply to Tiny creatures. weapon deals 1d4 less damage. (PHB, p. 237)
You have disadvantage on attack rolls with normal-sized
The Rules as Intended, or Implied sub-section is a set of weapons, unless they have the light property. These
rules which, while not explicitly stated in the PHB or DMG, weapons gain the two-handed property and lose the light
are intended or implied, based on existing rules, conventions, property. Per the Heavy weapon property giving Small
and common sense. creatures disadvantage on attack rolls with heavy
weapons. Normal-sized weapons, without the light
All rules are provided in their definitive form. property, can be considered as heavy weapons for a Tiny
creature. Light weapons are reasonably wieldable, but due
Size, Strength, & Weapons to their size and bulk require two hands to use effectively.
(PHB, p. 147)
Rules as Written You are unable to use normal-sized weapons with the
Carrying Capacity heavy property. Per the Heavy weapon property giving
Small creatures disadvantage on attack rolls with heavy
Your carrying capacity is your Strength score multiplied weapons. It is reasonable that a Tiny creature would be
by 15, then halved. "...Tiny creatures can carry less... For a unable to wield a heavy normal-sized weapon. (PHB, p.
Tiny creature, halve these weights." (PHB, p. 176) 147)
Push, Drag, or Lift Armor and Goods
You can push, drag, or lift a weight in pounds up to twice You can only wear armor and shields made for Tiny
your carrying capacity (or 15 times your Strength score). creatures. Armor, clothing, and similar items that are
While pushing or dragging weight in excess of your made to be worn by larger creatures, can be altered to be
carrying capacity, your speed drops to 5 feet."...Tiny made wearable. The cost for such work varies from 10 to
creatures can carry less... For a Tiny creature, halve these 40 percent of the market price of the item (roll 1d4 x 10 to
weights." (PHB, p. 176) determine the cost increase (or decrease)). While this is a
variant rule provided in the PHB, it is still an official rule
Grapple option that addresses any disparities in wearable items
between characters of disparate sizes. (PHB, p. 144)
You cannot grapple Medium or larger creatures. "The Movement, Position, & Cover
target of your grapple must be no more than one size
larger than you, and it must be within your reach." (PHB, Rules as Written
p. 195) Spacing
Shove You occupy a 2.5 x 2.5 ft space."The Size Categories table
shows how much space a creature of a particular size
You cannot shove a Medium or larger creature. "The controls in combat." (PHB, p. 191)
target of your shove must be no more than one size larger You can occupy the same space (5 ft x 5 ft) as three other
than you, and it must be within your reach." (PHB, p. 195) Tiny creatures. "A creature's size determines how much
space it occupies on squares or hexes, as shown in the
Food and Water Creature Size and Space table." (DMG, p. 251)
You require 1/4 the food and water of a Small or Medium Movement
creature. Food and Water Needs chart. (DMG, p. 111)
You can move through a Medium or larger Hostile
Rules as Intended/Implied creature's space, as difficult terrain. "You can move
Strength through a Hostile creature’s space only if the creature is at
least two sizes larger or smaller than you." (PHB, p. 191)
You have disadvantage on Strength checks and Strength
saving throws.
Per the spell effect of the "Reduce" option
of the Enlarge/Reduce spell which reduces a creature by
one size category, i.e., Medium to Small, and Small to
Tiny. A Tiny creature would likely come under this rule as
it's size heavily implies that it cannot reasonably provide
the same strength as a Small or larger creature. (PHB, p.
237)
TCiHnyAPTlaEyeRr 6C.hAaDraDcItTerIORNuAleLs MECHANICS
100