Preface

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

This manual is a living document and is subject to changes and alterations.

Currently, best viewed using Google Chrome.

PREFACE

Introduction

Using This Manual

This manual is divided into three parts.

Part 1 includes information on races, subclases, backgrounds, equipment, and spells that players can choose when creating their characters. All materials are, of course, allowed at the discretion of every individual GM.

Part 2 is provided for Game Masters. This section contains various setting details that could aid a Game Master in running an urban fantasy campaign set in a setting they created or an existing urban setting, e.g., London, New York, Los Angeles, or Rome.

Part 3 covers various types of genre adventures that a GM can run in a modern setting. Various tips and advice are provided to inspire and help GMs prepare adventures that fit the setting.

Balance

While some of the materials included in this manual have been reviewed and revised, others have not. I have tried to ensure that the materials provided in this collection are as balanced as possible by drawing from sources that have been critiqued, play-tested, and revised, and by including materials that were strongly based on the existing mechanics of the core game.

Tips for GMs

Item Availability

  • Almost anything can be purchased or sold in most modern settings, either by finding and ordering the items through the internet or by searching in specialty stores. While items may be available, they may not necessarily be available at any time. Some items may require the player characters to wait several days for their arrival.
  • Illegal and dangerous items are usually difficult to find. A handgun may be easy to find and purchase; a flamethrower less so. Player characters with connections to criminal factions may be able to attain these types of items with more ease.

Technology

  • Avoid limiting modern technology. It will be tempting to limit your players use of technology. Cell phones, GPS, vehicles, firearms, and the internet are powerful tools that your players will certainly use to solve many of the situations you present them. This is okay. Your players are using the tools available to them to solve problems. Reserve limiting the effectiveness of technology for very special and dramatic moments in your campaign.
  • Technology is a double-edged sword. Modern technology shares many of the same benefits as the powerful magical items you would see in high-level D&D. While your players may indeed have these items at lower levels, so will their enemies. Your player characters have guns? The enemies have them too. Your PCs make post incriminationg evidence on social media about an evil organization? That organization tracks them using the GPS on their phones.
  • Use technology to tell your story. Make sure to use technology to your own advantage as a Game Master. If you want to nudge your player characters in a specific direction have an NPC ally call them and give them new information. Are your PCs split up throughout a large city? Let them call each other and meet up at a specific location. Want to present your villain as a no nonsense bureaucrat? Give them a social media presence that reflects their personality.

Player Engagement

  • Players with characters that are invested in your setting will have more to engage them. As your players flesh out their characters' backgrounds, encourage them to establish roots in your world. Characters who own property in a settlement; who are members of local societies; or have family living in your setting have something to invest in.
  • Consistently tie-in the character's lives to the adventure you are running. Characters have significant reason to become involved in adventures they have personal investment in. Consistently connecting their backstories to the adventure also gives you ample opportunity to involve them in the story.

Start Small

  • The world is as large as you can imagine, the process of creating a believeable world for your players to adventure in can wind up being a herculean task if you allow it. It is easy to become bogged down in the large-scale details of your world; details which may not become relevant for weeks, months, years, or even ever. Have an outline for the large-scale details, but focus on the small details of your world, the ones which your player characters will interact with most. You can waste a lot of time preparing 6 fully detailed cities for your players to explore only for them to never leave the one they first began in.

Prepare General Details

  • You can't plan for everything. You players will surprise you at every turn, and improvising something you don't have prepared is difficult for even the greatest of GM's, so having even the most general of details prepared can be extremely helpful when these situations arise. Prepare using broad details instead of delving too deep into specifics. Use bullet points to note only the most important features. If there comes a time where you don't have a specific detail prepared, you can improvise and build on the general details you do have.

INTRODUCTION

Chapter 1: Races

The races included in this manual are racial suggestions for players in my own homebrew campaign, and are not intended as definitive options for a modern setting. They instead serve as options for players on races that can easily fit into the lore and history of my personal homebrew world. The race descriptions, as such, are presented to assist players when building their character's backstory.

If you wish to play a race not listed below speak with your DM.


Aasimar

Children of angels, aasimar bear within their souls the light of the heavens. With this light they journey throughout the world as strident foes of evil; righting wrongs and trying to bring some semblance of law and good to a chaotic and unforgiving world.

Each aasimar is born with a purpose: to serve as a champion of all that is good, receiving visions and guidance from their celestial progenitors through dreams and visions. While many aasimar willingly take up the responsibilities bestowed upon them, some have wandered from their path, choosing instead to ignore the dreams of their bloodline and take up less than angelic pursuits.

Aasimar tend to embrace the lighter aspects of this world, becoming nurses, philanthropists, first-responders, and everyday saints.

This race uses Aasimar stats (Source: Player's Handbook).

Bugbear

Nightmarish creatures of folklore and legend, bugbears are a frightening race of humanoid rarely seen in broad daylight. Great hairy bear-like creatures with unnaturally elongated limbs, the visage of a bugbear can evoke intense terror in those caught unprepared.

With their preternatural stealth and disturbing appearance, bugbears prefer to operate at night, scavenging a living for themselves in whatever way they can find.

This race uses Bugbear traits and stats (Source: Volo's Guide to Monsters).

Centaur

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

This race uses Centaur traits and stats (Source: Mythic Odysseys of Theros).

RACES

Work in Progress

Construct

A construct is a being brought to life, a vassel for an already living creature, or a sentient weapon...
Ability Score Increase. Your Constitution score increases by 2.
Age.
Alignment.
Armored Casing. You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.
Sentry’s Rest. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you aren’t unconscious.
True Life. If the mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

In addition, your creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, and spare the dying.
Construct. Your creature type is Construct.
Languages. You can speak, read, and write Common, and one language of your choice.

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



Homunculus

Size. Your size is Tiny.
Speed. Your base walking speed is 20 feet.
Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Living Doll

Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
False Appearance. When you remain motionless, you are indistinguishable from a normal doll.
Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

Golem

Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Hardened Punch. Your fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal bludgeoning damage equal to 1d6 + your Strength modifier.

RACES

Elf

Elves are a magical people of otherworldly grace and ethereal beauty. They are magical beings from the Feywilds, a mutualistic reality that long ago latched on to this reality. The community of elves who do choose to live in this reality jealously conceal the few entrances into the Feywilds.

Elves love art and artistry, music and poetry, magic and riches, and the many luxuries of modern life. Elves can live well over 700 years, and will often accrue knowledge, riches, and wealth over the centuries that affords them a place in high society and among the uber-rich. The oldest elf families of this world give new meaning to the term 'Old Money'.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night
sky, you have superior vision in dark and dim
conditions. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as
if it were dim light. You can't discern color in
darkness, only shades of gray.
Fey Ancestry. You have advantage on saving
throws against being charmed, and magic
can't put you to sleep.
Trance. Elves do not sleep. Instead they
meditate deeply, remaining semi-conscious,
for 4 hours a day. The Common word for
this meditation is "trance". While
meditating, you dream after a fashion;
such dreams are actually mental
exercises that have become reflexive
after years of practice. After resting
in this way, you gain the same benefit
a human would from 8 hours of sleep.
Keen Senses. You have proficiency
in the Perception skill.
Languages. You can speak, read, and
write Common and Elven.


City Elf

Your heritage as an urban-dwelling elf grants you a number of traits. Compared to their high elven brothers, city elves tend to apply their intellect towards street-smarts and maintaining a low-profile rather than towards the arcane arts.
Ability Score Increase. Your Intelligence scr increases by 1.
Agile Climber. You have a climbing speed of 30 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your climbing speed if you are encumbered.)
Urban Camouflage. You have advantage on Dexterity (Stealth) checks to hide in urban terrain such as crowds, smoke, structures, and other urban features.
City Elf Names. City Elves, as an oppressed people struggling with preserving their heritage or adapting to their situation, typically name their children using High Elven names or names from the dominant culture of the city they were born in.

RACES

Fairy

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

Butterfly

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

Dragonfly

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

Moth

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


Beetle

Ability Score Increase. Your Constitution score increases by 1.
Beetle's Carapace. While you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier + your Constitution modifier. A shield's benefits apply as normal.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


RACES


Gnome

Lively and eager, gnomes exude a love of life and learning. Of the Fey-folk, gnomes have taken exceptionally well to the technological advances of modern society. Magical engineers and alchemical chemists; gnomes throw themselves into their work pushing the boundaries of current technology and magic.

Gnomes are credited with creating all sorts of remarkable feats of magical engineering: body-altering drugs, tech enchantments, and even magical modern weapons.

This race uses Gnome traits and stats (Source: Player's Handbook).

Golem (Warforged)

Creatures of Jewish folklore, golems are beings crafted of clay or mud, brought to life with holy scripture. The scripture, placed in their mouth, defines the intended purpose of these golems. Very few exist today, but those who do remain have certainly never strayed from their given purpose. Determined and hard-working, a golem will work tirelessly to fulfill its purpose.

While all golem work to accomplish their purpose, rumors persist of some who are able to interpret their scripture loosely enough to explore and live lives beyond their purpose.

The art of crafting a golem is considered a lost art, but not a dead one. A modern golem may even be made of modern materials, such as iron or plastic, as the ritual process only requires a moldable substance.

This race uses Warforged traits and stats (Source: Eberron: Rising from the Last War).

Half-Elf

Scions of elves and humans, half-elves walk the line between two worlds, while belonging to neither. Combining the ethereal glamour of the elves and the grounded sensibility of most humans, Half-elves often struggle with their personal identity. The clashing customs and beliefs of two very different cultures weigh heavily on the shoulders of half-elves.

This race uses Half-elf traits and stats (Source: Player's Handbook).

RACES

Half-Orc

While the blood of humans moderates the impact of their orcish heritage, many half-orc still tend to be aggressive and brash. Short-tempered and sometimes sullen, half-orc are generally more inclined to action than contemplation and to fighting than arguing.

Half-orc have a strength uncommon to most humans, and a durability associated strongly with their powerful progenitor.

This race uses traits and Half-orc stats (Source: Player's Handbook).

Human

Humans are the most prolific and prosperous of the races, and are often regarded by the other races as being astonishingly adaptable and ambitious. Empire builders and wildly innovate, humans are apex predators, pioneers, scoundrels, prey, and dreamers. Quite unlike the other races, humans come in many, many different forms and with wildly varying beliefs.

Humans, as a whole, are unable to see though the Anesthesium, an arcane veil of magic from the Feywilds, that hides and disguises the strange and mysterious beings who walk among them. The few humans who can see through the veil may have done so in various ways. Some humans may garnered this ability through an exotic lineage in their bloodline, through some otherworldly influence, exposure to an unknown cosmic force, or through meddlings with eldritch and arcane arts.

This race uses Human traits and stats (Source: Player's Handbook).

Leprechaun (Halfling)

Mischevious and exceptionally social beings, leprechauns love food, practical jokes, and are quite notoriously fond of gambling. Leprechauns can be found anywhere from the front rows of sporting events, to the floors of busy casinos. They may even be found on the bleachers of a children's baseball game if it looks worthy of a bet.

This race uses Halfling traits and stats (Source: Player's Handbook).

RACES

Nymph

Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of the earth. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.

Your nymph character has certain characteristics in common with all other nymph.
Ability Score Increase. Your Charisma score increases by 2.
Age. Nymphs reach adulthood in their late teens. They do not age physically and can live to be over 1000 years old.
Alignment. Nymphs are most often neutral, with their main focus on tending to nature around them. Those deeply isolated in wild, untamed environments may be chaotic.
Size. Nymphs come in a variety of sizes but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Elemental. Your creature type is Elemental.
Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Aurae

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


Dryad

Guardians of woodlands and nature, dryads inhabit meadows, forests, plains, and lands of natural beauty. While many live far from human civilization some choose not to shy too from human eyes. Farmers of the past were grateful for the presence of dryads often left them offerings of mead, honey, flowers, and dates in return for protecting their flocks and making their crops more abundant.


Ability Score Increase. Your Strength score increases by 1.
Speak with Beasts and Plants. You can communicate with Beasts and Plants as if you share a language.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Woodland Magic. You know the druidcraft and barkskin spells. You can cast barkskin without expending a spell slot, requiring no material components, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Charisma is your spellcasting ability for this spell.

RACES

Lampad

Lampads watch over the dark shadowy places of the world; often spotted in graveyards, crumbling crypts, and tunnels that bore deep into the earth, where their forlorn cries echo throughout the darkness. Touched by the essence of death, stories vary between them leading wayward souls to the afterlife, and their torch lights driving the living to madness.
Ability Score Increase. Your Wisdom score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Necrotic Resistance. You have resistance to necrotic damage.
Chill of the Grave. You know the dancing lights cantrip. When you reach 3rd level, you can cast the cause fear spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the gentle repose spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Naiad

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


Oread

Aggressive oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what they can to maximize the impending devastation.
Ability Score Increase. Your Intelligence score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to fiery elements make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance. You have resistance to fire damage.
Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

RACES

Rat-Folk

Horrific science spawned monstrosities? Magically warped experiments gone wrong? Both? Whatever their origins these spunky filth-stained folk live in the shadows of civilized society scavenging what they can to survive.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Rat-folk reach adulthood at age 8 and live up to 60 years.
Alignment. Rat-folk are typically chaotic neutral, and often care only for their own needs.
Size. Rat-folk are between 2 and 3 feet tall and weigh between 25 and 30 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Bite. Your teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
Languages. You can speak, read, and write Common.

Street

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

High-rise

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

Sewer

Living amongst the waste and refuse of society, sewer rat-folk are the filthiest and hardiest of the rat-folk.
Ability Score Increase. Your Consitution score increases by 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.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.

RACES

Reptoid

A parasitic lizard-like race, reptoids infect human children (the only race they can infect) with a dreadful curse, which inevitably alters their being over the course of their life. Very few children survive the physical strain the reptoid curse puts on their body. The few who do survive the transformative curse inevitably become reptoids themselves. Most reptoids remain unaware of their true nature until early adulthood when their true nature begins emerge.

No one is quite certain of the origin of the reptoids, but many suspect they are the result of a monstrous fey curse.

Reptoids will often infect the children of politicians, celebrities, the wealthy, and other individuals who will be able to successfully support their sickly children into adulthood.

This race uses Changeling traits and stats (Source: Eberron: Rising from the Last War).

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: Volo's Guide to Monsters).


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: Mythic Odysseys of Theros).

Tiefling

Being greeted with stares and whispers by those who are able to see their true forms, tiefling suffer violence and insult, to mistrust and fear. The blood of the Nine Hells flows through their veins. Similar to half-elves, tiefling straddle two worlds: Hell and Earth.

Tiefling live in small communities, where they often operate as servants in the worldly schemes of their fiendish progenitors, though some have been known to rebel against their infernal upbringing.

Swindlers, thieves, crime lords, and drug pushers, tiefling, whether by nature or nurture, tend toward the darker aspects of life.

This race uses Tiefling traits and stats (Source: Player's Handbook).

RACES

Part 2. Subclass Options

Bard

College Dropout

College isn’t for everyone, and for some bards, attending Julliard just wasn’t in the fates. Bards such as these may have attended a few classes at a local college but probably learn anything while there, and certainly didn’t graduate. These bards instead choose to learn their skills and hone their talents through real-life experiences, believing that the path to success requires common sense, a willingness to learn, and a decent work ethic.

Many may look down on these bards, viewing their lack of a formal education as reason enough to call them stupid or unsuccessful. For this reason, these bards will sometimes hide their true education, choosing instead to let their actions speak for them.

Informal Education

College may not have taught you much, but real life certainly has. At 3rd level, you gain proficiency in one skill of your choice, a set of artisan’s tools of your choice, a gaming set of your choice, a musical instrument of your choice, and you learn one language of your choice.

It's Never Too Late

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

Sage Advice

Also at 3rd level, if you speak to a humanoid for at least 1 minute, you can attempt to persuade it into taking a long hard look at its actions. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or become either charmed, frightened, or stunned (choose one) depending on the advice that was given.

The target is affected in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to charm, frighten, or stun it.

Once you use this feature, you can’t use it again until you finish a short or long rest.


Free Thinker

At 6th level, your words of advice are so grounding that others feel they can overcome whatever obstacles life throws at them. When a creature adds one of your Bardic Inspiration dice to a saving throw against being charmed, frightened, paralyzed, or stunned they can make the roll with advantage.

Perseverance

At 14th level, your determination and perseverance are an inspiration to others. 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). Without expending any of your Bardic Inspiration uses, each creature gains one Bardic Inspiration die.

Once you use this feature, you can’t use it again until you finish a long rest.

SUBCLASS OPTIONS

Cleric

City Domain

The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.

Lady Luck lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

City Domain Spell List

City Domain Spells
Cleric Level Spells
1st Comprehend Languages, Remote Access
3rd Find Vehicle, Heat Metal
5th Lightning Bolt, Protection from Ballistics
7th Locate Creature, Synchronicity
9th Commune with City, Shutdown

Bonus Cantrip

When you choose this domain at 1st level, you gain the On/Off* cantrip in addition to your chosen cantrips.

Bonus Proficiencies

Also starting at 1st level, you gain proficiency with martial weapons and proficiency with vehicles (land).

Heart of the City

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

Channel Divinity: Spritis of the City

Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).

Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.

This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.

Block Watch

Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.

Express Transit

At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a Teleport spell whose destination is a permanent Teleportation Circle you know. Once you use this feature, you must finish a short or long rest before using it again.

SUBCLASS OPTIONS

Rogue

Roguish Archetype: Gambler

Rogues such as you believe that chance is always on your side. You make sure of this by honing your skills in underhanded strategy and calculations, exploiting any opportunity to turn the game in your favor. Cunning cheats, sly gamblers, and lucky hustlers typically follow this archetype.

The riveting thrill of a high stakes game is almost as fun as the result, but win or lose, a scoundrel such as yourself always believes the next big score is right around the corner.

Gambler
Level Feature
3 Dirty Tricks, Gaming Proficiencies
9 Lucky Number, Improved Dirty Tricks
13 Mulligan
17 Ace Up Your Sleeve

Dirty Tricks

When you choose this archetype at 3rd level, you learn underhanded tricks that are fueled by special dice called gambling dice.

Tricks. You learn four tricks of your choice. Many tricks enhance an attack in some way. You can use only one trick per attack. You learn two additional tricks of your choice at 9th, 13th, and 17th level. Each time you learn new tricks, you can also replace one trick you know with a different one.

Gambling Dice. Beginning at 3rd level, you have four gambling dice, which are d6s. A gambling die is expended when you use it. You regain all of your expended gambling dice at the end of a short or long rest. You gain an additional gambling die at 9th and 13th level.

Saving Throws. Some of your tricks require your target
to make a saving throw to resist the trick’s effects.
The saving throw DC is calculated as follows:

Trick save DC = 8 + your proficiency bonus + your Dexterity modifier.

Gaming Proficiencies

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

Lucky Number

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


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.

Mulligan

Beginning at 13th level, whenever you make an attack roll, ability check, or saving throw, you can choose to roll an additional d20 and decide which of the d20s is used. You can choose to use this feature after you roll the die, but before the outcome is determined.

You can also use this feature when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.

If more than one creature influences the outcome of a roll, all influence is canceled; no additional dice are rolled.

You can use this feature twice between long rests, and three times between long rests at 17th level.

Ace Up Your Sleeve

Starting at 17th level, when you roll initiative and have no gambling dice remaining, regain 1 gambling die.

SUBCLASS OPTIONS

Tricks


Adrenaline Rush. When you hit a creature with a melee weapon attack, you can expend one gambling die to boost your vitality. You gain temporary hit points equal to the gambling die roll + half your character level, rounded down. All temporary hit points are lost at the end of your next long rest.

Loaded Dice. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one gambling die and add the die to the roll, provided you aren't incapacitated.

Cash Out. When you take the Disengage action, you can expend one gambling die to move an additional 15 feet that turn.

Double Down. When you hit a creature with a weapon attack that does not have Sneak Attack damage applied, you can expend gambling die to deal an extra 1d6 damage to the creature. The amount of the extra damage increases by 1d6 for each gambling die spent, e.g., 3 gambling die = 3d6 extra damage.

You may not use this trick if you have already used Sneak Attack this turn. The attack must use a finesse or ranged weapon.

Double Or Nothing. When you make a weapon attack roll against a creature, you can expend a gambling die and choose Odd or Even. If the weapon attack roll, with modifiers applied, is what you chose, the weapon’s damage dice are doubled if the attack hits. If the number rolled is not what you chose, the attack fails and damage is negated.

Even The Odds. When another creature damages you with a melee attack, you can use your reaction and expend one gambling die to reduce the damage by the number you roll on your gambling die + your Dexterity modifier.

Gambler’s Intuition. When you make an Intelligence (Investigation), a Wisdom (Perception), or a Wisdom (Insight) check, you can expend one gambling die and add the gambling die to the ability check.

Long Shot. As a bonus action, you can expend one gambling die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the gambling die to the weapon's damage roll.

Lucky Shot. When you make a weapon attack roll against a creature, you can expend one gambling die to add it to the roll. You can use this trick before or after making the attack roll, but before any effects of the attack are applied.

Lucky Streak. When you roll your Lucky Number on an attack roll, ability check, or saving throw, regain one gambling die. You can not exceed your maximum number of gambling dice.

Misdirection. When you move, you can expend one gambling die to improve your odds at evading. Roll the die and add the number rolled to your AC until you stop moving.

Safe Bet. If you fail a saving throw, you can expend one gambling die and add it to the total, possibly changing the outcome.


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.

Up The Ante. When you hit a creature with a weapon attack, you can expend one gambling die to distract the creature, giving your allies an opening. You add the gambling die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

When The Chips Are Down. When you make a weapon attack against a creature with disadvantage and hit, you can expend one gambling die to add your Sneak Attack damage to the attack’s damage roll, even if you have already used Sneak Attack this turn.

SUBCLASS OPTIONS

Rogue

Roguish Archetype: Skater

Skaters are rogues who specialize in unorthodox movement. Traveling via skateboard, roller blades, or scooter is not generally the most efficient way to get around until you master the art. Once you have mastered it, however, it is a powerful boon to anyone, especially during combat. Rogues who focus on this style of movement possess unmatched speed and agility, and will often ride in circles around foes just to show off.

Getting around is one thing, but fighting on a skateboard or scooter is an entirely different issue. It demands an extraordinary degree of precision and care which few people possess.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with one of the following self-propelled vehicles: roller skates/blades, skateboard, scooter, or bicycle (see Self-Propelled Vehicles, Chapter 4). Your GM may allow you to select more options, such as a hoverboard or other self-propelled vehicle.

You can add your proficiency bonus to any check you make to control a self-propelled vehicle you are proficient with. You can add a vehicle proficiency at 6th, 9th, and 13th level.

In addition, you have advantage on Dexterity (Acrobatics) and Charisma (Performance) checks made to perform tricks with your vehicles.

Sick Tricks

At 3rd level, you gain the ability to distract an enemy with a sick trick. You gain an additional way to use your Sneak Attack.

You don't need advantage on the attack roll to use your Sneak Attack against a creature if: you are within 5 feet of it, you can expend 10 feet of movement to perform a trick on your vehicle as a free object interaction, you succeed on a DC 10 Dexterity (Acrobatics) or DC 10 Charisma (Performance) check, and all other rules for Sneak Attack still apply.

In addition, you learn how to minimize the damage you take from falling. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your rogue level.


Bail Out

At 9th level, you learn to quickly maneuver yourself away from danger. When you use your Uncanny Dodge feature, you can can move up to half your movement speed as part of the same reaction. This movement doesn't provoke opportunity attacks.

Can't Stop, Won't Stop

Starting at 13th level, you have advantage on saving throws against spells and other magical effects that would reduce your speed or cause you to be paralyzed or restrained, and moving through non-magical difficult terrain costs you no extra movement.

Skate or Die

At 17th level, you have mastered your unique art of fighting. Whenever you first use your vehicle after a short or long rest, you gain 20 temporary hit points. While you still have these temporary hit points, you can reroll any 1's you roll for your Sneak Attack damage.

Self-Propelled Vehicle Rules

Self-Propelled Vehicles

SUBCLASS OPTIONS

Sorcerer

Sorcerous Origin: Fame

Some people rise to stardom through hard work. Some people attain it through pure luck. Others still gain fame through money. You, on the other hand, were born to be famous. Your claim to fame is an innate and captivating magic that grants you a natural magnetism. Perhaps you were a child star pushed into the limelight at a young age. Maybe you were born into a famous celebrity family or dynasty. Or you could be a recent sensation, the notoriety having fueled the spark of celebrity in your soul. Whatever your origin, you’re here to shine.

Star Struck

Starting at 1st level, you can channel the enchanting energy within you to impress others with your presence. As an action, choose a number of creatures equal to your Charisma modifier (minimum of 1) within 30 feet that can see and hear you. Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by your celebrity until the end of your next turn. While charmed in this way, a creature can do nothing but use its movement to approach 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 simply stares at you in awe.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Quick Disguise

Beginning at 1st level, you can cast Disguise Self without expending a spell slot. Once you cast this spell, you can't cast it again with this trait until you finish a long rest.

Special Treatmentt

Starting at 6th level, as an action, you can expend 3 sorcery points to activate one of the effects listed below. Only one effect can be used at a time.

15 Minutes of Fame. For the next 15 minutes whenever a friendly creature within 30 feet of you makes a Charisma based skill check or saving throw, the creature gains a bonus to the roll equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Adoring Fans. You call forth the spirits of your followers to protect you. Using this ability you can cast the spell Spirit Guardians at 3rd level without expending a spell slot. You can cast this spell at higher levels, up to a spell level you are capable of casting at,by expending more sorcery points per increasedspell level.

Recognition. You can get people to do things for you pretty easily. Using this ability you can cast the Fast Friends (Source: Acquisitions Inc.) 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.

In The Spotlight

Beginning at 14th level, the power of your presence is simply divine. You can use your action to unleash a divine light that radiates from you. Your transformation lasts for 1 minute, or 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.

During your transformation, you shed bright light in a 30-foot 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 you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or spell. The extra radiant damage equals your level. This ability dispels any darkness in its area that was created by a spell. Once you use this trait, you can’t use it again until you finish a long rest.

Super Stardom

At 18th level, you’ve officially made it. You’re a superstar. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Any use of your Special Treatment feature now only costs 1 sorcery point to activate.

SUBCLASS OPTIONS

Warlock

Otherworldly Patron: Lady Luck

Your patron is an inscrutable goddess of immense reality-bending power, a mysterious deity who serves as patron to gamblers, dare-devils, risk-takers, and fools. Lady Luck inexplicably deals out her fortune, or misfortune, to whomever she pleases. With warlocks as her pawns, she plays a mercurial game of chance against the fates, adding chaos and improbability into the world. Her motivations in why she chooses her warlocks are as varied as they are mysterious. Perhaps she wishes to support those who take risks, defy fate, or simply play with the lives of boring mortals. Though she may have few true followers, many still pray to Lady Luck hoping she may smile upon them.

Expanded Spell List

Lady Luck lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Lady Luck Expanded Spell List
Spell Level Spells
1st Bane, Bless
2nd Enchance Ability, Magic Weapon
3rd Bestow Curse, Remove Curse
4th Death Ward, Freedom of Movement
5th Circle of Power, Reincarnate

Beginner's Luck

Beginning at 1st level, Lady Luck has chosen to smile upon you. You gain the ability to channel luck for yourself and others. Whenever you or a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to roll 1d4 and add or subtract the number rolled as a bonus to the roll.

You can choose to use this ability after the initial dice roll, but must use it before the DM says whether the roll succeeds or fails.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all of your expended uses of Beginner's Luck when you finish a short rest.

All or Nothing

Also at 1st level, you can attempt to push your luck beyond its limits. On your turn, you can choose to instead roll an attack roll, ability check, or saving throw with a d2, instead of a d20.

Choose either Heads or Tails, or roll a d20: 1-10 = Tails, 11-20 = Heads. On a success, the roll is a critical success and you regain a spell slot. On a failure, the roll is a critical failure and you expend a spell slot.

No other feature, ability, or modifier can be used to affect the outcome of this feature. This feature cannot be used with advantage or disadvantage.

Once you use this ability, you must finish a long rest before you can use it again. Starting at 10th level, you can use it twice before a long rest, but only once on the same turn.

Everything's Looking Up

Starting at 6th level, things just start going your way. You have advantage on all Charisma (Persuasion), Charisma (Deception), and Charisma (Performance) checks against any creature of your choice that isn’t hostile toward you.

In addition, you gain an uncanny ability to remain safe in dangerous situations. You have advantage on Dexterity saving throws against effects such as traps and spells. To gain this benefit, you can't be incapacitated.

Million-to-One Chance

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 behalf when your need is great.

Imploring your patron’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Warlock level, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Warlock spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Wish Me Luck

Beginning at 14th level, your patron can grant you all of the luck. For 1 minute you implore your patron to bestow her divine favor upon you, making you the luckiest being alive. For the next 8 hours you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

SUBCLASS OPTIONS

Quirks

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

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

Your Pact Boon

The following are suggestions for the appearance and style of your pact boon as a warlock of Lady Luck.

Pact of the Chain. Your familiar may take on a special form in accordance with the nature of your patron. Perhaps a black cat familiar to represent misfortune, a scarab beetle for wealth, or a frog for prosperity. In addition, when you cast find familiar you can also choose one of the following special forms: tressym, or almiraj.

Pact of the Blade. Your pact weapon may appear well-worn and simple, gleaming with an unnatural luster when in just the right light. Alternatively, your weapon may be adorned in complex scrawlings, talismans, and other lucky charms.

Pact of the Tome. Your Book of Shadows may take the form of a tome of ancient occult knowledge, brimming with detailed descriptions of good and bad omens; or it may be a book of old wive’s tales and superstitions detailing everything from cheating at dice to curing everyday illnesses.

Pact of the Talisman. Your talisman may take the form of a lucky rabbit's foot, an iron horseshoe, a certain set of dice, or a special metal coin.

SUBCLASS OPTIONS

Wizard

Modern Wizard

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

Electronic Device

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

While touching the device, you can use it in the following ways:

  • Spellcasting Focus. You can use the device as a spellcasting focus for your wizard spells.
  • Internet Access. You can add half your proficiency bonus, rounded up, to any Intelligence (History), Intelligence (Nature), Intelligence (Religion) check.

Copying a Spell into the Electronic Device. When you find a wizard spell of 1st level or higher, you can add it to your Electronic Device if it is of a level for which you have spell slots. Using the device’s camera, spells can be copied into this device at no cost, however the process of deciphering and understanding a new spell's notation is still required (2 hours per spell level). Once you have spent this time, you can prepare the spell just like your other spells.

Replacing an Electronic Device. You can copy a spell from your Electronic Device into a Storage device (detailed below), if you want to make a backup copy of your device. Backing up the magical data to the Storage device requires 1 hour per spell.

If the device is destroyed or you lose it, you can acquire a new one to replace it. During a short rest or long rest, you can replace the previous device by downloading the magical data from a Storage device onto a new Electronic Device which you become attuned to. The previous device is wiped clean of all information and spells if it still exists.

The Device's Appearance. Your Electronic Device is a unique device with its own quirks and personal design. It might be a plain, functional flip phone that you use as a burner phone, a next generation phone with a rose-gold colored case you received when you upgraded models, or even an older generation gaming device that was updated and rewired to operate like new tech.

SUBCLASS OPTIONS

Electronic Interface

At 2nd level, you learn the Shocking Grasp cantrip if you don't already know it. If you do know it, you may choose another wizard cantrip to learn. The range of this cantrip increases to 30 feet.

Your work with electronics has given you some ability to magically interface with technology. As an action, you can choose to perform the following additional actions:

Group Message. You can speak through any Communication devices you choose within a 60 foot radius. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the effect. The effect can travel freely around corners or through openings.

Eavesdrop. You can see and hear through one Monitoring device within 30 feet if it has an accessible camera and/or microphone. You can see and/or hear through the Monitoring device for 1 minute, or until you lose your concentration as if you were concentrating on a spell. During this time, you are deaf and blind with regard to your own senses.

Elite Hacker

At 6th level, your body has grown familiar with manipulating electronic fields. You gain resistance to lightning damage. In addition, when you cast a spell that deals lightning damage add your Intelligence modifier to the damage roll.

Beginning at 6th level, as an action, you can perform the additional tasks with your Electronic Interface feature:

Malware. You can attempt to disable one Monitoring device within a 60 foot radius. Make a DC 15 Intelligence (Arcana) check. If you succeed the device is disabled and does not trigger any warning or trap. If you fail, make a DC 12 Intelligence saving throw. On a success, nothing happens, and the Monitoring device is immune to this effect for 24 hours. On a failure, the Monitoring device triggers a warning or trap if any.

Back-door. You can access any unencrypted information on a Storage device you are touching. If the information is encrypted you can attempt to decipher the encryption with a DC 20 Intelligence (Arcana) check. On a success, the encryption is broken and the information becomes accessible. On a failure, the encryption remains and the Storage device is immune to this effect for 24 hours.

Arcane Storage Space

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

While wielding your Electronic Device, you can cast any spell stored in it. The spell is treated as if you cast the spell normally. A spell cast from the device is no longer stored in it, freeing up space.


Animate Electronics

Also at 10th level, you develop the ability to bring electronics to life. You learn the spell Animate Objects, if you don’t already know it. If you do know it, you may choose another wizard spell to learn.

This spell operates as described, with the added restriction that the objects animated must be an electronic device.

Neural Network

At 14th level, your ability to interface with technology has advanced greatly. While your Electronic Device is on your person, you have advantage on all Intelligence skill checks, as you can better interface with internet search engines.

In addition, you have learned to push yourself to access and comprehend your spells at an incredible rate. You can change your list of prepared spells over the course of a short rest. Once you use this feature, you can’t use it again until you finish a long rest.

Beginning at 14th level, as an action, you can perform the additional task with your Electronic Interface feature:

EMP. You can generate a sustained small electromagnetic pulse. A sustained burst of electromagnetic energy erupts from you. All electronics within 1 mile are deactivated and cannot be activated for 1 minute, or until you lose your concentration as if you were concentrating on a spell. Once you use this ability, you can’t use it again until you finish a long rest.

SUBCLASS OPTIONS

Part 3. Mechanics

Modern Backgrounds

Many of the backgrounds presented in the Player's Handbook can be used in a modern setting with a little adjustment, but they don't cover the full range of occupations and lifestyles of a modern era. These backgrounds are presented as a supplement to those in the Player's Handbook.

If converting a Player's Handbook background for use with this manual, add an additional tool proficiency to bring them in line with these backgrounds.

An example of an adjusted Player's Handbook background is given in the Criminal background. It is always worth remembering that backgrounds should be very free-form, so you are free to change anything right down to an individual level.

Backgrounds List
Academic Dilettante Military
Adventurer Doctor Political
Athlete Emergency Services Religious
Blue Collar Entrepreneur Rural
Celebrity Investigative Student
Creative Law Enforcement Technician
Criminal Madcap White Collar

Academic

As an academic, you have spent significant time employed within educational systems. You may have been employed to teach a particular subject, or you may be researching independently.

Academics include librarians, archaeologists, scholars, professors, teachers, and other education professionals. The standard academic typically doesn't cover magical or otherwordly topics, but this is setting dependent.
Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion
Tool Proficiencies: Two of your choice
Languages: Two of your choice
Wealth Bonus: +3

Specialty

To determine the nature of your academic pursuits, roll a d8 or choose from the options in the table below.

d8 Specialty d8 Specialty
1 Ancient Languages 5 Professor
2 Prehistory 6 Researcher
3 Librarian 7 Obscure Religion
4 Discredited Academic 8 World Cultures

Feature: Researcher

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.

Suggested Characteristics

Academics live to learn and teach, and their characteristics often reflect this. Academics typically highly value esoteric or complex information, whether for its own sake or as some means to an end.

Use the suggested characteristics for the Anthropologist or Archaeologist backgrounds in Tomb of Annihilation, or the Sage background in the Player's Handbook for a character with the Academic background, modifying them as necessary to suit your character.

Adventurer

You live for thrills and exploration, and spend your time in search for your next big adventure. Many adventurer's have been living this way for most of their lives, although some do turn to the wild life after years of mundanity.

Adventurers include relic hunters, explorers, field scientists, and others called to roam the world for a variety of reasons.
Skill Proficiencies: Survival, plus your choice of one from among Arcana, Nature, and Religion
Tool Proficiencies: One of your choice
Languages: One of your choice
Wealth Bonus: +1

Feature: Historical Knowledge

When you enter a ruin or dungeon, you can usually ascertain its original purpose and determine who built it, whether they were Aztecs, Egyptians, Babylonians, Mesopotamian, or some other ancient civilisation. In addition, you can correctly determine the monetary value of art objects more than a century old.

Suggested Characteristics

Adventurers often have a great curiosity for the world around them, usually expressed by a desire to experience as much of it as is possible.

Use the suggested characteristics for the Folk Hero background in the Player's Handbook or the Archaeologist background in Tomb of Annihilation for a character with the Adventurer background, modifying them as necessary to suit your character.

Backgrounds

Athlete

Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport.
Skill Proficiencies: Athletics, plus your choice of one from among Acrobatics, Medicine and Intimidation
Tool Proficiencies: One of your choice
Wealth Bonus: +1

Event

To determine your particular athletic specialty, roll a d10 or choose from the options in the table below.

d10 Event d10 Event
1 Running 6 Ball Games
2 Watersports 7 Gymnastics
3 Archery 8 Weight Lifting
4 Shooting 9 Mixed Events
5 Martial Arts 10 Other

Feature: Athletic Conditioning

You have conditioned your body for performance under the harshest circumstances. As long as you can exercise for one hour daily, you only need half the amount of food and sleep normally required to avoid exhaustion. In addition, you can hold your breath twice as long as normal.


Suggested Characteristics

Athletes usually love competition, and many find the spotlight of their career very appealing. Most have a strong sense of fair play or sportsmanship, but there are always athletes which try to bend the rules.

Use the suggested characteristics for the Entertainer or Folk Hero backgrounds in the Player's Handbook for a character with the Athlete background, modifying them as necessary to suit your character.

Blue Collar

Blue Collar workers are often referred to as the hands of a nation, and in your case this couldn't be more true. You have spent your career doing largely manual labour.

Blue collar occupations include factory work, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs.
Skill Proficiencies: Athletics, plus your choice of one from among Animal Handling, Insight and Intimidation
Tool Proficiencies: One type of artisan's tools (including engineering or mechanic tools), plus one of your choice
Equipment: One set of tools with which you are proficient Wealth Bonus: +2

Feature: Working Class

You can usually find a place to hide, rest or recuperate among other working class citizens, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. Additionally, you can usually find someone willing to lend you tools and certain equipment used in manufacturing or shipping.

Suggested Characteristics

Working class citizens typically value community and solidarity; your friends and family will matter a lot.

Use the suggested characteristics for the Guild Artisan or Folk Hero backgrounds in the Player's Handbook for a character with the Blue Collar background, or perhaps the Urchin background if you come from a particularly poor background.

Backgrounds

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

Debut

There are 101 ways to become famous. To determine the triggering event of your fame, roll a d6 or choose from the options in the table below.

d6 Debut
1 TV Appearance
2 Viral Video
3 News Story
4 Popular Song
5 Live Performance
6 Slow Rise to Fame

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 party. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in an area where you have performed, they typically take a liking to you.

Suggested Characteristics

Perpetually chasing the spotlight, celebrities often must fight to stay relevant.

Use the suggested characteristics for the Entertainer background in the Player's Handbook for a character with the Celebrity background, modifying them as necessary to suit your character.


Creative

The creative background covers artists of all types who fan their creative spark into a career. A creative may make various forms of art, or they may be a performer particularly dedicated to the spirit of their act.

Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, actors and web designers all fall under this background.
Skill Proficiencies: Persuasion, plus your choice of one from among Insight, Performance and Perception
Tool Proficiencies: One type of artisan's tools or one type of musical instrument, plus one of your choice
Languages: One of your choice
Wealth Bonus: +2

Pursuit of Passion

To determine the nature of your creative pursuits, roll a d10 or choose from the options in the table below

d10 Pursuit
1 Poetry
2 Writing
3 Painting
4 Sculpting
5 Photography
6 Music
7 Performance Art
8 Film
9 Animation
10 Drawing

Feature: Body of Work

You can usually find the local haunts of the creative community, and will be welcomed there as one of their own. These places are generally less frequented by the general public, and you can expect some additional privacy there than more mainstream establishments. Additionally, you may be recognised for your work among certain circles, and if someone does so they typically take a liking to you.

Suggested Characteristics

Creatives can cover a wide range of people, from struggling bohemians who live for their art to types that see all others as spiritually and intellectually inferior.

Use the suggested characteristics for the Entertainer or Guild Artisan backgrounds in the Player's Handbook for a character with the Creative background, modifying them as necessary to suit your character.

Backgrounds

Criminal

Criminals cover all types who have habitually found themselves on the wrong side of the law. Often, people are born into this life and know nothing else, but more rarely people turn to this life with a far-fetched grand plan for vast personal gain.

Criminal covers a huge range of backgrounds, including con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, professional hackers, and any other types of career criminals.
Skill Proficiencies: Deception, plus your choice of one from among Persuasion, Stealth and Intimidation
Tool Proficiencies: Thieves' tools or hacking tools, plus one of your choice
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

There are many kinds of criminal, and whether part of a larger organisation or not most individual criminals have their own specialties.

To determine your particular criminal specialty, roll a d10 or choose from the options in the table below

d10 Specialty d10 Specialty
1 Blackmailer 6 Hacker
2 Burglar 7 Hired Killer
3 Enforcer 8 Pickpocket
4 Fence 9 Smuggler
5 Mugger 10 Dealer

Suggested Characteristics

Most criminals are irreversibly changed by their checkered past, and have usually seen more harrowing events and hardship than most. They often have disdain for authority, viewing it as an oppressive force, though if they were a component of a more structured criminal organisation this may in fact be reversed.

Use the suggested characteristics for the Criminal or Urchin backgrounds in the Player's Handbook for a character with the Criminal background, modifying them as necessary to suit your character.


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 Player's Handbook for a character with the Dilettante background, modifying them as necessary to suit your character.

Backgrounds

Doctor

The doctor background covers all forms of medical professionals or anyone that uses anatomical and biological knowledge to treat others

A doctor can be a physician (including general practitioners and specialists), a nurse, a surgeon, or a psychiatrist.

Optionally, you could include rural healers using their knowledge of natural resources to treat ailments and injuries.
Skill Proficiencies: Medicine, plus your choice of one from among Insight, Persuasion and Animal Handling
Tool Proficiencies: Herbalism kit, plus one other of your choice.
Languages: One of your choice
Wealth Bonus: +4

Feature: Medical Access

You have access to medical equipment that you might not otherwise be able to requisition, such as X-ray machines and medical labs. In addition, you can write prescriptions for various substances that are otherwise illegal to obtain.

Suggested Characteristics

Some doctors enter into the profession through a noble 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 the Folk Hero, Guild Artisan, or Sage backgrounds in the Player's Handbook for a character with the Doctor background, modifying them as necessary to suit your character.


Emergency Services

Emergency Services covers all forms of quick response personnel called in to deal with dangerous or urgent situations.

Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category.
Skill Proficiencies: Athletics, plus your choice of one from among Medicine, Perception and Animal Handling
Tool Proficiencies: One type of civilian vehicles, plus one other of your choice
Wealth Bonus: +2

Feature: Local Hero

In the past, you have been involved in at least one incident which caught the public eye - maybe you saved several people from a burning building, or perhaps you disarmed a bomb in a public building. Whatever the incident, you gained significant status locally, and to a lesser extent other areas the incident was reported. People in or around the area of the incident may recognise you, and you can likely find a place to hide, rest or recuperate in the area with ease. To a lesser extent, people recognising you or that are familiar with the event will shield you from anyone searching for you, though they will not risk their lives for you.

Suggested Characteristics

Many people go into emergency services work through a sense of heroism, or perhaps just an honest career. In certain situations, people go into emergency services careers due to a particular ideal or cause. For example, certain fire fighters may take up the task due to a love of a particular forest prone to wildfires.

Use the suggested characteristics for the the Folk Hero or Sailor backgrounds in the Player's Handbook for a character with the Emergency Services background, modifying them as necessary to suit your character.

Backgrounds

Entrepreneur

Entrepreneurs have an obsession about being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest moneymaking venture.

These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.
Skill Proficiencies: Persuasion, plus your choice of one from among Deception, Insight and History
Tool Proficiencies: Mechanic tools, plus one of your choice
Languages: One of your choice
Reputation Bonus: +1
Wealth Bonus: +4


Feature: Network

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.

Suggested Characteristics

Many entrepreneurs would consider their "vision" their most valuable asset, and pride themselves on their ability to anticipate what will work and what will flop.

Use the suggested characteristics for the the Guild Artisan or Noble backgrounds in the Player's Handbook for a character with the Entrepreneur background, modifying them as necessary to suit your character.

Investigative

The Investigative background covers all sorts of people who make your business their business.

There are a number of jobs that fit within this background, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues.
Skill Proficiencies: Investigation, plus your choice of one from among Insight, Perception and Stealth
Tool Proficiencies: Forensics kit, plus one of your choice
Languages: One of your choice
Wealth Bonus: +2

Feature: Connected

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

Suggested Characteristics

Investigative types may simply be the curious sort, or they could be actively suspicious about most they meet. Somewhat ironically, many investigative types have dark secrets of their own which they conceal at all costs.

Use the suggested characteristics for the the Soldier or Sage backgrounds in the Player's Handbook for a character with the Investigative background, modifying them as necessary to suit your character.

Backgrounds

Law Enforcement

Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police.
Skill Proficiencies: Athletics, plus your choice of one from among Investigation, Perception and Acrobatics
Armour Proficiencies: Light armour, medium armour
Weapon Proficiencies: Two martial weapons of your choice
Tool Proficiencies: One type of civilian vehicle, plus one of your choice
Equipment: A shotgun or an automatic pistol with 2 box magazines, plus 30 rounds appropriate to the weapon
Wealth Bonus: +1

Feature: Enforcer's Eye

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find a local law enforcement agency or a similar organisation, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

Suggested Characteristics

Justice and authority are key ideals to a law enforcer, and to most this is synonymous with the law of the land. They typically see great value in authority and stability.

Use the suggested characteristics for the the Soldier background in the Player's Handbook for a character with the Law Enforcement background, modifying them as necessary to suit your character.

Variant Law Enforcer: Corrupt

As a corrupt law enforcer, you have habitually acted immorally or downright illegally throughout your career. Many corrupt officers simply turn a blind eye in return for cash, whereas others actively involve themselves in criminal activity.

You gain an additional +1 Wealth as a corrupt law enforcer, and you might use the suggested characteristics for the the Criminal background in the Player's Handbook.

Additionally, your Enforcer's Eye feature is altered to take into account your darker activities. You will naturally be more welcome in dens of criminal activity, though they may still treat you with some suspicion, and honest law enforcers may resent you if they know the truth about you.


Madcap

You have spent your life seeking thrills and unnecessary amounts of danger, maybe just for kicks or perhaps out of necessity

Madcaps include professional daredevils, big-game hunters, extreme sports enthusiasts, thrill-seekers, storm chasers, and all others called to face danger for a whatever reason.
Skill Proficiencies: Acrobatics, plus your choice of one from among Athletics, Performance and Animal Handling
Tool Proficiencies: One type of civilian vehicles, plus one of your choice
Reputation Bonus: +1
Wealth Bonus: +1

Feature: Adrenaline Junkie

Danger runs in your veins, and the threat to your life only spurs you on further. When performing planned out dangerous or showy tasks, you have a knack for coming out unscathed. Additionally, anyone who witnesses you succeed at an unnecessarily dangerous task or stunt is awed by your bravery, and will treat you much more favourably in the future.

Suggested Characteristics

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.

Use the suggested characteristics for the Entertainer background in the Player's Handbook for a Madcap.

Backgrounds

Military

Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces.
Skill Proficiencies: Athletics, plus your choice of one from among Survival, Acrobatics and Perception
Armour Proficiencies: All armour
Weapon Proficiencies: Martial weapons
Tool Proficiencies: One type of military vehicle, plus one of your choice
Equipment: An assault rifle with a rifle box magazine or an automatic pistol with 2 pistol box magazines, plus 30 rounds appropriate to the weapon
Wealth Bonus: +1

Feature: Rank & Privilege

You have a rank from your career as a military officer. Active and former military officers still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other officers and requisition simple equipment for temporary use. You can also usually gain access to events and locations where your rank is recognized.

Suggested Characteristics

Authority and discipline are drilled into military personnel, and they inevitable become core values to them. The majority of military personnel also have a strong sense of duty or patriotism.

Use the suggested characteristics for the Soldier or Sailor backgrounds in the Player's Handbook for a character with the Military background, modifying them as necessary to suit your character.


Political

You are particularly involved in the politics of your chosen region, whether local or national. You may be working towards a significant change, or merely trying to keep the peace.

Politicians, campaigners, councilmen, and members of pressure groups and activists all fall within this category.
Skill Proficiencies: Persuasion, plus your choice of one from among Deception, Insight and History
Tool Proficiencies: One of your choice
Languages: Two of your choice
Reputation Bonus: +1
Wealth Bonus: +2

Feature: The System

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of many organisations and governments you may encounter. You know who the movers and shakers are, whom to go to for the favours you seek, and what the current intrigues of interest in the group are.

Suggested Characteristics

Politicians have a large range of personalities. Some work to serve an ideal they believe in, whereas others are only in it for personal gain. A large number of political figures come from privileged backgrounds.

Use the suggested characteristics for the Noble or Guild Artisan backgrounds in the Player's Handbook for a character with the Political background, modifying them as necessary to suit your character.

Variant: Revolutionary

Some individuals become so disillusioned with the reigning political force in a region that they turn to more subversive means to further their cause. You are a member of such a cause, usually seeking some highly significant change.

You only gain a +1 Wealth as a revolutionary, and you might use the suggested characteristics for the the Soldier background in the Player's Handbook.

Feature: The Cause

Your passion for the cause helps you survive the most desperate circumstances and you have experience cautiously conveying that spark to someone else.

You are able to discern if person is sympathetic to your cause after having a short conversation with them. This may be facilitated by certain code phrases, or maybe a distinguishing tattoo.

People sympathetic to your cause will aid you and your friends by performing mundane tasks such as providing you a place sleep, giving you information on the local area or treating your wounds. This hospitality may end if you have shown yourself to be a danger to them or have asked them to do something obviously dangerous.

Your cause may have a base of operations which is relatively safe, and may include certain capabilities such as large-scale printing or manufacturing, a weapons store or a place to hide. Work with you GM to determine the capabilities of your particular cause.

Backgrounds

Religious

Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.
Skill Proficiencies: Religion, plus your choice of one from among Insight, Arcana and History
Tool Proficiencies: One of your choice
Languages: Two of your choice
Wealth Bonus: +2

Feature: Faith Community

You command the respect of those who share your faith, and you can perform the religious ceremonies of your order. You and your companions can expect to be received favourably at a temple, shrine, or other established presence of your faith. Those who share your religion will offer their personal and financial support to a limited degree.

Suggested Characteristics

Religious figure are primarily driven by their faith and resolve, and many work very hard to further their doctrine or religion. Many have a thoughtful disposition, though this can be contrasted by moments of great passion.

Use the suggested characteristics for the Acolyte background in the Player's Handbook for a character with the Religious background, modifying them as necessary to suit your character.

Variant: Cultist

Some individuals use religion and belief to manipulate people to amass power and wealth. This background covers individuals within the leadership of cults that manipulate underlings, and those relatively innocent people that have been manipulated into joining a cult.

You may still be a member of the cult, travelling out into the world to further the cult's doctrine, or you may be an ex-member, who left the cult after a particular event.

As a cultist, and you might use the suggested characteristics for the the Charlatan or Criminal backgrounds in the Player's Handbook.

Feature: Secret Symbolism

You know the secret signs which identify members of your cult. This may be in the form of a hand sign, a particular phrase, a specific tattoo or perhaps some form of ritual mutilation. Your cult may include some influential members, from whom you may be able to secure certain resources. Your cult may also have hidden cloisters scattered among different settlements, where you may be able to secure aid.


Rural

Farm workers, hunters, and others who make a living in rural communities fall under this category.
Skill Proficiencies: Nature, plus your choice of one from among Survival, Animal Handling and Athletics
Tool Proficiencies: Two of your choice
Wealth Bonus: +1

Feature: Farm Wisdom

You have a feel for the countryside, and you can always recall the general layout of terrain, small towns, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Suggested Characteristics

Most rural types pride themselves on their hardiness and perseverance, though they encompass a wide range of peoples. In the modern world, most people which live rurally do so by choice rather than necessity or circumstance.

Use the suggested characteristics for the Folk Hero, Hermit, or Outlander backgrounds in the Player's Handbook for a character with the Rural background, modifying them as necessary to suit your character.

Student

A student can be in high school, college, or graduate school. They could be in a seminary, a military school, or a private institution. A college-age student could also pick a major field of study.
Skill Proficiencies: Two of your choice
Tool Proficiencies: One of your choice
Languages: One of your choice
Wealth Bonus: +1

Feature: Student ID

Your student ID gives you access to various services and discounts that are not available to the general public, as well as access to school resources, such as libraries, laboratories and conference spaces. This ID doesn't act as a no-bars pass, and there are likely certain resources which your educational institution will not permit immediate access to.

You have a working knowledge of your institution's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other educational institutions, as professional courtesy shown to a fellow scholar.

Suggested Characteristics

Students come from a huge range of different backgrounds, and they have a great range of different traits. Many share a love of knowledge and learning, but a great number of students merely see their education as a path into a career, or are even just stalling before they need to enter the real world. Students also often have great conviction in their beliefs.

Use the suggested characteristics for the Sage or Noble backgrounds in the Player's Handbook for a character with the Student background, modifying them as necessary to suit your character.

Backgrounds

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.

Use the suggested characteristics for the Sage or Guild Artisan backgrounds in the Player's Handbook for a character with the Technician background, modifying them as necessary to suit your character.


White Collar

Office workers and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisors, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within the scope of this background.
Skill Proficiencies: Persuasion, plus your choice of one from among Deception, History and Perception
Tool Proficiencies: Two of your choice
Languages: One of your choice
Wealth Bonus: +3

Feature: Corporate Chameleon

You are familiar with the etiquette and adherence to protocol that comes with working in an office environment. While in such an environment, no one questions your presence, and entry level workers are likely to respond in a submissive manner. Especially if you are carrying a clipboard.

Suggested Characteristics

White collar workers may hail from a middle-class background, simply following the expected career path before them. Alternatively, they might come from a poorer family, and are hoping to break out of their family history. Whatever their history, they display a wide range of personalities.

Backgrounds

Electronic Devices

Tech Categories

At the DM’s discretion, all electronic devices fall into one or more of the following categories:

Functional. Electronics built to serve mostly one purpose: Lights, stereos, calculators, lawn mowers, etc...

Communication. Electronics built for purposes of communicating over distance: Phones, radio, bluetooth, wi-fi, networks, etc...

Monitoring. Electronics built for surveillance and security purposes: Security cameras, motion sensors, GPS, card readers, fingerprint scanners, etc…

Storage. Electronics built for the purpose of storing information: Hard drives, flash drives, floppy disks, etc…

Bypass Device Security

Most electronic devices are protected by a security program intended to defend the device from being hacked. A character can make an Intelligence check to attempt to disable the security system to gain access to the device. The character may add their proficiency bonus to this check if they use hacking tools and are proficient with them.

The DC for this check is determined by the quality of the security program installed, as shown in the table below.

Security Level DC
Minimum 15
Average 20
Exceptional 25
Maximum 30

If the check is failed, make a DC 20 Intelligence saving throw. On a success, the system does not trigger an alarm or trap, and the character can make another attempt to bypass the device's security system. 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 bypass it's security program again for 24 hours.

Degrade Programming

A character can try to destroy or alter applications on an electronic device to make use of that device harder or impossible. There're three possible actions related to this:

Crashing a Device. This simply shuts down the device. It’s possible to restart the device in 1 minute without making a skill check.

Damage Programming. This imposes disadvantage on all Intelligence checks made with the device until its repaired.

Destroy Programming. This make the device unusable until the programming is repaired.

Degrade Programming DC Time
Crash Device 10 1 minute
Damage Programming 15 10 minutes
Destroy Programming 20 10 minutes

This process requires your concentration. If your concentration is broken, the attempt fails and the application or electronic device is not altered or destroyed.

Whenever a character is using an electronic device such as a computer, smartphone or tablet to find files or data in an unfamiliar network it can make an Intelligence (Investigation) check. The DC and the time for finding a file vary depending on the size of the network, as shown in the table below.

Network Size DC Time
Personal Computer 10 1 round
Small Office Network 15 2 rounds
Large Office Network 20 1 minute
Massive Corporation Network 25 10 minutes

If the character succeeds on the check, the file is found. On a failure, the file is not found and it must make another check 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.

Operate Remote Device

If a character has access to a controller that operates a remote device, it can either shut them off or change their operating parameters. The DC depends on the nature of the operation.

Type of Operation DC Time
Shut down a passive remote device (including cameras and door locks) 20 1 round
Shut down an active remote device (including motion detectors and alarms) 25 2 rounds
Reset the remote device parameters 25 1 minute
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.

Additional Hacking Actions

There are two additional actions you can make to hack into a site:

Covering Tracks. Spending 1 minute, you can make an Intelligence check (DC 20) using the hacking tools to alter your identifying information. Doing this imposes disadvantage to the Intelligence check made by the administrator to identify you.

Accessing Through Internet. If you are not able to access the device physically, you must find the address making an Intelligence (Investigation) check first, and then defeat the device security (if any). The DC for the Intelligence (Investigation) check is determined by the DM.

Electronic Devices

Wealth and Reputation

The following rules present an alternative way to deal with wealth in a modern world, as well as a way to deal with the reputation of a particular character and what benefits that might confer.

Characters have a Wealth score that reflects their total buying power. This is a composite of income, credit rating, and savings. Your wealth score serves as the measure of whether you can afford to purchase equipment and services.

Likewise, characters have a Reputation score that represents your social capital. You can Leverage your Reputation to request favours, requisition equipment, and turn social interactions in your favour.

1st-level characters generate these scores by rolling 2d4 for each of them, and adding any bonuses granted by their background. Additionally, characters add their Charisma modifier to their initial Reputation score.

Wealth

Over the course of play, your Wealth will fluctuate as you purchase expensive items and increase as you earn rewards. Your wealth can never fall below 0, and there is no upper limit on how high your wealth can climb.

Since Wealth is an abstracted number bundling together various real-world concepts, it can be difficult to determine 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 rating, rather than an associated monetary cost.

While common objects are readily available, buying less common objects generally takes a number of hours equal to the Value of the object or service, reflecting the time needed to locate the wanted materials and close the deal.

Whether this is necessary is entirely dependent on the specific setting you are playing in and is down to GM discretion. For example, in some settings guns are readily available, whereas in others they are more difficult to acquire.

Any time you purchase an object or service with a Value higher than your current wealth, your wealth goes down.

How much your Wealth is reduced depends on how expensive the object is. Compare the Value of the item to your current Wealth score and consult the table below to see how much your wealth will decrease if you choose to purchase the item.

Along with this loss, any time you buy an object or service with a sale Value of 15 or higher, you reduce your current Wealth score by an additional 1 point.

This means if you are purchasing something with a Value less than your Wealth score, and with a Value less than 15, your Wealth is not reduced at all. The cost for the item is considered to fall easily within your financial capabilities without any noticeable effect.

Value Wealth Descrease
15 or higher 1 point
1-10 points higher than your Wealth 1 point
11-15 points higher than your Wealth 1d6 points
16-20 points higher than your Wealth 2d6 points

Your Wealth only goes down if you choose to buy the object or service after the cost has been determined. If you choose not to buy the object or service, you can try again, but not until you have spent a number of hours equal to the value of the object or service representing the time spent trying to find a better price or circumstance.

Note that you cannot purchase an item that has a value that is more than 20 points higher than your current Wealth, nor can you successfully make a purchase that would reduce your Wealth lower than 0.

For example, if a character has a Wealth score of 9 currently, and they wish to purchase an item with a Value of 6, they can do so entirely within their expenses and without any Wealth loss. If the same character wanted to purchase an item with a Value of 16, their Wealth would reduce by 2 points (1 as it's Value is 1-10 points higher than their current wealth, plus 1 as it's Value is higher than 15).

Accumulating Wealth

There are a number of ways to increase your Wealth score.

Adventuring may result in finding valuable items. One way to gain Wealth is selling such items.

To sell something, you first need to determine its Value. Assuming the object is undamaged and in working condition, the sale value is equal to the object’s base Value (as if purchased new) minus 3. A damaged object may have it's Value reduced by as much as 10.

Selling an object provides equal to the amount of Wealth you would lose if you purchased an object with a Value equal to the sale Value. If you sell an item with a Value of at least 21 higher than your current Wealth, add an additional 1d6 Wealth per 10 points above 20.

You gain a Wealth increase of at least 1 whenever you sell an object with a sale Value of 15 or higher . If you sell an object with a sale value less than or equal to your current Wealth bonus, and that sale Value is 14 or lower, you gain nothing.

Wealth and Reputation

You cannot legally sell restricted objects unless you are licensed to own them, and there are usually further distribution licenses required. You also cannot legally sell objects that have been reported as stolen. Selling objects illegally usually requires that you have contacts in the black market, and reduces the sale Value by an additional 3.

Selling an object takes a number of hours equal to the normal Value of the item.

There are other ways to increase your Wealth score. 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 your Wealth score increases as if you sold an object of that Value.

If your character is employed, they may be able to accumulate savings over time, which will translate to a Wealth increase. At the end of each month your character is employed, roll a d20. If the result is greater than their current Wealth, their Wealth increases by 1. For every 10 points by which you exceed your current Wealth, you gain an additional +1 to your Wealth score. Based on your job, the GM may allow you to add an appropriate ability score bonus to the check. Additionally, you may add your proficiency bonus to the check if you are proficient in a skill or tool which is appropriate to the job. For example, a history teacher may add their Intelligence or Charisma bonus to the check, and would add their proficiency bonus if they are proficient in the History skill.

How Much Is It Really?

Sometimes you just need to know how much something is worth in cash terms. If someone flashes a briefcase full of money at you, it can break the immersion a little to just say it has a Value of 24.

It is often better to know that there’s $5,000 in the briefcase. It's also a good reference for if you’re going to split that reward five ways, and what the resulting Value of each share will be.

The following table puts a rough monetary range for most Values players will come into contact with.

While there is no technical limit to a character's Wealth, this table only gives monetary values for Values up to 50. If you require cash values for Value scores greater than this, it shouldn't be too difficult to get a rough estimate based on the patterns in the table. On-Hand Objects

In the modern world, most people have a lot of stuff - probably a lot more than you’re going to write down on your character sheet. These rules account for the mundane and 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. You can only do this during play, not at character creation or between adventures. If you succeed, your Wealth score is unaffected, even if the object’s value is higher than your wealth score.


Values and Dollar Amounts
Value Dollar Amount
1 ---
2 Less than $5
3 $5-$11
4 $12-$19
5 $20-$29
6 $30-$39
7 $40-$54
8 $55-$69
9 $70-$89
10 $90-$119
11 $120-$149
12 $150-$199
13 $200-$274
14 $275-$349
15 $350-$499
16 $500-$649
17 $650-$899
18 $900-$1,199
19 $1,200-$1,499
20 $1,500-$1,999
21 $2,000-$2,749
22 $2,750-$3,499
23 $3,500-$4,999
24 $5,000-$6,499
25 $6,500-$8,999
Value Dollar Amount
26 $9,000-$11,999
27 $12,000-$14,999
28 $15,000-$19,999
29 $20,000-$27,499
30 $27,500-$34,999
31 $35,000-$49,999
32 $50,000-$64,999
33 $65,000-$89,999
34 $90,000-$119,999
35 $120,000-$149,999
36 $150,000-$199,999
37 $200,000-$274,999
38 $275,000-$349,999
39 $350,000-$499,999
40 $500,000-$649,999
41 $650,000-$899,999
42 $900,000-$1,199,999
43 $1,200,000-$1,499,999
44 $1,500,000-$1,999,999
45 $2,000,000-$274,999
46 $2,750,000-$3,499,999
47 $3,500,000-$4,999,999
48 $5,000,000-$6,499,999
49 $6,500,000-$8,999,999
50 $9,000,000-$11,999,999

Currency Exchange

While gold bars, silver coins, copper pieces, and solid platinum may work well as currency in a fantasy setting, they are ill-suited for a modern one. The Value rating system introduced in this manual abstracts the real-world complexity of wealth 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.

Currency Exchange Rates
D&D Dollar Amount Value
1 platinum $100 10
1 gold $10 3
1 electrum $5 3
1 silver $1 2
1 copper $0.50 2

Wealth and Reputation

Why not Just Track Money?

This financial system is abstract and simplisitc, and your Wealth isn't a precise measurement of your character's net worth. However, this system is simpler than tracking your paychecks, credit scores, bank statements, interest rates, and credit limits.

Modern personal finance can be extremely complex; this system saves you from spending as much effort on balancing your character's checkbook as you spend on your own

Rent or Own?

The rules for Wealth don’t say anything about paying rent or having a mortgage. That’s because such day-to-day expenses as a home, utility bills, and groceries are already built into the Wealth system - your Wealth reflects your buying power after paying for such basics.

Since the cost of rent is already built into your Wealth bonus, why should any character want to waste Wealth on something as expensive as a home? The answer in game terms is the same as in the real world: When you own your own home, you aren’t subject to someone else’s rules on how to use it. Want to build a secret lab in your garage? That’s kind of difficult in an apartment building - but you can probably do it if you own a house.

To buy a house, you only have to pay for the down payment (that’s what the Value in the Housing table represents). You don’t have to worry about the monthly mortgage payment, just as a renter doesn’t have to worry about rent.

Lifestyle

What sort of lifestyle does your character live? Do they drive an exotic car and own a speedboat, throwing lavish parties and flying off to Rio for the weekend?

Or do they subsist on microwave pizza in a one-room apartment? That question is answered, in part, by the objects you own and your current Wealth score.

A character with a mid-range Wealth score (say, 7) can generally afford items costing around $50 without their Wealth reducing. Such a character can afford a meal at a good restaurant, a ticket to a basketball game, or a new computer game pretty much any time they want. More expensive lifestyle options are always available, but only at the cost of driving their Wealth down - so they can’t really live beyond their means for long. Of course, if they already owns a Ferrari, having a lower Wealth score does not mean they have to give it up. They still drive an expensive car - they just can’t currently afford to do all the other things people associate with that kind of life.

A poorer character - perhaps with a current Wealth score of 4 - can generally afford a $20 expense without reducing their Wealth bonus. A night at the movies might be a routine entertainment, but they can’t regularly afford anything more expensive. Rich characters, those with Wealth scores of 15 or higher, can easily drop about $500 at a time, meaning that they will fly first class more often than not.


Reputation

Over the course of play, your reputation will fluctuate as you gather more notoriety and as you leverage it for various advantages. Your reputation can never fall below 0, and there is no limit to how high your reputation can climb.

Leveraging Your Reputation

Reputation is used to measure your social capital and the influence that you can exert. Similarly to objects and services, favours and requisitions have a Value rating. Any time you Leverage your Reputation to gain a favour or requisition equipment with a Value higher than your current Reputation, your Reputation goes down. How much your Reputation is reduced depends on how valuable the favour or equipment is.

Compare the Value of the favour or item to your current Reputation score and consult the table below to see how much your Reputation will decrease if you choose to go through with the request.

Value Reputation Decrease
15 or higher 1 point
1-10 points higher than your Wealth 1 point
11-15 points higher than your Wealth 1d6 points
16-20 points higher than your Wealth 2d6 points

This system is functionally identical to purchasing items using Wealth. You cannot request a favour or requisition that is more than 20 points higher than your current Reputation. If your reputation drops to 0, you have exhausted your social capital and cannot request favours or requisition equipment until you have regained some of your Reputation.

So you wanna be Famous?

There are a number of ways to build your Reputation. You can spend your downtime rubbing elbows with the elite in your circles. Keep track of the hours you spend networking. When you have accumulated a number of hours equal to your current Reputation score, your Reputation score increases by 1, and you reset your accumulated hours to 0

Your reputation can also grow as you go about your daily life. At the end of each month, make a Charisma check. If the result is higher than your current Reputation, your Reputation increases by 1.

You may also gain Reputation increases when completing missions, objectives, or goals. Guidelines for appropriate rewards are given below.

Significance of Objective Reputation Increase
Minor 1
Major 2
Critical 4

Wealth and Reputation

Calling in Favours

Favours make the world go ‘round, and you’ll probably want to call in your fair share of them. Favours have a Value rating commensurate with the risk they carry for the one granting the favour, and following the rules for Leveraging your Reputation presented above.

Remember, though, that no matter how much social capital you’ve gathered, the person you ask a favour from can always say no to a particularly dangerous or suicidal request Similarly, the GM can rule that the Value for a Favour from a particular individual might be reduced owing to the relationship between them and the character requesting the favour.

Apparent Risk Value
None 1
Slight (Minor social consequences) 15(10+2d4)
Moderate (Retribution or Minor legal problems) 20(15+2d4)
Extreme (Severe retribution or Major legal problems) 30(20+4d4)
Deadly (Threats or attacks on their person, friends, or family) 50(30+8d4)

Requisitioning Equipment

Those with connections to powerful organizations can often leverage equipment and services that they would otherwise be unable to acquire using personal wealth. The organization evaluates whether you really need the object, how soon they can supply it, and whether they can reasonably expect to get it back when you are done with it.

Compare your Reputation to the final requisition Value of the item you are requisitioning, and lower your Reputation as if you had just purchased the item. The organization has final say over whether they can supply the object requested, and if they can do so, will provide the item within a number of hours equal to the item’s value.

Situation Value Modifier
Object is necessary for assignment -6
Object has obvious application for assignment -4
Object has peripheral application for assignment -2
Object has no obvious application for assignment +2
Object is rare +2
Object is restricted (See Equipment)
- Licensed +2
- Restricted +4
- Military +6
- Illegal +8
More Situations Value Modifier
Character is proficient in use of object -2
Character returned any requisitioned gear undamaged on previous assignment -2
Assignment was set by the organisation being requisitioned* -2

Additionally, when the assignment was set by the organisation being requisitioned, if the item is returned undamaged you regain half the Reputation spent requisitioning it (round up).

For example, Sadie has a Reputaion of 9, and wants to requisition a machine gun. The mission will almost certainly involve combat, and she turned in all her requisitioned gear undamaged after her last assignment.

The Value of a machine gun is 19, but it is considered necessary for the assignment (-6), Sadie is proficient in it's use (-2), she returned all her gear undamaged (-2), the machine gun is most likely Restricted (+4) at the very least (See Equipment), and the assignment was set by the organisation being requisitioned (-2). This gives a final value of 11. Sadie is able to requisition the weapon at a cost of 1 reputation.

Additionally, Sadie is requisitioning the item from the same organisation who set the assignment, so if Sadie returns the machine gun undamaged, she would regain the 1 Reputation point spent requisitioning it (half of 1 rounded up is 1).

Wealth and Reputation

Do I know you?

To determine if one character recognises another based on their Reputation, roll a d20. If the result is lower than the target's Reputation score, the target is recognised. As with requisitioning equipment, certain modifiers may apply to the target's Reputation score for the purposes of being recognised, as described in the following table.

If the character is acquainted with the target, they automatically recognise them without having to make a roll, unless there is a good reason for them not to.

Situation Reputation Modifier
Character has extensive knowledge of the field(s) making the target renowned +6
Character is fairly involved in the field(s) making the target renowned +4
Character is peripherally involved in the field(s) making the target renowned +2
Character has no connection to the field(s) making the target renowned -2

If the target is disguised, usually the character must pass a check to see through the disguise before attempting to recognise the target.

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

Social Maneuvering

Sometimes your reputation can save you when your charms fail you. When you fail a Charisma ability check you can leverage your Reputation to reroll the result of the check, using the new result instead. Compare your Reputation score to a Value equal to the DC of the ability check you just failed, and lower your Reputation as described above. To do this, the target of the check must recognise you.

The GM has final say over whether you can use this option in any given situation. For instance, if you are using Deception to try to convince a target that you are someone you’re not, it would be inappropriate to Leverage your Reputation to succeed.

Additional Uses for Reputation

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

Wealth and Reputation

Addiction Recovery

Designed by Brennan Lee Mulligan and Joe DeSimone, Co-Founder of The Academy of Games based on consultancy provided by Joe DeSimone and Seosamh Lily


CONTENT WARNING

The game system below discusses and addresses addiction, recovery, sobriety, and relapse.

A Quick Note:

'Why a Game System?: In our early conversations with addiction sensitivity consultants before recording TUC2, Dimension 20 asked “Should the recovery of Player Characters be handled strictly narratively or be systematized?” Our consultants recommended the creation of a game system to help underline and reinforce a couple important aspects of recovery: specifically, that we shouldn’t depict relapse as a “choice”, narrative or otherwise; and that, in a world where struggle is generally handled by rolling dice, it may be more responsible and accurate to depict characters’ relationship with addiction and recovery in that same vein.'

Sobriety Dice

A character in recovery will have a Sobriety Die that represents the amount of stress their sobriety is currently under, whether from within or without. The strength of a character’s sobriety at any given time is represented by the size of their Sobriety Die. For instance, a character with a Sobriety Die of d4, the lowest die used in this mechanic, would be deeply struggling with their sobriety and may be at immediate risk of relapse. Characters may also have a d6, a d8, a d10, a d12, all the way up to a d20. As the Sobriety Die size grows, so does their progress in recovery.

Sobriety Triggers

Players who want to use this system to represent their character’s recovery will come up with a list of Sobriety Triggers for their character. The list can be as long or as short as you’d like and should reflect the individual struggles of the character. Some characters may have very straightforward triggers, such as the presence of their preferred addictive substance (e.g. a character struggling with alcoholism may have “People drinking alcohol nearby” as a Sobriety Trigger). Sobriety Triggers can likewise be personal and emotional, such as feelings of isolation or abandonment, a particular toxic relationship, or familiar locations or times of year. Any given character will likely possess a combination of straightforward and more abstract Sobriety Triggers. Regardless of the specifics, the player should have the final authority on their character’s specific Sobriety Triggers. A GM can absolutely help a player craft their list of Sobriety Triggers should the player desire, and a GM may also help a player by pointing out the possible presence of a Sobriety Trigger in a scene. That said, a player has final authority as to what specifically constitutes a Sobriety Trigger for their character, both before and during play.

Whenever a PC encounters one of their Sobriety Triggers, 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 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 hard on her sobriety over the campaign - but still rolls a 1. She is able to resist the temptation of relapsing but this causes her great distress. As such, her Sobriety Die becomes 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 that event, a GM should take their cues from the player about how that relapse occurs and give the player as much agency as possible. Relapse events may be roleplayed or portrayed as a fade to black with the aftermath portrayed or otherwise communicated by the player, however is most comfortable for them and the group at large.

Downtime

While using this system, a GM should make sure to include regular periods of Downtime so that PCs in recovery may have opportunities to work on their sobriety. During periods of Downtime, a DM should offer PCs, both those in recovery and those not, the opportunity to describe what their characters will be focusing on during Downtime. Downtime activities may include anything the group deems appropriate for their characters and the setting, but some sample activities include training, therapy, reconnecting with friends and family, and developing new relationships or skills.

A PC in recovery may always choose to use this Downtime to work on their sobriety. They may do this through means such as attending meetings, engaging in activities to improve their mental health and emotional well-being, and otherwise generally dedicating themselves to their recovery. These activities should be generated by the player, as to give them ultimate narrative freedom over their character’s recovery, but this can also be a group process. A PC that chooses to use their Downtime in this way automatically improves their Sobriety Die by one die type. Characters who had previously relapsed or who were not otherwise sober may use their Downtime period to enter or re-enter recovery, starting with a d4 Sobriety Die.

All PCs, including those in recovery, may also choose to use this Downtime in other ways - Researching Spells and Magic Items, Creating or Maintaining a Stronghold, making Investigation or Arcana checks, etc. If a PC chooses to prioritize other pursuits during Downtime in this way, they are not necessarily in immediate danger of relapse, but their Sobriety Die will drop by one die type to the next highest level. The purpose of this Downtime Mechanic is to acknowledge the very real opportunity cost of recovery, and to reflect the very real sacrifices of time, effort, and diligence it takes for people to maintain their sobriety. Note: A PC in recovery should absolutely be afforded regular, non-Downtime opportunities to Research Spells and build Strongholds, but those should once-again be handled separately than the Downtime system outlined here. This system is also meant to represent the degree to which 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.

Addiction

Breaking the Law

All cities are built upon a code of laws that determine how they are governed. Many of these laws are explicitly made to combat criminal behavior. It is likely that player characters prone to slaughter and plunder will eventually run afoul of the law. Characters charged with committing a crime may have character witnesses speak on their behalf if they have made connections with influential NPCs.

Misdemeanor Crimes

Misdemeanor offenses may result in a character being arrested, cited, and eventually released with orders to appear in court at a later date.

Characters arrested and charged with a misdemeanor may be sentenced to such punishments as community service, short-term imprisonment, or fines.

Felony Crimes

Felony offenses will often result in a character being arrested, taken into police custody, booked, charged for their crimes, and potentially denied bail and imprisoned.

Characters arrested and charged with a felony crimes may be sentenced with severe punishments such as years of imprisonment, or death.

Arresting Characters

Authorities are quick to arrest any characters suspected of or engaged in criminal activities.

You can handle the process of arresting your characters several ways.

You can roleplay the encounter with the arresting officers, with the characters choosing to either resist arrest or cooperate. One benefit of this approach is the characters having a chance at being able to escape arrest either by talking their way out of being arrested or through some other means.

The other method is to inform the players of their characters arrest, detailing the process by which they are arrested, booked, and detained. This method eschews roleplay for a speedy process. The character may be able to influence the result of their arrest using skill checks to mitigate the consequences of their actions.

Police Arrival Time

When traveling over distance, police arrival times can vary depending on the type of crime reported.

Crime Arrival Time
Violence 5 to 10 minutes
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.

1d100 Arrival Time
1-10 Immediately
11-22 1 round after 1st turn
23-35 2 rounds after 1st turn
36-50 3 rounds after 1st turn
51-65 4 rounds after 1st turn
66-78 5 rounds after 1st turn
79-89 1 minute after 1st turn
90-100 2 minutes after 1st turn

Police Statistics

To create a quick and easy stat block for a police officer, use the standard "Guard" stat block. Replace the guard's spear with a pistol, taser, and baton, and their leather armor for a bulletproof vest. Officers will also carry a shotgun in the trunk of their vehicle. All weapons and armor listed are detailed in the Weapons and Armor portions of the Modern Equipment section of this handbook.

The Arrest Process

How the police in your campaign react to criminal activities will vary depending on the form of government and the severity of the crime committed. Below is a general process for how you might go about arresting your player characters.

Before Arrest

The police may perform a "pat-down" to determine if a character is concealing a weapon. A Dexterity (Sleight of Hand) check can be made to effectively conceal a weapon or item from a "pat-down". An arrest will often result in a full search of a character's person.

After Arrest

The police will ask for basic information (name, address, age) and will fingerprint and photograph the player characters.

Being Booked

Charges, detailed in a police report, must be brought against the character(s) within 48-72 hours, or they are released from police custody.

Arraignment

The charges against the characters are read aloud in court. Characters are asked to plead, "Guilty" or "Not Guilty". They may also plead, "No Contest", which implies the charges are correct but is not seen as an admission of guilt.

Posting Bail

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 enture that they'll make future court appearances. The money is refunded if the character appears in court. Otherwise, a warrant is issued for the characters arrest.

Breaking The Law

Tiny Character Rules

Tiny creatures range in height from 6 inches to 2 feet tall, and require a unique set of rules as compared to conventional Dungeons and Dragons races.

The Rules as Written sub-section is a set of rules drawn directly from the Player's Handbook and the Dungeon Master's Guide. These are rules which, by how they are written, explicitly apply to Tiny creatures.

The Rules as Intended, or Implied sub-section is a set of rules which, while not explicitly stated in the Player's Handbook or Dungeon Master's Guide, are intended or implied, based on existing rules, conventions, and common sense.

All rules are provided in their definitive form.

Size, Strength, & Weapons

Rules as Written

Carrying Capacity
Push, Drag, or Lift
Grapple
Shove
Food and Water

Rules as Intended/Implied

Strength

Weapons
Armor and Goods

Movement, Position, & Cover

Rules as Written

Spacing
Movement

Tiny Player Character Rules

Mounts

Rules as Intended/Implied

Cover
Spacing

Additional Options For Tiny PCs

A majority of the rules provided above can be disadvantageous for Tiny player characters. Disadvantage on Strength checks and Strength saving throws, weapon damage reductions, limits for grappling and shoves, and a reduced arsenal of weapons can easily deter a player from choosing to use a martial class.

The following series of suggestions are a list of optional rules (with various reasonings provided) intended to give some noteable advantages to playing a Tiny character.

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

__

The following Armor Class Progression charts assume:

1) The Tiny and Medium PCs are otherwise identical.

2) The PCs' Class is Fighter.

3) Both PCs begins with a +3 Dexterity Modifier.

4) The Medium PC uses Heavy Armor and a Shield.

5) The Tiny PC uses the Stealth proficiency option included in this section.


Medium AC Progression
PC Level Armor Shield Total AC Stealth
1 Chain M. = 16 +2 --> 18 Disadvantage
5 Chain M. = 16 +2 --> 18 Disadvantage
10 Splint = 17 +2 --> 19 Disadvantage
15 Plate = 18 +2 --> 20 Disadvantage
20 Plate = 18 +2 --> 20 Disadvantage
Tiny AC Progression
PC Level Dex Mod Prof. Total AC Stealth
1 +3 +2 --> 15 Proficient
5 +4 +3 --> 17 Proficient
10 +5 +4 --> 19 Proficient
15 +5 +5 --> 20 Proficient
20 +5 +6 --> 21 Proficient

Tiny Player Character Rules

Self-Propelled Vehicles

Self-propelled vehicles are equipment such as skateboards, roller blades, scooters, and even roller skates which can augment a character's movement. With GM approval, the definition of "self-propelled vehicles" can be expanded to include other unspecifed self-propelled vehicles.

  • When using a self-propelled vehicle, your speed increases by 5 feet for every 10 feet of walking speed you possess; for example, if your walking speed is 30 feet, your speed on a bicycle is 45 feet.
  • Your vehicle is immune to poison and psychic damage.
  • If a vehicle is destroyed or you lose it, you can attempt to repair it, or find a replacement.

Vehicle Sizes

Tiny

A Tiny vehicle's AC equals 12 + your proficiency bonus + your Dexterity modifier. The vehicle's hit points equal 8(3d4) + your proficiency bonus. (EXA: roller blade, roller skates).

Small

A Small vehicle's AC equals 10 + your proficiency bonus + your Dexterity modifier. The vehicle's hit points equal 10(3d6) + your proficiency bonus. (EXA: skateboard, scooter).

Medium

A Medium vehicle's AC equals 8 + your proficiency bonus + your Dexterity modifier. A Medium vehicle's hit points equal 18(4d8) + your proficiency bonus. (EXA: bicycle).

Mounting And Dismounting

Once during your move, you can mount or dismount a self-propelled vehicle that is within 5 feet of you.

You must spend at least 5 feet of movement to mount/dismount a Small vehicle, and mounting/dismounting a Medium-sized vehicle costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a bicycle. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.

If an effect moves your self-propelled vehicle against your will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off your vehicle, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw.

If your self-propelled vehicle is reduced to 0 hit points, you can use your reaction to dismount it as it falls and lands at your feet damaged. Otherwise, you are dismounted and fall prone in a space within 5 feet of it.

Wearing A Vehicle

Donning and doffing self-propelled vehicles that are worn takes 1 minute.

If an effect moves your self-propelled vehicle while you are wearing it or reduces its hit points to 0, you must succeed on a DC 10 Dexterity saving throw or be knocked prone.

If your self-propelled vehicle is reduced to 0 hit points while being worn, your speed decreases by 5 feet for every 10 feet of walking speed you possess.


Roller Skates / Blades

Tiny vehicle (7 lb.)


Creature Capacity 1 creature
Carrying Capacity 220 lb.
Armor Class 12 + your proficiency bonus + your Dexterity modifier.
Hit Points 8 (3d4) + your proficiency bonus.


  • Damage Imunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
  • Jump. If your self-propelled vehicle moves at least 30 feet in a straight line, you can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot you clear on the jump costs a foot of movement.

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

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

Self-Propelled Vehicles


Skateboard / Scooter

Small vehicle (8 lb.)


Creature Capacity 1 creature
Carrying Capacity 300 lb.
Armor Class 10 + your proficiency bonus + your Dexterity modifier.
Hit Points 10 (3d6) + your proficiency bonus.


  • Damage Imunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
  • Jump. If your self-propelled vehicle moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.

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

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

Bicycle

Medium vehicle (20 lb.)


Creature Capacity 1 creature
Carrying Capacity 300 lb.
Armor Class 8 + your proficiency bonus + your Dexterity modifier.
Hit Points 18 (4d8) + your proficiency bonus.


  • Damage Imunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
  • Jump. If your self-propelled vehicle moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.
  • Prone Deficiency. If the Bicycle rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.

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

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

Part 4. Equipment

Armor

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

Ballistics Damage

Ballistic damage is the type of damage that firearms inflict, and is a subset of piercing damage. Several of the armors grant Ballistic Damage Reduction (BDR).

All ballistic damage counts as piercing damage, but not all piercing damage counts as ballistic damage. Magical effects or creature properties that grant resistance to piercing damage also apply to ballistic damage, but effects or properties reducing ballistic damage do not automatically apply to piercing damage.

Light Armor

Made from thickly woven and sturdy materials, light armor favors agile adventurers since it offers some protection and discretion without sacrificing mobility.

Heavy Coat. A standard heavy coat made of thick materials.

Leather Jacket. A heavy leather biker's jacket that offers some protection.

Undercover Vest. Designed for deep undercover work in which it is critical that the wearer not appear to be armed or armored. This garment consists of a T-shirt with a band of light protective Kevlar sewn in around the lower torso.

Undercover Shirt. Covering a large area of the torso, this vest provides better protection than the light undercover shirt -- but it's also more easily noticable. It's best used when the armor should remain unseen but the wearer doesn't expect to face much scrutiny.


Medium Armor

Medium armor offers more protection than light armor, but it also impairs movement more.

Concealable Vest. Standard issue in many police forces. This vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it.

Light-duty Vest. A lightweight tactical vest designed for extended use by riot police and forces on alert for potential 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.

Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These armors provide more coverage and defense than lighter armors, and are designed to reduce damage significantly.

Bulletproof Vest. Built like the tactical vest, but incorporating groin and neck protection as well as a light ceramic plate over the chest. This armor provides additional protection in battles against armed opponents.

MODERN EQUIPMENT


Plate Vest. A modern body armor consisting of a jacket with ceramic plates over a majority of the torso. This armor provides amble protection against ballistics, and sharp-edged or pointed weapons.

Tactical Plate Vest. The most powerful protection available is built into this durable suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck, and groin guards, and arm protection. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.

Variant: Plot Armor

You're the protagonist, right? Damn skippy you are! The very narrative structure of the universe itself protects you in battle.

Any armor can be used as plot armor (except shields). A character wearing plot armor gains the benefits of the armor they wear without having to physically wear the armor. It's crazy that your character can miraculously escape danger or survive an obviously fatal situation, but such is the life of a protagonist.

Shields

A shield is made of a durable protective material and carried in one hand. You can benefit from only one shield at a time.

Makeshift Shield. A makeshift shield is an impromptu shield either found or rapidly crafted. Each time you are hit with an attack, roll a d20. On a 10 or lower the makeshift shield breaks or is damaged beyond use.

Riot Shield. A lighweight protective device deployed by police and military organizations.

Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor's category.

Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the time to don the armor.

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Donning and Doffing Armor
Category Don Doff
Light Armor 1 Action 1 Action
Medium Armor 1 Minute 30 seconds
Heavy Armor 5 Minutes 1 Minute
Shield 1 Action 1 Action

MODERN EQUIPMENT

Weapons

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

MODERN EQUIPMENT

Weapon Properties

__Auto Fire. A weapon that has the auto fire property can only spray in a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage (DC equals to 12 + your proficiency bonus if proficient). This action uses ten pieces of ammunition and it cannot be affected by any of the special "shot" attacks from the Firearms Expert feat.

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage (DC equals to 12 + your proficiency bonus if proficient). This action uses ten pieces of ammunition and it cannot be affected by any of the special "shot" attacks from the Firearms Expert feat.

Covert. You have advantage on Dexterity (Sleight of Hand) checks to conceal this weapon.

CQC (Close Quarters Combat). You have advantage on attack rolls made against targets within 20 feet or less from you.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You muist use the same modifier for both rolls.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. A Tiny creature is unable to use a heavy weapon at all.

Light. A light weapon is small and easy to handle, making it ideal for use when fightng with two weapons.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond the normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach. This weapon adds 5 feet to your reach when you attack with it.

Reload. A weapon with the reload property can be fired a number of times, shown in parentheses, before needing to be reloaded. A character must then reload it using an action or a bonus action (the character's choice). You must have one free hand to reload a firearm.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description(see "Special Weapons" later in this section).

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Two-Handed. This weapon requires two hands to use.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property-- the damage when the weapon is used with two hands to make a melee attack.


Special Weapons

This section describes weapons that have special rules or require further explanation.

Baton, Expandable. This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton can't be used as a weapon and is given the Covert property. Extending or collapsing the baton is a free action.

Baton, Stun. A stun baton has 5 charges. When you hit a creature with a stun baton, you can choose to expend one charge. When you do so, the target must make a DC10 Constitution saving throw or be incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

Chainsaw. A chainsaw must be running to be used as a weapon, otherwise it is considered an improvised weapon. Starting a chainsaw is an action. If you roll a natural 1 on an attack roll with a chainsaw, it stalls and requires an action to restart.

Machine Gun, Heavy. The recoil of this weapon is difficult to control. A creature with a Strength of 12 or lower has disadvantage on attack rolls with this weapon and must make a DC 20 Strength saving throw or be knocked prone.

Nunchaku. This weapon can be flourished any number of times before making an attack. Each successful flourish adds a +1 to the attack roll. Immediately after each flourish, the DM can have you roll a d20. If you roll a 1, you fail and hit yourself with the nunchaku. With each successful flourish the chance of failure increases by 1.

Grenade Launcher. This weapon allows you to propel a fragmentation, smoke or tear gas grenade up to 120 feet away. You can target a creature within 40 feet using a grenade launcher. On a hit you deal 1d6 bludgeoning damage to that creature, and then the grenade effect occurs.

Revolver. Since the character must insert every bullet one by one, reloading this weapon takes an action.

Stun Gun. A creature hit by a Stun Gun takes 1d4 lightning damage and it must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn. You can use your action in the following turns to deal 1d4 lightning damage and maintain the target paralyzed for up to 4 turns. The Taser must be recharged after five shots.

Sword Cane. This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. A stowed sword cane can't be used as a weapon and is given the Covert property. Unsheathing the sword cane is a free action.

Taser. A taser has 5 charges. When you hit a creature with a taser, you can expend one charge. The target must make a Constitution saving throw (DC 10) or be paralyzed until the start of your next turn. The taser must be recharged after expending the last charge.

MODERN EQUIPMENT

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or 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 weapon without making it less effective.

Firearms

Firearm Proficiency

A character proficient with a firearm does not automatically add any proficiency bonus to the weapon attack roll. Rather, proficiency with a firearm allows a character to use a bonus action to take the Aim action, which adds the character’s proficiency bonus to the attack roll. Without taking the Aim action (or if a character is using a firearm without proficiency), the shooter receives only the benefit of a Dexterity bonus on the attack roll.

Ammunition

All firearms require ammunition to make an attack.

You can use a firearm to make a ranged weapon attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon you expend one piece of ammunition, unless stated otherwise. The ammunition of a firearm is destroyed upon use.

If you use a firearm to make a melee attack, you treat the firearm as an improvised weapon.

Real firearm ammunition comes in a wide variety of sizes and calibers. To avoid complicating the use of ammunition, they have been simplified to bullets and shells. Shotguns only use shells as ammunition. All other firearms only use bullets.

A pedantic DM can institute their own bullet and shell categorizations at their own discretion.

Suppressing Fire

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

Special Ammunition

Certain ammunition can be purchased or modified to create special ammunition. Special ammunition is available at a DM's discretion.

Breaching Shells. Ammunition designed to destroy deadbolts, locks, or door hinges. Each shell deals double damage to doors and others objects/structures.

Silvered Ammunition. Refer to the "Silvered Weapons" section above.

Incendiary Round (Shell). This ammunition for shotguns is designed to fire a large blast of flame. Each shell deals an extra 1d10 fire damage to a creature it hits.

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. Any shot from a firearm can be heard from 200 feet away.

Firearm Proficiencies by Class

Class Firearm Proficiency
Artificer Simple
Barbarian Simple, Martial
Bard Simple
Cleric Simple, (Martial, if City or War Domain)
Druid Hunting Rifle
Fighter Simple, Martial
Monk Simple
Paladin Simple, Martial
Ranger Simple, Martial
Rogue Simple, Semi-Auto Pistol, Sniper Rifle
Sorcerer None
Warlock None, (Simple, if Hexblade or Pact of the Blade)
Wizard None

MODERN EQUIPMENT

Explosive Devices

Some of the explosives can be bought as a grenade or a planted explosive, giving them particular properties depending on how it’s used.

Grenades

  • As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

Planted Explosives

  • You need a detonator for each explosive you use.

Flashbang

A flashbang is a non-lethal explosive device used to temporarily disorient an enemy's senses. It is designed to produce a blinding flash of light and an intensely loud "bang" without causing permanent injury.

Grenade. As an action, a character can throw a flashbang at a point within 60 feet. Each creature within 20 feet of the point must make a DC 15 Dexterity saving throw or be blinded and deafened until the end of their next turn.

Fragmentation

This explosives are designed to disperse lethal fragments on detonation. The body is generally made of a hard synthetic material or steel, which will provide some fragmentation as shards and splinters.

Grenade. As an action, a character can throw a grenade at a point within 60 feet. Each creature within 20 feet of the point must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Planted. When it's activated, each creature within 20 feet of the point must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Plastic Explosive

Plastic explosive is a soft and hand-moldable solid form of explosive material. Plastic explosives are especially suited for explosive demolition of obstacles and fortifications by engineers, combat engineers and criminals. It can be cut, formed, wrapped, and combined with others of its type.

Planted. Each creature within 10 feet of the explosive must make a DC 12 Dexterity saving throw, taking 4d6 bludgeoning and 3d6 fire damage on a failed save, or half as much damage on a successful one. It deals double damage against objects and structures.

You can combine units of plastic explosive so they explode at the same time. Each additional pound of plastic explosive increases the bludgeoning and fire damage each by 1d6 (to a maximum of 10d6 and 9d6 respectively) and the burst radius by 5 feet (to a maximum of 20 feet).

In addition, when you combine two or more units, you can change the burst radius to a cone-shaped explosion (you must determine the area affected by the explosive when you plant it).

Smoke

Smoke grenades are used as ground-to-ground or ground-to- air signaling devices, target or landing zone marking devices, and to create a smoke-screen for concealment. When buying a smoke grenade you can also select the color of the smoke.

Grenade. As an action, a character can throw a smoke grenade at a point within 60 feet. One round after the smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Tear Gas

Tear gas works by irritating mucous membranes in the eyes, nose, mouth and lungs, and causes crying, sneezing, coughing, difficulty breathing, pain in the eyes, and temporary blindness.

Grenade. As an action, a character can throw a smoke grenade at a point withing 60 feet. One round after the grenade lands, it emits a cloud of tear gas that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creature starting its turn in the gas is considered blinded and it must make a DC 15 Constitution saving throw or be incapacitated. A creature wearing a gas mask automatically succeeds the saving throw.

Thermite

Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the thermite is set.

Planted. Each creature that ends its turn in the same space of the thermite must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. It last for 1 minute and it provides bright light for a 5-foot radius and dim light for an additional 5 feet while burning. It deals double damage against objects and structures.

White Phosphorus

White phosphorus devices use an explosive charge to distribute burning phosphorus across the burst radius.

Grenade. As an action, a character can throw a grenade at a point within 60 feet. Each creature within 10 feet of the point must make a DC 15 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. One round after the grenade lands, it emits a cloud of white phosphorus that creates a heavily obscured area in a 10-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind

(20 or more miles per hour) disperses it in 1 round. Any creature starting its turn in the gas is considered blinded and it must make a DC 15 Constitution saving throw taking 1d6 fire damage on a failed save, or half as much damage on a successful one.

MODERN EQUIPMENT

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

MODERN EQUIPMENT

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

MODERN EQUIPMENT

Starting Equipment

When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a dollar amount based on your class and spend them on items from the lists in this chapter. See the StartingWealth by Class table to determine how much money you have to spend.

You decide how you character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, pased down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventureous footsteps.

Starting Wealth

To determine a character's starting wealth score, roll 2d4 and add any bonuses granted by their background.

Starting Reputation

To determine a character's starting reputation score, roll 2d4 and add their Charisma modifier and any bonuses granted by their background.

Equipment Packs

The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The modernized contents of these packs are listed here.

Burglar's Pack. Includes a backpack, a screwdriver, 5 glowsticks, a flashlight, a crowbar, a hammer, a headlamp, 5 days rations, a lighter, and a water bottle. The pack also has 50 feet of hempen rope strapped to the side of it.

Diplomat's Pack. Includes a briefcase or satchel, a set of fine clothes, 5 pens or pencils, a flashlight, a small notebook (10 sheets of paper), a vial of perfume, and a self-inking stamp.

Dungeoneer's Pack. Includes a backpack, a map, a compass, a hammer, 10 pitons, 2 flashlights, a tinderbox, 10 days of rations, binoculars, and a hydroflask. The pack also has 50 feet of hempen rope strapped to the side of it.

Entertainer's Pack. Includes a backpack or satchel, a 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.

Priest's Pack. Includes a backpack or satchel, a blanket, a flashlight, a lighter, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a water bottle.

Scholar's Pack. Includes a backpack or satchel, a book on a scholarly subject, 5 pens or pencils, a small notebook (10 sheets of paper), and a hydroflask.


Tools

A tool helps you to do something you couldn't otherwise do. Here are new modern tools you can use.

Tools
Item Cost Weight
Kits
Engineering kit 12 8lb.
Forensics kit 12 8lb.
Hacking tools 14 6lb.
Mechanic tools 12 8lb.
Spy kit 16 12lb.

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.

MODERN EQUIPMENT

Magic Items

Item Descriptions

Here is a list of magic items of various rarities that have been reflavored for a modern setting.

COMMON

Monster Energy Drink of Healing

Same abilities as a Potion of Healing

Magician's Tophat

Same abilities as a Hat of Vermin

Barbara Doll

Same abilities as a Talking Doll


UNCOMMON

Dope Sneakers of Elvenkind

Same abilities as a Boots of Elvenkind

Oversized Hoodie of Protection

Same abilities as a Cloak of Protection

Bougie Gemstone Ring

Same abilities as an Elemental Gem

Supreme Fanny Pack of Holding

Same abilities as a Bag of Holding

LED Flashlight of Revealing

Same abilities as a Lantern of Revealing

Recorder of the Sewers

Same abilities as Pipes of the Sewers

Reading Glasses of Minute Seeing

Same abilities as Eyes of Minute Seeing

Neck Choker of Mind Shielding

Same abilities as a Ring of Mind Shielding

Boy Scout Sash of Useful Things

Same abilities as a Robe of Useful Things

Alchemy Hydroflask

Same abilities as an Alchemy Jug


RARE

Bag of 50 Flavors Jelly Beans

Same abilities as a Bag of Beans

Healing Crystal of Health

Same abilities as an Amulet of Health

Neck Choker of Hill Giant Strength

Same abilities as a Belt of Hill Giant Strength

Siren Song Fender Bass Guitar

Same abilities as a Siren Song Lyre

Girl Scout Thin Mint Cookies of Heroism

Same abilities as a Potion of Heroism

Gaming Chip of Good Luck

Same abilities as a Stone of Good Luck (Luckstone) (exception: +2 bonus)


VERY RARE

Machete of Speed

Same abilities as a Scimitar of Speed

Stop Sign Shield

Same abilities as an Animated Shield

"Hard Bodies: 6 Pack Abs in 48 hours!"

Same abilities as a Manual of Gainful Exercise


LEGENDARY

Tarot Deck of Many Things

Same abilities as a Deck of Many Things

Lucky Hockey Stick

Same abilities as a Luck Blade

Oversized Anime Blade

Same abilities as a Vorpal Sword

Magic Item Pricing

Magic Item Rarity
Rarity Character Level Value
Common 1st or higher 16 - 18
Uncommon 1st or higher 18 - 24
Rare 5th or higher 24 - 29
Very Rare 7th or higher 29 - 32
Legendary 11th or higher 32 - 34

MODERN EQUIPMENT

Vehicles

Rules

Rules for vehicles are summarized below.

Opportunity Attacks

Vehicles provoke opportunity attacks as normal. When a vehicle provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn’t have total cover and is within reach.

Action Stations

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 used again until the start of that creature’s next turn. Only one creature can occupy each station.

A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal.

Driver's Seat

The driver's seat of a vehicle is a chair with a wheel, pedals, and other controls. The driver's seat requires a driver to operate. A vehicle with no driver automatically fails Dexterity saving throws.

A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the vehicle's ability scores.

Drive. While the vehicle's engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course.

If the driver is incapacitated, leaves the driver's seat, or does nothing to alter the vehicle’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver’s last turn until it hits an obstacle big enough to stop it.

Bonus Actions. As a bonus action the driver can do one of the following:

  • Start the vehicle's engine or shut it off.
  • Cause the vehicle to take the Dash or Disengage action while the vehicle's engine is running.
Front Passenger Seat

The front passenger seat is a chair with a glove box, and access to the car navigation. The vehicle does not require a front passenger to operate. A vehicle with an missing or capacitated driver makes Dexterity saving throws with disadvantage instead of automaticlally failing.

A front passenger proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the vehicle's ability scores, if the driver is missing or otherwise incapacitated.

Fuel

A vehicle has a number of charges which determine the distance it can travel before needing to be refueled. A single charge is equivalent to 100 miles.

Mishaps

Roll on the Mishaps table when one of the following occurs to a vehicle while it’s in motion:

  • The vehicle takes damage from a single source equal to or greater than its mishap threshold.
  • The vehicle fails an ability check (or its driver fails an ability check using the vehicle’s ability) by more than 5.

If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle (see “Repairs” below).

d20 Mishap Repair DC
1-3 Engine Flare. Fire erupts from the engine and engulfs the vehicle. Any creature that starts its turn on or inside the vehicle takes 10 (3d6) fire damage until this mishap ends. 15(Dex)
4-6 Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dexterity saving throws until this mishap ends. 15(Str)
7-9 Engine Rupture. The vehicle’s speed decreases by 30 feet until this mishap ends. 15(Str)
10-12 Blinding Smoke. The vehicle fills with smoke and is heavily obscured until this mishap ends. Any creature in the driver's seat is blinded by the smoke. 15(Dex)
13-15 Ugly Dent. The vehicle’s damage threshold is reduced by 10 until this mishap ends. 15(Str)
16-18 Damaged Axle. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage. 20(Dex)
19-20 Flip. The vehicle flips over, falls prone, and comes to a dead stop in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage. None

Vehicular Exhaustion

The harsh conditions or extensive damage can cause a vehicle to stop functioning properly, until it eventually breaks down. Such wear and tear can be represented using exhaustion, as described in appendix A of the Player’s Handbook, with these modifications:

  • When a vehicle reaches exhaustion level 6, its hit points drop to 0, and the vehicle breaks down.
  • The only way to remove the effects of exhaustion on a vehicle is to repair the vehicle.

MODERN EQUIPMENT

Repairs

When a vehicle is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. The creature making the repairs must meet the following criteria:

  • The creature can’t operate the vehicle’s driver's seat or one of its other stations while making repairs.
  • The creature must be within reach of the damaged area in need of repair.
  • The creature must have the right tools for the job (smith’s tools or tinker’s tools, for example).

Before beginning repairs, a creature must decide whether the repairs are aimed at ending a mishap, removing a level of exhaustion, or restoring the damaged vehicle’s hit points. Each option is discussed below.

End a Mishap

A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it’s proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can’t be repaired.

Remove Exhaustion

If the vehicle has one or more levels of exhaustion, a creature can spend 1 hour or more trying to reduce the vehicle’s exhaustion level. The vehicle must be stationary, and the creature must have spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Intelligence check, adding its proficiency bonus to the check if it’s proficient with the tools used to make repairs. If the check succeeds, the vehicle’s exhaustion level decreases by 1. If the check fails, the vehicle’s exhaustion level remains unchanged, though the repair can be attempted again using the same replacement parts.

Restore Hit Points

If the vehicle has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the body and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs.

After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it’s proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. If the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts.

Crashing

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

If this damage is less than the vehicle’s damage threshold, the vehicle takes no damage from the crash.

Regardless of whether or not the vehicle takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.

Crashing into Creatures

A vehicle can crash into a creature by entering its space. The creature can use its reaction to attempt to get out of the vehicle’s way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals 1d6 bludgeoning damage to the creature for every 10 feet the vehicle moved since its last turn (maximum 20d6).

A vehicle that is at least two size categories bigger than the creature it crashed into can continue moving through that creature’s space if the vehicle has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.

Falling

When a vehicle goes over a cliff or otherwise falls, the vehicle and all creatures on or inside it take damage from the fall as normal (1d6 bludgeoning damage per 10 feet fallen, maximum 20d6) and land prone.

MODERN EQUIPMENT


Economy Car

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


STR DEX CON INT WIS CHA
16(+3) 14(+2) 14(+2) 0 0 0

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

  • Slam. The Economy Car can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage. This trait can’t be used against a particular creature more than once each turn.
  • Prone Deficiency. If the Economy Car rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.

Action Stations

  • Driver's Seat (Requires 1 crew and Grants Three-Quarters Cover. Drive and steer the Economy Car.

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

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


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

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

  • Jump. If the Motorcycle moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.
  • Prone Deficiency. If the Motorcycle rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
  • Stunt. On its turn, the driver of the Motorcycle can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Motorcycle must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the bike’s Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can’t attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Motorcycle and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.

Action Stations

  • Driver's Seat (Requires 1 crew and Grants Three-Quarters Cover. Drive and steer the Motorcycle.

Reactions

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

MODERN EQUIPMENT


Pickup Truck

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


STR DEX CON INT WIS CHA
18(+4) 10(+0) 18(+4) 0 0 0

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

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

Action Stations

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

Bus

Gargantuan vehicle (25,000 lb.)
Creature Capacity 1 crew, 70 passengers
Cargo Capacity 15,000 lb.
Armor Class 20 (18 while motionless)
Hit Points 240 (damage threshold 10, mishap threshold 20)
Speed 60 ft.
Fuel Charges 1


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

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

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

Action Stations

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

MODERN EQUIPMENT

Part 5. Spells

This section describes several new spells that can be included in a modern campaign of Dungeons & Dragons. This section begins with a spell list of the modern spells. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell.

Spell List

Cantrips (0 Level)

On/Off
Trip

1st Level

Infallible Relay
Remote Access

2nd Level

Find Vehicle

3rd Level

Haywire
Invisibility to Cameras
Protection from Ballistics

4th Level

Conjure Knowbot
Synchronicity
System Backdoor

5th Level

Commune with City
Shutdown

Spell Descriptions

The spells are presented in alphabetical order.

Commune with City

5th-level divination (ritual) (technomagic)
Casting Time: 1 minute
Range: Self
Component: V, S
Duration: Instantaneous

You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area.

  • Terrain and bodies of water
  • Prevalent buildings , plants, animals, or intelligent creatures
  • Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead.
  • Influences from other planes of existence
  • Electrical currents, wireless signals, and active transit lines and tracks.

For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interface, and the location of any nearby parks. Spell Lists. Sorcerer, Warlock, Wizard

Conjure Knowbot

4th-level conjuration (technomagic)
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: 10 minutes

You touch a single computerized device or computer system to conjure a knowbot—a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses including your proficiency with hacking tools, if applicable.

You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond.

The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.

Spell Lists. Sorcerer, Warlock, Wizard

Find Vehicle

2nd-level conjuration (technomagic)
Casting Time: 10 minutes
Range: 30 feet
Component: V, S
Duration: 8 hours

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

You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While

MODERN SPELLS

driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.

If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.

You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval.

Spell Lists. Paladin, Sorcerer, Warlock, Wizard

Haywire

3rd-level enchantment (technomagic)
Casting Time: 1 action
Range: 90 feet
Component: V, S
Duration: Concentration, up to 1 minute

This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.

At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.

d6 Effect
1 The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
2-4 The device does not function
5 The device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
6 The device is usable as normal.

At Higher Levels. When you cast this spell using a spell 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


Infallible Relay

1st-level divination (technomagic)
Casting Time: 1 minute
Range: Self
Component: V, S, M (a mobile phone)
Duration: Concentration, up to 10 minutes

With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails.

The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.

Spell Lists. Sorcerer, Warlock, Wizard

Invisibility to Cameras

3rd-level illusion (technomagic)
Casting Time: 1 action
Range: 10 feet
Component: V, S, M (a scrap of black paper)
Duration: Concentration, up to 1 minute

Four creatures of your choice within range become undetectable to electronic sensorss and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target's person. The targets remain visible to vision.

Spell Lists. Sorcerer, Warlock, Wizard

On / Off

Transmutation cantrip (technomagic)
Casting Time: 1 action
Range: 60 feet
Component: V, S
Duration: Instantaneous

This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software- based shutdown sequence to activate or deactivate cannot be affected by on/off.

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

MODERN SPELLS

Remote Access

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

You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time.

Spell Lists. Sorcerer, Warlock, Wizard

Shutdown

5th-level transmutation (technomagic)
Casting Time: 1 action
Range: 120 feet
Component: V, S
Duration: Concentration, up to 1 minute

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

Spell Lists. Sorcerer, Warlock, Wizard

Synchronicity

4th-level enchantment
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: Concentration, up to 1 hour

The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage.

Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.

Spell Lists. Bard, Sorcerer, Warlock, Wizard


System Backdoor

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

This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower.

Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell’s level is equal to or less than the level of the spell slot you used.

Spell Lists. Sorcerer, Warlock, Wizard

Trip

Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Component: S
Duration: Instantaneous

You twist the fortunes of a Large or smaller creature you can see within range causing it to misstep. The target must succeed on a Dexterity saving throw or be knocked prone. This spell does not effect flying or hovering creatures.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

MODERN SPELLS

Urban Fantasy

Traditionally, the game of Dungeons & Dragons is grounded in the conventions of the fantasy genre. A majority of these campaigns take place in medievel settings where the gods exist, monsters of myth and folklore are common, and supernatural elements such as magic are real.

Urban fantasy, however, is a genre that takes many of those same characteristics and applies them to a modern setting. Many works of urban fantasy (also referred to as contemporary fantasy) feature a world similar to our own in which the supernatural exists in secret, or in an approximate world where it exists openly (usually involving an alternative history).

Before You Play

Before you begin building your world, spend some time thinking of what kind of world you want to place your campaign in. Your players and you will build the world as you play, but it is important to brainstorm some ideas on what world you want to begin with. Consider drawing from some of your favorite urban fantasy fiction, or even other kinds of modern fantastical ficiton. How will your world work? What is happening in it? How will your players see that world? The ideas you sketch out will give you an outline of the world for you to begin with.

Urban fantasy can be distinguished between one of two worlds.

Separate World

This style of urban fantasy features a world in which the supernatural exists in secrecy, below the radar of the mundane majority. Most people don't believe in monsters, and when they do find out, it's usually too late. Other sapient species live in secret among the (usually) mortal human majority, concealing their true nature through some manner of disguise or by magical means.

The mundane world can be separated from the fantastical in many ways. In the Harry Potter novels, the wizarding world is kept secret from muggles by the Ministry of Magic using memory modifing and concealment charms. In The Chronicles of Narnia series, the land of Narnia is a separate world entirely existing on a plane all its own. In the Dresden Files novels, the supernatural is largely discredited by the mundane world with only the most fringe members of society believing in its existence.

Alternative History

Alternative history worlds are usually ones which resemble our own world, but are noticably different in that they openly incorporate magical elements. Monsterous creatures may have been tamed and trained, the sapient species of the world are aware of each other and live in either separate societies or in coexisting ones, and magic intermingles with technology.

Incorporating the supernatural with the natural can be done at many points in time. The His Dark Materials series, begins in an alternate world version of Oxford wherein an individual's "inner-self" has always existed outside of themself in the form of an animal-shaped "daemon". In the novel Jonathan Strange and Mr. Norrell, magic is reintroduced into a 19th-century world by the two titular magicians around the time of the Napoleonic Wars.

Core Assumptions

The rules of Dungeons & Dragons is are based on a set of core assumptions that can be found in chapter 1 of the Dungeon Master's Guide.

To accommodate an urban fantasy setting, those core assumptions have been altered to account for the fantastical elements in the game, as well as the mundane. Alternative assumptions for urban fantasy settings have been provided below.

The Gods Are Discrete. The gods of various religions are real and embody a variety of beliefs, with each god claiming a dominion over an aspect of the world, such as war, forests, technology, or the sea. The many gods of these religions may share dominions, and in some cases, a god of a dominion in one religion may also be the god of the same dominion in another religion operating under a different guise.

To some extent, gods rely on mortal belief to maintain their connection to the mortal world, but do not rely on mortal belief for existence. Some gods are able to become more mortal to personally exert more influence in the world, whereas some gods choose to exert less influence while remaining immortal.

The gods exert influence over the world through their followers, bestowing upon them divine magic and visions to guide them. A god's follower operates on behalf of that god in the world, promoting that god's ideals and opposing their enemies.

We Don't Know Everything. The unknown, once hidden in the depths of the darkest forests or beyond the furthest mountains, now lurks beyond every street corner waiting to pounce. Magic lies in wait just behind every door, and fantastical creatures walk among us unseen.

The World Is Modern. Empires stretch out across the globe, leaving few places in this world untouched by mortal hands. Wars span countries, skyscrapers line the horizon, and the opposite side of the globe is a plane flight away. The average modern person is vastly more educated than the average fantasy peasant. Food is produced in abundance and on a massive scale. A conversation can span continents with nothing more than the press of a button.

Modern society is advanced and far different from the medieval setting found in most Dungeons & Dragons campaigns. Many of the problems inherent in those campaigns can easily be fixed with the simplest of technologies in a modern world. However, a modern world is not a world without problems, just different ones.

URBAN FANTASY

Conflict Shapes the World's History. Powerful individuals strive to make their mark on the world, and factions of like-minded individuals can alter the course of history. Factions include religions led by charismatic priests, countries ruled by lasting dynasties, and shadowy societies that seek to control the world and it's peoples. The influence of such factions waxes and wanes as they compete with eachother for power. Some seek to preserve the world and usher in a golden age. Others strive toward evil ends, seeking to rule the world with an iron fist. Still others seek goals that range from the practical to the esoteric, such as the accumulation of material wealth or the resurrection of a dead god. Whatever their goals, these factions inevitably collide, creating conflict that can steer the world's fate.

The World Is Indeed Magical. Practitioners of magic are relatively few in number. Some may leave evidence of their craft on the world, others still hide their craft, preferring to keep their secrets hidden from the eyes of those who would seek to take their power. Magic can be innocuous and commonplace as a substantially enhanced mundane item to something much more rare and impressive, such as a flying vehicle or a dragon guarding the contents of a bank vault. Hidden amongst the mundanity of civilization is the magic of the world, easily overlooked and often guarded.

Making It Your World

In creating a modern campaign world, it helps to start with the core assumptions and consider how your setting may change them. The subsequent sections of this chapter address each element and give details on how to flesh out your world with gods, factions, and so forth.

The assumptions sketched out above aren't set in stone. They serve as a potential basis for a contemporary D&D world full of adventure, but they're not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those assumptions.

The World Is Indeed Mundane. Is magic rare? Dangerous? Missing? How does magic factor into your world? If magic is rare, maybe your campaign is set in a world similiar to your own. Perhaps even one where the rarity of magic and it's disappearance play a great role in it's history. What supernatural elements do exist in this world?

The World Is Modern-ish. Your world doesn't have to take place in the exact time you live in for it to be modern. What if your world takes place in our past? Our future? A campaign set in the 1900's is just as modern as a campaign set in the 2100's when compared to the typical medieval Dungeons & Dragons setting.

The World Is Changing. What if magic is a recent development? What if monsters are new and rare? Are these monsters familiar, creatures of myth and legend, or are they new aberrations of your own devising? Did magic once exist in this world, only to disappear and eventually return? Why might it have disappeared? Why did it return?

Magic and Technology Coexist. What if a cellphone was powered by magic? What if magic was included in the school curriculum? What if soldiers went to war wielding wands, and fantastical beasts were tame domesticated housepets? How might the existence of technology and the supernatural have influenced the course of the world?

The Gods and You

Appendix B of the Player's Handbook presents a number of pantheons (loose groupings of deities not united by a single doctrine or philosophy) for use in your game, including the gods of established D&D worlds and fantasy-historical pantheons. You can choose one of these pantheons for your own campaign, or pick and choose deities to use as you please.

The rules of the game don't require a pantheon of a certain size. Your world can have hundreds of gods, or a single one.

The Player's Handbook includes several real world pantheons. Included below are a selection of other pantheons not included in the Player's Handbook.

Other Religious Systems

Agnosticism

Agnostics take a pragmatic view of the world. They believe that the existence of God, gods, the divine, or the supernatural is unknown or completely unknowable. An evidence based approach, agnostics believe that they can not proclaim to know or believe anything which they do not have any scientific grounding or evidence to believe. A method, rather than a creed, agnosticism follows a belief in reason and demonstrability.

Athesism

Atheism may seem a misnomer when included in a game that explicitly includes the existence of gods, but atheism does not explicitly deny the existence of the gods. To atheists, the "gods" may exist, however, they are seen not as "gods" but as very powerful beings. The distinction is their "godhood". Much as a simple farmer may mistakenly view the magic of a powerful wizard as the work of a god, an atheist would view this wizard as just being a similar creature with vastly different abilities than their own. Put simply, the "gods" are not truly deities, but just creatures of immense power.

Dualism

Dualistic religions view the world as a battleground hosting a conflict between two separate deities or divine forces. Whether these opposing forces be good and evil, law and chaos, life and death, these forces are fundamentally opposites. A primary tenet of the conflict between these two deities is that there muyst be a balance between them, lest the divine forces which they define them become imbalanced.

Monotheism

Monotheistic religions center around the existence of only one deity. In some instances, a monotheistic religion will deny the existence of other deities. Should you include a monotheistic religion into your campaign you will want to choose whether or not other gods exist as well.

Spiritualism

Spiritualism is an informal relgious movement based on the belief that spirits of the dead exist and are able to communicate with the living. Spiritualists believes that anyone may receive messages from spirits, but that a medium is required for more formal forms of communication in order to receive information about the afterlife.

URBAN FANTASY

Settlements

Settlements are the places where people live. Busy cities, pleasant towns, and quaint villages are what make up civilization as a whole. A single location -- a home base for your adventurers -- is a great way to start your campaign and built out your world.

There are many questions to consider when developing a settlement:

  • How does the location play into your campaign's story?
  • How big is your settlement?
  • What are some notable features and characteristics of your settlement?
  • Who lives there?
  • How is it governed?
  • Where are goods and services commonly sold?
  • What factors distinguish it from other places?
  • Is it defended?
  • Which factions and organizations feature prominently?
  • Why should your characters care about your settlement?

Size

Most of the world's population currently lives in large cities, as opposed to the smaller settlements typical to standard dugeons and dragons games. Small settlements still exist but are not as prevalent as they once were. Settlements of all sizes, however, are largely governed by a higher form of government which delegates certain responsibilities to local and state governments.

Low Density

Type: Village or Hamlet
Population: Up to 1,000 residents
Government: A local government (usually comprised of residents) governs within powers delegated to them by law and/or directives of a higher level of government.
Defense: A small police force with fewer than 10 officers.
Commerce: Basic supplies are readily available, possibly from a local general store or shopping center. Other goods are available through mail or by online order.
Organizations: A low density settlement may contain one or two places of worship, but few or no other industries, businesses, or organizations.


Most villages or hamlets are based around one or two main industries. Mining, fishing, farming, forestry, hunting, and tourism are all industries which a village or hamlet may have grown around to support. The economic support these industries create will support the families of their workers and maintain the overall operations of the settlement. The heart of these settlements consist of a small grouping of structures such as a marketplace, place of worship, a gathering place, and a motel for visitors.


Medium Density

Type: Town, Township, or Locality
Population: Between 10,000 and 100,000 residents
Government: A local government (usually comprised of residents) governs within powers delegated to them by law and/or directives of a higher level of government.
Defense: A small police force with 15 to 50 officers. A local militia may also be formed in times of need.
Commerce: Basic supplies are readily available, though some specialty goods and services may not be available. Uncommon goods are available through mail or by online order.
Organizations: A medium density settlement may contain several different places of worship, a variety of different businesses and industries, and other organizations.


Towns are trade centers, settlements located where important industries and trade routes enabled the town to grow. Towns arise at the intersection of roads between major trade routes, intersecting waterways, near significant sources of natural resources, or as travel hubs between two large cities.

High Density

Type: City, Prefecture, or District
Population: Between 100,000 and 300,000 residents
Government: A local or national government (comprised of citizens) governs within powers either delegated to them by law and/or directives of a higher level of government, or of it's own accord.
Defense: A large police force between 50 to 150 officers. A local militia may be formed in times of need, or a national militia may be deployed in the event of a significant threat.
Commerce: Basic supplies, specialty goods and services are readily available. Uncommon goods are also available though may be restritcted to certain business centers, areas, or locations.
Organizations: A high density settlement contains a multitude of different places of worship, industries, businesses, factions, and organizations which can hold significant power not only in the city but throughout the world.


This settlement may have incorporated smaller cities and towns over time as it has expanded. Cities are mass trade hubs and centers of industry.

SETTLEMENTS

Extreme Density

Type: Megacity or Metropolis Population: Between 300,000 to 10 million residents
Government: A local or national government (comprised of citizens) governs within powers either delegated to them by law and/or directives of a higher level of government, or of it's own accord.
Defense: A large police force with up to 40,000 officers. A local militia may be formed in times of need, or a national militia may be deployed in the event of a significant threat.
Commerce: Almost all goods or services are readily available.
Organizations: An extreme density settlement contains nearly every known type of place of worship, industry, and business. Global factions and organizations hold significant power not only in the city but throughout the world.


This settlement has incorporated cities and towns over time as it has expanded. A megacity or metropolis symbolizes the height of civilization. A megacity is supported by surrounding settlements and a mass transportation system for people and goods to flow through it with ease.

Location

There are several approaches to estabishing a campaign setting's main location. One way is to look at the terrain and decide what would suit the environment. The other way is to have an idea or a theme and then build the world around that idea. Both methods end up using the same design procedures, in that you need to figure out where the settlement is going to be before you can do anything else.

Location, Location, Location

If you have a regional map, look at the usual places settlements are located and place your there. These usual places include safe anchorages for naval vessels, such as sheltered bays and coastal areas; at the mouths or confluences of rivers; near lakes; near major trade routes, including crossroads; in naturally fortified areas; in areas where natural resources are plentiful.

If you don't yet have a regional map, then you can simply decide where the city will be and plan accordingly.

Where the city is placed will inform the kinds of resources it will use to sustain itself locally and through trade. The terrain will dictate the kind of natural defenses the city might enjoy, and will also inform the kinds of monsters that live in the local area. Terrain drives the theme of everything about the city, from the kind of architecture (steep roofs in snowy areas, open-planned in arid ones, etc...), to the building materials available, to the weather, to the ease-of-travel and the ability to defend/threaten key strategic locations.

The following tables can be used to determine your own settlements climate and terrain.

Climate

d4 Climate
1 Temperate 3 Polar
2 Tropical 4 Arid

Terrain

Temperate
d6 Terrain
1 Seacoast 4 Plains
2 Forest 5 Mountains
3 Hills 6 River Coast
Tropical
d8 Terrain
1 Seacoast 5 Mountains
2 Forest 6 River Coast
3 Hills 7 Jungle
4 Plains 8 Volcanic Field
Polar
d8 Terrain
1 Seacoast 5 Mountains
2 Forest 6 River Coast
3 Hills 7 Tundra
4 Plains 8 Ice Sheet
Arid
d8 Terrain
1 Seacoast 5 Mountains
2 Desert 6 River Coast
3 Hills 7 Wasteland
4 Plains 8 Oasis

SETTLEMENTS

Government

In a modern society, the most common form of government is democracy.

Common Modern Forms of Government
1d20 Government
1-2 Democracy
3-4 Communism
5-6 Socialism
7-8 Oligarchy
9-10 Aristocracy
11-12 Monarchy
13-14 Theocracy
15-16 Colonialism
17-18 Totalitarianism
19-20 Military Dictatorship

Democracy

A form of government in which the citizens exercise power directly or elect representatives from among themselves to form a governing body. Citizens are able to vote for different laws and leaders.

Communism

A centralized form of government led by a single party that is often authoritarian in its rule.

Socialism

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

Oligarchy

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

Aristocracy

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

Monarchy

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

Theocracy

A system of government in which a specific religious ideology determines the leadership, laws, and customs. In many instances, there is little to no distinction between scriptural laws and legal codes.

Colonialism

A form of government in which a nation extends its sovereignty over other territories. Colonialism involves the expansion of a nation's rule beyond its borders and often leads to ruling over indigenous populations and exploiting resources. The colonizer typically installs its economy, culture, religious order, and government form to strengthen its authority.

Totalitarianism

An authoritarian form of government in which the ruling party recognizes no limitations whatsoever on its power, including in its citizens' lives or rights. A single figure often holds power and maintains authority through widespread surveillance, control over mass media, intimidating demonstrations of paramilitary or police power, and suppression of protest, activism, or political opposition.

Military Dictatorship

A nation ruled by a single authority with absolute power and no democratic process. The head of state typically comes to power in a time of upheavals, such as high unemployment rates or civil unrest. They usually lead the nation's armed forces, using it to establish their brand of law and order and suppress the people's rights.

SETTLEMENTS

Trade and Commerce

Businesses

Large metropolitan cities are filled with countless shops and businesses with a wide variety of products and services. Building a city-based campaign with a multitude of well-detailed businesses your players may never explore is time consuming and ill-advised.

To avoid the pitfall of writing too much detail, instead focusing on generating a good handful of businesses to use wherever and whenever is necessary. This method can save you hours of prep-time as a DM while still allowing you to flesh out your city.

For each business, create a storefront, a storekeeper, and an item inventory/price list. Do not assign a location for these businesses until the players actively search for them. This ensures you have a predefined business prepared in the event it becomes necessary. This method can also be useful for encounters and plot hooks.

Quick Business Creation

Need a business, corporation, or patron institution on short notice? You can use the tables below page to generate up a corporation’s name and major fields of business.

Once you have the name in hand, you can roll one or more times on the business table to see where their major fields of interest lie.

Business Names
1d20 Name Organization
1 Champion Alliance
2 Colonial Association
3 Critical Band
4 High Company
5 Instant Cooperative
6 Maxwell Corporation
7 Mercury Enterprises
8 Nano Faction
9 Navigations Group
10 Nitro Incorporated
11 Optima LLC
12 Outlook Network
13 Oxford Organization
14 Private Outfit
15 Safewell Pact
16 Silverton Partnership
17 Solar Society
18 Stellaris Syndicated
19 Tailwind Union
20 Wishful United

Business Types
1d100 Business Type 1d100 Business Type
1-2 Air Transportation 51-52 Knock-offs
3-4 Agriculture 53-54 Law Enforcement
5-6 Arts 55-56 Liquor
7-8 Apparel 57-58 Livestock
9-10 Assassination 59-60 Manufacturing
11-12 Beverages 61-62 Mining
13-14 Broadcasting 63-64 Movies
15-16 Chemical Manufacturing 65-66 Pharmaceuticals
17-18 Computers 67-68 Piracy
19-20 Construction 69-70 Plastics
21-22 Crediting 71-72 Postal Services
23-24 Diamonds 73-74 Printing
25-26 Electronics 75-76 Prisons
27-28 Engineering 77-78 Programming
29-30 Entertainment 79-80 Publishing
31-32 Espionage 81-82 Prostitution
33-34 Exploration 83-84 Real Estate
35-36 Fishing 85-86 Repairs
37-38 Forestry 87-88 Robotics
39-40 Gambling 89-90 Securities
41-42 Gemstones 91-92 Shipping
43-44 Healthcare 93-94 Telecommunications
45-46 Illegal Drugs 95-96 Textiles
47-48 Insurance 97-98 Transport
49-50 Journalism 99-100 Weapons
Business Rumors
1d12 Reputation and Rumors
1 Negligent and reckless with worker's lives
2 Victim of embezzlement or federal fraud
3 Dependable and respected products
4 Has high-level political connections in government
5 Recent scandal for cover-up of a major industrial mishap
6 Conservative and old-fashioned in their business practices
7 The company’s owner is an erratic eccentric
8 Rumored to have ties to a dangerous cult
9 Rumored to be on the edge of financial bankruptcy
10 Secretly run by hostile crime syndicate
11 Under new management after a scandal
12 Possibly participating in criminal activites

SETTLEMENTS

Factions and Organizations

Group Patrons

Group patrons provide an individual or organization that can unite your party as a team in service to a common purpose. A group patron can set the theme for an entire campaign. Players can work together with the DM to choose a group patron that will unite their characters in the campaign. Characters may even be their own patron.

Example Patrons

Here are some of the most likely patrons for a modern adventuring party. These patrons, presented in alphabetical order, can also serve as inspiration for you to create your own patrons.

Academic News Network
Criminal Organization Religious Institution
Diplomat Secret Society
Militant Group Supernatural Being
Mogul Union

Academic

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

Academic

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

Criminal Organization

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

Diplomat

1d4 Diplomats
1 .
2
3
4

Militant Group

1d4 Militant Groups
1
2
3
4

Mogul

1d4 Moguls
1
2
3
4

SETTLEMENTS

News Network

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

Religious Institution

1d4 Religious Institutions
1
2
3
4

Secret Society

1d4 Secret Society
1
2
3
4

Supernatural Being

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

Union

1d4 Unions
1
2
3
4

SETTLEMENTS

Modern Adventures

Mystery

Mysteries and urban fantasy go together like fish and water. A large majority of urban fantasy fiction involve elements of crime noir and mystery.

The Three Clue Rule

The Three Clue Rule is a writing technique, posited by Justin Alexander of thealexandrian.net for designing a mystery scenario. This technique ensures that there are a variety of clues for your players to find and use in there investigations. This technique can be layered to solve relatively simple mysteries, or to lead your PCs down a path in solving one large mystery.

Building Your Clues

Firstly, assume there are three ways to solve a mystery. For example, let's take a murder mystery in which the killer is a werewolf who seeks out his ex-lovers. We come up with three possible ways to identify the killer:

Method 1: Patrol the streets of the town on the night of the full moon.

Method 2: Identify the victims as all being former lovers of the same man.

Method 3: Go to the local butcher shop where the killer works and find his confessions of nightmare and sin written in blood on the walls of the back room.


Each conclusion above will require three clues.

Method 1 Clues:

A) There are tracks that turn from wolf paw prints to human footprints.

B) The victims all have over-sized claw marks.

C) One of the victims owned a handgun loaded with silvered bullets.

Method 2 Clues:

A) Love letters written by the same guy.

B) A diary written by a victim describing how he cheated on her with another victim.

C) Pictures of the same guy with the victims either on their person, or on social media.

Method 3 Clues:

A) A receipt from a butcher's shop at one of the crime scenes.

B) A written note, or text message, saying "meet me at the butcher shop".

C) A jotted entry saying "Meet P at butcher shop" in the day planner of one of the victims.

Above are nine different paths for the players to solve the mystery. When creating your mystery embrace the idea that more clues are always better. While it may seem appropriate to limit clues to your players, doing so closes off pathways of success for your players.


Proactive Clues

If your players aren't getting it, hit them over the head with a clue. Utilize a failsafe and obvious clue that will lead them on the right path.

Avoid Red Herrings

Red Herrings are misdirections; clues that point away from the solution. Avoid them as they only confuse the players. Your players will already have their own wrong suspicions and misconceptions to confuse them. You do not need to add more.

Make It Personal

The stakes are raised when you bring a character into the mystery. The impartial detective has no connection with the connection with the murders, not until the murderer begins to leave friendly messages and photos of their family at the crime scenes.

MODERN ADVENTURES

Monster of the Week

The term "Monster of the Week" was originally coined by the writing staff of The Outer Limits (1963), which promised it's viewers a new monster every episode. This format of adventure may be best suited for a one-shot, or a series of one-shots. While the basic premise of a Monster of the Week adventure may seem antithetical to building a multi-session campaign story, it can, in fact, be used to build a loose story arc in which seemingly unrelated incidents become connected as the campaign progresses. Monster of the Week adventures can also be helpful in establishing a setting or NPCs.

The Premise

The premise of your story will be the basic idea for your game. The table below includes some basic examples of Monster of the Week adventure premises.

Adventure Premises
1d4 Premise Situation
1 Hunt The characters hunt down the monster(s).
2 Ambush The monster attacks the unsuspecting characters.
3 Invasion A monster or monsters attempt a takeover.
4 Investigation The characters investigate an incident.

The Monster

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

The Hook

A good adventuring hook is one that immediately draws in your player characters to the adventure.

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

The Consequence

One way of keeping your player engaged and on track is to provide a consequence if they are fail to act, or succeed. Consequences, if not avoided, should provide setbacks to the characters. Setbacks are events that cannot be reversed easily, or minor defeats that hinder, delay, or damage your PCs.

1d6 Consequence
1 The monster(s) will grow stronger in power or numbers.
2 More innocent people will become victims. A family member among them.
3 A PC will become infected with disease or cursed.
4 A PC goes mad and rolls on the Short-Term Madness table (page 259 of the Dungeon Master's Guide)
5 A PC goes mad and rolls on the Long-Term Madness table (page 260 of the Dungeon Master's Guide)
6 A PC goes mad and rolls on the Indefinite Madness table (page 260 of the Dungeon Master's Guide)

MODERN ADVENTURES

Horror

Horror comes in many forms, but can generally be separated in two distinct categories: Physical and Psychological horror.

Physical

Blood, guts, entrails, and missing limbs. Physical horror deals with the fear that comes from irreversibly damaging or losing a part of your body.

Damage does not usually leave lingering effects. To simulate a visceral physical injury roll on the Lingering Injuries Table, found on page 272 of Dungeon Masters Guide.

Psychological

A shock down the spine, a utter sense of dread, a chill through your bones. Psychological horror plays its audience's mental, emotional, and psychological states to frighten, disturb, and unsettle.

In a typical game, characters aren't driven mad by the horrors they witness, but if you are looking to reinforce the horror elements in your game use the Madness Effects tables beginning on page 258 of the Dungeon Masters Guide.

Combining Them

There are a few great ways to combine these two types of horror. Body Horror, for instance, features violent and painful visuals of monstrous transformations, with the true terror coming from the ever-mutating mental torment it brings.

The Unknown

Horror arises from a fear of the unknown. The more of the horror we see the less we fear it. People are afraid of the idea of the monster that lurks in the dark more than they are the monster itself. Keep your players in the dark abyss of the unknown for as long as you can.

  • Subvert Expectations. Lull your players into a false sense of security. Lead them to believe they have solid ground on which to feel safe. Then, take their security from them. No one is afraid of the dark when the lights are on, only when they go out.

  • Less Is More. The less your players see of the monster the better. Foreshadow your horrors by hinting at their presence with clues.

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

  • Never Name Your Horror. Narrate the gruesome details of the horror your player characters will witness, but never ground it with a name. A name defines something, and the unknown is scarier when it cannot be easily understood.


Degree of Horror

Not all that is terrifying is equal. Some things are just scarier than others. In most cases small, seemingly mundane, but unsettling events will lead up to extreme moments of intense fear and terror. Included below are some tables to aid you in coming up with horrors small to large.

1d4 Minor Horrors
1 An unseen voice whispers a character's name.
2 An object is inexplicably moved, or disappears altogether.
3 A shadow moves across a well-lit surface.
4 Text in a letter, note, or message, changes slightly.
1d4 Moderate Horrors
1 The lights weaken. Sources of dim light do not shed any light at all.
2 A message is written in the blood of a wounded creature.
3 Magic that would normally heal instead deals damage. Any wounds healed in this way scar terribly and spew foul substances.
4 A creature appears suddenly, but disappears in an instant.
1d4 Major Horrors
1
2
3
4

Descriptions

Blah Blah Blah...

  • Make sure to narrate what the characters are feeling, hearing, seeing, smelling, and tasting.

MODERN ADVENTURES

Credits

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

Part 1 Writing Credits

Races

Subclass Options

  • Barbarian: Path of the Athlete
    • Written be /u/Kennedy_
  • Bard: College Dropout
    • Written be /u/Kennedy_
  • Cleric: City Domain
  • Rogue: Gambler
  • Rogue: Skater
  • Sorcerer: Fame
    • Written be /u/Kennedy_
  • Warlock: The Lady
    • Written be /u/Kennedy_
    • Special thanks to Terry Pratchett (rip) for the Discworld and The Lady, to /u/thePineappleyMan for inspiration from their version of this warlock patron, and to /u/TiggsStoneheart for feedback and advice on feature mechanics.
  • Warlock: The Machine
  • Wizard: Modern Wizard

Background

Equipment

Spells

CREDITS

Part 1 Art Credits

Cover Page:

Preface Page:

Races:

Subclass Options:

Backgrounds:

Modern Equipment:

CREDITS

Part 2 & 3 Writing Credits

Resources drawn from:

Part 2 & 3 Art Credits

cover image: By Michael Komarck

CREDITS