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Robot
Your robot body has traits in common with most robots, as well as modifications unique to its
purpose.
Ability Score Increase. Your Constitution score increases by 2. Robots are more
durable than most biological beings.
Age. With proper maintenance, robots are theoretically immortal, and do not die of old
age.
Alignment. Robots have an inclination towards law over order, but favor neutrality over
good or evil. That being said, a robots neural net is complex enough to exhibit any alignment
that humanoids are capable of.
Size. Robots are sized appropriate to their purpose. You can choose whether you were
built as a Medium robot or a Small robot. If you choose Small, your Dexterity score increases by
1, and you reduce all movement speeds below by 5 feet.
Type. Your type is Construct. You only breathe for purposes of heat dissipation. You do
not require food or water. While you do not sleep as a humanoid does, you do require a
rejuvenation period of 8 hours within every 24 hour period in order to recharge your power cells.
Speed. Your base speed is dependent upon the type of locomotion you were built with.
Choose one form of locomotion.
Forced air: You take in air through a vent and force it out beneath you, allowing you to
hover a short distance off the ground. You can hover along the ground at a base speed
of 30 feet. You can ignore difficult terrain
Legs (multiple): You have three or more mechanical legs that allow you to climb surfaces
similar to an insect. Your base walking speed is 30 feet, and you gain a climb speed of
20 feet.
Legs (pair): You are bipedal and can walk similar to a normal humanoid. Your base
walking speed is 35 feet.
Wheels: You have three or more wheels that allow you to move around quickly. Your
base speed is 30 feet, but navigating obstacles like stairs require an additional foot of
movement for each foot you move. When you take the Dash action, you can increase
your speed by an additional 10 feet as long as you move in a straight line.
Manipulators. You were built with up to two manipulators that serve as your hands.
Choose one of the following manipulator models. Both of your manipulators are the same
model.
Pincers: A pincer is a two-fingered, claw-like appendage that focuses all the grip
strength on a pair of opposed surfaces, rather like a pair of tongs. Pincers allow the
robot to manipulate and lift objects without much difficulty, but objects specifically made
for humanoid hands (like firearms) are usually beyond the pincers ability to operate.
Unarmed strikes with your manipulators deal 1d6 + Strength modifier bludgeoning
damage, or 1d4 if you are Small.
Hand: This is a multi-digit manipulator with three to five digits. Some hands are designed
to mimic humanoid hands. You can do anything with a hand manipulator that a
humanoid can do with their hands.
External Casing. Your external casting determines your appearance. Choose one of the
following casings.
Duraplastic shell: Your most vulnerable components are shielded with duraplastic plates.
When you arent wearing removable armor, your Armor Class equals 13 + your Dexterity
modifier.
Synthflesh sheath: Your external casing is designed to replicate humanoid flesh. You are
capable of mimicking human expressions, and your Charisma score increases by 1. If
you have a standard humanoid form (a pair of legs and hand manipulators), a creature
must study you over a long period of time to determine that you are not of the humanoid
race you are designed to mimic.
Class III Sensor System. Your sensor system includes a camera with infrared capability
and three-dimensional imaging, a basic audio receiver, and a crude chemical sniffer. Your
senses are roughly equivalent to that of a humans.
Complex Neural Net. Your command module consists of either a completely artificial
neural net modeled on humanoid neural processing, or a brain case which contains an actual
humanoid brain, usually the result of a full-body transplant. In either case, your complex neural
net can be affected by mind-altering effects that can affect humanoids, including psychic
damage.
Fragile Circuitry. The electronics that suffuse your form can easily be damaged by
electrical discharges. You have vulnerability to lightning damage.
Artificial Body. You are immune to disease, the poisoned condition, and poison
damage.
Robotic Resurrection. In the event of your death, your command module can be
removed and placed in a similar robotic frame. This must be done within 24 hours or the neural
net will degrade to the point of uselessness.
Languages. You can speak, read, and write any three languages of your choice.
Basic Classes
Strong Hero
Level Proficiency Bonus Features
1 +2 Melee smash
2 +2 Action Surge (one use)
3 +2 Advanced Class
4 +2 Ability Score Improvement
5 +3 Strong back
6 +3 Ability Score Improvement
7 +3 Advanced Class feature
8 +3 Ability Score Improvement
9 +4 Remarkable Athlete
10 +4 Advanced Class feature
11 +4 Demolition
12 +4 Ability Score Improvement
13 +5 Brutal critical
14 +5 Ability Score Improvement
15 +5 Advanced Class feature
16 +5 Ability Score Improvement
17 +6 Action Surge (two uses)
18 +6 Advanced Class feature
19 +6 Ability Score Improvement
20 +6 Improved melee smash
Class Features
Remarkable Athlete
Starting at 9th level, you can add half your
proficiency bonus (round up) to any
Strength, Dexterity, or Constitution check
you make that doesnt already use your
proficiency bonus.
In addition, when you make a
running long jump, the distance you can
cover increases by a number of feet equal
to your Strength modifier.
Fast Hero
Level Proficiency Bonus Features
1 +2 Fast Movement
2 +2 Cunning Action
3 +2 Advanced Class
4 +2 Ability Score Improvement
5 +3 Uncanny Dodge
6 +3 Ability Score Improvement
7 +3 Advanced Class feature
8 +3 Ability Score Improvement
9 +4 Instinctive Reaction
10 +4 Advanced Class feature
11 +4 Evasion
12 +4 Ability Score Improvement
13 +5 Opportunist
14 +5 Ability Score Improvement
15 +5 Advanced Class feature
16 +5 Ability Score Improvement
17 +6 Elusive
18 +6 Advanced Class feature
19 +6 Ability Score Improvement
20 +6 Incredible Reflexes
Class Features
Evasion
Beginning at 11th level, when you are
subjected to an effect that allows you to
make a Dexterity saving throw to take only
half damage, you instead take no damage if
you succeed on the saving throw, and only
half damage if you fail.
Tough Hero
Level Proficiency Bonus Features
1 +2 Second Wind
2 +2 Resilience
3 +2 Advanced Class
4 +2 Ability Score Improvement
5 +3 Fortitude
6 +3 Ability Score Improvement
7 +3 Advanced Class feature
8 +3 Ability Score Improvement
9 +4 Survivor, Second Wind (2 uses)
10 +4 Advanced Class feature
11 +4 Improved Resilience
12 +4 Ability Score Improvement
13 +5 Remain Conscious
14 +5 Ability Score Improvement
15 +5 Advanced Class feature
16 +5 Ability Score Improvement
17 +6 Second Wind (3 uses)
18 +6 Advanced Class feature
19 +6 Ability Score Improvement
20 +6 Legendary Survivor
Class Features
Proficiencies Resilience
Armor: Light armor, medium armor Starting at 2nd level, when you are reduced
Weapons: Simple weapons, personal to 0 hit points but not killed outright, you can
firearms drop to 1 hit point instead. You cant use
Saving Throws: Constitution and one other this feature again until you finish a long rest.
of your choice
Skills: Choose two from Acrobatics, Animal Advanced Class
Handling, Athletics, History, Insight, At 3rd level, choose an Advanced Class.
Intimidation, Perception, and Survival The Advanced Class you choose grants you
features at 3rd level and again at 7th, 10th,
15th, and 18th level.
Ability Score Improvement Improved Resilience
When you reach 4th level, and again at 6th, Starting at 11th level, you can use your
8th, 12th, 14th, 16th, and 19th level, you Resilience feature again after finishing a
can increase one ability score of your short or long rest.
choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you Remain Conscious
cant increase an ability score above 20 Beginning at 13th level, when you are
using this feature. Alternatively, you can reduced to 0 hit points, you may continue to
select a feat instead of increasing your act until you fail a death saving throw. While
ability scores. at 0 hit points, your speed is halved, and
you cannot use bonus actions or reactions.
Fortitude
Beginning at 5th level, when you finish a Legendary Survivor
short or long rest, you gain temporary hit At 20th level, when reduced to 0 hit points,
points equal to your level + your you do not die until you accumulate four
Constitution modifier. failed death saving throws.
Survivor
You cling to life, even on the brink of death.
Beginning at 9th level, when you make a
death saving throw that would result in your
death if failed, you have advantage.
Smart Hero
Level Proficiency Bonus Features
1 +2 Expertise, Plan
2 +2 Trick
3 +2 Advanced Class
4 +2 Ability Score Improvement
5 +3 Exploit Weakness
6 +3 Ability Score Improvement
7 +3 Advanced Class feature
8 +3 Ability Score Improvement
9 +4 Improved Trick, Plan (2 uses)
10 +4 Advanced Class feature
11 +4 Expertise
12 +4 Ability Score Improvement
13 +5 Improved Plan
14 +5 Ability Score Improvement
15 +5 Advanced Class feature
16 +5 Ability Score Improvement
17 +6 Plan (3 uses)
18 +6 Advanced Class feature
19 +6 Ability Score Improvement
20 +6 Master Plan
Class Features
Proficiencies
Armor: Light armor
Weapons: Simple weapons, personal
firearms
Tools: One set of tools of your choice
Saving Throws: Intelligence and one other
of your choice
Skills: Choose three from Animal Handling,
History, Insight, Investigation, Medicine,
Nature, Perception, and Religion
Plan Ability Score Improvement
At 1st level, you can take an action to When you reach 4th level, and again at 6th,
formulate a plan. You can choose up to six 8th, 12th, 14th, 16th, and 19th level, you
creatures (including yourself) to include in can increase one ability score of your
the plan. For each creature, choose one of choice by 2, or you can increase two ability
the following; attack rolls, saving throws, or scores of your choice by 1. As normal, you
ability checks. In the next minute, each cant increase an ability score above 20
creature can activate their benefit once to using this feature. Alternatively, you can
gain a bonus equal to your Intelligence select a feat instead of increasing your
modifier to the chosen rolls for one round. ability scores.
You must complete a short or long
rest before you can use this ability again. At Exploit Weakness
9th and 17th level, you gain an additional At 5th level, you can use a bonus action to
uses of this ability before you must rest. assess a creatures weaknesses. You use
your Intelligence bonus instead of your
Trick Strength or Dexterity bonus to attack rolls
Beginning at 2nd level, you can take an and damage rolls against this creature for 1
action to attempt to trick one creature. The minute as you spot weaknesses in its
creature must have an Intelligence of 6 or physiology or fighting style.
higher, and be able to see and hear you You must complete a short or long
(but not necessarily understand you). The rest before you can use this ability again.
creature must make an Intelligence saving
throw with a DC of 8 + your proficiency Improved Trick
bonus + your Intelligence modifier. If the At 9th level, you can target up to three
saving throw fails, the creature is stunned creatures with your Trick.
until the end of its next turn.
You must complete a short or long Improved Plan
rest before you can use this ability again. At 13th level, when you make a Plan, each
creature included in the plan gains two of
Advanced Class the listed benefits. Each benefit is activated
At 3rd level, choose an Advanced Class. separately.
The Advanced Class you choose grants you
features at 3rd level and again at 7th, 10th, Master Plan
15th, and 18th level. At 20th level, when you make a Plan, each
creature included in the plan gains all three
of the listed benefits. Each benefit is
activated separately.
Dedicated Hero
Level Proficiency Bonus Features
1 +2 Empathy
2 +2 Helpful
3 +2 Advanced Class
4 +2 Ability Score Improvement
5 +3 Intuition
6 +3 Ability Score Improvement
7 +3 Advanced Class feature
8 +3 Ability Score Improvement
9 +4 Aware
10 +4 Advanced Class feature
11 +4 Fearless
12 +4 Ability Score Improvement
13 +5 Expertise
14 +5 Ability Score Improvement
15 +5 Advanced Class feature
16 +5 Ability Score Improvement
17 +6 Cool Under Pressure
18 +6 Advanced Class feature
19 +6 Ability Score Improvement
20 +6 Superior Intuition
Class Features
Class Features
Core
Bodyguard
Level Class Features
3rd Harms Way, Situational Awareness
7th Single Out
10th Defensive Strike
15th Blanket Protection
18th Harms Way (resistance)
Sweep
At 7th level, you can make a Wisdom
(Perception) check as an action to identify
any traps or hidden creatures within 30 feet.
Investigator
Level Class Features
3rd Profile, Contacts
7th Apprehend, Home City
10th Discern Lie
15th Lethal Force
18th Sixth Sense
Apprehend
At 7th level, when you successfully grapple
a creature, you can make a second
Strength (Athletics) check to attempt to
apply handcuffs to the creature as a bonus
action.
Home City Discern Lie
At 7th level, you know your city like the back At 10th level, you gain advantage on
of your hand, and you are adept at traveling Wisdom (Insight) checks made to oppose
and surviving within its borders. When you Charisma (Deception) checks. In addition,
make an Intelligence or Wisdom check you can leverage your reputation to
related to your city, your proficiency bonus succeed at such checks.
is doubled if you are using a skill that youre
proficient it. While traveling in your city, you Lethal Force
gain the following benefits: Starting at 15th level, when all other options
Difficult terrain doesnt slow your have been exhausted, you know how to
groups travel. take down a suspect. Once on each of your
Your group cant become lost except turns, you can add your Wisdom modifier to
by supernatural means. the attack roll or damage roll of an attack
Even when you are engaged in you make against a creature you have
another activity while traveling (such profiled. You can choose to use this feature
as tracking), you remain alert to before or after the roll, but before any
danger. effects of the roll are applied.
If you are traveling alone, you can
move stealthily at a normal pace. Sixth Sense
When tracking someone, you also At 18th level, you can leverage your
learn the exact number of the group reputation to succeed at Intelligence
theyre traveling in and how long ago (Investigate) or Wisdom (Perception)
they passed through the area. checks. When you do so, you may treat
your reputation score as 10 points higher
When you travel to another city, you when determining how much your
can attune yourself to it by taking a week to reputation decreases.
learn its ins and outs, gaining these
benefits. When you return to your home city,
it takes two days to attune to it and reclaim
it as your home city.
Martial Artist
Level Class Features
3rd Ki, Martial Arts (1d6), Unarmored Defense
7th Stunning Strike, Ki Fist
10th Martial Arts (1d8), Evasion
15th Timeless Body
18th Martial Arts (1d10), Quivering Palm
As a negotiator, you gain the following At 10th level, you can talk down a
advanced class features. number of creatures equal to your Charisma
bonus within 15 feet of your position or
Conceal Motive within 15 feet of a television, radio, or
At 3rd level, you have advantage on any telephone broadcasting your message.
ability check opposed by a Wisdom (Insight) At 18th level, the range extends to
ability check. 30 feet and covers all creatures who can
hear and understand your voice.
Talk Down
Starting at 3rd level, you have a knack for React First
talking your way out of trouble. Either prior Beginning at 7th level, if you are not
to the start of hostilities or during combat, surprised when initiative is rolled, you can
you can talk down a single creature within immediately use your reaction for the first
15 feet of your position or otherwise able to round to move your speed or take an attack
hear your voice. The creature must be able action.
to understand you. That creature
immediately stops fighting and reverts to an Sow Distrust
indifferent attitude regarding you and the Starting at 15th level, you can turn one
situation in general. Any hostile action by creature against another. You must spend
you or one of your allies directed at the an action talking and know the name of the
creature allows the creature to act as it sees creature youre attempting to persuade, as
fit. well as the name of the creature you are
To initiate this ability, you must use trying to turn it against. The creature must
your action talking to the creature. The be able to hear and understand you.
creature makes a Wisdom saving throw. The creature must make a Wisdom
The DC is equal to 8 + your proficiency saving throw with a DC of 8 + your
bonus + your Charisma bonus. If the save proficiency bonus + your Charisma modifier.
fails, the creature stops fighting. If the save On a failed save, the creature you are
succeeds, the creature continues as normal speaking to becomes hostile to the other
and cannot be talked down by you for 24 creature. If the creature succeeds at the
hours. saving throw, it cannot be affected by this
ability again for 24 hours
Personality
Level Class Features
3rd Unlimited Access
7th Winning Smile
10th Royalties
15th Compelling Performance
18th Royalties
Legendary Craftsmanship
At 18th level, when you create a mechanical
or electronic device from scratch, you do so
in only one quarter of the time normally
required.
Psionics
Battle Mind
Mind Blade Power Powers Maximum Power Points
Level Class Features Damage Points Known per Power
3rd Mind Blade, Psionics 1d6 3 2 2
4th 1d6 4 2 2
5th 1d8 5 2 3
6th 1d8 6 3 3
7th Throw Mind Blade 1d8 7 3 3
8th 1d8 8 3 3
9th 1d8 9 3 4
10th Instant Manifestation 1d8 10 3 4
11th 1d10 11 4 4
12th 1d10 12 4 4
13th 1d10 13 4 5
14th 1d10 14 4 5
15th Psychic Flurry 1d10 15 4 5
16th 1d10 16 4 5
17th 1d12 17 5 6
18th Knife to the Soul 1d12 18 5 6
19th 1d12 19 5 6
20th 1d12 20 5 6
As an acolyte, you gain the following your list of prepared spells can include five
advanced class features. spells of 1st or 2nd level, in any
combination, chosen from your spellbook. If
Spellcasting you prepare the 1st-level spell cure wounds,
As a conduit for divine power, you can cast you can cast it using a 1st-level or a 2nd-
divine spells. Acolytes draw spells from the level slot. Casting the spell doesnt remove
Cleric spell list. it from your list of prepared spells.
You can change your list of prepared
Cantrips spells when you finish a long rest. Preparing
At 3rd level, you know three cantrips of your a new list of cleric spells requires time spent
choice from the acolyte spell list. You learn in prayer and meditation: at least 1 minute
additional acolyte cantrips of your choice at per spell level for each spell on your list.
higher levels, as shown in the Cantrips
Known column of the Acolyte Spellcasting Acolyte Spellcasting
table. Cantrips Spell Slots per Spell Level
Level Known 1 2 3 4 5
3 3 3 -- -- -- --
Preparing and Casting Spells 4 4 3 -- -- -- --
5 4 4 2 -- -- --
The Acolyte Spellcasting table shows how 6 4 4 2 -- -- --
many spell slots you have to cast your 7 4 4 3 -- -- --
spells of 1st level and higher. To cast one of 8 4 4 3 -- -- --
9 4 4 3 2 -- --
these spells, you must expend a slot of the 10 5 4 3 2 -- --
spells level or higher. You regain all 11 5 4 3 3 -- --
12 5 4 3 3 -- --
expended spell slots when you finish a long 13 5 4 3 3 1 --
rest. 14 5 4 3 3 1 --
You prepare the list of acolyte spells 15 5 4 3 3 2 --
16 5 4 3 3 2 --
that are available for you to cast. To do so. 17 5 4 3 3 3 1
choose a number of acolyte spells equal to 18 5 4 3 3 3 1
19 5 4 3 3 3 2
your Wisdom modifier + half your level, 20 5 4 3 3 3 2
rounded down (minimum of one spell). The
spells must be of a level for which you have Spellcasting Ability
spell slots. Wisdom is your spellcasting ability
For example, if you're a 5th-level for your acolyte spells. The power of your
acolyte, you have four 1st-level and two spells comes from your devotion to your
2nd-level spell slots. With a Wisdom of 16, deity. You use your Wisdom whenever an
acolyte spell refers to your spellcasting
ability. In addition, you use your Wisdom Channel Divinity: Turn Undead
modifier when setting the saving throw DC As an action, you present your holy symbol
for an acolyte spell you cast and when and speak a prayer censuring the undead.
Each undead that can see or hear you
making an attack roll with one.
within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving
Spell save DC = 8 + your proficiency bonus throw, it is turned for 1 minute or until it
+ your Wisdom modifier takes any damage.
Spell attack modifier = your proficiency A turned creature must spend its
bonus + your Wisdom modifier turns trying to move as far away from you
as it can, and it cant willingly move to a
space within 30 feet of you. It also cant take
Ritual Casting
reactions. For its action, it can use only the
You can cast an acolyte spell as a ritual if Dash action or try to escape from an effect
that spell has the ritual tag and you have the that prevents it from moving. If theres
spell prepared. nowhere to move, the creature can use the
Dodge action.
Spellcasting Focus
You can use a holy symbol as a spellcasting Destroy Undead
focus for your acolyte spells. Starting at 7th level, when an undead fails
its saving throw against your Turn Undead
Channel Divinity feature, the creature is instantly destroyed if
At 3rd level, you gain the ability to channel its challenge rating is at or below a certain
divine energy directly from your deity, using threshold, as shown in the table above.
that energy to fuel magical effects. You start
with one effect: Turn Undead.
Divine Intervention
When you use your Channel
Beginning at 10th level, you can call on your
Divinity, you choose which effect to create.
deity to intervene on your behalf when your
You must then finish a short or long rest to
need is great.
use your Channel Divinity again.
Imploring your deitys aid requires
Some Channel Divinity effects
you to use your action. Describe the
require saving throws. When you use such
assistance you seek, and roll percentile
an effect from this class, the DC equals your
dice. If you roll a number equal to or lower
acolyte spell save DC.
than your acolyte level, your deity
Beginning at 7th level, you can use
intervenes. The DM chooses the nature of
your Channel Divinity twice between rests,
the intervention; the effect of any acolyte
and beginning at 18th level. you can use it
spell would be appropriate.
three times between rests. When you finish
If your deity intervenes, you cant
a short or long rest, you regain your
use this feature again for 7 days. Otherwise,
expended uses.
you can use it again after you finish a long
rest.
Arcane Arranger
As a Holy Knight, you gain the following spell cure wounds, you can cast it using a
advanced class features. 1st-level or a 2nd-level slot. Casting the
spell doesnt remove it from your list of
Bonus Proficiencies prepared spells.
At 3rd level, you gain proficiency with You can change your list of prepared
martial weapons and with medium armor spells when you finish a long rest. Preparing
and shields. a new list of holy knight spells requires time
spent in prayer and meditation: at least 1
Spellcasting minute per spell level for each spell on your
By 3rd level, you have learned to draw on list.
divine magic through meditation and prayer
to cast spells. Holy Knights draw spells from Holy Knight Spellcasting
the Paladin spell list. Spell Slots per Spell Level
Level 1 2 3 4
Preparing and Casting Spells 3 2 -- -- --
The Holy Knight Spellcasting table shows 4 3 -- -- --
how many spell slots you have to cast your 5 3 -- -- --
6 3 -- -- --
spells. To cast one of your holy knight spells 7 4 2 -- --
of 1st level or higher, you must expend a 8 4 2 -- --
slot of the spells level or higher. You regain 9 4 2 -- --
all expended spell slots when you finish a 10 4 3 -- --
11 4 3 -- --
long rest.
12 4 3 -- --
You prepare the list of holy knight 13 4 3 2 --
spells that are available for you to cast, 14 4 3 2 --
choosing from the holy knight spell list. 15 4 3 2 --
When you do so, choose a number of holy 16 4 3 3 --
17 4 3 3 --
knight spells equal to your Charisma 18 4 3 3 --
modifier + half your level, rounded down 19 4 3 3 1
(minimum of one spell). The spells must be 20 4 3 3 1
of a level for which you have spell slots.
For example, if you are a 7th-level
holy knight, you have four 1st-level and two
2nd-level spell slots. With a Charisma of 14,
your list of prepared spells can include five
spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level
Spellcasting Ability feet of you that is not behind total cover.
Charisma is your spellcasting ability for your You know the type (celestial, fiend, or
holy knight spells, since your power derives undead) of any being whose presence you
from the strength of your convictions. You sense, but not its identity. Within the same
use your Charisma whenever a spell refers radius, you also detect the presence of any
to your spellcasting ability. In addition, you place or object that has been consecrated
use your Charisma modifier when setting or desecrated, as with the hallow spell.
the saving throw DC for a holy knight spell You can use this feature a number
you cast and when making an attack roll of times equal to 1 + your Charisma
with one. modifier. When you finish a long rest, you
regain all expended uses.
Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier Aura of Protection
Spell attack modifier = your proficiency Beginning at 7th level, whenever you or a
bonus + your Charisma modifier friendly creature within 10 feet of you must
make a saving throw, the creature gains a
Spellcasting Focus bonus to the saving throw equal to your
You can use a holy symbol as a spellcasting Charisma modifier (with a minimum bonus
focus for your holy knight spells. of +1). You must be conscious to grant this
bonus.
At 18th level, the range of this aura
Divine Smite
increases to 30 feet.
Starting at 3rd level, when you hit a creature
with a melee weapon attack, you can
expend one holy knight spell slot to deal Aura of Courage
radiant damage to the target, in addition to At 10th level, you and friendly creatures
the weapon's damage. The extra damage is within 10 feet of you cant be frightened
2d8 for a 1st-level spell slot, plus 1d8 for while you are conscious.
each spell level higher than 1st, to a At 18th level, the range of this aura
maximum of 5d8. The damage increases by increases to 30 feet.
1d8 if the target is an undead or a fiend.
Cleansing Touch
Divine Sense Starting at 15th level, you can use your
The presence of strong evil registers on action to end one spell on yourself or on
your senses like a noxious odor, and one willing creature that you touch.
powerful good rings like heavenly music in You can use this feature a number
your ears. As an action, you can open your of times equal to your Charisma modifier (a
awareness to detect such forces. Until the minimum of once). You regain expended
end of your next turn, you know the location uses when you finish a long rest.
of any celestial, fiend, or undead within 60
Mage
As a mage, you gain the following advanced For example, if you're a 5th-level
class features. mage, you have four 1st-level and two 2nd-
level spell slots. With an Intelligence of 16,
Spellcasting your list of prepared spells can include five
As a student of arcane magic, you have a spells of 1st or 2nd level, in any
spellbook containing spells that show the combination, chosen from your spellbook. If
first glimmerings of your true power. Mages you prepare the 1st-level spell magic
draw spells from the Wizard spell list. missile, you can cast it using a 1st-level or a
2nd-level slot. Casting the spell doesnt
Cantrips remove it from your list of prepared spells.
At 3rd level, you know three cantrips of your You can change your list of prepared
choice from the mage spell list. You learn spells when you finish a long rest. Preparing
additional mage cantrips of your choice at a new list of mage spells requires time
higher levels, as shown in the Cantrips spent studying your spellbook and
Known column of the Mage Spellcasting memorizing the incantations and gestures
table. you must make to cast the spell: at least 1
minute per spell level for each spell on your
Spellbook list.
At 3rd level, you gain a spellbook containing Mage Spellcasting
six 1st-level mage spells of your choice. Cantrips Spell Slots per Spell Level
Level Known 1 2 3 4 5
3 3 3 -- -- -- --
Preparing and Casting Spells 4 4 3 -- -- -- --
5 4 4 2 -- -- --
The Mage Spellcasting table shows how 6 4 4 2 -- -- --
many spell slots you have to cast your 7 4 4 3 -- -- --
spells of 1st level and higher. To cast one of 8 4 4 3 -- -- --
9 4 4 3 2 -- --
these spells, you must expend a slot of the 10 5 4 3 2 -- --
spells level or higher. You regain all 11 5 4 3 3 -- --
12 5 4 3 3 -- --
expended spell slots when you finish a long 13 5 4 3 3 1 --
rest. 14 5 4 3 3 1 --
You prepare the list of mage spells 15 5 4 3 3 2 --
16 5 4 3 3 2 --
that are available for you to cast. To do so. 17 5 4 3 3 3 1
choose a number of mage spells from your 18 5 4 3 3 3 1
19 5 4 3 3 3 2
spellbook equal to your Intelligence modifier 20 5 4 3 3 3 2
+ half your level, rounded down (minimum
of one spell). The spells must be of a level
for which you have spell slots.
Spellcasting Ability expend as you experiment with the spell to
Intelligence is your spellcasting ability for master it, as well as the fine inks you need
your mage spells, since you learn your to record it. Once you have spent this time
spells through dedicated study and and money, you can prepare the spell just
memorization. You use your Intelligence like your other spells.
whenever a spell refers to your spellcasting
ability. Arcane Recovery
In addition, you use your Intelligence Beginning at 7th level, you have learned to
modifier when setting the saving throw DC regain some of your magical energy by
for a mage spell you cast and when making studying your spellbook. Once per day
an attack roll with one. when you finish a short rest, you can
choose expended spell slots to recover. The
Spell save DC = 8 + your proficiency bonus spell slots can have a combined level that is
+ your Intelligence modifier equal to or less than one third your level
Spell attack modifier = your proficiency (rounded up), and none of the slots can be
bonus + your Intelligence modifier 4th level or higher.
For example, if youre a 7th-level
Ritual Casting mage, you can recover up to two levels
You can cast a mage spell as a ritual if that worth of spell slots. You can recover either
spell has the ritual tag and you have the a 2nd-level spell slot or two 1st-level spell
spell in your spellbook. You don't need to slots.
have the spell prepared.
Potent Cantrips
Spellcasting Focus At 10th level, you add your Intelligence
You can use an arcane focus as a modifier to the damage you deal with any
spellcasting focus for your mage spells. mage cantrips.
As a mystic, you gain the following When you reach 9th level, for
advanced class features. example, you learn a new mystic spell,
which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in
Pact Magic this class, you can choose one of the mystic
Your arcane research and the magic spells you know and replace it with another
bestowed on you by your patron have given spell from the mystic spell list, which also
you facility with spells. Mystics draw spells must be of a level for which you have spell
from the Warlock spell list. slots.
Cantrips Mystic Spellcasting
You know two cantrips of your choice from
Cantrips Spells Spell Slot
the mystic spell list. You learn additional Level Known Known Slots Level
mystic cantrips of your choice at higher 3 3 3 2 1st
levels, as shown in the Cantrips Known 4 4 3 2 1st
column of the Mystic Spellcasting table. 5 4 4 2 2nd
6 4 4 2 2nd
Spell Slots 7 4 5 2 2nd
The Mystic Spellcasting table shows how 8 4 5 2 2nd
many spell slots you have. The table also 9 4 6 2 3rd
shows what the level of those slots is; all of 10 5 6 2 3rd
your spell slots are the same level. To cast 11 5 7 2 3rd
one of your mystic spells of 1st level or 12 5 7 3 3rd
higher, you must expend a spell slot. You 13 5 8 3 4th
regain all expended spell slots when you 14 5 8 3 4th
finish a short or long rest. 15 5 9 3 4th
For example, when you are 9th 16 5 9 3 4th
level, you have two 3rd-level spell slots. To 17 5 10 3 5th
cast the 1st-level spell thunderwave, you 18 5 10 3 5th
must spend one of those slots, and you cast 19 5 11 3 5th
it as a 3rd-level spell. 20 5 11 3 5th
As a shadow scion, you gain the following The Spells Known column of the
advanced class features. Shadow Scion Spellcasting table shows
when you learn more shadow scion spells of
Spellcasting your choice. Each of these spells must be of
An event in your past, or in the life of a a level for which you have spell slots. For
parent or ancestor, left an indelible mark on instance, when you reach 3rd level in this
you, infusing you with arcane magic. This class, you can learn one new spell of 1st or
font of magic, whatever its origin, fuels your 2nd level.
spells. Shadow scions draw spells from the Additionally, when you gain a level in
sorcerer spell list. this class, you can choose one of the
shadow scion spells you know and replace
Cantrips it with another spell from the shadow scion
At 3rd level, you know four cantrips of your spell list, which also must be of a level for
choice from the shadow scion spell list. You which you have spell slots.
learn additional shadow scion cantrips of
your choice at higher levels, as shown in the Shadow Scion Spellcasting
Cantrips Known column of the Shadow Sorcery Cantrips Spells Spell Slots
Points Known Known per Spell
Scion Spellcasting table. Level
Level 1 2 3 4 5
Spell Slots 3 2 4 3 3 -- -- -- --
4 2 5 3 3 -- -- -- --
The Shadow Scion Spellcasting table shows
5 2 5 4 4 2 -- -- --
how many spell slots you have to cast your 6 3 5 4 4 2 -- -- --
spells of 1st level and higher. To cast one of 7 3 5 5 4 3 -- -- --
these spells, you must expend a slot of the 8 4 5 5 4 3 -- -- --
spells level or higher. You regain all 9 4 5 6 4 3 2 -- --
expended spell slots when you finish a long 10 5 6 6 4 3 2 -- --
11 5 6 7 4 3 3 -- --
rest.
12 6 6 7 4 3 3 -- --
For example, if you know the 1st- 13 6 6 8 4 3 3 1 --
level spell burning hands and have a 1st- 14 7 6 8 4 3 3 1 --
level and a 2nd-level spell slot available, 15 7 6 9 4 3 3 2 --
you can cast burning hands using either 16 8 6 9 4 3 3 2 --
17 8 6 10 4 3 3 3 1
slot.
18 9 6 10 4 3 3 3 1
19 9 6 11 4 3 3 3 2
Spells Known of 1st Level and Higher 20 10 6 11 4 3 3 3 2
You know two 1st-level spells of your choice
from the shadow scion spell list.
Spellcasting Ability Creating Spell Slots. You can
Charisma is your spellcasting ability for your transform unexpended sorcery points into
shadow scion spells, since the power of one spell slot as a bonus action on your
your magic relies on your ability to project turn. The Creating Spell Slots table shows
your will into the world. You use your the cost of creating a spell slot of a given
Charisma whenever a spell refers to your level. You can create spell slots no higher in
spellcasting ability. level than 5th.
In addition, you use your Charisma Any spell slot you create with this
modifier when setting the saving throw DC feature vanishes when you finish a long
for a shadow scion spell you cast and when rest.
making an attack roll with one.
Table: Creating Spell
Slots
Spell save DC = 8 + your proficiency bonus Spell Slot Sorcery
+ your Charisma modifier Level Point Cost
Spell attack modifier = your proficiency 1st 2
2nd 3
bonus + your Charisma modifier 3rd 5
4th 6
5th 7
Spellcasting Focus
You can use an arcane focus as a
Converting a Spell Slot to Sorcery
spellcasting focus for your shadow scion
Points. As a bonus action on your turn, you
spells.
can expend one spell slot and gain a
number of sorcery points equal to the slots
Font of Magic level.
At 3rd level, you tap into a deep wellspring
of magic within yourself. This wellspring is Metamagic
represented by sorcery points, which allow
At 3rd level, you gain the ability to twist your
you to create a variety of magical effects. spells to suit your needs. You gain two of
the following Metamagic options of your
Sorcery Points choice. You gain additional metamagic
You have 2 sorcery points, and you gain options at 7th, 10th, and 15th level.
more as you reach higher levels, as shown You can use only one Metamagic
in the Sorcery Points column of the Shadow option on a spell when you cast it, unless
otherwise noted.
Scion Spellcasting table. You can never
have more sorcery points than shown on Careful Spell
the table for your level. You regain all spent
When you cast a spell that forces other
sorcery points when you finish a long rest. creatures to make a saving throw, you can
protect some of those creatures from the
Flexible Casting spells full force. To do so, you spend 1
You can use your sorcery points to gain sorcery point and choose a number of those
additional spell slots, or sacrifice spell slots creatures up to your Charisma modifier
(minimum of one creature). A chosen
to gain additional sorcery points. You learn
creature automatically succeeds on its
other ways to use your sorcery points as saving throw against the spell.
you reach higher levels.
Distant Spell Quickened Spell
When you cast a spell that has a range of 5 When you cast a spell that has a casting
feet or greater, you can spend 1 sorcery time of 1 action, you can spend 2 sorcery
point to double the range of the spell. points to change the casting time to 1 bonus
When you cast a spell that has a action for this casting.
range of touch, you can spend 1 sorcery
point to make the range of the spell 30 feet. Subtle Spell
When you cast a spell, you can spend 1
Empowered Spell sorcery point to cast it without any somatic
When you roll damage for a spell, you can or verbal components.
spend 1 sorcery point to reroll a number of
the damage dice up to your Charisma Twinned Spell
modifier (minimum of one). You must use When you cast a spell that targets only one
the new rolls. creature and doesnt have a range of self,
You can use Empowered Spell even you can spend a number of sorcery points
if you have already used a different equal to the spells level to target a second
Metamagic option during the casting of the creature in range with the same spell (1
spell. sorcery point if the spell is a cantrips).
To be eligible, a spell must be
Extended Spell incapable of targeting more than one
When you cast a spell that has a duration of creature at the spells current level. For
1 minute or longer, you can spend 1 sorcery example, magic missile and scorching ray
point to double its duration, to a maximum arent eligible, but ray of frost and chromatic
duration of 24 hours. orb are.
As a Wild Lord, you gain the following Spells Known of 1st Level and Higher
advanced class features. You know three 1st-level spells of your
choice from the wild lord spell list.
Spellcasting The Spells Known column of the
By 3rd level, you have learned to draw on Wild Lord Spellcasting table shows when
the magical essence of nature to cast you learn more wild lord spells of your
spells. Wild Lords draw spells from the choice. Each of these spells must be of a
Ranger spell list. level for which you have spell slots. For
instance, when you reach 3rd level in this
Spell Slots class, you can learn one new spell of 1st or
The Wild Lord Spellcasting table shows how 2nd level.
many spell slots you have to cast your Additionally, when you gain a level in
spells. To cast one of your wild lord spells of this class, you can choose one of the wild
1st level or higher, you must expend a slot lord spells you know and replace it with
of the spells level or higher. You regain all another spell from the wild lord spell list,
expended spell slots when you finish a long which also must be of a level for which you
rest. have spell slots.
For example, if you know the 1st-
level spell animal friendship and have a 1st- Spellcasting Ability
level and a 2nd-level spell slot available, Wisdom is your spellcasting ability for your
you can cast animal friendship using either wild lord spells, since your magic draws on
slot. your attunement to nature. You use your
Wisdom whenever a spell refers to your
spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving
throw DC for a wild lord spell you cast and
when making an attack roll with one.
Researcher Well-Traveled
When you attempt to learn, or recall a piece You have an excellent memory for maps
of knowledge, if you do not know that and geography, and you can always recall
information, you often know where and from the general layout of terrain, settlements,
whom you can obtain it. Usually, this and other features around you. In addition,
information comes from a library, research you can find food and fresh water for
laboratory, university, or an expert in that yourself and up to five other people each
field of knowledge. Your GM might rule that day, provided that the land offers berries,
the knowledge you seek is secreted away in small game, water, and so forth.
an almost inaccessible place, or that it
simply cannot be found. Wealth
To determine your starting wealth score, roll
Wealth 2d4 + 1.
To determine your starting wealth score, roll
2d4 + 3.
Athlete Blue Collar
Athletes include amateur athletes of Blue collar occupations include factory
Olympic quality and professional athletes of work, food service jobs, construction,
all types, including gymnasts, weight service industry jobs, taxi drivers, postal
trainers, wrestlers, boxers, martial artists, workers, and other jobs that are usually not
swimmers, skaters, and those who engage considered to be desk jobs.
in any type of competitive sport.
As a blue-collar worker, you gain the
As an athlete, you gain the following following benefits.
benefits.
Skill Proficiencies
Skill Proficiencies You are proficient in Athletics and Handle
You are proficient in Acrobatics and Animal.
Athletics.
Tool Proficiencies
Athletic Conditioning You are proficient in either electrical tools or
You condition your body for performance mechanical tools.
under the harshest circumstances. If you
can exercise for one hour daily, you only Working Class
need half the amount of food and sleep You have a contact that acts as your liaison
normally required to avoid exhaustion. In to a union or association. You know how to
addition, you can hold your breath twice as reach your contact at all times. Your contact
long as normal. can provide you with the means to
requisition equipment used in manufacturing
Wealth or shipping.
To determine your starting Wealth score,
roll 2d4 + 1. Starting Equipment
You have one set of tools with which you
are proficient.
Wealth
To determine your starting wealth score, roll
2d4 + 2.
Celebrity Creative
A celebrity is anyone who, for whatever The creative starting occupation covers
reason, has been thrust into the spotlight of artists of all types who fan their creative
the public eye. Actors, entertainers of all spark into a career. Illustrators, copywriters,
types, newscasters, radio and television cartoonists, graphic artists, novelists,
personalities, and more fall under this magazine columnists, actors, sculptors,
background. game designers, musicians, screenwriters,
photographers, and web designers all fall
As a celebrity, you gain the following under this background.
benefits.
As a creative, you gain the following
Skill Proficiencies benefits.
You are proficient in Performance and either
Deception or Persuasion. Skill Proficiencies
You are proficient in Insight and
Tool Proficiencies Performance.
Choose either a disguise kit or a musical
instrument of your choice. Tool Proficiencies
Choose two of the following tools:
Big Draw computers, one type of artisans tools, or
You can always find a place to perform, one musical instrument of your choice.
usually in a nightclub or bar but possibly at
a festival or theatre, or even at a private Body of Work
party. At such a place, you receive free You can always find a place to display your
lodging and food of a modest or comfortable creations, usually in a gallery, but
standard (depending on the quality of the sometimes in private shows or at
establishment), as long as you perform convention centers. At such a place, you
each night. In addition, your performance receive free lodging and food of a modest or
makes you something of a local figure. comfortable standard (depending on the
When strangers recognize you in an area quality of the establishment), as long as you
where you have performed, they typically are on hand for the display. In addition, your
take a liking to you. creativity makes you something of a local
figure. When strangers recognize you in an
Wealth area where your creations have been
To determine your starting wealth score, roll showcased, they typically take a liking to
2d4 + 4. you.
Wealth
To determine your starting wealth score, roll
2d4 + 2.
Criminal Dilettante
This illicit background reveals a background Dilettantes usually get their wealth from
from the wrong side of the law. This family holdings and trust funds. The typical
occupation includes con artists, burglars, dilettante has no job, few re-sponsibilities,
thieves, crime family soldiers, gang and at least one driving passion that
members, bank robbers, and other types of -occupies his or her day. That passion might
career criminals. be a charity or philanthropic foundation, an
ideal or cause worth fighting for, or a lust for
As a criminal, you gain the following living a fun and carefree existence.
benefits.
As a dilettante, you gain the following
Skill Proficiencies benefits.
You are proficient in Deception and Stealth.
Bonus Languages
Tool Proficiencies You learn two additional languages.
You are proficient with thieves tools and
one type of gaming set. Daddys Money
While you have significant financial
Criminal Contact resources of your own, you can also draw
You have a reliable and trustworthy contact on your familys resources in a pinch.
who acts as your liaison to a network of However, this assistance is rarely without
other criminals. You know how to get strings attached.
messages to and from your contact, even
over great distances; specifically, you know Wealth
the local messengers, corrupt officials, and To determine your starting wealth score, roll
seedy characters who can deliver 2d4 + 7.
messages for you.
Wealth
To determine your starting wealth score, roll
2d4 + 1.
Doctor Emergency Services
A doctor can be a physician (general Rescue workers, firefighters, paramedics,
-practitioner or specialist), a surgeon, or a hazardous material handlers, and
psychiatrist. emergency medical technicians fall under
this category.
As a doctor, you gain the following benefits.
As an emergency services provider, you
Skill Proficiencies gain the following benefits.
You are proficient in Insight and Medicine
Skill Proficiencies
Tool Proficiencies You are proficient in Athletics and Medicine.
Choose one: pharmacists tools or surgical
tools. Vehicle Proficiencies
You are proficient with civilian ground
Medical Access vehicles
You have access to medical equipment that .
you might not otherwise be able to First Responder
requisition, such as x-ray machines and You have a rank from your career as an
medical labs. In addition, you can write emergency services provider. Active and
prescriptions for various substances that are former emergency services personnel still
otherwise illegal to obtain. recognize your authority and influence, and
they defer to you if they are of a lower rank.
Wealth You can invoke your rank to exert influence
To determine your starting wealth score, roll over other personnel and requisition simple
2d4 + 4. equipment for temporary use. You can also
usually gain access to events and locations
where your rank is recognized.
Wealth
To determine your starting wealth score, roll
2d4 + 2.
Entrepreneur Investigative
Entrepreneurs have an obsession about There are a number of jobs that fit within
being their own boss. They believe in this background, including investigative
themselves, have an abundance of reporters, photojournalists, private
confidence, and the ability to acquire the investigators, police detectives,
funds necessary to bankroll their newest criminologists, criminal profilers, espionage
moneymaking venture. These small to large agents, and others who use their skills to
business owners have a knack for putting gather evidence and analyze clues.
together business plans, gathering
resources, and getting a new venture off the As an investigative, you gain the following
ground. They rarely want to stick around benefits.
after the launch, however, as they prefer to
put their energies into the next big thing. Skill Proficiencies
You are proficient in Investigation and
As an entrepreneur, you gain the following Insight.
benefits.
Tool Proficiencies
Skill Proficiencies You are proficient with evidence kits.
You are proficient in Insight and Persuasion.
Connected
Network When you attempt to learn, or recall a piece
You have a network of contacts in the of information, if you do not know that
business and financial world that you can information, you often know where and from
use as a source of information, loans, or whom you can obtain it. Usually, this
equipment requisitions, usually in return for information comes from an anonymous
favors. informant, a law enforcement agency, or
criminal contacts. Your GM might rule that
Wealth the information you seek is almost
To determine your starting wealth score, roll impossible to get out of your sources, or
2d4 + 4. that it simply cannot be found.
Wealth
To determine your starting wealth score, roll
2d4 + 2.
Law Enforcement Military
Law enforcement personnel include Military covers any of the branches of the
uniformed police, state troopers, federal armed forces, including army, navy, air
police, federal agents, SWAT team force, and marines, as well as the various
members, and military police. elite training units such as Seals, Rangers,
and Special Forces.
As law enforcement, you gain the following
benefits. As military personnel, you gain the following
benefits.
Skill Proficiencies
You are proficient in Investigate and Skill Proficiencies
Perception. You are proficient in Athletics and Survival.
Wealth
To determine your starting wealth score, roll
2d4 + 1.
Religious Rural
Ordained clergy of all persuasions, as well Farm workers, hunters, and others who
as theological scholars and experts on make a living in rural communities fall under
religious studies fall within the scope of this this category.
starting occupation.
As a rural worker, you gain the following
As a religious figure, you gain the following benefits.
benefits.
Skill Proficiencies
Skill Proficiencies You are proficient in Animal Handling and
You are proficient in Insight and Religion. Survival.
Wealth
To determine your starting wealth score, roll
2d4 + 1.
White Collar
Office workers, 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
You are proficient in Insight, and in either
Deception or Persuasion.
Comfort of Conformity
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 have a clipboard.
Wealth
To determine your starting wealth score, roll
2d4 + 3.
Feats
Advanced Firearms Training
Prerequisite: Proficiency with personal firearms, 4th level
You have received training in advanced firearm techniques and gain the following benefits:
When you use a firearm in semiautomatic or automatic mode, you reduce the attack
penalty incurred by half (-1 for semiautomatic, -2 for automatic).
You can use an action to steady your aim. Choose a creature that you can see within the
weapons range. If your next action is a ranged weapon attack against this creature, you
gain advantage on the attack roll and score a critical hit on a natural roll of 19 or 20.
When using an automatic weapon, you can fill a 10-foot cube within the weapons
normal range with a hail of bullets as an action. Any creature in the affected area must
make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier).
On a successful saving throw, the creature only takes half the weapons damage, or no
damage if they have cover. Using this technique expends 10 pieces of ammunition.
Combat Focus
Prerequisite: 6th level
You are specially trained with close-quarters weapons and with archaic ranged weapons such
as bows and crossbows. When you use an attack action with a simple weapon, martial weapon,
improvised weapon, or unarmed strike, you may attack twice instead of once. In addition, you
may choose one of the following fighting styles as the subject of your training:
Archery. You gain a +2 bonus to attack rolls you make with simple and martial ranged
weapons.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons,
you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two hands, you can reroll the die and
must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed
or versatile property for you to gain this benefit.
Protection. When a creature you can see attacks a target other than you that is within 5
feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be
wielding a shield.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Heavy Firearms Training
Prerequisite: Proficiency with personal firearms
You have received training with heavy firearms and gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
You are proficient in heavy firearms.
Pistol Expert
Prerequisite: Proficiency with personal firearms
Thanks to extensive practice with handguns, you gain the following benefits:
You can reload weapons with internal or cylinder magazines as a bonus action.
Being within 5 feet of a hostile creature doesnt impose disadvantage on your ranged
attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a
bonus action to attack with a one-handed firearm you are holding.
Skills
No New Skills?
This conversion features no new skill options. This is largely thanks to the concept of tool and
vehicle proficiencies. These proficiencies cover a number of modern skills, from computer savvy
to driving a car. What follows is a list of modern uses for existing skills.
Arcana. In addition to referring to the occult or supernatural, proficiency with Arcana can
also cover a variety of obscure or niche knowledge, such as popular culture, genre films and
books, urban legends, comic books, science fiction, and gaming, among others.
History. Proficiency with History can provide knowledge of art history, law and litigation,
political and government institutions and processes, current events, and popular science.
Insight. Paired with Intelligence, Insight can represent a knowledge of psychology,
sociology, and criminology.
Nature. Proficiency with Nature indicates a knowledge of how the natural world works.
This manifests as an understanding of biology, botany, genetics, geology, paleontology,
astronomy, chemistry, physics, and engineering.
Wealth and Reputation
You have a wealth score that reflects your buying powera 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, you have a reputation score that represents your social capital. You can
leverage your reputation to request favors, requisition equipment, and turn social interactions in
your favor.
Wealth Score
To determine your starting wealth score, roll 2d4 and add the wealth bonus for your
background. Over the course of play, your wealth will decrease as you purchase expensive
items and increase as you earn rewards. Your wealth can never fall below 0, and there is no
limit to how high your wealth can climb.
Since wealth is an abstract concept, its sometimes 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 table below.
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 20 points higher than
your current wealth, nor can you successfully make a purchase that would reduce your wealth
lower than 0. If your wealth is 0, you dont have the buying power to purchase any object or
service that has a value of 10 or higher. Also, it always takes a number of hours equal to the
value of the object or service.
Gaining Wealth
There are a number of ways to increase your wealth score. Adventuring may result in finding
valuable items. Such items can be sold to gain a wealth increase.
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 objects base value (as if
purchased new) minus 3. Selling an object can provide an increase to your wealth. The increase
is the same amount as the wealth loss you would experience if you purchased an object with a
purchase DC 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.
Regardless of your current wealth, you gain a wealth increase of 1 whenever you sell an
object with a sale value of 15 or higher (or a sale value of half your wealth score if your wealth is
higher than 30). 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.
You cannot legally sell restricted objects unless you are licensed to own them. 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 takes a number of hours equal to the normal value of the item.
If you are given a job by a patron, that patron might choose to pay you directly with cash.
If so, the reward will be given a value, and your wealth score increases as if you had sold an
object of that value.
If you are employed, you can also work your job to increase your wealth score between
adventures. Keep track of how many hours you work. When you have worked a number of
hours equal to 10 times your current wealth score, increase your wealth score by 1. When this
happens, your number of hours worked resets to 0.
On-Hand Objects
To account for the mundane and innocuous objects that most people have among their
possessionsand not force you to specifically purchase such objects in order to employ them
use the following rules.
With the GMs 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 thats not mentioned in this chapter, using similarly priced
objects as a guide.) The DC for this check is equal to 10 + the objects value.
You cant make this check to see if you have a mundane object on hand during
character generation or between adventuresonly during play. If you succeed, your wealth
score is unaffected, even if the objects value is higher than your wealth score.
Depending on the situation, the GM can rule that a certain mundane object is not
available; for an object to be obtainable, you must be in a place where the object logically would
be.
Reputation Score
To determine your starting reputation score, roll 2d4 and add your charisma modifier. Over the
course of play, your reputation will increase as you gather more notoriety and decrease 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.
You cannot request a favor 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 favors or requisition equipment until you have regained some of your reputation.
Building Reputation
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.
As you grow in skill and ability, your reputation also increases. Whenever you gain a
level, roll 1d4 and add your Charisma modifier. Increase your reputation by the amount rolled.
You may also gain reputation increases as rewards for completing missions, objectives,
or goals. Guidelines for appropriate rewards are given below.
Calling in Favors
Favors make the world go round, and youll probably want to call in your fair share of them.
Favors have a value rating commensurate with the risk they carry for the one granting the favor,
and following the rules for leveraging your reputation presented above. Remember, though, that
no matter how much social capital youve gathered, the person you ask a favor from can always
say no to a particularly dangerous or suicidal request.
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.
Requisitioning an item works just like purchasing the item, except you use your
reputation in place of your wealth. Compare your reputation to the 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 items value.
Social Maneuvering
Sometimes your reputation can save you when your charms fail you. When you fail a Charisma
ability check using Deception, Intimidation, Performance, or Persuasion, you can leverage your
reputation to succeed at the ability check 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. The Game Master 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 youre not, it would be inappropriate to leverage your reputation to succeed.
Equipment
The Black Market
Sometimes you want to obtain an object without going through the hassle of getting a license
first. Almost anything is available on the black market. Intelligence (Investigate) checks can be
used to locate a black-market merchant. The DC is based on the location in question: 15 to find
a black-market merchant in a big city, or 20, 25, or higher in small towns and rural areas.
Obtaining an object on the black market takes a number of days equal to twice the
objects value. The process can be hurried, but each day cut out of the process (to a minimum
of one day) increases the value by an additional +1.
Living in Luxury
The value ratings given are for average-quality items. Its possible to purchase similar items with
luxury features, generally by increasing their value by 1. Although such items are more
expensive, they offer no additional features or game benefits.
Equipment (Weapons and Armor)
Weapons
The weapons covered here are grouped into three categories based on their general utility:
ranged weapons, explosives, and improvised weapons.
Ranged Weapons
Ranged weapons fall into three general groups: personal firearms, heavy firearms, and simple
ranged weapons.
Handguns and long arms are personal firearms. A personal firearm is any firearm
designed to be carried and used by a single person. If you have proficiency in advanced
firearms, you can use special techniques when firing automatic or semiautomatic weapons (see
the corresponding properties below).
Ranged weapons that launch explosive rounds or meant to be mounted on a vehicle are
considered heavy firearms.
Weapon Properties
Ammunition. The ammunition of a firearm is destroyed upon use.
Automatic. Automatic weapons fire a burst or stream of shots with a single squeeze of the
trigger. When you take the Attack action with this weapon, you can choose to take a -4 penalty
on the attack roll. If the attack is successful, you may roll the weapons damage dice a second
time and add it to the final damage. These additional dice are not rolled twice if you score a
critical hit. This attack uses five pieces of ammunition. Automatic weapons can also be fired in
semiautomatic mode. This feature cannot be used with any ability that grants you multiple
attacks.
Bipod. To use this weapon properly, you must spend an action deploying a bipod in order to
steady the weapon. Attempts to use the weapon without the bipod deployed impose
disadvantage.
Burst. A weapon with the burst property targets a point of origin rather than a specific creature,
and then all creatures within the listed radius must make a Dexterity saving throw. On a
successful save, the creature takes half damage, or full damage if it fails.
Reload. You can fire a limited number of shots with this weapon before you need to reload.
How the weapon is reloaded depends on the type of magazine it uses to store ammunition.
Magazines come in four basic types: box, cylinder, internal, and linked.
Box: A box magazine is any type of magazine that can be removed and reloaded
separately from the weapon.
Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and
serves as the firing chamber for each round as well. Unlike box magazines, cylinders cant be
removed, and they must be reloaded by hand.
Internal: Some weapons keep their ammunition in an internal space, which must be
loaded by hand. This is the case with most shotguns, as well as some rifles.
Linked: Some machine guns use linked ammunition. The bullets are chained together
with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can
be clipped together. In military units, as the gunner fires, an assistant clips new ammunition
belts together, keeping the weapon fed.
Semiautomatic. Most firearms have the semiautomatic rate of fire. These firearms feed and
cock themselves with each shot. When you take the Attack action with this weapon, you can
choose to take a -2 penalty on the attack roll. If the attack is successful, you may roll half of the
weapons damage dice and add it to the final damage. These additional dice are not rolled twice
if you score a critical hit. This attack uses two pieces of ammunition. This feature cannot be
used with any ability that grants you multiple attacks.
Spread. When fired at normal range, roll an additional damage die and add it to the weapons
damage. When fired at long range, you may apply the attack roll to an additional creature within
5 feet of the target. Roll damage against the secondary target separately. This weapon does not
suffer disadvantage when fired at long range.
Stationary. A stationary weapon has to be set up before it can be fired. Setting up a stationary
weapon requires an action.
Special. Some weapons have effects that are specific to them. These will be noted in the
descriptions below the table.
Reloading Firearms
Reloading a firearm with an already filled box magazine or speed loader is an action or a bonus
action. Refilling a box magazine or a speed loader, or reloading a revolver or any weapon with
an internal magazine without a speed loader, is an action. Loading a belt of linked ammunition is
an action. Linking two belts together is a bonus action.
Quantity
Certain items, such as grenades or explosives, are sold in quantities. These quantities are listed
in parentheses after the purchase value.
Table: Ranged Weapons
Name Value Damage Weight Properties
Personal Firearms
Pistols
Autoloader 17 2d6 3 lb. Ammunition (range 80/400), reload (15 box), semiautomatic, light
piercing
Holdout pistol 15 2d6 1 lb. Ammunition (range 20/100), reload (2 internal), light
piercing
Large caliber 19 2d8 4 lb. Ammunition (range 80/400), reload (8 box), semiautomatic
autoloader piercing
Machine pistol 20 2d6 3 lb. Ammunition (range 60/300), reload (20 box), automatic, light
piercing
Revolver 6 2d6 3 lb. Ammunition (range 80/400), reload (6 cylinder), semiautomatic
piercing
Long arms
Heavy Firearms
Heavy machine 25 2d12 75 Ammunition (range 220/1100), reload (linked), automatic, stationary,
gun piercing lb. two-handed
Rocket launcher 18 10d6 force 5 lb. Ammunition (range 300/1500), burst 10 (DC 18), two-handed
Grenade launcher 17 3d6 slashing 7 lb. Ammunition (range 140/700), burst 10 (DC 13), loading, two-handed
Pepper Spray. A chemical irritant that can temporarily blind a target, pepper spray comes in a
single-shot container. To use it, make a ranged touch attack against the target. The target must
make a Constitution saving throw (DC 13) or be blinded. The target can repeat the saving throw
at the end of each of its turns until successful.
Taser. A Taser uses springs or compressed air to fire a pair of darts at a target. On impact, the
darts release a powerful electrical current. On a successful hit, the target must make a
Constitution saving throw (DC 13) or be incapacitated. The target can repeat the saving throw at
the end of each of its turns until successful. Reloading a Taser is an action.
Ammunition
To determine how much a loaded magazine weighs, look it up on the table, rounding the
number of rounds in the magazine up.
Shotgun shells are a little heavier; use the weight value for one damage step higher. Purchase
values are for 50 rounds.
Table: Ammunition
Damage Value Weight per Number of Rounds
10 20 30 40 50 100
2d4 4 0.5lb 0.5lb 0.5lb 0.5lb 1.0lb 1.5lb
2d6 5 0.5lb 0.5lb 0.5lb 1.0lb 1.0lb 2.0lb
2d8 6 0.5lb 0.5lb 0.5lb 1.0lb 1.0lb 2.0lb
2d10 7 0.5lb 1.0lb 1.0lb 1.5lb 1.5lb 3.0lb
2d12 8 1.0lb 2.0lb 3.0lb 4.0lb 5.0lb 10.0lb
Det Cord. Det cord is an explosive in a ropelike form. Technically, det cord doesnt explode
but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to
string multiple explosive charges together for simultaneous detonation (allowing a single
detonator to set them all off), det cord can also be looped around a tree or post or other object
to cut it neatly in half.
The information on the table represents a 50-foot length. A length of det cord can be
spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated
damage to all creatures in each 5-foot square through which it passes. It can also be doubled
up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6
to a maximum increase of +4d6. Det cord requires a detonator to set it off.
Dynamite. Perhaps one of the most common and straightforward explosives, dynamite is very
stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off.
Additional sticks can be set off at the same time if they are within the burst radius of the first
stick, increasing the damage and burst radius of the explosion. Each additional stick increases
the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).
Its possible to wire together several sticks of dynamite for even greater explosive effect.
Doing so requires a Dexterity check (DC 10 + 1 per stick) with a demolitions kit. If the character
succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the
characters choice).
To set off dynamite using a fuse, the fuse must first be lit, requiring an action or a bonus
action (and a lighter or other source of flame). The amount of time until the dynamite explodes
depends on the length of the fusea fuse can be cut short enough for the dynamite to detonate
in the same round (allowing it to be used much like a grenade), or long enough to take several
minutes to detonate. Cutting the fuse to the appropriate length requires an action or a bonus
action.
Molotov Cocktail. A Molotov cocktail is a flask containing a flammable liquid, plugged with a
rag. A Molotov cocktail is easily made by hand. The value given is for the components. To use
it, the rag must first be lit, requiring a bonus action (and a lighter or other source of flame). The
cocktail detonates on impact with a solid object. A target that takes a direct hit is dealt an
additional 1d6 points of bludgeoning damage and catches on fire, taking 1d6 points of fire
damage at the beginning of each of its turn until the flames are extinguished. The burst area of
the Molotov cocktail continues to burn for 1d4 rounds, and any creature entering the area or
ending its turn there catches on fire.
Smoke Grenade. Military and police forces use these weapons to create temporary
concealment. On the round when it is thrown, a smoke grenade fills all squares within its burst
radius with smoke. The area covered by the smoke is heavily obscured. It disperses after 1
minute, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind
(21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including
white, red, yellow, green, and purple. As such, they can be used as signal devices.
Tear Gas Grenade. Military and police forces use these weapons to disperse crowds and
smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills its burst radius
with a cloud of irritant that causes eyes to fill with tears. It disperses after 1 minute, though a
moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph)
disperses it in 1 round.
A creature that starts its turn in a cloud of tear gas must make a Constitution saving
throw (DC 13) or spend their action that turn coughing and retching. A gas mask renders the
target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides
advantage on the saving throw.
Sword Cane. This is a lightweight, concealed sword that hides its blade in the shaft of a walking
stick or umbrella. Because of this special construction, a sword cane is always considered to be
concealed; it is noticed only with a Wisdom (Perception) or Intelligence (Investigate) check (DC
18). (The walking stick or umbrella is not concealed, only the blade within.)
Tonfa. This is the melee weapon carried by most police forces, used to subdue and restrain
criminals. When you hit a creature with this weapon, you can attempt to start a grapple as a
bonus action.
Weapon Accessories
As if modern weapons werent dangerous enough, a number of accessories can increase their
utility or efficiency.
Illuminator. An illuminator is a small flashlight that mounts to a firearm, freeing up one of the
users hands. It functions as a standard flashlight.
Laser Sight. This small laser mounts on a firearm, and projects a tiny red dot on the weapons
target. A laser sight grants a +1 bonus on all attack rolls made against targets no farther than 30
feet away. However, a laser sight cant be used outdoors during the daytime.
Scope. A scope is a sighting device that makes it easier to hit targets at long range. However,
although a scope magnifies the image of the target, it has a very limited field of view, making it
difficult to use.
Standard: A standard scope increases a ranged weapons normal and maximum range
by one-half (multiply by 1.5). However, to use a scope you must spend an action acquiring your
target. If you change targets or otherwise lose sight of the target, you must reacquire the target
to gain the benefit of the scope.
Electro-Optical: An electro-optical scope functions the same as a standard scope in
normal light. In darkness, however, the user sees through it as if he or she had the darkvision
ability granted by night vision goggles.
Range-finding Laser: A range-finding laser scope functions the same as a standard
scope, except that it incorporates an invisible laser that can determine the exact range of a
target, then relay that information via computer link. If that information is relayed to another
weapon with a range-finding laser scope targeting the same creature or object, the second
attacker gains advantage on his first attack against the target.
Speed Loader. A speed loader holds a number of bullets in a ring, in a position that mirrors the
chambers in a revolver cylinder. Using a speed loader saves time in reloading a revolver, since
a character can insert all the bullets at once, allowing you to reload a revolver as a bonus
action.
Suppressor. A suppressor fits on the end of a firearm, capturing the gases traveling at
supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullets
firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the
only sound is the mechanical action of the weapon (Wisdom (Perception) check, DC 15, to
notice). For long arms, the supersonic speed of the bullet itself still makes noise. However, its
difficult to tell where the sound is coming from, requiring a Wisdom (Perception) check (DC 15)
to locate the source of the gunfire.
Modifying a weapon to accept a suppressor requires a Dexterity check and mechanical
tools (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached
or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one
weapon can be used for any other weapon that has the same damage value.
Weapon Modifications
Weapons can be modified in various ways. To add a modification, choose a base weapon,
modify the purchase value of the base item according to the modifications instructions, and
then purchase the modified item as normal. Some modifications have additional restrictions
placed on them that must be considered before making the modification.
Alternate Weapon. Some weapons are capable of serving multiple purposes by integrating two
types of weapon into one. This can encompass everything from having a bayonet installed on a
rifle to adding an underslung grenade launcher. Choose a second weapon. That weapon is
integrated into the base weapon and can be used at any time.
Value Modifier: +4 (if the secondary weapon has a lower purchase value) or +6 (if the
secondary weapon has a higher purchase value)
Auto-fire Module. This modification allows a previously semiautomatic to be able to fire in full
automatic mode. The weapon modified loses the semiautomatic weapon property and gains the
automatic weapon property.
Restrictions: Personal firearm with the semiautomatic weapon property.
Value Modifier: +2
Collapsible. A weapon that makes use of the collapsible modification is easily disassembled
and reassembled at a moment's notice. Breaking down a weapon into its individual parts
requires an action. While reassembling them in the correct order requires another action. The
weapon must be fully assembled to be used. In its disassembled state, a weapon is not easily
identified; an Intelligence (Investigation) check (DC 17) is required to identify a collapsed
weapon for what it really is.
Value Modifier: +2
Compact. By eliminating wasted space and using smaller components, some engineers are
capable of producing weapons far smaller than their standard counterparts. Any weapon that
makes use of this modification is smaller than normal.
Restrictions: Personal firearms only.
Value Modifier: +2
Concealable. Some weapons can be installed (and operated from) inside other items; for
example, guns that fit into briefcases, grenades disguised as cosmetic products, and so forth.
The concealed item cannot be identified as a weapon except through close examination, or
when it is in use. The concealed weapon cannot be larger than the item in which it is concealed.
Value Modifier: +2
Electrified. The weapon is attached to a power source. On a successful hit, the target takes
1d8 points of lightning damage as well as the damage dealt by the weapon.
Restrictions. Melee weapons only.
Value Modifier: +2
Grappling Sheath. Grenades and mines can be fitted with custom grappling sheaths designed
to adhere to any surface against which they are thrown or placed. Once placed, a mine or other
explosive equipped with a grappling sheath cannot be moved, short of tearing it loose. Doing so
requires a DC 20 Strength check, and, depending on the mine's trigger, might cause it to
detonate.
Restrictions: Grenades and mines only.
Value Modifier: +2
Expanded Magazine. Any weapon with the expanded magazine gadget doubles its normal
magazine capacity.
Restrictions: Personal firearms with internal or box magazines only.
Value Modifier: +2
Improved Accuracy. This modification improves the accuracy of a ranged firearm, granting a
+1 to +3 bonus on attack rolls.
Restrictions: Personal firearms only.
Value Modifier: +2 (for +1), +4 (for +2), or +6 (for +3)
Improved Damage. This modification increases the bore of a projectile weapon's barrels,
adding +1 to +3 to the weapon's damage.
Restrictions: Personal firearms only.
Value Modifier: +2 (for +1), +4 (for +2), or +6 (for +3)
Integrated Equipment. Choose a piece of equipment. That equipment is integrated into the
base weapon and can be used at any time.
Value Modifier: +2 (if the equipment has a lower purchase value than the base weapon)
or +4 (if the equipment has a higher purchase value than the base weapon)
Spring Loaded. Some weapons are designed to be concealed from sight and then quickly
drawn into the hand at a moments notice. A weapon with the spring loaded modification can be
drawn without counting against the number of weapons you can draw on your turn, regardless
of whether the weapon is concealed.
Restrictions: One handed or light weapons only.
Value Modifier: +2
Armor
Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and
varying heaviness of materials.
Table: Armor
Armor Value Armor Class Strength Stealth Weight
Light Armor
Leather jacket 10 11 + Dex modifier 4 lb.
Light undercover shirt 14 12 + Dex modifier 2 lb.
Pull-up pouch vest 14 12 + Dex modifier 2 lb.
Undercover vest 15 13 + Dex modifier 3 lb.
Medium Armor
Concealable vest 16 14 + Dex modifier (max 2) 4 lb.
Light-duty vest 17 15 + Dex modifier (max 2) 8 lb.
Tactical vest 18 16 + Dex modifier (max 2) Str 13 Disadvantage 10 lb.
Heavy Armor
Special response vest 19 17 Str 13 Disadvantage 15 lb.
Forced entry unit 20 19 Str 15 Disadvantage 20 lb.
Armor Modifications
Armor can be modified in various ways. To add a modification, choose a base armor, modify the
purchase value of the base item according to the modifications instructions, and then purchase
the modified item as normal. Some modifications have additional restrictions placed on them
that must be considered before making the modification.
Integrated Equipment. Choose a piece of equipment. That equipment is integrated into the
base armor and can be used at any time.
Value Modifier: +2 (if the equipment has a lower purchase value than the base armor) or
+4 (if the equipment has a higher purchase value than the base armor)
Integrated Weapon. This modification integrates a built-in weapon into the base armor. Choose
a weapon. That weapon is integrated into the base armor and can be used at any time.
Value Modifier: +4 (if the weapon has a lower purchase value than the base armor) or +6
(if the weapon has a higher purchase value than the base armor)
Gear
Battery-Operated Gear
Many of the objects in this section are battery-operated. Any device that uses batteries comes
with them. As a general rule, ignore battery lifeassume that you recharge or replace batteries
between adventures, and that the batteries last as long as needed during adventures. If battery
life is important in the game, roll 1d20 every time a battery-operated item is used. On a result of
1, the batteries are dead and the object is useless. New batteries have a value of 2 and can be
changed as an action.
Adventuring Gear
This section describes miscellaneous items that could be useful to many adventurers.
Cell Phone. Flip phones are cheap and readily available everywhere from department stores to
gas stations. A cell phone uses a battery that lasts for 24 hours before it must be recharged. It
works in any area covered by cellular service.
Chemical Light Stick. This disposable plastic stick, when activated, uses a chemical reaction
to create light for 6 hours. It illuminates an area only 5 feet in radius. Once activated, it cant be
turned off or reused. The listed value is for a pack of 5 sticks.
Fake ID. Purchasing a falsified drivers license from a black market source can produce mixed
results, depending on the skill of the forger. When you purchase a fake ID, the GM secretly
makes an ability check for the forger, which serves as the DC for the opposed check when
someone inspects the fake ID. The value of a fake ID is 8 + the forgers proficiency bonus.
First Aid Kit. Available at most drugstores and camping supply stores, this kit contains enough
supplies (and simple instructions for their use) to treat an injury before transporting the injured
person to a medical professional. The kit has ten uses. As an action, you can expend one use of
the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine)
check. The first aid kit counts as a healers kit for purposes of the Healer feat.
Flashlight. Flashlights come in a wide variety of sizes and quality levels. Those covered here
are professional, heavy-duty models, rugged enough to withstand the rigors of modern
adventuring.
Penlight: This small flashlight can be carried on a key ring. It projects bright light in a 10
foot cone, and dim light for an additional 10 feet.
Standard: This heavy metal flashlight projects bright light in a 30 foot cone, and dim light
for an additional 30 feet.
Battery Flood: Practically a handheld spotlight, this item projects bright light in a 100 foot
cone, and dim light for an additional 100 feet.
Gas Mask. This apparatus covers the face and connects to a chemical air filter canister to
protect the lungs and eyes from toxic gases. It provides total protection from eye and lung
irritants. The filter canister lasts for 12 hours of use. Changing a filter is an action. The value for
one extra filter canister is 6.
Ghillie Suit. The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in
strips of burlap, to which other camouflaging elements can easily be added. A figure under a
ghillie suit is nearly impossible to discern.
Choose a type of terrain when you purchase the suit: arctic, cavern, coastal, desert,
forest, grassland, mountain, or swamp. While wearing the suit in the appropriate terrain, you can
attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow,
mist, or other phenomena natural to that terrain type.
Handcuffs. Handcuffs are restraints designed to lock two limbsnormally the wristsof a
prisoner together. They fit any Medium-size or Small human or other creature that has an
appropriate body structure. You can make an opposed Strength (Athletics) check against a
grappled creature to attach the handcuffs to the creature.
Steel: These heavy-duty cuffs require a Strength (Athletics) check with a DC of 25 to
break, and require a Dexterity (Sleight of Hand) check or Dexterity (Acrobatics) check (DC 20)
to remove without the key.
Zip-Tie: These are single-use disposable handcuffs, much like heavy-duty cable ties.
They have a break DC of 25. They can only be removed by cutting them off.
Lock Release Gun. This small, pistol-like device automatically disables mechanical locks
operated by standard keys with a DC of 15 or lower (no ability check necessary).
Night Vision Goggles. Night vision goggles use passive light gathering to improve vision in
near-dark conditions. They grant the user darkvision (range 120 ft.)but because of the
restricted field of view and lack of depth perception these goggles provide, they impose
disadvantage on all Wisdom (Perception) checks made by someone wearing them.
Pain Reliever. At the end of a short rest, you can use a dose of medicine to restore 2d4+2 hit
points. You cannot benefit from this effect again until you take another short rest. The value is
for 5 doses.
Spike Strip. This device is designed to help the police end car chases. The strip comes rolled in
a spool about the size of a small suitcase. It can be deployed as an action by rolling it across a
roadway, where it lies like a flat, segmented belt. Until the strip is activated, the spikes do not
protrude, and cars can pass safely over it. You can activate it as a reaction via a control device
attached to the end of the strip by a 10-foot-long cord, causing the spikes to extend.
Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or
stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its
walking speed is reduced by 10 feet. A creature moving through the area at half speed doesnt
need to make the saving throw.
Wheeled vehicles passing over the strip are automatically hitalthough vehicles
equipped with puncture-resistant tires are not affected.
Survival Kit. This waist pack contains a first aid kit, a compass, waterproof matches, a
lightweight space blanket, a standard flashlight, 50 feet of durable nylon rope, two smoke
grenades, and one signal flare.
Tools
A tool helps you do something you couldnt otherwise do, such as craft or repair an item,
analyze chemicals, or access digital files. Your race, class, background, or feats give you
proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to
any ability check you make using that tool. Tool use is not tied to a single ability, since
proficiency with a tool represents broader knowledge of its use.
Table: Tools
Item Value
Chemistry kit 16
Computer
Smartphone 11
Laptop 17
Desktop 16
Demolitions kit 14
Electrical tools 14
Mechanical tools 13
Musical instrument
Clarinet 17
Drum kit 16
Guitar 15
Keyboard 17
Saxophone 17
Pharmacists tools 19
Surgical tools 17
Chemistry Kit. A portable laboratory, a chemical kit includes the tools and components
necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical
compounds.
Computer. A computer is a powerful tool for information gathering and research. While anyone
can use a computer to make Intelligence (Investigation) checks to discover information, those
who are proficient with these tools can create programs, navigate complex network structures,
and issue administrative commands while hiding their presence and covering their tracks.
Smartphone: An extremely versatile device, a smartphone offers impressive computing
power, GPS functionality, and internet access, all in a handheld device. In addition, a
smartphone has all the functionality of a standard cell phone. A smartphone battery can last for
24 hours before needing to be recharged.
Laptop: This device offers most of the functionality of a desktop computer with the
advantage of portability. Laptops are a convenient compromise between the compact
smartphone and the bulkier desktop computer. A laptop battery can last for 8 hours before
needing to be recharged.
Desktop: This classic configuration offers maximum computing power with the added
advantage of plug-and-play components. It includes a computer tower, monitor, keyboard,
mouse, and external speakers.
Demolitions Kit. This kit contains everything needed to set detonators, wire explosive devices,
and disarm explosive devices.
Electrical Tools. This collection of hand tools and small parts typically includes a variety of
pliers, drivers, cutting devices, fasteners, power tools, and leads and wires. You can use these
tools to create and repair electronic devices.
Mechanical Tools. This collection of hand tools and small parts typically includes a variety of
pliers, drivers, cutting devices, fasteners, and even power tools. You can use these tools to
create and repair mechanical structures and devices.
Musical Instrument. Several of the most common types of musical instruments are shown on
the table as examples. If you have proficiency with a given musical instrument, you can add
your proficiency bonus to any ability checks you make to play music with the instrument. Each
type of musical instrument requires a separate proficiency.
Pharmacists Tools. These tools includes everything needed to prepare, preserve, compound,
analyze, and dispense medicinal drugs.
Surgical Tools. These tools are all you require to make incisions, clamp off arteries, and create
sutures. You can perform surgery to treat injuries.
Crafting and Repairing Items
To craft or repair an item, you must have a kit or set of tools, usually a mechanical or electrical
tool kit.
Crafting Items
In order to craft an item, you must first decide what you are trying to make and consult the
category descriptions below. Make a Wealth check against the given purchase DC for the object
to see if you succeed in acquiring the raw materials. If you succeed at that check, make an
ability check (usually Dexterity or Intelligence, depending on what you are attempting to create)
against the given DC for the object in question. This check occurs halfway through the time
required to make the item. If you fail the check, you do not make the object, and the raw
materials are wasted (unless otherwise noted).
Repairing Items
To repair an item, you must first make a Wealth check determined by the items complexity to
purchase spare parts or new components (the GM may decide this is unnecessary for the
repairs you are trying to make). If you succeed at that check, make an ability check (usually
Dexterity or Intelligence, depending on what you are attempting to repair) against the given DC
for the object in question. If you fail the check, the item is not repaired, and the materials and
time spent are wasted.
Jury-Rigging
You can choose to attempt jury-rigged, or temporary, repairs. Doing this reduces the purchase
DC by 3 and the Repair check DC by 5, and allows you to make the checks with an action.
However, a jury-rigged repair can only fix a single problem with a check, and the temporary
repair only lasts until the end of the current scene or encounter. The jury-rigged object must be
fully repaired thereafter.
You can also use jury-rig to hot-wire a car or jump-start an engine or electronic device.
The DC for this is at least 15, and it can be higher depending on the presence of security
devices.
Lifestyle
Lifestyle items include travel expenses, entertainment and meals beyond the ordinary, and
housing, for those characters interested in buying a home rather than renting. Lifestyle items are
shown on the table below.
Entertainment Value
Movie ticket 3
Theater ticket 7
Sporting event ticket 7
Meals Value
Fast food 2
Family restaurant 4
Upscale restaurant 7
Fancy restaurant 9
Transportation Value
Airfare
Domestic, coach 14
Domestic, first class 17
International, coach 18
International, first class 22
Car rental
Economy car 6
Mid-size or truck 8
Luxury 10
Lodging Value
Budget motel 7
Average hotel 9
Upscale hotel 11
Housing. A number of types of homes are mentioned on Table: Lifestyle. The value covers the
down payment, not the total cost of the home. (A character buying a home does not have to
worry about mortgage payments; they simply replace the heros rent, which is already
accounted for in the Wealth system)
The small house and condo are one- or two-bedroom homes, probably with curbside
parking. The large condo and medium house are three-bedroom homes with garage or carport
parking for one or two cars. The large house is a four-bedroom home with a two-car garage,
while the mansion is a five- or six-bedroom home with an extra den, spacious rooms throughout,
and a three-car garage. All of these homes are of typical construction; luxury appointments or
Avant Garde design is available with a +2 increase to the value.
Location dramatically affects a homes value. The given value assumes a typical
suburban location. An undesirable location, such as a bad neighborhood or a remote rural site,
reduces the value by 2. A particularly good location in an upscale neighborhood or city center
increases the value by 2.
Entertainment. Values are given for several entertainment options. They represent the
purchase of a single ticket. A pair of tickets can be purchased together; doing so increases the
value by 2.
Meals. Several typical meal costs are provided. The cost of picking up the tab for additional
diners adds +2 per person to the value.
Transportation. Airfare tickets are for a single passenger round trip. One-way tickets are
available, but only reduce the value by 2. Car rentals and lodging rates are per day.
Services
The broad spectrum of services available to characters is only represented in overview here.
Services are identified on Table: Services.
Table: Services
Item Value
Auto repair
1 to 10 hp damage 15
11 to 20 hp damage 18
21 to 30 hp damage 21
30+ hp damage 24
Towing 8
Bail bonds
Property crime 13
Assault crime 16
Death crime 22
Bribery
Bouncer 6
Bureaucrat 10
Informant 7
Police officer 10
Legal services 10 + lawyers
proficiency bonus
Medical services
Surgery 15
Treat poison/disease 10
Auto Repair. Having a car repaired can be expensive; how expensive depends on the amount
of damage the vehicle has suffered. The values for damage repair assume the vehicle has not
actually been disabled; if it has, increase the value by +3. Repair generally takes 1 day for every
10 hit points of damage dealt, and results in the vehicle being returned to full hit points.
Bail Bonds. If you are jailed for a crime, you can seek bail. Bail is a monetary guarantee that
you will show up for your trial. The bail amount is set by a judge or magistrate, sometimes
immediately following arrest (for minor crimes) and sometimes days later (for serious crimes). If
bail is granted, you can arrange for a bail bonda loan that covers bail. The values represent
the fees associated with the loan; the bond itself is paid back to the bond agency when you
show up for trial. If you fail to show up, the agency loses the bail loan, and may send bounty
hunters or other thugs after you.
Bail amounts vary dramatically, depending on the seriousness of the crime, your criminal
history, your role in society, your family life, and other factors the judge believes indicate that
you will or will not flee (or commit other crimes) before the trial. An upstanding citizen with a
good job and a family who has never before been charged with a crime gets minimal bail; a
career criminal with nothing to lose gets maximum bail or may not be granted bail at all. The
values shown assume you are viewed positively by the court. If not, increase the value by as
much as 5. Whatever the base value, a successful Charisma (Persuasion) check (DC 15)
reduces the value by 2.
Property Crime: The crime involved only the destruction of property; no one was
attacked or seriously hurt as part of the crime.
Assault Crime: The crime involved an attack intended to capture, kill, or seriously injure
the victim.
Death Crime: Someone died as a result of the crime.
Medical Services. Your medical insurance is built into your wealth rating; the values represent
the ancillary expenses not covered, or only partly covered, by insurance. Medical services must
be paid for in full regardless of whether they are successful.
In a hospital setting, the necessary ability checks are always successful. The value is
per check.
Surgery: The value represents the cost of a single surgical procedure.
Poison/Disease: The value represents one application of treatment for a poison or
disease.
Computers
The modern computer is a fixture of both culture and technology. It is ubiquitous in the modern
world. It performs any number of services for us, such as running a complex network of traffic
lights, routing communications through orbital satellites, or ringing up your purchase at a
department store.
A computer is also a common medium for storing information. In the modern world,
nearly any piece of information can be obtained by accessing the internet through a computer
terminal. Even information that is steadfastly guarded can be accessed with the proper
knowledge and understanding of a computers systems and defenses.
Using Computers
Simply digging up information on the internet that is public record or easily accessible requires
an Intelligence (Investigation) check with a DC set by your GM based on the type of information
you seek. On the other hand, when you seek to change a computers programming or gain
access to a restricted network, you must make a computer use check. This is an Intelligence
check to which you may add your proficiency bonus if you are proficient with computers.
Unauthorized Access
When you attempt to gain unauthorized access to a computer or network, the visit is called a
session. Once you stop accessing the site, the session is over. Whenever you attempt to gain
access again, it is a new session. Before you can begin, however, you must gain access to the
site you wish to access, either physically or remotely.
Remote Access
Gaining access remotely to a closed network requires exploiting vulnerabilities and
weaknesses, not just of the network itself, but of its users as well. This usually involves a
Charisma (Deception) check to compose communication that will trick one of the networks
users into inadvertently granting you access. If the target fails its opposed Wisdom (Insight)
check against you, you can immediately attempt a computer use check (DC 15) to gain access
to the network.
VEHICLES
Vehicles are described by a number of statistics, as shown on Table: Vehicles.
Value: This is the value to acquire the vehicle.
Armor Class: The vehicles Armor Class.
Damage Threshold: A vehicle has immunity to all damage unless it takes an amount of
damage from a single attack or effect equal to or greater than its damage threshold, in which
case it takes damage as normal. Any damage that fails to meet or exceed the vehicles damage
threshold is considered superficial and doesnt reduce the vehicles hit points.
Hit Points: The vehicles full normal hit points.
Handling DC: This is the base DC for ability checks made to perform maneuvers and stunts.
Maximum Speed Factor: The highest speed factor the vehicle can attain.
Crew: The standard number of crew. In most cases, only one person is needed to drive the
vehicle; other crew members serve as gunners or copilots.
Passengers: The number of passengers (in addition to the crew) the vehicle is designed to
carry. Vehicles that carry passengers can use that space to carry additional cargo when
passengers arent present. Each unused passenger slot allows the vehicle to carry an additional
100 pounds of cargo.
Cargo Capacity: The amount of cargo the vehicle is designed to carry. Many vehicles can carry
extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often
unsafe experience for those passengers. As a rule of thumb, one additional passenger can be
carried for each 250 pounds of unused cargo capacity.
Civilian Water
Vehicles
Runabout 29 13 10 160 8 6 1 5 2,100 lb.
Cabin cruiser 33 11 15 360 12 6 1 3 2,100 lb.
Jet ski 25 14 5 40 6 8 1 1 60 lb.
Military Ground
Vehicles
Battle tank 50 26 20 360 12 8 4 0 425 lb.
Personnel carrier 48 21 15 240 12 8 3 7 425 lb.
Dirt Bike. Similar to the motorcycle used by United States Army cavalry scouts, this classic off-
road motorcycle comes equipped with off-road tires.
Armored Truck. Used to transport money between businesses and financial institutions,
armored trucks are designed to deter would-be thieves. The truck has three doors and firing
ports that allow the crew to use their firearms without leaving the vehicle. The armored truck
provides nine-tenths cover for its occupants. It is equipped with puncture-resistant tires.
Four-wheeler ATV. This all-terrain vehicle is something like a four-wheeled motorcycle and
comes equipped with off-road tires. It provides no cover for its riders.
Moving Truck. This is a large cargo truck used to move furniture or deliver freight. Trucks of
this sort are often available as rentals. A moving truck provides three-quarters cover for
occupants in the cab and total cover for any in the back.
Helicopter. A common civilian helicopter, also adopted by many military forces as a light utility
helicopter. It provides three-quarters cover for crew and passengers.
Passenger helicopter. This is a twin-engine, sturdy, reliable helicopter used for passenger and
cargo work all over the world. Military versions are still in use in many countries. It provides
three-quarters cover for crew and passengers (half cover for passengers if the cargo doors are
open).
Prop plane. This common single-engine propeller plane is relatively inexpensive. It provides
three-quarters cover for crew and passengers.
Private jet. This is a sleek business jet introduced in the late 90s. Two turbofans, set on the
fuselage above and behind the wings, provide the power. The interior includes luxury
accommodations and a lavatory. It provides three-quarters cover for crew and total cover for
passengers.
Runabout. This is a powerboat with an outboard engine and an open cockpit with a tiny cabin
(about the size of the interior of an economy car) forward. It comes with a trailer; loading or
unloading it requires a paved boat ramp and 10 minutes of work. It provides half cover to
occupants in the cockpit or stern, total cover to occupants in the cabin, and no cover to those
forward of the cockpit.
Cabin cruiser. This is a motor yacht with two internal diesel engines. It comes equipped with
four berths and a fully equipped galley. It provides half cover to occupants in the cockpit or
stern, total cover to occupants below deck, and no cover to those forward of the cockpit.
Jet ski. This is a two-seat jet ski that propels itself with a powerful jet of water. It provides no
cover for its riders.
Military Vehicles
Several military vehicles are covered here. In addition, a number of the civilian vehicles covered
above, such as the passenger helicopter, are commonly seen in military service.
Battle tank. This tank is crewed by a driver, a gunner, a gun loader, and a commander. It has
three top hatches, one for the driver and two on the turret. (The drivers position cannot be
reached from the other positions, which are all in the turret.) It takes an action to enter a tank
and another action to start it moving. it provides total cover to its occupants.
This vehicle comes equipped with a tank cannon (see Table: Vehicle Weapons) and a
mounted heavy machine gun (see Table: Ranged Weapons), both mounted in full
turrets.
Personnel carrier. This armored vehicle is crewed by a driver, a gunner, and a commander. It
has three top hatches, one above each crew position, and a large door in back for infantry
soldiers to load or disembark. It takes an action to enter the vehicle through a top hatch, and
another action to start it moving. In addition to its own armament, the carriers passenger
compartment has ports that allow passengers to fire their personal weapons from within the
vehicle. It provides total cover to its occupants.
This vehicle comes equipped with a mounted heavy machine gun (see Table: Vehicle
Weapons) mounted in a full turret.
Heavy utility helicopter. This vehicle provides three-quarters cover to crew and passengers
(half cover to passengers if the cargo doors are open).
Vehicle Chases
For simply traveling from point to point, the vehicle used is largely a matter of personal style and
finances. Skill checks are only required in extraordinary circumstances. These rules are
primarily focused on ground vehiclescars, trucks, and light military vehicles. The rules can be
modified for boats, heavier armored vehicles, and aircraft.
Positions in Vehicles
A character in a vehicle fills one of several possible roles, which determines what the character
can do.
Driver: The driver of the vehicle controls its acceleration and maneuvering. Most vehicles
have only one position from where the vehicle can be driven, so the person seated there is the
driver. Driving a vehicle requires a bonus action each round, which means that the driver may
be able to do something else with his or her action. There can be only one driver in a vehicle at
one time.
Copilot: A copilot can help the driver by taking the help action. The copilot must be
seated in a location where he or she can see the road and advise the driver (in a car, this
generally means the front passenger seat). Otherwise, the copilot can use his or her action each
round to do something else. A vehicle can have only one copilot at a time. A copilot can also
drive the vehicle if the driver cannot or chooses not to, provided there is a second set of controls
at the copilots seat (usually true in aircraft, but not ground vehicles).
Gunner: Some vehicles have built-in weapons. If such a weapon is controlled from a
location other than the drivers position, a character can man that position and become the
gunner. A vehicle can have as many gunners as it has gunner positions.
Passenger: All other personnel aboard the vehicle are considered passengers.
Passengers have no specific role in the vehicles operation, but may be able to fire weapons
from the vehicle or take other actions.
Phases
Each round of a chase consists of two phases: the action phase and the pursuit phase. During
the action phase, starting with the first space on the track, all characters in vehicles can take
their actions for the round, such as maintaining control of the vehicle, firing a weapon, or using
the Help action. Once all the characters in the first space have acted, then all the characters in
the second space may act, and so on until all characters have acted in the round.
During the pursuit phase, each character controlling a vehicle notes his or her current
speed factor and compares it to the lead vehicle. If your speed factor is lower than the lead
vehicles, you move a number of spaces away from the lead vehicle equal to the difference. If
your speed factor is higher than the lead vehicles, you move a number of spaces towards the
lead vehicle equal to the difference.
Chase Actions
The following is a list of special actions you can take while controlling a vehicle. Some actions
require you to be in a certain position on the track, while others can be performed from any
space.
Some actions call for a driving check. Unless otherwise noted, a driving check is a
Dexterity check to which you can add your proficiency bonus if you are proficient with the type of
vehicle you are driving. The DC for a driving check is usually equal to the vehicles base
handling DC plus the vehicles current speed factor.
Drive. Maintaining control of a vehicle is a bonus action. It requires you to have at least
one hand on the steering wheel and be able to reach the gas and brake pedals. When you take
the Drive action, you can choose to increase or decrease the vehicles current speed factor by
1, up to its maximum speed factor.
Dodge. You drive defensively in a pattern that makes your vehicle difficult to pin down.
Anyone targeting your vehicle with an attack has disadvantage on the attack roll until the
beginning of your next turn.
Dash. You put the pedal to the floor and attempt to increase your speed quickly. Make a
driving check. On a success, you increase your vehicles speed factor by 1d4, up to its
maximum speed factor. On a failure, the vehicle stalls out and you decrease your vehicles
current speed factor by 1.
Hard Brake. You slam on the brakes, decreasing your speed dramatically. Make a
driving check. On a success, you decrease your vehicles current speed factor by 1d4. On a
failure, you lose control of the vehicle.
Ram. You must be in the same space on the track as your target to attempt a ram. Make
a driving check. On a failure, you miss your ram attempt. On a success, the driver of your target
vehicle must make a driving check. If the driver fails, the target vehicle takes 2d12 bludgeoning
damage. If the driver succeeds, the damage is halved. If the driver fails this check by more than
5, they lose control of the vehicle.
Stunt. You must be the lead vehicle in order to attempt a stunt. Start with a description
of the stunt, like jumping a chasm or drifting around a hairpin turn at breakneck speed, then
make a driving check. If you fail, you decrease your speed factor by 1d4 as you attempt to
recover from the botched stunt. If you fail by 5 or more, you lose control of the vehicle. On a
success, each other driver must make a driving check as part of their Drive action in order to
replicate the stunt, suffering the same consequences for failure.
Losing Control
When you lose control of your vehicle, it skids wildly until you regain control. On your next turn,
you cannot take any action except the Drive action. As part of your Drive action, make a driving
check. On a success, you regain control of the vehicle. If you fail, you can try again on your next
turn. However, if you fail by 5 or more, the vehicle crashes. The vehicle and all its occupants
take 1d12 damage per point of the vehicles current speed factor, and can make a Dexterity
saving throw (DC 15) to take only half the damage. A crashed vehicles speed factor is 0 and it
can no longer participate in the chase.
Targeting Occupants
You can choose to target specific vehicle occupants instead of the vehicle itself. An attack
against a vehicle occupant is made like any other attack. Remember, however, that a character
in a vehicle benefits from any cover it provides.