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Races

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

As a strong hero, you gain the following Melee Smash


class features. You add half your proficiency bonus to all
melee weapon damage rolls.
Hit Points
Hit Dice: 1d8 per strong hero level Action Surge
Hit Points at 1st Level: 8 + your Starting at 2nd level, you can push yourself
Constitution modifier beyond your normal limits for a moment. On
Hit Points at Higher Levels: 1d8 (or 5) + your turn, you can take one additional action
your Constitution modifier per strong hero on top of your regular action and a possible
level after 1st bonus action.
Once you use this feature, you must
Proficiencies finish a short or long rest before you can
Armor: All armor use it again. Starting at 17th level, you can
Weapons: Simple weapons, personal use it twice before a rest, but only once on
firearms the same turn.
Saving Throws: Strength and one other of
your choice Advanced Class
Skills: Choose two from Acrobatics, Animal At 3rd level, choose an Advanced Class.
Handling, Athletics, History, Insight, The Advanced Class you choose grants you
Intimidation, Perception, and Survival features at 3rd level and again at 7th, 10th,
15th, and 18th level.
Demolition
Ability Score Improvement Beginning at 11th level, your melee attacks
When you reach 4th level, and again at 6th, deal double damage to objects. In addition,
8th, 12th, 14th, 16th, and 19th level, you you double your proficiency bonus on
can increase one ability score of your Strength (Athletics) checks made to break
choice by 2, or you can increase two ability something.
scores of your choice by 1. As normal, you
cant increase an ability score above 20 Brutal Critical
using this feature. Alternatively, you can Beginning at 13th level, you can roll one
select a feat instead of increasing your additional weapon damage die when
ability scores. determining the extra damage for a critical
hit with a melee attack.
Strong Back
Beginning at 5th level, your carrying Improved Melee Smash
capacity (including maximum load and At 20th level, you may now add your full
maximum lift) is doubled, and you have proficiency bonus to all melee weapon
advantage on Strength checks made to damage rolls.
push, pull, lift, or break objects.

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

As a fast hero, you gain the following class Fast Movement


features. You base movement speed increases by 10
feet.
Hit Points
Hit Dice: 1d8 per fast hero level Cunning Action
Hit Points at 1st Level: 8 + your Starting at 2nd level, your quick thinking and
Constitution modifier agility allow you to move and act quickly.
Hit Points at Higher Levels: 1d8 (or 5) + You can take a bonus action on each of
your Constitution modifier per fast hero level your turns in combat. This action can be
after 1st used only to take the Dash, Disengage, or
Hide action.
Proficiencies
Armor: Light armor Advanced Class
Weapons: Simple weapons, personal At 3rd level, choose an Advanced Class.
firearms The Advanced Class you choose grants you
Saving Throws: Dexterity and one other of features at 3rd level and again at 7th, 10th,
your choice 15th, and 18th level.
Skills: Choose three from Acrobatics,
Animal Handling, Athletics, History,
Perception, Sleight of Hand, Stealth, and
Survival
Ability Score Improvement Opportunist
When you reach 4th level, and again at 6th, Starting at 13th level, when you and an ally
8th, 12th, 14th, 16th, and 19th level, you are both within 5 feet of an opponent, and
can increase one ability score of your the ally hits the target with a melee attack,
choice by 2, or you can increase two ability you can make a melee attack against that
scores of your choice by 1. As normal, you opponent as a reaction.
cant increase an ability score above 20
using this feature. Alternatively, you can Elusive
select a feat instead of increasing your Beginning at 17th level, you are so evasive
ability scores. that attackers rarely gain the upper hand
against you. No attack roll has advantage
Uncanny Dodge against you while you arent incapacitated.
Starting at 5th level, when an attacker that
you can see hits you with an attack, you can Incredible Reflexes
use your reaction to halve the attacks When you reach 20th level, you have
damage against you. become adept at laying ambushes and
quickly escaping danger. You can take two
Instinctive Reaction turns during the first round of any combat.
Beginning at 9th level, your reflexes are You take your first turn at your normal
honed to a fine point. You have advantage initiative and your second turn at your
on initiative rolls. In addition, if you are initiative minus 10. You cant use this
surprised at the beginning of combat and feature when you are surprised.
arent incapacitated, you can act normally
on your first turn.

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

As a tough hero, you gain the following Second Wind


class features. You have a limited well of stamina that you
can draw on to protect yourself from harm.
Hit Points On your turn, you can use a bonus action to
Hit Dice: 1d8 per tough hero level regain hit points equal to 1d10 + your tough
Hit Points at 1st Level: 8 + your hero level. Once you use this feature, you
Constitution modifier must finish a short or long rest before you
Hit Points at Higher Levels: 1d8 (or 5) + can use it again.
your Constitution modifier per tough hero At 9th and 17th level, you can use
level after 1st this ability one additional time before a rest.

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

As a smart hero, you gain the following Expertise


class features. At 1st level, choose two of your skill
proficiencies, or one of your skill
Hit Points proficiencies and one of your tool
Hit Dice: 1d8 per smart hero level proficiencies. Your proficiency bonus is
Hit Points at 1st Level: 8 + your doubled for any ability check you make that
Constitution modifier uses either of the chosen proficiencies.
Hit Points at Higher Levels: 1d8 (or 5) + At 11th level, you can choose two
your Constitution modifier per smart hero more of your skill proficiencies (or one skill
level after 1st and one tool) to gain this benefit.

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

As a dedicated hero, you gain the following Empathy


class features. You add half your proficiency bonus to any
Wisdom or Charisma ability check you
Hit Points make that doesnt already use your
Hit Dice: 1d8 per dedicated hero level proficiency bonus.
Hit Points at 1st Level: 8 + your
Constitution modifier Helpful
Hit Points at Higher Levels: 1d8 (or 5) + Starting at 2nd level, you can use the Help
your Constitution modifier per dedicated action as a reaction.
hero level after 1st
Advanced Class
Proficiencies At 3rd level, choose an Advanced Class.
Armor: Light armor, medium armor The Advanced Class you choose grants you
Weapons: Simple weapons, personal features at 3rd level and again at 7th, 10th,
firearms 15th, and 18th level.
Saving Throws: Wisdom and one other of
your choice
Skills: Choose two from Animal Handling,
Athletics, History, Insight, Intimidation,
Investigation, Medicine, Perception,
Religion, Stealth, and Survival
Ability Score Improvement
When you reach 4th level, and again at 6th, Fearless
8th, 12th, 14th, 16th, and 19th level, you At 11th level, you gain immunity to the
can increase one ability score of your frightened condition.
choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you Expertise
cant increase an ability score above 20 At 13th level, choose two of your skill
using this feature. Alternatively, you can proficiencies. Your proficiency bonus is
select a feat instead of increasing your doubled for any ability check you make that
ability scores. uses either of the chosen proficiencies.

Intuition Cool Under Pressure


Starting at 5th level, you have a special Beginning at 17th level, nothing can shake
insight into dangerous situations. When you your confidence in a task in which you are
use this ability, ask the Game Master if a skilled. Whenever you make an ability check
specific course of action will have a good or that lets you add your proficiency bonus,
bad outcome. The Game Master can qualify you can treat a d20 roll of 9 or lower as a
their answer in any way they like, but must 10.
provide as honest an answer as possible.
You must complete a short or long Superior Intuition
rest before you can use this ability again. At 20th level, when you use your Intuition,
you can ask the Game Master up to two
Aware questions about the current situation that
At 9th level, your perception of the world can be answered in a sentence or two. The
around you is almost supernatural. You Game Master must provide as honest an
have advantage on initiative rolls and answer as possible.
cannot be surprised.
Charismatic Hero
Level Proficiency Bonus Features
1 +2 Charm, Inspiration (d6)
2 +2 Favor
3 +2 Advanced Class
4 +2 Ability Score Improvement
5 +3 Inspiration (d8), Font of Inspiration
6 +3 Ability Score Improvement
7 +3 Advanced Class feature
8 +3 Ability Score Improvement
9 +4 Inspiration (d10), Favor (2 uses)
10 +4 Advanced Class feature
11 +4 Captivate
12 +4 Ability Score Improvement
13 +5 Inspiration (d12)
14 +5 Ability Score Improvement
15 +5 Advanced Class feature
16 +5 Ability Score Improvement
17 +6 Favor (3 uses)
18 +6 Advanced Class feature
19 +6 Ability Score Improvement
20 +6 Superior Inspiration

Class Features

As a charismatic hero, you gain the Charm


following class features. At 1st level, you can use an action to try and
charm a creature. The creature must have
Hit Points an Intelligence score of at least 6, and be
Hit Dice: 1d8 per charismatic hero level able to see and hear you. The creature
Hit Points at 1st Level: 8 + your must make a Wisdom saving throw with a
Constitution modifier DC of 8 + your proficiency bonus + your
Hit Points at Higher Levels: 1d8 (or 5) + Charisma modifier. On a failed save, the
your Constitution modifier per charismatic target is charmed. The target can repeat the
hero level after 1st saving throw at the end of each of its turns
to attempt to end the effect. If the creatures
Proficiencies saving throw is successful, it is immune to
Armor: Light armor this ability for 24 hours.
Weapons: Simple weapons, personal
firearms
Saving Throws: Charisma and one other of
your choice
Skills: Choose two from Animal Handling,
Deception, History, Insight, Intimidation,
Performance, and Persuasion
Inspiration Advanced Class
You can inspire others through stirring At 3rd level, choose an Advanced Class.
words. To do so, you use a bonus action on The Advanced Class you choose grants you
your turn to choose one creature other than features at 3rd level and again at 7th, 10th,
yourself within 60 feet of you who can hear 15th, and 18th level.
you. That creature gains one Inspiration die,
a d6. Ability Score Improvement
Once within the next 10 minutes, the When you reach 4th level, and again at 6th,
creature can roll the die and add the 8th, 12th, 14th, 16th, and 19th level, you
number rolled to one ability check, attack can increase one ability score of your
roll, or saving throw it makes. The creature choice by 2, or you can increase two ability
can wait until after it rolls the d20 before scores of your choice by 1. As normal, you
deciding to use the Inspiration die, but must cant increase an ability score above 20
decide before the GM says whether the roll using this feature. Alternatively, you can
succeeds or fails. Once the Inspiration die is select a feat instead of increasing your
rolled, it is lost. A creature can have only ability scores.
one Inspiration die at a time.
You can use this feature a number Font of Inspiration
of times equal to your Charisma modifier (a Beginning when you reach 5th level, you
minimum of once). You regain any regain all of your expended uses of
expended uses when you finish a long rest. Inspiration when you finish a short or long
Your Inspiration die changes when rest.
you reach certain levels in this class. The
die becomes a d8 at 5th level, a d10 at 9th Captivate
level, and a d12 at 13th level. Starting at 11th level, when you use your
Charm ability successfully, you can choose
Favor the render the creature unaware of its
Beginning at 2nd level, you gain special surroundings while you continue to hold its
consideration when calling in favors. When attention. This effect ends when it succeeds
you choose to leverage your reputation to at a saving throw against your Charm
call in a favor, you can treat your reputation ability.
score as 10 points higher when determining You must complete a short or long
how much the favor decreases your rest before you can use this ability again.
reputation. Once you have used this ability,
you cannot use it again until you have
Superior Inspiration
finished a long rest.
At 20th level, when you roll initiative and
At 9th and 17th levels you gain an
have no uses of Inspiration left, you regain
additional use of this ability. You regain all
one use.
expended uses once you have finished a
long rest.
Advanced Classes

Core

Bodyguard
Level Class Features
3rd Harms Way, Situational Awareness
7th Single Out
10th Defensive Strike
15th Blanket Protection
18th Harms Way (resistance)

As a bodyguard, you gain the following Single Out


advanced class features. Beginning at 7th level, you can focus your
offensive efforts on a single creature as a
Harms Way bonus action. You gain advantage on attack
At 3rd level, when a creature makes a rolls against the creature for 1 minute or
ranged or melee attack against an ally who until it drops to 0 hit points or falls
is adjacent to you, you can use your unconscious.
reaction to redirect the attack to you. If the Once you have used this ability, you cannot
attack hits you, you take the damage and use it again until you have finished a short
effects as normal. If the attack misses you, or long rest.
it also misses your ally.
At 18th level, if the attack hits you, Defensive Strike
you have resistance against that attacks At 10th level, when you use Harms Way
damage. and the creature misses you with the attack,
you can use the same reaction to make a
Situational Awareness melee or ranged attack against that
Starting at 3rd level, you add your creature.
proficiency bonus to your initiative rolls. In
addition, you can always move and take Blanket Protection
actions and reactions on the first round of Starting at 15th level, you can take
combat, even if youre surprised. command and call out instructions to your
allies to keep them safe as a bonus action.
Choose up to six creatures. Each creature
has advantage on Dexterity saving throws,
and a +2 bonus to Armor Class for 1
minute. You must finish a long rest before
you can use this ability again.
Daredevil
Level Class Features
3rd Parkour
7th Adrenaline Rush
10th No Fear
15th Suck It Up
18th Tough as Nails

As a daredevil, you gain the following No Fear


advanced class features. At 10th level, you have advantage on any
saving throw that would cause you to
Parkour become frightened.
At 3rd level, you gain the following benefits:
Your speed increases by 10 feet. Suck It Up
Standing up from prone costs 5 feet Starting at 15th level, you can focus yourself
of movement instead of half your to occasionally shrug off injury. When you
movement. take damage, you can use your reaction to
When you use the Dash action, roll a d12. Add your Constitution modifier to
difficult terrain doesn't cost you extra the number rolled, and reduce the damage
movement on that turn. by that total. After you use this trait, you
When you make a running jump, the cant use it again until you finish a short or
distance you cover increases by a long rest.
number of feet equal to your
Dexterity modifier. Tough as Nails
At 18th level, you have resistance against
Adrenaline Rush bludgeoning, slashing, and piercing weapon
Beginning at 7th level, you can use a bonus attacks that are not made by magical
action to gain advantage on all Strength, weapons or firearms.
Dexterity, and Constitution ability checks for
1 minute. You must take a short or long rest
before you can use this ability again.
Field Medic
Level Class Features
3rd Bonus Proficiencies, Expert Healer
7th Medical Miracle, Sawbones
10th Expert Healer (3d8)
15th Expert Healer (5d8)
18th Medical Miracle (1 hour)

As a field medic, you gain the following Medical Miracle


advanced class features. Beginning at 7th level, if you spend 1 minute
treating a creature that has died no more
Bonus Proficiencies than 10 minutes ago and expend three uses
At 3rd level, you are proficient with surgical of a medical kit, you can return the creature
tools. to life with 1 hit point. At 18th level, the
creature must have died no more than an
Expert Healer hour ago.
Starting at 3rd level, as an action you can
expend one use of a first aid kit to tend to a Sawbones
creature and restore 1d8 + your Wisdom At 7th level, you learn to use your medical
bonus hit points to it, plus additional hit knowledge offensively. You can score a
points equal to the creatures level. The critical hit with a melee weapon on a natural
creature cant regain hit points from this roll of 19 or 20.
ability again until it finishes a short or long
rest.
At 10th level and 15th level, the
amount of hit points restored by this ability
increases by an additional 2d8.
Field Scientist
Level Class Features
3rd Scientific Improvisation, Unarmored Defense
7th Breakthrough
10th Expertise
15th Fight Smarter
18th Survive Smarter

As a field scientist, you gain the following


advanced class features. Breakthrough
Beginning at 7th level, you are respected in
Scientific Improvisation the scientific community for your
At 3rd level, you gain the ability to improvise discoveries. When you leverage your
solutions using common objects and reputation to succeed on a Charisma check
scientific know-how. This ability lets you against someone who is familiar with your
create objects in a dramatic situation quickly field of study, you treat your reputation
and cheaply, but that have a limited score as 5 points higher when determining
duration. how much your reputation decreases.
By spending 10 minutes and
combining common objects with an Expertise
Intelligence check made with the proper At 10th level, choose two of your skill
tools, the Field Scientist can build a tool or proficiencies, or one of your skill
device to deal with any situation. The DC for proficiencies and one of your tool
the Intelligence check is equal to 5 + the proficiencies. Your proficiency bonus is
value of the object that most closely doubled for any ability check you make that
matches the desired function. uses either of the chosen proficiencies.
Only objects that can normally be
used more than once can be improvised. Fight Smarter
Electronic devices, special tools, weapons, Starting at 15th level, you can use a bonus
mechanical devices, and more can be built action to assess a situation. When you do
with scientific improvisation. The object, so, you can use your Intelligence modifier in
when put into use, lasts for 1 minute, or until place of your Strength or Dexterity modifier
the end of the current encounter, before it when making attack and damage rolls for 1
breaks down. It cant be repaired. minute. You must finish a short or long rest
before you can use this ability again.
Unarmored Defense
Starting at 3rd level, while you are wearing Survive Smarter
no armor and not wielding a shield, your AC At 18th level, you add your Intelligence
equals 10 + your Dexterity modifier + your modifier to all saving throws.
Intelligence modifier.
Gunslinger
Level Class Features
3rd Quick Draw, Defensive Position
7th Quick Shot
10th Sharp Shooting
15th Bullseye
18th Quick Shot (2 attacks)

As a gunslinger, you gain the following Sharp Shooting


advanced class features. Beginning at 10th level, you have
advantage on ranged weapon attack rolls
Quick Draw made against any creature with cover.
At 3rd level, you have advantage on ranged
attack rolls against any creature that hasnt Bullseye
taken a turn in the combat yet. In addition, You have a reputation for never missing
any ranged hit you score against a creature your target. Starting at 15th level, when you
that is surprised is a critical hit. miss with a ranged weapon attack roll, you
can leverage your reputation to succeed on
Defensive Position the attack instead. Compare your reputation
Starting at 3rd level, you treat half cover as against a value equal to the armor class of
three-quarters cover for yourself. the creature you were trying to hit, and
lower your reputation accordingly.
Quick Shot
At 7th level, you can attack twice, instead of
once, whenever you take the Attack action
on your turn to make a ranged weapon
attack with a personal firearm.
The number of attacks increases to
three when you reach 18th level in this
class. The extra attacks granted by this
feature must also be made with personal
firearms.
Infiltrator
Level Class Features
3rd Fast Hands, Second-Story Work
7th Supreme Sneak, Sweep
10th Infiltration Expertise
15th Improved Sweep
18th Without a Trace

As an infiltrator, you gain the following Infiltration Expertise


advanced class features. Starting at 10th level, you can unfailingly
create false identities for yourself. You must
Fast Hands spend seven days and spend wealth with a
Starting at 3rd level, you can use the bonus value of 10 to establish the history,
action to make a Dexterity (Sleight of Hand) profession, and affiliations for an identity.
check, disarm a trap or open a lock, or take You cant establish an identity that belongs
the Use an Object action. to someone else.
Thereafter, if you adopt the new
Second-Story Work identity as a disguise, other creatures
At 3rd level, you gain the ability to climb believe you to be that person until given an
faster than normal; climbing no longer costs obvious reason not to. You can also
you extra movement. In addition, when you leverage your reputation on Charisma
make a running jump, the distance you checks made to convince targets that you
cover increases by a number of feet equal are who you say you are.
to your Dexterity modifier.
Improved Sweep
Supreme Sneak At 15th level, you can perform a sweep as a
Beginning at 7th level, you have advantage bonus action.
on a Dexterity (Stealth) check if you move
no more than half your speed on the same Without a Trace
turn. In addition, any hit you score against a At 18th level, anyone attempting to identify
creature that is surprised is a critical hit. your handiwork (such as a Dexterity (Sleight
When you score a critical hit in this way, you of Hand) check, or opening a lock) with a
can roll one of the weapons damage dice Wisdom (Perception) or Intelligence
two additional times and add it to the extra (Investigation) check has disadvantage on
damage of the critical hit. those checks.

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

As an investigator, you gain the following Contacts


advanced class features. Beginning at 3rd level, you cultivate
associates and informants. The GM should
Profile develop supporting characters to represent
At 3rd level, by talking to witnesses of a the contacts. You can suggest the type of
crime and investigating the crime scene or contacts you want to gain, but the contact
other evidence, you combine eyewitness will not accompany you on missions or risk
accounts with forensic evidence to develop his or her life. A contact can, however,
a profile of the suspects method of provide information or render a service.
operation. You compile a rough mental When requesting a favor from one of
picture of the suspect. This mental picture your contacts, you can treat your reputation
provides a physical description, including score as if it were 5 points higher when
distinguishing markings and visible determining how much your reputation
mannerisms. The profile is accurate, at least decreases. You cant call on the same
concerning a particular suspect as seen by contact more than once in a week, and
witnesses. when you do call on a contact,
You have advantage on Wisdom compensation may be required for the
(Survival) checks to track a suspect that you assistance the contact renders. In general,
have profiled, as well as on Intelligence a professional associate wont be
(Investigate) checks made to find more compensated monetarily, but instead will
information about the suspect. consider that you owe him or her a favor.
Contacts with underworld or street
connections usually demand monetary
compensation for the services they render,
and experts in the use of skills normally
want to be paid for the services they
provide. Generally, the purchase value is 10
+ twice the contacts proficiency bonus.

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 martial artist, you gain the following Patient Defense


advanced class features. You can spend 1 Ki point to take the Dodge
action as a bonus action on your turn.
Ki
Starting at 3rd level, your training allows you Step of the Wind
to harness your inner store of energy known You can spend 1 Ki point to take the
as Ki. Your access to this energy is Disengage or Dash action as a bonus action
represented by a number of Ki points. You on your turn, and your jump distance is
begin with 3 Ki points at 3rd level, and gain doubled for the turn.
an additional point at each level.
You can spend these points to fuel Martial Arts
various Ki features. You start knowing three At 3rd level, you can use Dexterity instead
such features: Flurry of Blows, Patient of Strength for the attack and damage rolls
Defense, and Step of the Wind. You learn of your unarmed strikes and martial arts
more Ki features as you gain levels in this weapons (shortswords and any simple
class. melee weapons that dont have the two-
When you spend a Ki point, it is handed or heavy property). In addition, your
unavailable until you finish a short or long unarmed strike damage increases to 1d6. At
rest, at the end of which you draw all of you 10th level, it increases again to 1d8, and at
expended Ki back into yourself. You must 18th it increases to 1d10.
spend at least 30 minutes of the rest Once per turn, when you hit a
meditating to regain you Ki points. creature with an unarmed strike or martial
Some of you Ki features require you arts weapon, you can impose one of the
target to make a saving throw to resist the following effects on that target:
features effects. The saving throw DC is It must succeed on a Dexterity
calculated as follows: saving throw against your Ki save
DC or be knocked prone.
Ki save DC = 8 + your proficiency bonus + It must make a Strength saving
your Wisdom modifier throw against your Ki save DC. If it
fails, you can push it up to 15 feet
Flurry of Blows away from you.
Immediately after you take the Attack action It cant take reactions until the end of
on your turn, you can spend 1 Ki point to your next turn.
make two unarmed strikes as a bonus
action.
Unarmored Defense Timeless Body
Starting at 3rd level, while you are wearing At 15th level, your conditioning is such that
no armor and not wielding a shield, your AC you suffer none of the frailty of old age, and
equals 10 + your Dexterity modifier + your you can't be aged magically. You can still
Wisdom modifier. die of old age, however.

Stunning Strike Quivering Palm


Beginning at 7th level, when you hit another At 18th level, you gain the ability to set up
creature with a melee weapon attack, you lethal vibrations in someones body. When
can spend 1 Ki point to attempt a stunning you hit a creature with an unarmed strike,
strike. The target must succeed on a you can spend 3 Ki points to start these
Constitution saving throw or be stunned imperceptible vibrations, which last for a
until the end of your next turn. number of days equal to your level. The
vibrations are harmless unless you use your
Ki Fist action to end them. To do so, you and the
Starting at 7th level, your unarmed strikes target must be on the same plane of
count as magical for the purpose of existence. When you use this action, the
overcoming resistance and immunity to creature must make a Constitution saving
nonmagical attacks and damage. throw. If it fails, it is reduced to 0 hit points.
If it succeeds, it takes 10d10 necrotic
Evasion damage.
At 10th level, your instinctive agility lets you You can have only one creature
dodge out of the way of certain area effects, under the effect of this feature at a time.
such as a blue dragons lightning breath or You can choose to end the vibrations
a fireball spell. When you are subjected to harmlessly without using an action.
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.
Negotiator
Level Class Features
3rd Conceal Motive, Talk Down
7th React First
10th Talk Down (multiple creatures)
15th Sow Distrust
18th Talk Down (all creatures

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

As a personality, you gain the following Compelling Performance


advanced class features. Starting at 15th level, you captivate an
audience like no other. When you speak for
Unlimited Access 1 minute to at least six creatures who can
At 3rd level, you gain advantage on see and hear you and are not currently
Charisma ability checks to smooth-talk or hostile, up to six of the target creatures
trick your way into a private party or must make Wisdom saving throws with a
invitation-only event. DC of 8 + your proficiency bonus + your
In addition, when you buy a ticket to Charisma bonus. You can implant a
a show or for transportation, you can suggestion of your choice in the mind of
leverage your reputation to get that ticket each creature that fails this saving throw
upgraded. that lasts for up to 8 hours Creatures that
cant be charmed are immune to this effect.
Upgrade Value The suggestion must be worded in
Seat at sporting event to field pass 10
Hotel room to suite 15 such a manner as to make the course of
Concert or theatre ticket to backstage pass 20 action sound reasonable. Asking the
Economy transportation to first class 25 creature to stab itself, throw itself out of a
parking garage, immolate itself, or do some
Winning Smile other obviously harmful act ends the effect.
Beginning at 7th level, when you leverage Each creature pursues the course of
your reputation to succeed at a Charisma action you described to the best of its ability.
check, you may treat your reputation score The suggested course of action can
as 10 points higher when determining how continue for the entire duration. If the
much your reputation decreases. suggested activity can be completed in a
shorter time, the effect ends when the
Royalties subject finishes what it was asked to do.
At 10th level and again at 18th level, your You can also specify conditions that
activities in the public eye generate extra will trigger a special activity during the
income. This income provides a wealth duration. For example, you might suggest
increase of +4. that a lawyer give her car to the first
homeless person she meets. If the condition
isnt met before the effect expires, the
activity isnt performed.
If you or any of your companions
damage the target, the effect ends.
Soldier
Level Class Features
3rd Bonus Proficiencies, Improved Critical
7th Indomitable
10th Firearms Specialist
15th Superior Critical
18th Tenacity

As a soldier, you gain the following Firearms Specialist


advanced class features. At 10th level, when you roll a 1 or 2 on a
damage die for an attack you make with a
Bonus Proficiencies firearm, you can reroll the die and must use
At 3rd level, you gain proficiency with the new roll, even if the new roll is a 1 or a
medium armor, heavy firearms, and all 2.
military vehicles.
Superior Critical
Improved Critical Starting at 15th level, your weapon attacks
Starting at 3rd level, your weapon attacks score a critical hit on a roll of 18 to 20.
score a critical hit on a roll of 19 or 20.
Tenacity
Indomitable At 18th level, you attain the pinnacle of
Beginning at 7th level, you can reroll a resilience in battle. At the start of each of
saving throw that you fail. If you do so, you your turns, you regain hit points equal to 5 +
must use the new roll, and you cant use your Constitution modifier if you have no
this feature again until you finish a long rest. more than half of your hit points left. You
dont gain this benefit if you have 0 hit
points.
Techie
Level Class Features
3rd Tool Master, Extreme Machine
7th Jury-Rig
10th Build Drone
15th Extreme Machine (advantage)
18th Mastercraft

As a techie, you gain the following Build Drone


advanced class features. At 10th level, you can build a drone to aid in
your tasks. The drone takes 8 hours to
Tool Master build. The drone is tiny and has an AC of 13
You have a knack for knowing how tools and 30 hit points. It is equipped with wheels
work. At 3rd level, you are proficient with all that give it a base speed of 20 feet, and
tools.. rotors that grant it a flight speed of 30 feet
and the ability to hover.
Extreme Machine The drone has a crude manipulator
Starting at 3rd level, you can modify a arm that allows it to interact with objects in
weapon or a piece of armor on the fly. You the environment, but it is incapable of fine
spend 10 minutes to make the necessary manipulation, such as picking a lock or
modifications to the device. For the next typing a message. It can carry up to 50
hour, the weapon or armor gains one pounds while on land and 20 pounds while
modification (see Equipment). At the end of flying. It is equipped with audio and visual
the hour, or when a natural 1 is rolled while sensors that allow you to see in an
using the device, the modification ceases to adjustable 90 degree arc and hear audible
function. At 15th level, you can add up to sounds within 30 feet of the drone. You can
two modifications to the armor or weapon. make Intelligence (Investigation) and
Once you have used this ability, you Wisdom (Perception) checks through these
cannot use it again until you have finished a sensors.
short or long rest. The drone is remotely controlled by
you. As an action or bonus action, you can
Jury-Rig command the robot to move up to its speed.
Beginning at 7th level, you have advantage Performing any task other than Intelligence
on ability checks to make temporary or jury- (Investigation) or Wisdom (Perception)
rigged repairs. checks require an action. You can only have
one drone active at a time.

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 a battle mind, you gain the following Psionics


advanced class features. At 3rd level, you gain the ability to manifest
psionic powers. These powers require you
Mind Blade to spend power points to use them.
At 3rd level, you can use your action to Power Points. You gain a pool of
create a blade composed of solidified power points as noted in the table above.
psychic energy in your empty hand. The You can spend these points to activate
weapon deals slashing damage as listed in various psionic powers. Once you use a
the column above, and has the finesse power point, it is not available to you until
property. The weapon counts as magical for you finish a short or long rest.
the purpose of overcoming resistance and Powers Known. At 3rd level, you
immunity to nonmagical attacks and know the psychic strike power, and one
damage. additional power of your choice.
Alternatively, you can choose to Maximum Points per Power. Some
manifest two mind blades. In this case, each powers allow you to spend more power
mind blades damage is one die type lower, points for greater effect. The maximum
but they are considered light. number of points you can spend on a power
is listed in the table above.
Throw Mind Blade Heal Wounds
Beginning at 7th level, your mind blades As an action, you can spend 2 power points
gain the thrown property with a range of to recover 1d8 hit points, plus an additional
20/50. 1d8 per additional power point spent.

Instant Manifestation Inertial Armor


At 10th level, you can manifest your mind As an action, you can spend 2 power points
blades without using an action. to surround yourself with a barrier of force.
Your base AC becomes 13 + your Dexterity
Psychic Flurry modifier until you don armor or finish a short
Starting at 15th level, when you use the or long rest.
Attack action to make an attack with your
mind blade, you can spend a power point to Mental Leap
make one additional attack with your mind When you make a running or standing long
blade as part of the same action. This jump, the distance you can cover increases
stacks with the Extra Attack feature. by 5 feet per power point you spend.

Knife to the Soul Psychic Strike


At 18th level, when you deal damage with When you hit with a melee attack using your
your psychic strike power, you can force the mind blade, you can spend 2 power points
target to make a Charisma saving throw to deal additional psychic damage equal to
(DC 8 + your proficiency bonus + your 1d8, plus an additional 1d8 per additional
Charisma modifier) or be stunned. The power point spent.
target can repeat this save at the end of
each of its turns. Speed of Thought
Once you have used this ability, you As part of your movement, you can spend
cannot use it again until you finish a long power points to increase your speed by 5
rest. feet per 2 power points spent.

Battle Mind Psionic Powers Up the Walls


As a bonus action, you can spend 2 power
Combat Precognition points to gain the ability to move up, down,
You can spend 1 power point to take the and across vertical surfaces, and upside
Disengage or Dodge action as a bonus down along ceilings, while leaving your
action. hands free. You also gain a climbing speed
equal to your walking speed. This ability last
for one hour or until you lose concentration.
Urban Arcana
Acolyte
Level Class Features
3rd Spellcasting, Channel Divinity (1/rest)
7th Channel Divinity (2/rest), Destroy Undead (CR 1)
10th Divine Intervention, Destroy Undead (CR 2)
15th Destroy Undead (CR 3)
18th Channel Divinity (3/rest), Destroy Undead (CR 4)

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

Level Class Features


3rd Word on the Street, False Allegiance
7th Shadow Resources
10th Pack Rat, Up My Sleeve
15th Expert in Your Field
18th Up My Sleeve (3 objects)

As an arcane arranger, you gain the Pack Rat


following advanced class features. At 10th level, you are considered to have
considerable material resources at hand or
Word on the Street easily or cheaply acquired. You add your
As an arcane arranger, you always have proficiency bonus to wealth checks to
your finger on the pulse of the underground determine if you have an item on hand..
information network. Youre always catching
wind of gossip, internet chats, texts, and Up My Sleeve
other situations, and you never forget a juicy Starting at 10th level, you gain the
tidbit. supernatural ability to make small objects
Drawing on your deep knowledge of disappear into thin air and retrieve them at
everyday things, you can make ability will. As a bonus action, you can cause any
checks related to gathering general or item in your possession (no larger than
specific information instantaneously. handheld) to disappear into an
Restricted or protected information can be extradimensional space. The item becomes
found in a matter of hours. impossible to detect by any means,
although a detect magic spell would register
False Allegiance an aura of conjuration magic around the
You are a social chameleon, seamlessly hand that last held the object. At any time,
blending in with any group. Starting at 3rd you can spend a bonus action to make the
level, you gain advantage on ability checks item reappear in your hand. You can only
made to pass yourself off as a member of a store one object at a time in this way.
specific group. At 18th level, you can store up to
three handheld items in this way.
Shadow Resources
At 7th level, you always know someone who Expert in Your Field
can put you in touch with people with Starting at 15th level, you make ability
specific talents. Whether its renting a checks related to gathering information with
limousine on short notice, or finding advantage. In addition, you can purchase
someone who can cast a particular spell for items using reputation instead of wealth,
you, a simple phone call is all it takes to get and you treat your reputation as 5 points
you in contact with the right person. Of higher when determining how much your
course, these contacts do not work for free, reputation decreases when making such a
and may request a favor or compensation in purchase.
return.
Holy Knight

Level Class Features


3rd Bonus Proficiencies, Spellcasting, Divine Smite, Divine Sense
7th Aura of Protection
10th Aura of Courage
15th Cleansing Touch
18th Aura improvements

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

Level Class Features


3rd Spellcasting
7th Arcane Recovery
10th Potent Cantrips
15th Spell Resistance
18th Spell Mastery

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.

Learning Spells of 1st Level and Higher Spell Resistance


Each time you gain a mage level, you can Starting at 15th level, you can choose to
add one mage spell of your choice to your succeed on a saving throw made against a
spellbook. Each of these spells must be of a spell. Once you have used this ability three
level for which you have spell slots, as times, you cannot use it again until you
shown on the Mage Spellcasting table. On have taken a long rest.
your adventures, you might find other spells
that you can add to your spellbook Spell Mastery
When you find a mage spell of 1st At 18th level, you have achieved such
level or higher, you can add it to your mastery over certain spells that you can
spellbook if it is of a level for which you cast them at will. Choose a 1st-level mage
have spell slots and if you can spare the spell and a 2nd-level mage spell that are in
time to decipher and copy it. For each level your spellbook. You can cast those spells at
of the spell, the process takes 2 hours and their lowest level without expending a spell
requires a Wealth check with a DC equal to slot when you have them prepared. If you
twice the level of the spell. The cost want to cast either spell at a higher level,
represents material components you you must expend a spell slot as normal.
By spending 8 hours in study, you
can exchange one or both of the spells you
chose for different spells of the same levels.
Martial Weaponmaster

Level Class Features


3rd Bonus Proficiencies, Combat Superiority
7th Know your Enemy
10th Improved Combat Superiority (d10)
15th Relentless
18th Improved Combat Superiority (d12)

As a martial weaponmaster, you gain the Maneuver save DC = 8 + your proficiency


following advanced class features. bonus + your Strength or your Dexterity
modifier (your choice)
Bonus Proficiencies
At 3rd level, you gain proficiency with Know Your Enemy
martial weapons, and with medium armor Starting at 7th level, if you spend at least
and shields. one minute observing or interacting with
another creature outside combat, you can
Combat Superiority learn certain information about its
When you choose this advanced class at capabilities compared to your own. The GM
3rd level, you learn maneuvers that are tells you if the creature is your equal,
fueled by special dice called superiority superior, or inferior in regard to two of the
dice. following characteristics of your choice:
You learn three maneuvers of your Strength score
choice, which are detailed under Dexterity score
Maneuvers below. Many maneuvers Constitution score
enhance an attack in some way. You can Armor Class
use only one maneuver per attack. You Current hit points
learn two additional maneuvers of your Total class levels (if any)
choice at 7th, 10th, and 15th level. Each
time you learn new maneuvers, you can Improved Combat Superiority
also replace one maneuver you know with a At 10th level, your superiority dice turn into
different one. d10s. At 18th level, they turn into d12s .
You have four superiority dice, which
are d8s. A superiority die is expended when Relentless
you use it. You regain all of your expended Starting at 15th level, when you roll initiative
superiority dice when you finish a short or and have no superiority dice remaining, you
long rest. You gain another superiority die at regain 1 superiority die.
7th level and one more at 15th level.
Some of your maneuvers require
your target to make a saving throw to resist
the maneuvers effects. The saving throw
DC is calculated as follows:
Maneuvers Goading Attack. When you hit a
The maneuvers are presented in creature with a weapon attack, you can
alphabetical order. expend one superiority die to attempt to
Commanders Strike. When you goad the target into attacking you. You add
take the Attack action on your turn, you can the superiority die to the attacks damage
forgo one of your attacks and use a bonus roll, and the target must make a Wisdom
action to direct one of your companions to saving throw. On a failed save, the target
strike. When you do so, choose a friendly has disadvantage on all attack rolls against
creature who can see or hear you and targets other than you until the end of your
expend one superiority die. That creature next turn.
can immediately use its reaction to make Lunging Attack. When you make a
one weapon attack, adding the superiority melee weapon attack on your turn, you can
die to the attacks damage roll. expend one superiority die to increase your
Disarming Attack. When you hit a reach for that attack by 5 feet. If you hit, you
creature with a weapon attack, you can add the superiority die to the attacks
expend one superiority die to attempt to damage roll.
disarm the target, forcing it to drop one item Maneuvering Attack. When you hit
of your choice that its holding. You add the a creature with a weapon attack, you can
superiority die to the attacks damage roll, expend one superiority die to maneuver one
and the target must make a Strength saving of your comrades into a more advantageous
throw. On a failed save, it drops the object position. You add the superiority die to the
you choose. The object lands at its feet. attacks damage roll, and you choose a
Distracting Strike. When you hit a friendly creature who can see or hear you.
creature with a weapon attack, you can That creature can use its reaction to move
expend one superiority die to distract the up to half its speed without provoking
creature, giving your allies an opening. You opportunity attacks from the target of your
add the superiority die to the attacks attack.
damage roll. The next attack roll against the Menacing Attack. When you hit a
target by an attacker other than you has creature with a weapon attack, you can
advantage if the attack is made before the expend one superiority die to attempt to
start of your next turn. frighten the target. You add the superiority
Evasive Footwork. When you die to the attacks damage roll, and the
move, you can expend one superiority die, target must make a Wisdom saving throw.
rolling the die and adding the number rolled On a failed save, it is frightened of you until
to your AC until you stop moving. the end of your next turn.
Feinting Attack. You can expend Parry. When another creature
one superiority die and use a bonus action damages you with a melee attack, you can
on your turn to feint, choosing one creature use your reaction and expend one
within 5 feet of you as your target. You have superiority die to reduce the damage by the
advantage on your next attack roll against number you roll on your superiority die +
that creature. If that attack hits, add the your Dexterity modifier.
superiority die to the attacks damage roll.
Precision Attack. When you make Riposte. When a creature misses
a weapon attack roll against a creature, you you with a melee attack, you can use your
can expend one superiority die to add it to reaction and expend one superiority die to
the roll. You can use this maneuver before make a melee weapon attack against the
or after making the attack roll, but before creature. If you hit, you add the superiority
any effects of the attack are applied. die to the attack's damage roll.
Pushing Attack. When you hit a Sweeping Attack. When you hit a
creature with a weapon attack, you can creature with a melee weapon attack, you
expend one superiority die to attempt to can expend one superiority die to attempt to
drive the target back. You add the damage another creature with the same
superiority die to the attack's damage roll, attack. Choose another creature within 5
and if the target is Large or smaller, it must feet of the original target and within your
make a Strength saving throw. On a failed reach. If the original attack roll would hit the
save, you push the target up to 15 feet second creature, it takes damage equal to
away from you. the number you roll on your superiority die.
Rally. On your turn, you can use a The damage is of the same type dealt by
bonus action and expend one superiority die the original attack.
to bolster the resolve of one of your Trip Attack. When you hit a
companions. When you do so, choose a creature with a weapon attack, you can
friendly creature who can see or hear you. expend one superiority die to attempt to
That creature gains temporary hit points knock the target down. You add the
equal to the superiority die roll + your superiority die to the attacks damage roll,
Charisma modifier. and if the target is Large or smaller, it must
make a Strength saving throw. On a failed
save, you knock the target prone.
Mystic

Level Class Features


3rd Pact Magic, Eldritch Invocations
7th Eldritch Invocation
10th Eldritch Invocation
15th Eldritch Invocation
18th Eldritch Invocation, Eldritch Master

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

Spells Known of 1st Level and Higher Spellcasting Ability


At 3rd level, you know three 1st-level spells Charisma is your spellcasting ability for your
of your choice from the mystic spell list. mystic spells, so you use your Charisma
The Spells Known column of the whenever a spell refers to your spellcasting
Mystic Spellcasting table shows when you ability. In addition, you use your Charisma
learn more mystic spells of your choice of modifier when setting the saving throw DC
1st level and higher. A spell you choose for a mystic spell you cast and when making
must be of a level no higher than whats an attack roll with one.
shown in the table's Slot Level column for
your level.
Spell save DC = 8 + your proficiency bonus Agonizing Blast
+ your Charisma modifier Prerequisite: eldritch blast cantrips
Spell attack modifier = your proficiency When you cast eldritch blast, add your
bonus + your Charisma modifier Charisma modifier to the damage it deals on
a hit.
Spellcasting Focus
You can use an arcane focus as a Armor of Shadows
spellcasting focus for your mystic spells. You can cast mage armor on yourself at
will, without expending a spell slot or
Eldritch Invocations material components.
In your study of occult lore, you have
unearthed eldritch invocations, fragments of Ascendant Step
Prerequisite: 17th level
forbidden knowledge that imbue you with an
You can cast levitate on yourself at will,
abiding magical ability. without expending a spell slot or material
At 3rd level, you gain two eldritch components.
invocations of your choice. Your invocation
options are detailed at the end of the class Beast Speech
description. At 7th, 10th, 15th, and 18th You can cast speak with animals at will,
level, you gain an additional invocation of without expending a spell slot.
your choice.
Beguiling Influence
Additionally, when you gain a level in
You gain proficiency in the Deception and
this class, you can choose one of the Persuasion skills.
invocations you know and replace it with
another invocation that you could learn at Bewitching Whispers
that level. Prerequisite: 13th level
You can cast compulsion once using a
mystic spell slot. You cant do so again until
Eldritch Master
you finish a long rest.
At 18th level, you can draw on your inner
reserve of mystical power while entreating Devils Sight
your patron to regain expended spell slots. You can see normally in darkness, both
You can spend 1 minute entreating your magical and nonmagical, to a distance of
patron for aid to regain all your expended 120 feet.
spell slots from your Pact Magic feature.
Once you regain spell slots with this feature, Dreadful Word
Prerequisite: 13th level
you must finish a long rest before you can
You can cast confusion once using a mystic
do so again. spell slot. You cant do so again until you
finish a long rest.
Eldritch Invocations
If an eldritch invocation has prerequisites, Eldritch Sight
you must meet them to learn it. You can You can cast detect magic at will, without
learn the invocation at the same time that expending a spell slot.
you meet its prerequisites.
Eldritch Spear
Prerequisite: eldritch blast cantrips
When you cast eldritch blast, its range is
300 feet.
Eyes of the Rune Keeper One with Shadows
You can read all writing. Prerequisite: 9th level
When you are in an area of dim light or
Fiendish Vigor darkness, you can use your action to
You can cast false life on yourself at will as become invisible until you move or take an
a 1st-level spell, without expending a spell action or a reaction.
slot or material components.
Otherworldly Leap
Gaze of Two Minds Prerequisite: 17th level
You can use your action to touch a willing You can cast jump on yourself at will,
humanoid and perceive through its senses without expending a spell slot or material
until the end of your next turn. As long as components.
the creature is on the same plane of
existence as you, you can use your action Repelling Blast
on subsequent turns to maintain this Prerequisite: eldritch blast cantrips
connection, extending the duration until the When you hit a creature with eldritch blast,
end of your next turn. While perceiving you can push the creature up to 10 feet
through the other creatures senses, you away from you in a straight line.
benefit from any special senses possessed
by that creature, and you are blinded and Sculptor of Flesh
deafened to your own surroundings. Prerequisite: 13th level
You can cast polymorph once using a
Mask of Many Faces mystic spell slot. You cant do so again until
You can cast disguise self at will, without you finish a long rest.
expending a spell slot.
Sign of Ill Omen
Minions of Chaos Prerequisite: 9th level
Prerequisite: 17th level You can cast bestow curse once using a
You can cast conjure elemental once using mystic spell slot. You cant do so again until
a mystic spell slot. You cant do so again you finish a long rest.
until you finish a long rest.
Thief of Five Fates
Mire the Mind You can cast bane once using a mystic
Prerequisite: 9th level spell slot. You cant do so again until you
You can cast slow once using a mystic spell finish a long rest.
slot. You cant do so again until you finish a
long rest. Whispers of the Grave
Prerequisite: 17th level
Misty Visions You can cast speak with dead at will,
You can cast silent image at will, without without expending a spell slot.
expending a spell slot or material
components.
Occultist

Level Class Features


3rd Ritualist, Requisition Relic (uncommon)
7th Shadow Sage
10th Requisition Relic (rare)
15th Requisition Relic (very rare)
18th Banish Shadow

As an occultist, you gain the following An items value is determined by its


advanced class features. rarity. At 3rd level, you can only requisition
common or uncommon magic items. At 10th
Ritualist level you can requisition rare items, and at
As an occultist, you have collected a tome 15th level you can requisition very rare
of rare knowledge. This book contains items. All items must be returned once they
rituals as well as minor magical charms. have been used for their specific purpose.
Choose three cantrips from any classs spell
list. As long as you have your book on your Item Rarity Value
Common 10
person, you can cast these cantrips at will. Uncommon 15
In addition, you may choose three Rare 23
Very Rare 31
first level spells with the ritual tag from any
classs spell lists. You can cast these spells
Shadow Sage
as rituals at any time as long as you have
You pride yourself on your ability to
your book with you.
research and root out the secrets of shadow
Each time you gain a level, you may
creatures. Starting at 7th level, you can
add one new ritual to your tome. As you
leverage your reputation on Intelligence
gain levels, you can add higher level spells
(Investigate) checks made to determine
to your tome. The table below shows the
what kind of creature you are up against, as
levels at which higher level rituals become
well as on Intelligence checks made to
available.
recall information about specific types of
Occultist Level Maximum Ritual Level creatures.
3rd-4th 1st
5th-8th 2nd
9th-12th 3rd
Banish Shadow
13th-16th 4th Your tome of ancient knowledge contains
17th-20th 5th the names of various entities that you can
invoke to send an otherworldly creature
Requisition Relic back to their plane of origin. At 18th level,
You belong to a loose network of occult you can cast banishment against an
researchers, archaeologists, and historians aberration, celestial, fey, or fiend that you
who can occasionally lay their hands on can see. Once you have used this ability,
magical objects with which to fight shadow you cannot use it again until you have
creatures. You can leverage your reputation finished a long rest.
to requisition these magic items from within
your network.
Shadow Scion
Level Class Features
3rd Spellcasting, Font of Magic, Metamagic
7th Metamagic
10th Metamagic
15th Metamagic
18th Sorcerous Recovery

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.

Heightened Spell Sorcerous Restoration


When you cast a spell that forces a creature At 18th level, you regain 4 expended
to make a saving throw to resist its effects, sorcery points whenever you finish a short
you can spend 3 sorcery points to give one rest.
target of the spell disadvantage on its first
saving throw made against the spell.
Shadow Slayer
Level Class Features
3rd Bonus Proficiencies, Favored Enemy, Hunters Prey
7th Defensive Tactics, Favored Enemy
10th Multiattack
15th Hunters Defense, Favored Enemy
18th Foe Slayer

As a shadow slayer, you gain the following Hunters Prey


advanced class features. At 3rd level, you gain one of the
following features of your choice.
Bonus Proficiencies Colossus Slayer. Your tenacity can
At 3rd level, you gain proficiency with wear down the most potent foes. When you
martial weapons. hit a creature with a weapon attack, the
creature takes an extra 1d8 damage if its
Favored Enemy below its hit point maximum. You can deal
Beginning at 3rd level, you have this extra damage only once per turn.
significant experience studying, tracking, Giant Killer. When a Large or larger
hunting, and even talking to a certain type of creature within 5 feet of you hits or misses
enemy. you with an attack, you can use your
Choose a type of favored enemy: reaction to attack that creature immediately
aberrations, beasts, celestials, constructs, after its attack, provided that you can see
dragons, elementals, fey, fiends, giants, the creature.
monstrosities, oozes, plants, or undead. Horde Breaker. Once on each of your
Alternatively, you can select two races of turns when you make a weapon attack, you
humanoid (such as gnolls and orcs) as can make another attack with the same
favored enemies. weapon against a different creature that is
You have advantage on Wisdom within 5 feet of the original target and within
(Survival) checks to track your favored range of your weapon.
enemies, as well as on Intelligence checks
to recall information about them. Defensive Tactics
When you gain this feature, you also At 7th level, you gain one of the
learn one language of your choice that is following features of your choice.
spoken by your favored enemies, if they Escape the Horde. Opportunity attacks
speak one at all. against you are made with disadvantage.
You choose one additional favored Multiattack Defense. When a creature
enemy, as well as an associated language, hits you with an attack, you gain a +4 bonus
at 7th and 15th level. As you gain levels, to AC against all subsequent attacks made
your choices should reflect the types of by that creature for the rest of the turn.
monsters you have encountered on your Steel Will. You have advantage on
adventures. saving throws against being frightened.
Multiattack Stand Against the Tide. When a
At 10th level, you gain one of the hostile creature misses you with a melee
following features of your choice. attack, you can use your reaction to force
Volley. You can use your action to that creature to repeat the same attack
make a ranged attack against any number against another creature (other than itself)
of creatures within 10 feet of a point you can of your choice.
see within your weapons range. You must Uncanny Dodge. When an attacker that
have ammunition for each target, as normal, you can see hits you with an attack, you can
and you make a separate attack roll for use your reaction to halve the attacks
each target. damage against you.
Whirlwind Attack. You can use your
action to make a melee attack against any Foe Slayer
number of creatures within 5 feet of you, At 18th level, you become an
with a separate attack roll for each target. unparalleled hunter of your enemies. Once
on each of your turns, you can add your
Hunters Defense Wisdom modifier to the attack roll or the
At 15th level, you gain one of the damage roll of an attack you make against
following features of your choice. one of your favored enemies. You can
Evasion. You can nimbly dodge out of choose to use this feature before or after
the way of certain area effects, such as a the roll, but before any effects of the roll are
red dragons fiery breath or a lightning bolt applied.
spell. 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.
Thrasher
Level Class Features
3rd Bonus Proficiencies, Thrash, Unarmored Defense, Reckless Attack
7th Mindless Thrash
10th Intimidating Presence
15th Retaliation
18th Persistent Thrash

As a thrasher, you gain the following Level Thrashes


3rd-5th 3
advanced class features. 6th-11th 4
12th-16th 5
17th-19th 6
Bonus Proficiencies 20th Unlimited
At 3rd level, you gain proficiency with
improvised weapons and martial weapons. Unarmored Defense
Beginning at 3rd level, while you are not
Thrash wearing any armor, your Armor Class
In battle, you fight with primal ferocity. equals 10 + your Dexterity modifier + your
On your turn, you can enter a heavy metal- Constitution modifier. You can use a shield
fueled fury as a bonus action. and still gain this benefit.
While thrashing, you gain the following
benefits if you arent wearing heavy armor: Reckless Attack
You have advantage on Strength Starting at 3rd level, you can throw
checks and Strength saving throws. aside all concern for defense to attack with
When you make a melee weapon fierce desperation. When you make your
attack using Strength, you gain +2 first attack on your turn, you can decide to
bonus to the damage roll. This attack recklessly. Doing so gives you
bonus increases to +3 at 10th level, advantage on melee weapon attack rolls
and to +4 at 15th level. using Strength during this turn, but attack
You have resistance to bludgeoning, rolls against you have advantage until your
piercing, and slashing damage. next turn.
If you are able to cast spells, you cant
cast them or concentrate on them while Mindless Thrash
thrashing. Beginning at 7th level, you cant be
Your thrashing lasts for 1 minute. It ends charmed or frightened while thrashing. If
early if you are knocked unconscious or if you are charmed or frightened when you
your turn ends and you havent attacked a start thrashing, the effect is suspended for
hostile creature since your last turn or taken the duration of the rage.
damage since then. You can also end your
thrashing on your turn as a bonus action.
Once you have thrashed the number of
times shown for your level in the table
below, you must finish a long rest before
you can thrash again.
Intimidating Presence Retaliation
Beginning at 10th level, you can use Starting at 15th level, when you take
your action to frighten someone with your damage from a creature that is within 5 feet
menacing presence. When you do so, of you. you can use your reaction to make a
choose one creature that you can see within melee weapon attack against that creature.
30 feet of you. If the creature can see or
hear you, it must succeed on a Wisdom Persistent Thrash
saving throw (DC equal to 8 + your Beginning at 18th level, your thrashing
proficiency bonus + your Charisma modifier) is so fierce that it ends early only if you fall
or be frightened of you until the end of your unconscious or if you choose to end it.
next turn. On subsequent turns, you can
use your action to extend the duration of
this effect on the frightened creature until
the end of your next turn. This effect ends if
the creature ends its turn out of line of sight
or more than 60 feet away from you.
If the creature succeeds on its saving
throw, you can't use this feature on that
creature again for 24 hours.
Totem Warrior
Level Class Features
3rd Bonus Proficiencies, Totem Trance, Spirit Seeker, Totem Spirit
7th Aspect of the Beast
10th Spirit Walker
15th Totemic Attunement
18th Beastly Might

As a totem warrior, you gain the following Level Trances


3rd-5th 3
advanced class features. 6th-11th 4
12th-16th 5
17th-19th 6
Bonus Proficiencies 20th Unlimited
At 3rd level, you gain proficiency with
martial weapons. Spirit Seeker
Yours is a path that seeks attunement with
Totem Trance the natural world, giving you a kinship with
In battle, you channel the spirit of the beasts. At 3rd level when you adopt this
beast within you. On your turn, you can path, you gain the ability to cast the beast
enter a primal trance as a bonus action. sense and speak with animals spells, but
While trancing, you gain the following only as rituals, as described in chapter 10 of
benefits if you arent wearing heavy armor: the Players Handbook.
You have advantage on Wisdom
checks and Constitution saving Totem Spirit
throws. At 3rd level, when you adopt this advanced
At the beginning of each of your class, you choose a totem spirit and gain its
turns, you gain temporary hit points feature. You must make or acquire a
equal to your Constitution modifier. physical totem object-an amulet or similar
You have resistance to bludgeoning, adornmentthat incorporates fur or
piercing, and slashing damage. feathers, claws, teeth, or bones of the totem
If you are able to cast spells, you cant animal. At your option, you also gain minor
cast them or concentrate on them while physical attributes that are reminiscent of
trancing. your totem spirit. For example, if you have a
Your trance lasts for 1 minute. It ends bear totem spirit, you might be unusually
early if you are knocked unconscious or if hairy and thick-skinned, or if your totem is
your turn ends and you havent attacked a the eagle, your eyes turn bright yellow.
hostile creature since your last turn or taken Your totem animal might be an animal
damage since then. You can also end your related to those listed here but more
trance on your turn as a bonus action. appropriate to your homeland. For example,
Once you have tranced the number of you could choose a hawk or vulture in place
times shown for your level in the table of an eagle.
below, you must finish a long rest before
you can enter the trance again.
Bear. While in your totem trance, you Spirit Walker
have resistance to all damage except At 10th level, you can cast the commune
psychic damage. The spirit of the bear with nature spell, but only as a ritual. When
makes you tough enough to stand up to any you do so, a spiritual version of one of the
punishment. animals you chose for Totem Spirit or
Eagle. While in your totem trance and Aspect of the Beast appears to you to
not wearing heavy armor, other creatures convey the information you seek.
have disadvantage on opportunity attack
rolls against you, and you can use the Dash Totemic Attunement
action as a bonus action on your turn. The At 15th level, you gain a magical benefit
spirit of the eagle makes you into a predator based on a totem animal of your choice.
who can weave through the fray with ease. You can choose the same animal you
Wolf. While in your totem trance, your selected previously or a different one.
friends have advantage on melee attack Bear. While in your trance, any creature
rolls against any creature within 5 feet of within 5 feet of you thats hostile to you has
you that is hostile to you. The spirit of the disadvantage on attack rolls against targets
wolf makes you a leader of hunters. other than you or another character with this
feature. An enemy is immune to this effect if
Aspect of the Beast it cant see or hear you or if it cant be
At 7th level, you gain a magical benefit frightened.
based on the totem animal of your choice. Eagle. While in your trance, you have a
You can choose the same animal you flying speed equal to your current walking
selected at 3rd level or a different one. speed. This benefit works only in short
Bear. You gain the might of a bear. bursts; you fall if you end your turn in the air
Your carrying capacity (including maximum and nothing else is holding you aloft.
load and maximum lift) is doubled, and you Wolf. While in your trance, you can use
have advantage on Strength checks made a bonus action on your turn to knock a
to push, pull, lift, or break objects. Large or smaller creature prone when you
Eagle. You gain the eyesight of an hit it with melee weapon attack.
eagle. You can see up to 1 mile away with
no difficulty, able to discern even fine details Beastly Might
as though looking at something no more Beginning at 18th level, if your total for a
than 100 feet away from you. Additionally, Strength check is less than your Strength
dim light doesn't impose disadvantage on score, you can use that score in place of the
your Wisdom (Perception) checks. total.
Wolf. You gain the hunting sensibilities
of a wolf. You can track other creatures
while traveling at a fast pace, and you can
move stealthily while traveling at a normal
pace (see chapter 8 of the Player's
Handbook for rules on travel pace).
Wild Lord
Level Class Features
3rd Spellcasting, Natural Explorer, Companion
7th Exceptional Training
10th Bestial Fury
15th Share Spells
18th Feral Senses

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.

Spell save DC = 8 + your proficiency bonus


+ your Wisdom modifier
Spell attack modifier = your proficiency
bonus + your Wisdom modifier
Wild Lord Spellcasting Natural Explorer
Spell Slots per Spell Level You are particularly familiar with one type of
Spells 1 2 3 4
natural environment and are adept at
Level Known traveling and surviving in such regions.
3 3 2 -- -- -- Choose one type of favored terrain: arctic,
coast, desert, forest, grassland, mountain,
4 3 3 -- -- --
swamp, or underground. When you make
5 4 3 -- -- --
an Intelligence or Wisdom check related to
6 4 3 -- -- --
your favored terrain, your proficiency bonus
7 5 4 2 -- --
is doubled if you are using a skill that youre
8 5 4 2 -- -- proficient in.
9 6 4 2 -- -- While traveling for an hour or more in your
10 6 4 3 -- -- favored terrain, you gain the following
11 7 4 3 -- -- benefits:
12 7 4 3 -- -- Difficult terrain doesnt slow your
13 8 4 3 2 -- groups travel.
14 8 4 3 2 -- Your group cant become lost except
by magical means.
15 9 4 3 2 --
Even when you are engaged in
16 9 4 3 3 --
another activity while traveling (such
17 10 4 3 3 --
as foraging, navigating, or tracking),
18 10 4 3 3 --
you remain alert to danger.
19 11 4 3 3 1 If you are traveling alone, you can
20 11 4 3 3 1 move stealthily at a normal pace.
When you forage, you find twice as
much food as you normally would.
While tracking other creatures, you
also learn their exact number, their
sizes, and how long ago they
passed through the area.
You choose additional favored terrain types
at 7th and 10th level.
Companion Exceptional Training
At 3rd level, you gain a beast Beginning at 7th level, on any of your
companion that accompanies you on your turns when your beast companion doesnt
adventures and is trained to fight alongside attack, you can use a bonus action to
you. Choose a beast that is no larger than command the beast to take the Dash,
Medium and that has a challenge rating of Disengage, Dodge, or Help action on its
1/4 or lower (appendix D presents statistics turn.
for the hawk, mastiff, and panther as
examples). Add your proficiency bonus to Bestial Fury
the beasts AC, attack rolls, and damage Starting at 10th level, your beast
rolls, as well as to any saving throws and companion can make two attacks when you
skills it is proficient in. Its hit point maximum command it to use the Attack action.
equals its normal maximum or four times
your ranger level, whichever is higher. Share Spells
The beast obeys your commands as Beginning at 15th level, when you cast a
best as it can. It takes its turn on your spell targeting yourself, you can also affect
initiative, though it doesnt take an action your beast companion with the spell if the
unless you command it to. On your turn, you beast is within 30 feet of you.
can verbally command the beast where to
move (no action required by you). You can Feral Senses
use your action to verbally command it to At 18th level, you gain preternatural
take the Attack, Dash, Disengage, Dodge, senses that help you fight creatures you
or Help action. Once you have the Extra cant see. When you attack a creature you
Attack feature, you can make one weapon cant see, your inability to see it doesnt
attack yourself when you command the impose disadvantage on your attack rolls
beast to take the Attack action. against it.
While traveling through your favored You are also aware of the location of
terrain with only the beast, you can move any invisible creature within 30 feet of you,
stealthily at a normal pace. provided that the creature isnt hidden from
If the beast dies, you can obtain another you and you arent blinded or deafened.
one by spending 8 hours magically bonding
with another beast that isnt hostile to you,
either the same type of beast as before or a
different one.
Totem Warrior
Level Class Features
3rd Bonus Proficiencies, Totem Trance, Spirit Seeker, Totem Spirit
7th Aspect of the Beast
10th Spirit Walker
15th Totemic Attunement
18th Beastly Might

As a totem warrior, you gain the following Level Trances


3rd-5th 3
advanced class features. 6th-11th 4
12th-16th 5
17th-19th 6
Bonus Proficiencies 20th Unlimited
At 3rd level, you gain proficiency with
martial weapons. Spirit Seeker
Yours is a path that seeks attunement with
Totem Trance the natural world, giving you a kinship with
In battle, you channel the spirit of the beasts. At 3rd level when you adopt this
beast within you. On your turn, you can path, you gain the ability to cast the beast
enter a primal trance as a bonus action. sense and speak with animals spells, but
While trancing, you gain the following only as rituals, as described in chapter 10 of
benefits if you arent wearing heavy armor: the Players Handbook.
You have advantage on Wisdom
checks and Constitution saving Totem Spirit
throws. At 3rd level, when you adopt this advanced
At the beginning of each of your class, you choose a totem spirit and gain its
turns, you gain temporary hit points feature. You must make or acquire a
equal to your Constitution modifier. physical totem object-an amulet or similar
You have resistance to bludgeoning, adornmentthat incorporates fur or
piercing, and slashing damage. feathers, claws, teeth, or bones of the totem
If you are able to cast spells, you cant animal. At your option, you also gain minor
cast them or concentrate on them while physical attributes that are reminiscent of
trancing. your totem spirit. For example, if you have a
Your trance lasts for 1 minute. It ends bear totem spirit, you might be unusually
early if you are knocked unconscious or if hairy and thick-skinned, or if your totem is
your turn ends and you havent attacked a the eagle, your eyes turn bright yellow.
hostile creature since your last turn or taken Your totem animal might be an animal
damage since then. You can also end your related to those listed here but more
trance on your turn as a bonus action. appropriate to your homeland. For example,
Once you have tranced the number of you could choose a hawk or vulture in place
times shown for your level in the table of an eagle.
below, you must finish a long rest before
you can enter the trance again.
Bear. While in your totem trance, you Spirit Walker
have resistance to all damage except At 10th level, you can cast the commune
psychic damage. The spirit of the bear with nature spell, but only as a ritual. When
makes you tough enough to stand up to any you do so, a spiritual version of one of the
punishment. animals you chose for Totem Spirit or
Eagle. While in your totem trance and Aspect of the Beast appears to you to
not wearing heavy armor, other creatures convey the information you seek.
have disadvantage on opportunity attack
rolls against you, and you can use the Dash Totemic Attunement
action as a bonus action on your turn. The At 15th level, you gain a magical benefit
spirit of the eagle makes you into a predator based on a totem animal of your choice.
who can weave through the fray with ease. You can choose the same animal you
Wolf. While in your totem trance, your selected previously or a different one.
friends have advantage on melee attack Bear. While in your trance, any creature
rolls against any creature within 5 feet of within 5 feet of you thats hostile to you has
you that is hostile to you. The spirit of the disadvantage on attack rolls against targets
wolf makes you a leader of hunters. other than you or another character with this
feature. An enemy is immune to this effect if
Aspect of the Beast it cant see or hear you or if it cant be
At 7th level, you gain a magical benefit frightened.
based on the totem animal of your choice. Eagle. While in your trance, you have a
You can choose the same animal you flying speed equal to your current walking
selected at 3rd level or a different one. speed. This benefit works only in short
Bear. You gain the might of a bear. bursts; you fall if you end your turn in the air
Your carrying capacity (including maximum and nothing else is holding you aloft.
load and maximum lift) is doubled, and you Wolf. While in your trance, you can use
have advantage on Strength checks made a bonus action on your turn to knock a
to push, pull, lift, or break objects. Large or smaller creature prone when you
Eagle. You gain the eyesight of an hit it with melee weapon attack.
eagle. You can see up to 1 mile away with
no difficulty, able to discern even fine details Beastly Might
as though looking at something no more Beginning at 18th level, if your total for a
than 100 feet away from you. Additionally, Strength check is less than your Strength
dim light doesn't impose disadvantage on score, you can use that score in place of the
your Wisdom (Perception) checks. total.
Wolf. You gain the hunting sensibilities
of a wolf. You can track other creatures
while traveling at a fast pace, and you can
move stealthily while traveling at a normal
pace (see chapter 8 of the Player's
Handbook for rules on travel pace).
Backgrounds
Academic Adventurer
Academics include librarians, Adventurers include professional daredevils,
archaeologists, scholars, professors, big-game hunters, relic hunters, explorers,
teachers, and other education extreme sports enthusiasts, field scientists,
professionals. thrill-seekers, and others called to face
danger for a variety of reasons.
As an academic, you gain the following
benefits. As an adventurer, you gain the following
benefits.
Skill Proficiencies
You are proficient in Investigation and one Skill Proficiencies
of the following: History, Insight, Medicine, You are proficient in Perception and
Nature, or Religion. Survival.

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.

Vehicle Proficiencies Rank & Privilege


You are proficient with civilian ground You have a rank from your career as a
vehicles. military officer. Active and former military
officers still recognize your authority and
Thin Blue Line influence, and they defer to you if they are
You have a rank from your career as a law of a lower rank. You can invoke your rank to
enforcement officer. Active and former law exert influence over other officers and
enforcement officers still recognize your requisition simple equipment for temporary
authority and influence, and they defer to use. You can also usually gain access to
you if they are of a lower rank. You can events and locations where your rank is
invoke your rank to exert influence over recognized.
other officers and requisition simple
equipment for temporary use. You can also Starting Equipment
usually gain access to events and locations You begin play with either an autoloader
where your rank is recognized. pistol or an assault rifle and appropriate
ammunition.
Starting Equipment
You begin play with either a pump action Wealth
shotgun or an autoloader pistol and To determine your starting wealth score, roll
appropriate ammunition. 2d4 + 1.

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.

Faith Community Live Off The Land


You command the respect of those who You have a feel for the countryside, and you
share your faith, and you can perform the can always recall the general layout of
religious ceremonies of your order. You and terrain, small towns, and other features
your companions can expect to be received around you. In addition, you can find food
favorably at a temple, shrine, or other and fresh water for yourself and up to five
established presence of your faith. Those other people each day, provided that the
who share your religion will offer their land offers berries, small game, water, and
personal and financial support to a limited so forth.
degree.
Wealth
Wealth To determine your starting wealth score, roll
To determine your starting wealth score, roll 2d4 + 1.
2d4 + 2.
Student Technician
A student can be in high school, college, or Scientists and engineers of all types fit
graduate school. He or she could be in a within the scope of this starting occupation.
seminary, a military school, or a private
institution. A college-age student should As a technician, you gain the following
also pick a major field of study. benefits.

As a student, you gain the following Skill Proficiencies


benefits. You are proficient in Investigation and
Perception.
Skill Proficiencies
You are proficient in two of the following: Tool Proficiencies
History, Medicine, Nature, Performance, or You are proficient with electrical tools and
Religion. mechanical tools.

Tool Proficiencies Technical Tap


You gain proficiency with computers, and Electronic and mechanical devices just
with either a musical instrument or a seem to work better when youre around,
language of your choice. but when they misbehave, sometimes all it
takes is a swift kick in the right area to set
Student ID things right.
Your student ID gives you access to various
services and discounts that are not Wealth
available to the general public, as well as To determine your starting wealth score, roll
access to school resources, such as 2d4 + 3.
libraries, laboratories and conference
spaces.

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.

As a white-collar worker, you gain the


following benefits.

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.

Martial Arts Training


You have extensive hand-to-hand combat training and gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You can use Dexterity instead of Strength for the attack and damage rolls of your
unarmed strikes.
You can roll a d4 in place of the normal damage of your unarmed strike.
When you use the Attack action with an unarmed strike on your turn, you can make one
unarmed strike as a bonus action.

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.

Wealth Financial Condition


0 Impoverished or in debt
1 to 4 Struggling
5 to 10 Middle class
11 to 15 Affluent
16 to 20 Wealthy
21 to 30 Rich
31 or higher Very rich

Purchasing Equipment and Services


Wealth is used to determine what you can afford and what gear you might reasonably have
access to. Every object and service has a value rating. While common objects are readily
available, buying less common objects generally takes a number of hours equal to the value of
the object or service, reflecting the time needed to locate the wanted materials and close the
deal.
Any time you purchase an object or service with a value higher than your current wealth,
your wealth goes down. How much your wealth is reduced depends on how expensive the
object is. Compare the value of the item to your current wealth score and consult the table
below to see how much your wealth will decrease if you choose to purchase the item.
Along with this loss, any time you buy an object or service with a sale value of 15 or
higher (or a sale value of half your wealth score if your wealth is higher than 30), you reduce
your current Wealth bonus by an additional 1 point.

Object or Service Value Wealth Decrease


your Wealth or higher (minimum 15) +1 point1
110 points higher than current Wealth 1 point
1115 points higher than current Wealth 1d6 points
1620 points higher than current Wealth 2d6 points
1 This stacks with the loss from a Value above the characters current Wealth score.

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.

So How Much Money is in the Briefcase?


Sometimes you just need to know how much something is worth in cash money. If someone
flashes a briefcase full of money at you, its not very exciting when the game master tells you it
has a value of 23. Sometimes it is better to know that theres $5,000 in the briefcase. If youre
going to split that reward five ways, its also useful to know that each share has a value rating of
17.
Likewise, if you do a real-life search on Amazon for paint grenades and would like for
your character to purchase a case, it would be nice to know how the price translates into a value
score. The following table can be used to convert value to dollar amounts and vice versa.
Item Value by Dollar Amount
Dollar Amount Value Score Dollar Amount Value Score
$5-$11 2 $15,000-$19,999 27
$12-$19 3 $20,000-$27,499 28
$20-$29 4 $27,500-$34,999 29
$30-$39 5 $35,000-$49,999 30
$40-$54 6 $50,000-$64,999 31
$55-$69 7 $65,000-$89,999 32
$70-$89 8 $90,000-$119,999 33
$90-$119 9 $120,000-$149,999 34
$120-$149 10 $150,000-$199,999 35
$150-$199 11 $200,000-$274,999 36
$200-$274 12 $275,000-$349,999 37
$275-$349 13 $350,000-$499,999 38
$350-$499 14 $500,000-$649,999 39
$500-$649 15 $650,000-$899,999 40
$650-$899 16 $900,000-$1,199,999 41
$900-$1,199 17 $1,200,000-$1,499,999 42
$1,200-$1,499 18 $1,500,000-$1,999,999 43
$1,500-$1,999 19 $2,000,000-$274,999 44
$2,000-$2,749 20 $2,750,000-$3,499,999 45
$2,750-$3,499 21 $3,500,000-$4,999,999 46
$3,500-$4,999 22 $5,000,000-$6,499,999 47
$5,000-$6,499 23 $6,500,000-$8,999,999 48
$6,500-$8,999 24 $9,000,000-$11,999,999 49
$9,000-$11,999 25 $12,000,000+ 50
$12,000-$14,999 26

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.

Leveraging Your Reputation


Reputation is used to measure your social capital and the influence that you can exert. Similar
to objects and services, favors and requisitions have a value rating. Any time you leverage your
reputation to gain a favor or requisition equipment with a value higher than your current
reputation, your reputation goes down. How much your reputation is reduced depends on how
valuable the favor or equipment is. Compare the value of the favor or item to your current
reputation score and consult the table below to see how much your reputation will decrease if
you choose to go through with the request.

Favor or Requisition Value Reputation Decrease


15 or higher +1 point1
110 points higher than current Reputation 1 point
1115 points higher than current Reputation 1d6 points
1620 points higher than current Reputation 2d6 points
1 This stacks with the loss from a Value above the characters current Reputation score.

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.

Importance of Objective Reputation Increase


Minor +1
Major +2
Critical +4

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.

Apparent Risk Value


None 10
Slight (minor social consequences) 15
Moderate (retribution or minor legal problems) 20
Extreme (severe retribution or major legal problems) 30
Deadly (threats or attacks on their person or their friends and family) 50

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.

Concealed Weapons and Objects


Its assumed that, when attempting to conceal a weapon or other object, a character is wearing
appropriate clothing. Drawing a concealed weapon is more difficult than drawing a regularly
holstered weapon, and normally requires a bonus action. Keeping the weapon in an easier-to-
draw position makes concealing it more difficult.

Sleight of Hand Checks


To conceal a weapon or other object, make a Dexterity (Sleight of Hand) check. When
concealing an object before you head out into public, you can treat any die roll lower than 10 as
a 10 unless you are rushed, trying to conceal it when others might see, or under other unusual
constraints. Attempting to conceal a weapon that requires two hands gives you disadvantage on
the Dexterity (Sleight of Hand) check.

Spotting Concealed Objects


Noticing a concealed weapon or other object requires a Wisdom (Perception) check opposing
the targets Dexterity (Sleight of Hand) check. An observer attempting to spot a concealed
object has disadvantage if more than 20 feet away.
Patting someone down for a hidden weapon requires an Intelligence (Investigate) check,
with advantage for the hands-on act of frisking the target. Some devices may also grant
advantage under certain circumstances (a metal detector offers advantage to find metal objects,
for example).

Spotting Concealable Armor


Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Anyone
attempting to notice the armor must make a Wisdom (Perception) check (DC 20).

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

Anti-material 23 2d12 35 Ammunition (range 240/1200), reload (22 box), semiautomatic,


sniper rifle piercing lb. bipod, two-handed
Assault rifle 17 2d8 10 Ammunition (range 140/700), reload (30 box), automatic, two-handed
piercing lb.
Hunting rifle 18 2d10 8 lb. Ammunition (range 160/800), reload (5 internal), two-handed
piercing
Medium machine 24 2d10 22 Ammunition (range 200/1000), reload (linked), automatic, bipod, two-
gun piercing lb. handed
Pump action 16 2d6 7 lb. Ammunition (range 60/300), reload (6 internal), spread, two-handed
shotgun piercing
Sawed-off 19 2d8 4 lb. Ammunition (range 20/100), reload (2 internal), semiautomatic,
shotgun piercing spread
Semiautomatic 18 2d6 8 lb. Ammunition (range 80/400), reload (7 internal), semiautomatic,
shotgun piercing spread, two-handed
Anti-personnel 23 2d10 16 Ammunition (range 180/900), reload (5 box), semiautomatic, two-
sniper rifle piercing lb. handed
Submachine gun 22 2d6 7 lb. Ammunition (range 100/500), reload (30 box), automatic, two-handed
piercing

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

Special Ranged Weapons


Flamethrower 20 3d6 fire 50 lb. Ammunition (30 foot line), reload (10 internal), two-handed, special
Pepper spray 5 -- 0.5 lb. Ammunition (range 10/25), special
Taser 7 1d4 lightning 2 lb. Ammunition (range 10/50), loading, special
Special Ranged Weapon Descriptions
Flamethrower. A flamethrower consists of a pressurized backpack containing fuel, connected
to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame. Any creature caught in
the line of flame can make a Dexterity saving throw (DC 13) to take half damage.
Any creature or flammable object that takes damage from a flamethrower catches on
fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished.
A fire engulfing a single creature or object can be doused or smothered as an action.
Discharging a fire extinguisher instantly smothers flames in a 10-foot-by-10-foot area.
A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a
fuel pack requires 1 minute and has a purchase value of 13.

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

Table: Grenades and Explosives


Name Value Damage Weight Properties
Acid, mild 6 1d6 acid 1 lb. Thrown (range 20/50), burst 5 (DC 11)
C4/Semtex 15 (4) 4d6 force 1 lb. Burst 10 (DC 16), special
Det cord 10 (10) 2d6 fire 2 lb. Burst 0 (DC 10), special
Dynamite 13 (12) 2d6 force 1 lb. Thrown (range 20/50), burst 5 (DC 13), special
Fragmentation grenade 18 (6) 4d6 1 lb. Thrown (range 20/50), burst 20 (DC 13)
slashing
Molotov cocktail 3 2d6 fire 1 lb. Thrown (range 20/50), burst 5 (DC 13)
Smoke grenade 10 (6) 2 lb. Thrown (range 20/50), burst 15, special
Tear gas grenade 14 (6) 2 lb. Thrown (range 20/50), burst 15 (DC 13), special
Thermite grenade 20 (6) 6d6 fire 2 lb. Thrown (range 20/50), burst 5 (DC 10)
White phosphorus 18 (6) 2d6 fire 2 lb. Thrown (range 20/50), burst 20 (DC 10), special
grenade
Special Grenades and Explosives Descriptions
C4/Semtex. So-called plastic explosives resemble slabs of wax. Hard and translucent when
cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes.
The information on the table represents a 1-pound block.
Additional blocks can be wired together, increasing the damage and burst radius; each
additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a
Dexterity check (DC 15) with a demolitions kit to link them. C4/Semtex requires a detonator to
set off.

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.

White Phosphorus Grenade. White phosphorus grenades use an explosive charge to


distribute burning phosphorus across the burst radius. Any target that takes damage from a
White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following
round and risks catching on fire.
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade
as a smoke grenade (see above), except that it only fills a 5-foot radius.

Table: Melee Weapons


Name Value Damage Weight Properties
Simple Melee Weapons
Brass knuckles 5 1d4 bludgeoning 1 lb.
Cleaver 5 1d4 slashing 2 lb. Light
Metal baton 8 1d6 bludgeoning 2 lb.
Pistol whip 1d4 bludgeoning
Rifle butt 1d6 bludgeoning
Sap 2 1d6 bludgeoning 3 lb.
Stun gun 5 1d4 lightning 1 lb. Finesse, light, special
Tonfa 6 1d4 bludgeoning 2 lb. Light, special

Martial Melee Weapons


Chainsaw 9 3d6 slashing 10 lb. Two-handed, heavy, special
Hatchet 4 1d6 slashing 2 lb. Light, thrown (range 20/60)
Machete 5 1d6 slashing 3 lb. Finesse, light
Straight razor 4 1d4 slashing 1 lb. Finesse, light
Sword cane 9 1d8 slashing 2 lb. Finesse, special

Special Melee Weapon Descriptions


Chainsaw. Military and police units use powered saws to cut through fences and open doors
rapidly. They are sometimes pressed into service as weapons, often by people who watch too
many movies. If you roll a natural 1 on an attack roll with a chainsaw, it stalls. Restarting the
chainsaw is an action.
Stun Gun. Although the name suggests a ranged weapon, a stun gun requires physical contact
to affect its target. (The Taser is a ranged weapon with a similar effect.) On a successful hit, the
creature must succeed at a Constitution saving throw (DC 13) or be incapacitated. The creature
can repeat this save at the end of each of its turns.

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.

Table: Weapon Accessories


Object Weight Value
Box magazine 0.5 lb. 4
Detonator
Blasting cap 0.5 lb. 5
Radio controlled 0.5 lb. 11
Timed 0.5 lb. 8
Wired 1 lb. 7
Holster
Hip 1 lb. 5
Concealed carry 0.5 lb. 5
Illuminator 0.5 lb. 7
Laser sight 0.5 lb. 15
Scope
Standard 0.5 lb. 11
Electro-optical 3 lb. 18
Range-finding laser 4 lb. 19
Speed loader 0.5 lb. 3
Suppressor
Pistol 1 lb. 15
Rifle 4 lb. 17
Box Magazine. For weapons that use box magazines, a character can purchase extras.
Loading these extra magazines ahead of time and keeping them in a handy place makes it easy
to reload a weapon in combat.

Detonator. A detonator activates an explosive, causing it to explode. The device consists of an


electrically activated blasting cap and some sort of device that delivers the electrical charge to
set off the blasting cap. Connecting a detonator to an explosive requires a Dexterity check (DC
13) with a demolitions kit. Failure means that the explosive fails to go off as planned. Failure by
10 or more means the explosive goes off as the detonator is being installed.
Blasting Cap: This is a detonator without a built-in controller. It can be wired into any
electrical device, such as a light switch or a cars ignition switch, with a Dexterity check (DC 10)
using a demolitions kit or electrical tools. When the electrical device is activated, the detonator
goes off.
Radio Control: This device consists of two parts: the detonator itself and the activation
device. The activation device is an electronic item about the size of a pack of gum, with an
antenna, a safety, and an activation switch. When the switch is toggled, the activation device
sends a signal to the detonator by radio, setting it off. It has a range of 500 feet.
Timed: This is an electronic timer connected to the detonator. Like an alarm clock, it can
be set to go off at a particular time.
Wired: This is the simplest form of detonator. The blasting cap connects by a wire to an
activation device, usually a small pistol-grip device that the user squeezes. The detonator
comes with 100 feet of wire, but longer lengths can be spliced in with a Dexterity check (DC 10).

Holster. Holsters are generally available for all pistol-size firearms.


Hip: This holster holds the weapon in an easily accessedand easily seenlocation.
Concealed Carry: A concealed carry holster is designed to help keep a weapon out of
sight. In most cases, this is a shoulder holster (the weapon fits under the wearers armpit,
presumably beneath a jacket), but some weapons can be carried in waistband holsters (often
placed inside the wearers waistband against his or her back). Smaller weapons can also be
carried in ankle or boot holsters.

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.

Table: Adventuring Gear


Item Weight Value
Cell phone 5
Chemical light sticks (5) 1 lb. 2
Fake ID Varies
First aid kit 3 lb. 5
Flashlight
Pen light 0.5 lb. 3
Standard 1 lb. 4
Battery flood 2 lb. 6
Gas mask 5 lb. 13
Ghillie suit 5 lb. 6
Handcuffs
Steel 1 lb. 7
Zip-tie (25) 0.5 lb. 6
Lock release gun 0.5 lb. 14
Night vision goggles 3 lb. 17
Pain reliever (5) 2
Spike strip 22 lb. 13
Survival kit 7 lb. 12

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).

Table: Crafting Items


Complexity Examples Purchase DC Check DC Time
Simple Timer, detonator, tripwire trap 6 10 1 hour
Moderate Electronic lock, engine component, light armor 9 15 12 hours
Complex Cell phone, automobile engine, 9mm pistol 12 20 24 hours
Advanced Computer, jet engine 15 25 60 hours

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.

Table: Repairing Items


Complexity Purchase DC Check DC Time
Simple 4 10 1 minute
Moderate 7 15 10 minutes
Complex 10 20 1 hour
Advanced 13 25 10 hours

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.

Table : Lifestyle Items


Housing Value
Small condo 28
Large condo 30
Small house 30
Medium house 32
Large house 34
Mansion 36

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.

Table: Vehicle Weapons


Name Value Damage Weight Properties
Heavy Firearms
Tank cannon * 10d12 * Ammunition (ranged 800/4000), loading, mounted
piercing
Mounted heavy machine * 4d12 piercing * Ammunition (ranged 700/3500), reload (linked), automatic,
gun mounted
*Value and weight do not apply. These weapons are part of the vehicles on which they are mounted.
Table: Vehicles
Max
Armor Damage Hit Handling Speed
Name Value Class Threshold Points DC Factor Crew Pass Cargo
Civilian Ground
Vehicles
Economy coupe 27 14 10 160 8 8 1 4 275 lb.
Sports coupe 31 13 10 120 8 10 1 1 250 lb.
Economy sedan 27 14 10 120 8 6 1 4 275 lb.
Mid-size sedan 29 13 10 160 8 8 1 5 425 lb.
Minivan 29 13 10 160 10 6 1 4 325 lb.
SUV 30 13 10 120 10 8 1 4 300 lb.
Pickup truck 29 13 10 160 8 8 1 2 1,700 lb.
Racing bike 28 15 5 40 4 10 1 0 0 lb.
Street bike 27 14 5 40 6 8 1 1 0 lb.
Dirt bike 24 15 5 40 4 8 1 1 0 lb.
Armored truck 26 18 15 160 12 6 2 0 3,600 lb.
Four-wheeler ATV 24 14 5 40 6 6 1 0 675 lb.
Limousine 37 11 10 200 12 6 1 7 425 lb.
Moving truck 35 11 10 200 12 6 1 2 33,000 lb.
City bus 39 11 15 320 12 6 1 39 0 lb.

Civilian Air Vehicles


Helicopter 40 11 10 280 8 8 1 4 250 lb.
Passenger 47 11 10 420 8 8 2 13 5,000 lb.
helicopter
Prop plane 37 11 10 240 10 12 1 3 120 lb.
Private jet 41 11 15 640 12 20 2 10 500 lb.

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.

Military Air Vehicles


Heavy utility 50 11 15 720 8 10 2 14 9,000 lb.
helicopter
Civilian Ground Vehicles
Most new civilian cars include such standard features as air conditioning, air bags, antilock
brakes, cruise control, keyless entry, and an AM/FM radio with CD player. Luxury vehicles often
also include extras such as heated side mirrors, power seats, leather upholstery, and sunroofs.
In general, these luxury amenities can be added to a non-luxury car with an increase of 1 to the
vehicles value.
Unless otherwise noted, civilian cars provide three-quarters cover for their occupants
(although passengers who lean out of windows or sunroofs, perhaps to fire weapons, may be
reduced to one-half cover). Like cars, trucks generally provide three-quarters cover to their
occupants. The rear bed of a pickup truck, however, provides only half cover. Motorcycles tend
to perform better than automobiles, but they provide no cover to their occupants.

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.

Civilian Air Vehicles


A few examples are provided here from the variety of air going vehicles that might be available
to characters.

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.

Civilian Water Vehicles


A few examples are provided here from the variety of water vehicles that might be available to
characters.

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.

Getting Into and Out Of Vehicles


Entering and starting a vehicle with a cab or cockpit uses up half your movement. Mounting and
starting a vehicle like a motorcycle or a jet ski only uses up 5 feet of your movement. Any
exception is noted in a vehicles description when it applies.

The Chase Track


Rather than keeping track of exact distances, the position of vehicles in the chase are
represented by a 10-space track. The lead vehicle (usually the subject of the chase) occupies
the first space of the track, and all the other vehicles involved in the chase will move up and
down the track relative to its speed. For purposes of weapon ranges, each space on the track
represents about 100 feet.
Beginning the Chase
Each chase participant start at a spot on the track that makes sense for the action taking place.
If you were able to take off right after the lead vehicle, you should start the chase in the second
or third space. If you stopped to take any action before pursuing the lead vehicle, such as firing
off a few rounds before getting into your vehicle, you should start the chase in the fifth space.
If you entered the chase at the same time as the lead vehicle, each vehicles speed
factor should be set to 1. If you joined the chase at speed, your initial speed factor should be set
at 3.

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.

Shooting the Tires


You can choose to specifically target a vehicles tires. A tire has the same base AC as the
vehicle, but benefits from three-quarters cover (+5 to AC). A tire has a damage threshold of 5
and 10 hit points. If a tire is destroyed, the driver of that vehicle must make a driving check or
lose control of the vehicle. If at least half of the tires on a vehicle are destroyed, all driving
checks are made with disadvantage.

Losing the Target


If you are in the 10th space in the chase track during the pursuit phase and your current speed
factor is lower than the speed factor of the lead vehicle, you fall far enough behind to lose the
target and are no longer a participant in the chase.

Ending the Chase


The chase ends when the lead vehicle has lost all of its pursuers, or if the lead vehicles speed
factor is reduced to 0 for any reason.

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