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 robot’s 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 aren’t 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 human’s. 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
+2 +2
Melee smash Action Surge (one use)
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
+2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6
Advanced Class Ability Score Improvement Strong back Ability Score Improvement Advanced Class feature Ability Score Improvement Remarkable Athlete Advanced Class feature Demolition Ability Score Improvement Brutal critical Ability Score Improvement Advanced Class feature Ability Score Improvement Action Surge (two uses) Advanced Class feature Ability Score Improvement
20
+6
Improved melee smash
Class Features As a strong hero, you gain the following class features.
Hit Points Hit Dice: 1d8 per strong hero level Hit Points at 1st Level:8 + your Constitution modifier Hit Points at Higher Levels:1d8 (or 5) + your Constitution modifier per strong hero level after 1st
Proficiencies Armor: All armor Weapons: Simple weapons, personal firearms Saving Throws: Strength and one other of your choice Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Melee Smash You add half your proficiency bonus to all melee weapon damage rolls. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Advanced Class At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Strong Back Beginning at 5th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to 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 doesn’t 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.
Demolition Beginning at 11th level, your melee attacks deal double damage to objects. In addition, you double your proficiency bonus on Strength (Athletics) checks made to break something. Brutal Critical Beginning at 13th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Improved Melee Smash At 20th level, you may now add your full proficiency bonus to all melee weapon damage rolls.
Fast Hero Level
Proficiency Bonus Features
1 2 3 4 5 6 7
+2 +2 +2 +2 +3 +3 +3
Fast Movement Cunning Action Advanced Class Ability Score Improvement Uncanny Dodge Ability Score Improvement Advanced Class feature
8 9 10 11 12 13 14 15 16 17 18 19 20
+3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6
Ability Score Improvement Instinctive Reaction Advanced Class feature Evasion Ability Score Improvement Opportunist Ability Score Improvement Advanced Class feature Ability Score Improvement Elusive Advanced Class feature Ability Score Improvement Incredible Reflexes
Class Features As a fast hero, you gain the following class features.
Hit Points Hit Dice: 1d8 per fast hero level Hit Points at 1st Level:8 + your Constitution modifier Hit Points at Higher Levels:1d8 (or 5) + your Constitution modifier per fast hero level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, personal firearms Saving Throws: Dexterity and one other of your choice Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Perception, Sleight of Hand, Stealth, and Survival
Fast Movement You base movement speed increases by 10 feet. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Advanced Class At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20
Opportunist Starting at 13th level, when you and an ally are both within 5 feet of an opponent, and the ally hits the target with a melee attack, you can make a melee attack against that opponent as a reaction.
using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Elusive Beginning at 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Instinctive Reaction
Beginning at 9th level, your reflexes are honed to a fine point. You have advantage on initiative rolls. In addition, if you are surprised at the beginning of combat and aren’t 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.
Incredible Reflexes When you reach 20th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Tough Hero Level
Proficiency Bonus Features
1 2 3 4 5 6 7
+2 +2 +2 +2 +3 +3 +3
Second Wind Resilience Advanced Class Ability Score Improvement Fortitude Ability Score Improvement Advanced Class feature
8 9 10 11 12 13 14 15 16 17 18 19 20
+3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6
Ability Score Improvement Survivor, Second Wind (2 uses) Advanced Class feature Improved Resilience Ability Score Improvement Remain Conscious Ability Score Improvement Advanced Class feature Ability Score Improvement Second Wind (3 uses) Advanced Class feature Ability Score Improvement Legendary Survivor
Class Features As a tough hero, you gain the following class features.
Hit Points Hit Dice: 1d8 per tough hero level Hit Points at 1st Level:8 + your Constitution modifier Hit Points at Higher Levels:1d8 (or 5) + your Constitution modifier per tough hero level after 1st Proficiencies Armor: Light armor, medium armor Weapons: Simple weapons, personal firearms Saving Throws: Constitution and one other of your choice Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your tough hero level. Once you use this feature, you must finish a short or long rest before you can use it again. At 9th and 17th level, you can use this ability one additional time before a rest. Resilience Starting at 2nd level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Advanced Class At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Fortitude Beginning at 5th level, when you finish a short or long rest, you gain temporary hit points equal to your level + your Constitution modifier. 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.
Improved Resilience Starting at 11th level, you can use your Resilience feature again after finishing a short or long rest. Remain Conscious Beginning at 13th level, when you are reduced to 0 hit points, you may continue to act until you fail a death saving throw. While at 0 hit points, your speed is halved, and you cannot use bonus actions or reactions. Legendary Survivor At 20th level, when reduced to 0 hit points, you do not die until you accumulate four failed death saving throws.
Smart Hero Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Proficiency Bonus Features
+2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6
Expertise, Plan Trick Advanced Class Ability Score Improvement Exploit Weakness Ability Score Improvement Advanced Class feature Ability Score Improvement Improved Trick, Plan (2 uses) Advanced Class feature Expertise Ability Score Improvement Improved Plan Ability Score Improvement Advanced Class feature Ability Score Improvement Plan (3 uses) Advanced Class feature Ability Score Improvement Master Plan
Class Features As a smart hero, you gain the following class features.
Hit Points Hit Dice: 1d8 per smart hero level Hit Points at 1st Level:8 + your Constitution modifier Hit Points at Higher Levels:1d8 (or 5) + your Constitution modifier per smart hero level after 1st 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
Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 11th level, you can choose two more of your skill proficiencies (or one skill and one tool) to gain this benefit.
Plan At 1st level, you can take an action to formulate a plan. You can choose up to six creatures (including yourself) to include in the plan. For each creature, choose one of the following; attack rolls, saving throws, or ability checks. In the next minute, each
Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20
creature can activate their benefit once to gain a bonus equal to your Intelligence modifier to the chosen rolls for one round. You must complete a short or long rest before you can use this ability again. At 9th and 17th level, you gain an additional uses of this ability before you must rest.
using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Trick Beginning at 2nd level, you can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature is stunned until the end of its next turn. You must complete a short or long rest before you can use this ability again.
Advanced Class At 3rd level, choose an Advanced Class. The Advanced youagain choose grants you features at 3rd Class level and at 7th, 10th, 15th, and 18th level.
Exploit Weakness At 5th level, you can use a bonus action to assess a creature’s weaknesses. You use your Intelligence bonus instead of your Strength or Dexterity bonus to attack rolls and damage rolls against this creature for 1 minute as you spot weaknesses in its physiology or fighting style. You must complete a short or long rest before you can use this ability again.
Improved Trick At 9th level, you can target up to three creatures with your Trick. Improved Plan At 13th level, when you make a Plan, each creature included in the plan gains two of the listed benefits. Each benefit is activated separately. Master Plan 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 3 4 5 6 7
+2 +2 +2 +2 +3 +3 +3
Empathy Helpful Advanced Class Ability Score Improvement Intuition Ability Score Improvement Advanced Class feature
8 9 10 11 12 13 14 15 16 17 18 19 20
+3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6
Ability Score Improvement Aware Advanced Class feature Fearless Ability Score Improvement Expertise Ability Score Improvement Advanced Class feature Ability Score Improvement Cool Under Pressure Advanced Class feature Ability Score Improvement Superior Intuition
Class Features As a dedicated hero, you gain the following class features.
Hit Points Hit Dice: 1d8 per dedicated hero level Hit Points at 1st Level:8 + your Constitution modifier Hit Points at Higher Levels:1d8 (or 5) + your Constitution modifier per dedicated hero level after 1st Proficiencies Armor: Light armor, medium armor Weapons: Simple weapons, personal firearms 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
Empathy You add half your proficiency bonus to any Wisdom or Charisma ability check you make that doesn’t already use your proficiency bonus. Helpful Starting at 2nd level, you can use the Help action as a reaction. Advanced Class At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
Fearless At 11th level, you gain immunity to the frightened condition. Expertise At 13th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Intuition Starting at 5th level, you have a special insight into dangerous situations. When you use this ability, ask the Game Master if a specific course of action will have a good or bad outcome. The Game Master can qualify their answer in any way they like, but must provide as honest an answer as possible.
Cool Under Pressure Beginning at 17th level, nothing can shake your confidence in a task in which you are skilled. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
You must complete a short or long rest before you can use this ability again.
Superior Intuition At 20th level, when you use your Intuition, you can ask the Game Master up to two questions about the current situation that can be answered in a sentence or two. The Game Master must provide as honest an answer as possible.
Aware At 9th level, your perception of the world around you is almost supernatural. You have advantage on initiative rolls and cannot be surprised.
Charismatic Hero Level
Proficiency Bonus Features
1 2 3 4 5 6 7
+2 +2 +2 +2 +3 +3 +3
Charm, Inspiration (d6) Favor Advanced Class Ability Score Improvement Inspiration (d8), Font of Inspiration Ability Score Improvement Advanced Class feature
8 9 10 11 12 13 14 15 16 17 18 19 20
+3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6
Ability Score Improvement Inspiration (d10), Favor (2 uses) Advanced Class feature Captivate Ability Score Improvement Inspiration (d12) Ability Score Improvement Advanced Class feature Ability Score Improvement Favor (3 uses) Advanced Class feature Ability Score Improvement Superior Inspiration
Class Features As a charismatic hero, you gain the following class features.
Hit Points Hit Dice: 1d8 per charismatic hero level Hit Points at 1st Level:8 + your Constitution modifier Hit Points at Higher Levels:1d8 (or 5) + your Constitution modifier per charismatic hero level after 1st Proficiencies Armor: Light armor 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
Charm At 1st level, you can use an action to try and charm a creature. The creature must have an Intelligence score of at least 6, and be able to see and hear you. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target is charmed. The target can repeat the saving throw at the end of each of its turns to attempt to end the effect. If the creature’s saving throw is successful, it is immune to this ability for 24 hours.
Inspiration You can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 9th level, and a d12 at 13th level.
Favor Beginning at 2nd level, you gain special consideration when calling in favors. When you choose to leverage your reputation to call in a favor, you can treat your reputation score as 10the points when your determining how much favorhigher decreases reputation. Once you have used this ability, you cannot use it again until you have finished a long rest. At 9th and 17th levels you gain an additional use of this ability. You regain all expended uses once you have finished a long rest.
Advanced Class At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores. Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses of Inspiration when you finish a short or long rest.
Captivate Starting at 11th level, when you use your Charm ability successfully, you can choose the render the creature unaware of its surroundings while you continue to hold its attention. This effect ends when it succeeds at a saving throw against your Charm ability. You must complete a short or long rest before you can use this ability again.
Superior Inspiration At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use.
Advanced Classes Core Bodyguard Level 3rd 7th 10th 15th 18th
Class Features Harm’s Way, Situational Awareness Single Out Defensive Strike Blanket Protection Harm’s Way (resistance)
As a bodyguard, you gain the following advanced class features.
Harm’s Way At 3rd level, when a creature makes a ranged or melee attack against an ally who is adjacent to you, you can use your reaction to redirect the attack to you. If the attack hits you, you take the damage and effects as normal. If the attack misses you, it also misses your ally. At 18th level, if the attack hits you, you have resistance against that attack’s damage. Situational Awareness Starting at 3rd level, you add your proficiency bonus to your initiative rolls. In addition, you can always move and take actions and reactions on the first round of combat, even if you’re surprised.
Single Out Beginning at 7th level, you can focus your offensive efforts on a single creature as a bonus action. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Once you have used this ability, you cannot use it again until you have finished a short or long rest. Defensive Strike At 10th level, when you use Harm’s Way and the creature misses you with the attack, you can use the same reaction to make a melee or ranged attack against that creature.
Blanket Protection Starting at 15th level, you can take 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 3rd 7th 10th 15th 18th
Class Features Parkour Adrenaline Rush No Fear Suck It Up Tough as Nails
As a daredevil, you gain the following advanced class features.
Parkour At 3rd level, you gain the following benefits: ● Your speed increases by 10 feet. ● Standing up from prone costs 5 feet of movement instead of half your movement. ● When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. ● When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Adrenaline Rush Beginning at 7th level, you can use a bonus action to gain advantage on all Strength, Dexterity, and Constitution ability checks for 1 minute. You must take a short or long rest before you can use this ability again.
No Fear At 10th level, you have advantage on any saving throw that would cause you to become frightened. Suck It Up Starting at 15th level, you can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Tough as Nails At 18th level, you have resistance against bludgeoning, slashing, and piercing weapon attacks that are not made by magical weapons or firearms.
Field Medic Level 3rd 7th 10th 15th 18th
Class Features Bonus Proficiencies, Expert Healer Medical Miracle, Sawbones Expert Healer (3d8) Expert Healer (5d8) Medical Miracle (1 hour)
As a field medic, you gain the following advanced class features.
Bonus Proficiencies At 3rd level, you are proficient with surgical tools. Expert Healer Starting at 3rd level, as an action you can expend one use of a first aid kit to tend to a creature and restore 1d8 + your Wisdom bonus hit points to it, plus additional hit points equal to the creature’s level. The creature can’t regain hit points from this 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.
Medical Miracle Beginning at 7th level, if you spend 1 minute treating a creature that has died no more than 10 minutes ago and expend three uses of a medical kit, you can return the creature to life with 1 hit point. At 18th level, the creature must have died no more than an hour ago. Sawbones At 7th level, you learn to use your medical knowledge offensively. You can score a critical hit with a melee weapon on a natural roll of 19 or 20.
Field Scientist Level 3rd 7th 10th 15th 18th
Class Features Scientific Improvisation, Unarmored Defense Breakthrough Expertise Fight Smarter Survive Smarter
As a field scientist, you gain the following advanced class features.
Scientific Improvisation At 3rd level, you gain the ability to improvise solutions using common objects and scientific know-how. This ability lets you create objects in a dramatic situation quickly and cheaply, but that have a limited duration. By spending 10 minutes and combining common objects with an
Breakthrough Beginning at 7th level, you are respected in the scientific community for your discoveries. When you leverage your reputation to succeed on a Charisma check against someone who is familiar with your field of study, you treat your reputation score as 5 points higher when determining how much your reputation decreases. Expertise
Intelligence check made with the proper tools, the Field Scientist can build a tool or device to deal with any situation. The DC for the Intelligence check is equal to 5 + the value of the object that most closely matches the desired function. Only objects that can normally be used more than once can be improvised. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. The object, when put into use, lasts for 1 minute, or until
At 10th level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
the enddown. of the Itcurrent encounter, breaks can’t be repaired.before it
when making attack and damage rolls for 1 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 no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Fight Smarter Starting at 15th level, you can use a bonus action to assess a situation. When you do so, you can use your Intelligence modifier in place of your Strength or Dexterity modifier
Survive Smarter At 18th level, you add your Intelligence modifier to all saving throws.
Gunslinger Level 3rd 7th 10th 15th 18th
Class Features Quick Draw, Defensive Position Quick Shot Sharp Shooting Bullseye Quick Shot (2 attacks)
As a gunslinger, you gain the following advanced class features.
Quick Draw At 3rd level, you have advantage on ranged attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any ranged hit you score against a creature that is surprised is a critical hit. Defensive Position Starting at 3rd level, you treat half cover as three-quarters cover for yourself.
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.
Sharp Shooting Beginning at 10th level, you have advantage on ranged weapon attack rolls made against any creature with cover. Bullseye You have a reputation for never missing your target. Starting at 15th level, when you miss with a ranged weapon attack roll, you can leverage your reputation to succeed on the attack instead. Compare your reputation against a value equal to the armor class of the creature you were trying to hit, and lower your reputation accordingly.
Infiltrator Level 3rd 7th 10th 15th 18th
Class Features Fast Hands, Second-Story Work Supreme Sneak, Sweep Infiltration Expertise Improved Sweep Without a Trace
As an infiltrator, you gain the following advanced class features.
Fast Hands Starting at 3rd level, you can use the bonus action to make a Dexterity (Sleight of Hand) check, disarm a trap or open a lock, or take the Use an Object action. Second-Story Work At 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak Beginning at 7th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. In addition, any hit you score against a creature that is surprised is a critical hit. When you score a critical hit in this way, you can roll one of the weapon’s damage dice two additional times and add it to the extra damage of the critical hit.
Sweep At 7th level, you can make a Wisdom (Perception) check as an action to identify any traps or hidden creatures within 30 feet.
Infiltration Expertise Starting at 10th level, you can unfailingly create false identities for yourself. You must spend seven days and spend wealth with a value of 10 to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. You can also leverage your reputation on Charisma checks made to convince targets that you are who you say you are.
Improved Sweep At 15th level, you can perform a sweep as a bonus action. Without a Trace At 18th level, anyone attempting to identify your handiwork (such as a Dexterity (Sleight of Hand) check, or opening a lock) with a Wisdom (Perception) or Intelligence (Investigation) check has disadvantage on those checks.
Investigator Level 3rd 7th 10th 15th 18th
Class Features Profile, Contacts Apprehend, Home City Discern Lie Lethal Force Sixth Sense
As an investigator, you gain the following advanced class features.
Profile At 3rd level, by talking to witnesses of a crime and investigating the crime scene or other evidence, you combine eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. You compile a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. The profile is accurate, at least concerning a particular suspect as seen by witnesses. You have advantage on Wisdom (Survival) checks to track a suspect that you have profiled, as well as on Intelligence (Investigate) checks made to find more information about the suspect.
Contacts Beginning at 3rd level, you cultivate associates and informants. The GM should develop supporting characters to represent the contacts. You can suggest the type of contacts you want to gain, but the contact will not accompany you on missions or risk his or her life. A contact can, however, provide information or render a service. When requesting a favor from one of your contacts, you can treat your reputation score as if it were 5 points higher when determining how much your reputation decreases. You can’t call on the same contact more than once in a week, and when you do call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate won’t be compensated monetarily, but instead will 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 in the skills normally wantexperts to be paid foruse the of services they provide. Generally, the purchase value is 10 + twice the contact’s 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 At 7th level, you know your city like the back of your hand, and you are adept at traveling and surviving within its borders. When you make an Intelligence or Wisdom check related to your city, your proficiency bonus is doubled if you are using a skill that you’re
Discern Lie At 10th level, you gain advantage on Wisdom (Insight) checks made to oppose Charisma (Deception) checks. In addition, you can leverage your reputation to succeed at such checks.
proficient it. While traveling in your city, you gain the following benefits: ● Difficult terrain doesn’t slow your group’s travel. ● Your group can’t become lost except by supernatural means. ● Even when you are engaged in another activity while traveling (such as tracking), you remain alert to danger. ● If you are traveling alone, you can move stealthily at a normal pace.
Lethal Force Starting at 15th level, when all other options have been exhausted, you know how to take down a suspect. Once on each of your turns, you can add your Wisdom modifier to the attack roll or damage roll of an attack you make against a creature you have profiled. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
● When tracking someone, you also learn the exact number of the group they’re traveling in and how long ago they passed through the area. When you travel to another city, you can attune yourself to it by taking a week to 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.
Sixth Sense At 18th level, you can leverage your reputation to succeed at Intelligence (Investigate) or Wisdom (Perception) checks. When you do so, you may treat your reputation score as 10 points higher when determining how much your reputation decreases.
Martial Artist Level 3rd 7th 10th 15th 18th
Class Features Ki, Martial Arts (1d6), Unarmored Defense Stunning Strike, Ki Fist Martial Arts (1d8), Evasion Timeless Body Martial Arts (1d10), Quivering Palm
As a martial artist, you gain the following advanced class features.
Ki Starting at 3rd level, your training allows you to harness your inner store of energy known as Ki. Your access to this energy is represented by a number of Ki points. You begin with 3 Ki points at 3rd level, and gain an additional point at each level. You can spend these points to fuel various Ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more Ki features as you gain levels in this class. When you spend a Ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of you expended Ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain you Ki points. Some of you Ki features require you target to make a saving throw to resist the feature’s The saving throw DC is calculatedeffects. as follows: Ki save DC = 8 + your proficiency bonus +
your Wisdom modifier Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 Ki point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 Ki point to take the Dodge action as a bonus action on your turn. Step of the Wind
You can spend 1 Ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Martial Arts At 3rd level, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and martial arts weapons (shortswords and any simple melee weapons that don’t have the twohanded or heavy property). In addition, your unarmed strike damage increases to 1d6. At 10th level, it increases again to 1d8, and at 18th it increases to 1d10. Once per turn, when you hit a creature with an unarmed strike or martial arts weapon, you can impose one of the following effects on that target: ● Itsaving must throw succeed on a your Dexterity against Ki save DC or be knocked prone. ● It must make a Strength saving throw against your Ki save DC. If it fails, you can push it up to 15 feet away from you. ● It can’t take reactions until the end of your next turn.
Unarmored Defense Starting at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Timeless Body At 15th level, your conditioning is such that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however.
Stunning Strike Beginning at 7th level, when you hit another creature with a melee weapon attack, you can spend 1 Ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Quivering Palm At 18th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 Ki points to start these imperceptible vibrations, which last for a number of days equal to your level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points.
Ki Fist Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Evasion At 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball 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.
If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Negotiator Level 3rd 7th 10th 15th 18th
Class Features Conceal Motive, Talk Down React First Talk Down (multiple creatures) Sow Distrust Talk Down (all creatures
As a negotiator, you gain the following advanced class features.
Conceal Motive At 3rd level, you have advantage on any ability check opposed by a Wisdom (Insight) ability check. Talk Down Starting at 3rd level, you have a knack for talking your way out of trouble. Either prior to the start of hostilities or during combat,
At 10th level, you can talk down a number of creatures equal to your Charisma bonus within 15 feet of your position or within 15 feet of a television, radio, or telephone broadcasting your message. At 18th level, the range extends to 30 feet and covers all creatures who can hear and understand your voice.
React First Beginning at 7th level, if you are not surprised when initiative is rolled, you can
you can talk down a single creature within 15 feet of your position or otherwise able to hear your voice. The creature must be able to understand you. That creature immediately stops fighting and reverts to an indifferent attitude regarding you and the situation in general. Any hostile action by you or one of your allies directed at the creature allows the creature to act as it sees fit. To initiate this ability, you must use your action talking to the creature. The
immediately use your reaction for the first round to move your speed or take an attack action.
creature throw. The DC ismakes equalatoWisdom 8 + yoursaving proficiency bonus + your Charisma bonus. If the save fails, the creature stops fighting. If the save succeeds, the creature continues as normal and cannot be talked down by you for 24 hours.
The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature you are speaking to becomes hostile to the other creature. If the creature succeeds at the saving throw, it cannot be affected by this ability again for 24 hours
Sow Distrust Starting at 15th level, you can turn one creature against another. You must spend an action talking and know the name of the creature you’re attempting to persuade, as well as the name of the creature you are trying to turn it against. The creature must be able to hear and understand you.
Personality Level 3rd 7th 10th 15th 18th
Class Features Unlimited Access Winning Smile Royalties Compelling Performance Royalties
As a personality, you gain the following advanced class features.
Unlimited Access At 3rd level, you gain advantage on Charisma ability checks to smooth-talk or trick your way into a private party or invitation-only event. In addition, when you buy a ticket to a show or for transportation, you can leverage your reputation to get that ticket upgraded. Upgrade Seat at sporting event to field pass Hotel room to suite Concert or theatre ticket to backstage pass Economy transportation to first class
Value 10 15 20 25
Winning Smile Beginning at 7th level, when you leverage your reputation to succeed at a Charisma check, you may treat your reputation score as 10 points higher when determining how much your reputation decreases. Royalties At 10th level and again at 18th level, your activities in the public eye generate extra income. This income provides a wealth increase of +4.
Compelling Performance Starting at 15th level, you captivate an audience like no other. When you speak for 1 minute to at least six creatures who can see and hear you and are not currently hostile, up to six of the target creatures must make Wisdom saving throws with a DC of 8 + your proficiency bonus + your Charisma bonus. You can implant a suggestion of your choice in the mind of each creature that fails this saving throw that lasts for up to 8 hours Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself out of a parking garage, immolate itself, or do some other obviously harmful act ends the effect. Each creature pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter thewhat effectit ends when to thedo. subject time, finishes was asked You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a lawyer give her car to the first homeless person she meets. If the condition isn’t met before the effect expires, the activity isn’t performed. If you or any of your companions damage the target, the effect ends.
Soldier Level 3rd 7th 10th 15th 18th
Class Features Bonus Proficiencies, Improved Critical Indomitable Firearms Specialist Superior Critical Tenacity
As a soldier, you gain the following advanced class features.
Bonus Proficiencies At 3rd level, you gain proficiency with medium armor, heavy firearms, and all military vehicles. Improved Critical Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Firearms Specialist At 10th level, when you roll a 1 or 2 on a damage die for an attack you make with a firearm, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18 to 20. Tenacity
Indomitable Beginning at 7th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Techie Level 3rd 7th 10th 15th 18th
Class Features Tool Master, Extreme Machine Jury-Rig Build Drone Extreme Machine (advantage) Mastercraft
As a techie, you gain the following advanced class features.
Tool Master You have a knack for knowing how tools work. At 3rd level, you are proficient with all tools.. Extreme Machine Starting at 3rd level, you can modify a weapon or a piece of armor on the fly. You spend 10 minutes to make the necessary modifications to the device. For the next hour, the weapon or armor gains one modification (see Equipment). At the end of the hour, or when a natural 1 is rolled while using the device, the modification ceases to function. At 15th level, you can add up to two modifications to the armor or weapon. Once you have used this ability, you cannot use it again until you have finished a short or long rest.
Jury-Rig Beginning at 7th level, you have advantage on ability checks to make temporary or juryrigged repairs.
Build Drone At 10th level, you can build a drone to aid in your tasks. The drone takes 8 hours to build. The drone is tiny and has an AC of 13 and 30 hit points. It is equipped with wheels that give it a base speed of 20 feet, and rotors that grant it a flight speed of 30 feet and the ability to hover. The drone has a crude manipulator arm that allows it to interact with objects in the environment, but it is incapable of fine manipulation, such as picking a lock or typing a message. It can carry up to 50 pounds while on land and 20 pounds while flying. It is equipped with audio and visual sensors that allow you to see in an adjustable 90 degree arc and hear audible sounds within 30 feet of the drone. You can make Intelligence (Investigation) and Wisdom (Perception) checks through these sensors. The drone is remotely controlled by you. As an action or bonus action, you can command the robot to move up to its speed. Performing anyortask other (Perception) than Intelligence (Investigation) Wisdom 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 Damage 1d6
Power Points 3
Powers Known 2
1d6 1d8
4 5
2 2
2 3
1d8
6
3
3
1d8 1d8
7 8
3 3
3 3
1d8
9
3
4
1d8 1d10
10 11
3 4
4 4
12th
1d10
12
4
4
13th
1d10
13
4
5
14th
1d10
14
4
5
1d10 1d10
15 16
4 4
5 5
1d12
17
5
6
1d12 1d12
18 19
5 5
6 6
1d12
20
5
6
Level 3rd
Class Features Mind Blade, Psionics
4th 5th 6th 7th 8th
Throw Mind Blade
9th 10th 11th
15th 16th
Instant Manifestation
Psychic Flurry
17th 18th 19th
Knife to the Soul
20th
As a battle mind, you gain the following advanced class features.
Mind Blade At 3rd level, you can use your action to create a blade composed of solidified psychic energy in your empty hand. The weapon deals slashing damage as listed in the column above, and has the finesse property. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Alternatively, you can choose to manifest two mind blades. In this case, each mind blade’s damage is one die type lower, but they are considered light.
Maximum Power Points per Power 2
Psionics At 3rd level, you gain the ability to manifest psionic powers. These powers require you to spend power points to use them. Power Points. You gain a pool of power points as noted in the table above. You can spend these points to activate various psionic powers. Once you use a power point, it is not available to you until you finish a short or long rest. Powers Known. At 3rd level, you know the psychic strike power, and one additional power of your choice. Maximum Points per Power.Some powers allow you to spend more power points for greater effect. The maximum number of points you can spend on a power is listed in the table above.
Throw Mind Blade Beginning at 7th level, your mind blades gain the thrown property with a range of 20/50.
Heal Wounds As an action, you can spend 2 power points to recover 1d8 hit points, plus an additional 1d8 per additional power point spent.
Instant Manifestation At 10th level, you can manifest your mind blades without using an action.
Inertial Armor As an action, you can spend 2 power points to surround yourself with a barrier of force. Your base AC becomes 13 + your Dexterity modifier until you don armor or finish a short or long rest.
Psychic Flurry Starting at 15th level, when you use the Attack action to make an attack with your mind blade, you can spend a power point to make one additional attack with your mind blade as part of the same action. This stacks with the Extra Attack feature.
Mental Leap When you make a running or standing long jump, the distance you can cover increases by 5 feet per power point you spend.
Knife to the Soul At 18th level, when you deal damage with
Psychic Strike When you hit with a melee attack using your
your psychic strike power, you can force the target to make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be stunned. The target can repeat this save at the end of each of its turns. Once you have used this ability, you cannot use it again until you finish a long rest.
mind blade, you can spend 2 power points to deal additional psychic damage equal to 1d8, plus an additional 1d8 per additional power point spent.
Battle Mind Psionic Powers
Up the Walls As a bonus action, you can spend 2 power
Combat Precognition You can spend 1 power point to take the Disengage or Dodge action as a bonus action.
points to gain the ability to move up, down, and across vertical surfaces, and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed. This ability last for one hour or until you lose concentration.
Speed of Thought As part of your movement, you can spend power points to increase your speed by 5 feet per 2 power points spent.
Urban Arcana Acolyte Level 3rd 7th 10th 15th
Class Features Spellcasting, Channel Divinity (1/rest) Channel Divinity (2/rest), Destroy Undead (CR 1) Divine Intervention, Destroy Undead (CR 2) Destroy Undead (CR 3)
18th
Channel Divinity (3/rest), Destroy Undead (CR 4)
As an acolyte, you gain the following advanced class features.
Spellcasting As a conduit for divine power, you can cast divine spells. Acolytes draw spells from the Cleric spell list. Cantrips
At 3rd level, you know three cantrips of your choice from the acolyte spell learn additional acolyte cantrips of list. yourYou choice at higher levels, as shown in the Cantrips Known column of the Acolyte Spellcasting table. Preparing and Casting Spells
The Acolyte Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of acolyte spells that are available for you to cast. To do so. choose a number of acolyte spells equal to your Wisdom modifier + half your level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 5th-level acolyte, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16,
your list of prepared spells can include five spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2ndlevel slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Acolyte Spellcasting Cantrips Level Known 3 3 4 4 5 4 6 4 7 4 8 4 9 4 10 5 11 5 12 5 13 5 14 5 15 5 16 5 17 5 18 5 19 5 20 5
1 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4
Spell Slots 2 --2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3
per Spell Level 3 4 5 ------------------2 --2 --3 --3 --3 1 -3 1 -3 2 -3 2 -3 3 1 3 3 1 3 3 2 3 3 2
Spellcasting Ability
Wisdom is your spellcasting ability for your acolyte spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever an acolyte spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an acolyte 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
Ritual Casting
You can cast an acolyte spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your acolyte spells.
Destroy Undead Starting at 7th level, when an undead fails its saving throw against your Turn Undead
Channel Divinity At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with one effect: Turn Undead. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your acolyte spell save DC. Beginning at 7th level, you can use
feature, the creature its challenge rating isisatinstantly or belowdestroyed a certain if threshold, as shown in the table above.
your Channel Divinity rests, and beginning at 18th twice level. between you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your acolyte level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any acolyte spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Arcane Arranger Level 3rd 7th 10th 15th 18th
Class Features Word on the Street, False Allegiance Shadow Resources Pack Rat, Up My Sleeve Expert in Your Field Up My Sleeve (3 objects)
As an arcane arranger, you gain the following advanced class features.
Word on the Street As an arcane arranger, you always have your finger on the pulse of the underground information network. You’re always catching wind of gossip, internet chats, texts, and other situations, and you never forget a juicy tidbit. Drawing on your deep knowledge of everyday things, you can make ability checks related to gathering general or specific information instantaneously. Restricted or protected information can be found in a matter of hours.
False Allegiance You are a social chameleon, seamlessly blending in with any group. Starting at 3rd level, you gain advantage on ability checks made to pass yourself off as a member of a specific group. Shadow Resources At 7th level, you always know someone who can put you in touch with people with specific talents. Whether it’s renting a limousine on short notice, or finding someone who can cast a particular spell for you, a simple phone call is all it takes to get you in contact with the right person. Of course, these contacts do not work for free, and may request a favor or compensation in return.
Pack Rat At 10th level, you are considered to have considerable material resources at hand or easily or cheaply acquired. You add your proficiency bonus to wealth checks to determine if you have an item on hand.. Up My Sleeve Starting at 10th level, you gain the supernatural ability to make small objects disappear into thin air and retrieve them at will. As a bonus action, you can cause any item in your possession (no larger than handheld) to disappear into an extradimensional space. The item becomes impossible to detect by any means, although a detect magic spell would register an aura of conjuration magic around the hand that last held the object. At any time, you can spend a bonus action to make the item reappear in your hand. You can only store one object at a time in this way. At 18th level, you can store up to three handheld items in this way.
Expert in Your Field Starting at 15th level, you make ability checks related to gathering information with advantage. In addition, you can purchase items using reputation instead of wealth, and you treat your reputation as 5 points higher when determining how much your reputation decreases when making such a purchase.
Holy Knight Level 3rd 7th 10th 15th 18th
Class Features Bonus Proficiencies, Spellcasting, Divine Smite, Divine Sense Aura of Protection Aura of Courage Cleansing Touch Aura improvements
As a Holy Knight, you gain the following advanced class features.
Bonus Proficiencies At 3rd level, you gain proficiency with martial weapons and with medium armor and shields. Spellcasting By 3rd level, you have learned to draw on divine magic through meditation and prayer to cast spells. Holy Knights draw spells from the Paladin spell list. Preparing and Casting Spells
The Holy Knight Spellcasting table shows how many spell slots you have to cast your spells. To cast one of your holy knight spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of holy knight spells thatfrom are available for youspell to cast, choosing the holy knight list. When you do so, choose a number of holy knight spells equal to your Charisma modifier + half your level, rounded down (minimum of one spell). The spells must be 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
spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of holy knight spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Holy Knight Spellcasting
Spell Slots per Spell Level
Level
1
2
3
4
3 4 5 6 7 8 9 10 11 12 13
2 3 3 3 4 4 4 4 4 4 4
----2 2 2 3 3 3 3
----------2
------------
14 15 16 17 18 19 20
4 4 4 4 4 4 4
3 3 3 3 3 3 3
2 2 3 3 3 3 3
-----1 1
Spellcasting Ability
Charisma is your spellcasting ability for your holy knight spells, since your power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a holy knight spell you cast and when making an attack roll with one.
feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier Spell attack modifier= your proficiency
bonus + your Charisma modifier Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your holy knight spells.
Aura of Protection Beginning at 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Divine Smite Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one holy knight spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
At 18th level, the range of this aura increases to 30 feet.
Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60
Starting 15th level, use your action toatend one spellyou on can yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Aura of Courage At 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Cleansing Touch
Mage Level 3rd 7th 10th 15th 18th
Class Features Spellcasting Arcane Recovery Potent Cantrips Spell Resistance Spell Mastery
As a mage, you gain the following advanced class features.
Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Mages draw spells from the Wizard spell list. Cantrips
At 3rd level, you know three cantrips of your choice from the mage spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage Spellcasting table. Spellbook
At 3rd level, you gain a spellbook containing six 1st-level mage spells of your choice. Preparing and Casting Spells
The Mage Spellcasting table shows how many to cast yourone of spells spell of 1stslots levelyou andhave higher. To cast these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of mage spells that are available for you to cast. To do so. choose a number of mage spells from your spellbook equal to your Intelligence modifier + half your level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 5th-level mage, you have four 1st-level and two 2ndlevel spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Mage Spellcasting Cantrips Level Known 3 3 4 4 5 4 6 4 7 4 8 4 9 4 10 5 11 5 12 5 13 5 14 5 15 5 16 5 17 5 18 5 19 5 20 5
1 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4
Spell Slots 2 --2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3
per Spell Level 3 4 5 ------------------2 --2 --3 --3 --3 1 -3 1 -3 2 -3 2 -3 3 1 3 3 1 3 3 2 3 3 2
Spellcasting Ability
Intelligence is your spellcasting ability for your mage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier Spell attack modifier= your proficiency
bonus + your Intelligence modifier Ritual Casting
You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your mage spells. Learning Spells of 1st Level and Higher
Each time you gain a mage level, you can add one mage spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Mage Spellcasting table. On your adventures, you might find other spells that you can add to your spellbook When you find a mage spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. For each level of the spell, the process takes 2 hours and requires a Wealth check with a DC equal to twice the level of the spell. The cost represents material components you
expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Arcane Recovery Beginning at 7th level, you have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one third your level (rounded up), and none of the slots can be 4th level or higher. For example, if you’re a 7th-level mage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Potent Cantrips At 10th level, you add your Intelligence modifier to the damage you deal with any mage cantrips. Spell Resistance Starting at 15th level, you can choose to succeed on a saving throw made against a spell. Once you have used this ability three times, you cannot have taken a long use rest.it again until you
Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level mage spell and a 2nd-level mage spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, 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 3rd 7th 10th 15th 18th
Class Features Bonus Proficiencies, Combat Superiority Know your Enemy Improved Combat Superiority (d10) Relentless Improved Combat Superiority (d12)
As a martial weaponmaster, you gain the following advanced class features.
Bonus Proficiencies At 3rd level, you gain proficiency with martial weapons, and with medium armor and shields. Combat Superiority When you choose this advanced class at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. have four die superiority dice, when which are d8s.You A superiority is expended you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency
bonus + your Strength or your Dexterity modifier (your choice)
Know Your Enemy Starting at 7th level, if you spend at least one minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: ● Strength score ● Dexterity score ● Constitution score ● Armor Class ● Current hit points ● Total class levels (if any)
Improved Combat Superiority At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s . Relentless Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Maneuvers The maneuvers are presented in alphabetical order. Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target
strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll. Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll,
has disadvantage on all attack rolls against targets other than you until the end of your next turn. Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll. Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one
and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Pushing Attack. When you hit a
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Sweeping Attack. When you hit a
creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a
creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the srcinal target and within your reach. If the srcinal attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the srcinal attack. Trip Attack. When you hit a creature with a weapon attack, you can
friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, 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 3rd 7th 10th 15th 18th
Class Features Pact Magic, Eldritch Invocations Eldritch Invocation Eldritch Invocation Eldritch Invocation Eldritch Invocation, Eldritch Master
Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Mystics draw spells from the Warlock spell list.
When you reach 9th level, for example, you learn a new mystic spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the mystic spells you know and replace it with another spell from the mystic spell list, which also must be of a level for which you have spell slots.
Cantrips
Mystic Spellcasting
As a mystic, you gain the following advanced class features.
You know two cantrips of your choice from the mystic spell list. You learn additional
Level
Cantrips Spells Known Known
Spell Slots
Slot Level
The Mystic Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your mystic spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 9th
3 4 5 6 7 8 9 10 11 12 13 14 15 16
3 4 4 4 4 4 4 5 5 5 5 5 5 5
3 3 4 4 5 5 6 6 7 7 8 8 9 9
2 2 2 2 2 2 2 2 2 3 3 3 3 3
1st 1st 2nd 2nd 2nd 2nd 3rd 3rd 3rd 3rd 4th 4th 4th 4th
level, you1st-level have two 3rd-level spell slots. cast the spell , youTo thunderwave must spend one of those slots, and you cast it as a 3rd-level spell.
17 18 19 20
5 5 5 5
10 10 11 11
3 3 3 3
5th 5th 5th 5th
Spells Known of 1st Level and Higher
Spellcasting Ability
mystic at Known higher levels, cantrips as shownofinyour the choice Cantrips column of the Mystic Spellcasting table. Spell Slots
At 3rd level, you know three 1st-level spells of your choice from the mystic spell list. The Spells Known column of the Mystic Spellcasting table shows when you learn more mystic spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level.
Charisma is your spellcasting ability for your mystic spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mystic spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus
Agonizing Blast
+ your Charisma modifier Spell attack modifier= your proficiency bonus + your Charisma modifier
Prerequisite: eldritch blast cantrips When you cast eldritch blast, add your
Charisma modifier to the damage it deals on a hit.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your mystic spells.
Eldritch Invocations In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 3rd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. At 7th, 10th, 15th, and 18th level, you gain an additional invocation of your choice. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Eldritch Master At 18th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell from your Magic Onceslots you regain spellPact slots with feature. this feature, you must finish a long rest before you can do so again.
Eldritch Invocations If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.
Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components. Ascendant Step Prerequisite: 17th level You can cast levitate on yourself at will, without expending a spell slot or material components. Beast Speech You can cast speak with animals at will, without expending a spell slot. Beguiling Influence You gain proficiency in the Deception and Persuasion skills. Bewitching Whispers Prerequisite: 13th level You can cast compulsion once using a mystic spell slot. You can’t do so again until you finish a long rest. Devil’s Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Dreadful Word Prerequisite: 13th level You can cast confusion once using a mystic spell slot. You can’t do so again until you finish a long rest. Eldritch Sight You can cast detect magic at will, without expending a spell slot. Eldritch Spear Prerequisite: eldritch blast cantrips When you cast eldritch blast, its range is
300 feet.
Eyes of the Rune Keeper You can read all writing. Fiendish Vigor You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. Gaze of Two Minds You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. Mask of Many Faces You can cast disguise self at will, without expending a spell slot. Minions of Chaos Prerequisite: 17th level You can cast conjure elemental once using a mystic spell slot. You can’t do so again until you finish a long rest. Mire the Mind Prerequisite: 9th level You can cast slow once using a mystic spell slot. You can’t do so again until you finish a long rest. Misty Visions You can cast silent image at will, without expending a spell slot or material components.
One with Shadows Prerequisite: 9th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. Otherworldly Leap Prerequisite: 17th level You can cast jump on yourself at will, without expending a spell slot or material components. Repelling Blast Prerequisite: eldritch blast cantrips When you hit a creature with eldritch blast,
you can push the creature up to 10 feet away from you in a straight line.
Sculptor of Flesh Prerequisite: 13th level You can cast polymorph once using a mystic spell slot. You can’t do so again until you finish a long rest. Sign of Ill Omen Prerequisite: 9th level You can cast bestow curse once using a mystic spell slot. You can’t do so again until you finish a long rest. Thief of Five Fates You can cast bane once using a mystic spell slot. You can’t do so again until you finish a long rest. Whispers of the Grave Prerequisite: 17th level You can cast speak with dead at will, without expending a spell slot.
Occultist Level 3rd 7th 10th 15th 18th
Class Features Ritualist, Requisition Relic (uncommon) Shadow Sage Requisition Relic (rare) Requisition Relic (very rare) Banish Shadow
As an occultist, you gain the following advanced class features.
Ritualist As an occultist, you have collected a tome of rare knowledge. This book contains rituals as well as minor magical charms. Choose three cantrips from any class’s spell list. As long as you have your book on your person, you can cast these cantrips at will. In addition, you may choose three first level spells with the ritual tag from any class’s spell lists. You can cast these spells as rituals at any time as long as you have your book with you. Each time you gain a level, you may add one new ritual to your tome. As you gain levels, you can add higher level spells to your tome. The table below shows the levels at which higher level rituals become available. Occultist Level 3rd-4th
5th-8th 9th-12th 13th-16th 17th-20th
Maximum Ritual Level 1st
2nd 3rd 4th 5th
Requisition Relic You belong to a loose network of occult researchers, archaeologists, and historians who can occasionally lay their hands on magical objects with which to fight shadow creatures. You can leverage your reputation to requisition these magic items from within your network.
An item’s value is determined by its rarity. At 3rd level, you can only requisition common or uncommon magic items. At 10th level you can requisition rare items, and at 15th level you can requisition very rare items. All items must be returned once they have been used for their specific purpose. Item Rarity Common Uncommon Rare Very Rare
Value 10 15 23 31
Shadow Sage You pride yourself on your ability to research and root out the secrets of shadow creatures. Starting at 7th level, you can leverage your reputation on Intelligence (Investigate) checks made to determine what kind of creature you are up against, as well as on Intelligence checks made to recall information about specific types of creatures. Banish Shadow Your tome of ancient knowledge contains the names of various entities that you can invoke to send an otherworldly creature back to their plane of srcin. At 18th level, you can cast banishment against an aberration, celestial, fey, or fiend that you can see. Once you have used this ability, you cannot use it again until you have finished a long rest.
Shadow Scion Level 3rd 7th 10th 15th 18th
Class Features Spellcasting, Font of Magic, Metamagic Metamagic Metamagic Metamagic Sorcerous Recovery
As a shadow scion, you gain the following advanced class features.
Spellcasting An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its srcin, fuels your spells. Shadow scions draw spells from the sorcerer spell list. Cantrips
At 3rd level, you know four cantrips of your choice from the shadow scion spell list. You learn additional shadow scion cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shadow Scion Spellcasting table. Spell Slots
The Shadow Scion Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s levelspell or higher. You regain all a long expended slots when you finish rest. For example, if you know the 1stlevel spell burning hands and have a 1stlevel and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the shadow scion spell list.
The Spells Known column of the Shadow Scion Spellcasting table shows when you learn more shadow scion spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the shadow scion spells you know and replace it with another spell from the shadow scion spell list, which also must be of a level for which you have spell slots.
Shadow Scion Spellcasting Sorcery Cantrips Spells Points Known Known Level 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
2 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
4 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6
3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11
Spell Slots per Spell Level 1 2 3 4 5 3 -- -- -- -3 -- -- -- -4 2 -- -- -4 2 -- -- -4 3 -- -- -4 3 -- -- -4 3 2 -- -4 3 2 -- -4 3 3 -- -4 3 3 -- -4 3 3 1 -4 3 3 1 -4 3 3 2 -4 3 3 2 -4 3 3 3 1 4 3 3 3 1 4 3 3 3 2 4 3 3 3 2
Spellcasting Ability
Charisma is your spellcasting ability for your shadow scion spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a shadow scion spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier Spell attack modifier= your proficiency
bonus + your Charisma modifier Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your shadow scion spells.
Font of Magic At 3rd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Shadow Scion Spellcasting table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Cr eating S pell S lots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Table: Creating Spell Slots Spell Slot Sorcery Level Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7
Converting a S pell Slot to S orcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain additional metamagic options at 7th, 10th, and 15th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
Quickened Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Twinned Spell
When you cast a spell that has a duration of
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrips). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For
1 minute or longer, you can to spend 1 sorcery point to double its duration, a maximum duration of 24 hours.
magic missile ray example, aren’t eligible, but and chromatic ray ofand frostscorching orb are.
Heightened Spell
Sorcerous Restoration At 18th level, you regain 4 expended sorcery points whenever you finish a short rest.
Extended Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Shadow Slayer Level 3rd 7th 10th 15th 18th
Class Features Bonus Proficiencies, Favored Enemy, Hunter’s Prey Defensive Tactics, Favored Enemy Multiattack Hunter’s Defense, Favored Enemy Foe Slayer
As a shadow slayer, you gain the following advanced class features.
Bonus Proficiencies At 3rd level, you gain proficiency with martial weapons. Favored Enemy Beginning at 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Hunter’s Prey At 3rd level, you gain one of the following features of your choice. Colos s us S layer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also
reaction to attack that creature immediately after its attack, provided that you can see the creature. Horde B reaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the srcinal target and within range of your weapon.
learn one of your choiceifthat spoken bylanguage your favored enemies, theyis speak one at all. You choose one additional favored enemy, as well as an associated language, at 7th and 15th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
following features of your choice. E s cape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defens e. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. S teel Will. You have advantage on saving throws against being frightened.
Defensive Tactics At 7th level, you gain one of the
Multiattack At 10th level, you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must
S tand A g ains t the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Uncanny Dodg e. When an attacker that
have ammunition for each target, as normal, and you make a separate attack roll for each target. Whir lwind A ttack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Hunter’s Defense At 15th level, you gain one of the following features of your choice. Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt 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.
Foe Slayer At 18th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Thrasher Level 3rd 7th 10th 15th 18th
Class Features Bonus Proficiencies, Thrash, Unarmored Defense, Reckless Attack Mindless Thrash Intimidating Presence Retaliation Persistent Thrash
As a thrasher, you gain the following advanced class features.
Bonus Proficiencies At 3rd level, you gain proficiency with improvised weapons and martial weapons. Thrash In battle, you fight with primal ferocity. On your turn, you can enter a heavy metalfueled fury as a bonus action. While thrashing, you gain the following
Level 3rd-5th 6th-11th 12th-16th 17th-19th 20th
Thrashes 3 4 5 6 Unlimited
Unarmored Defense Beginning at 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
benefits if you aren’t wearing heavy armor: ● You have advantage on Strength checks and Strength saving throws. ● When you make a melee weapon attack using Strength, you gain +2 bonus to the damage roll. This bonus increases to +3 at 10th level, and to +4 at 15th level. ● You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while
Reckless Attack Starting at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
thrashing. Your thrashing lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken 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.
Beginning at 7th level, you can’t be charmed or frightened while thrashing. If you are charmed or frightened when you start thrashing, the effect is suspended for the duration of the rage.
Mindless Thrash
Intimidating Presence Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your 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.
Retaliation Starting at 15th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature. Persistent Thrash Beginning at 18th level, your thrashing is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Totem Warrior Level 3rd 7th 10th 15th 18th
Class Features Bonus Proficiencies, Totem Trance, Spirit Seeker, Totem Spirit Aspect of the Beast Spirit Walker Totemic Attunement Beastly Might
As a totem warrior, you gain the following advanced class features.
Bonus Proficiencies At 3rd level, you gain proficiency with martial weapons. Totem Trance In battle, you channel the spirit of the beast within you. On your turn, you can enter a primal trance as a bonus action. While trancing, you gain the following benefits if you aren’t wearing heavy armor: ● You have advantage on Wisdom checks and Constitution saving throws. ● At the beginning of each of your turns, you gain temporary hit points equal to your Constitution modifier. ● You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while trancing. Your trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your trance on your turn as a bonus action. Once you have tranced the number of times shown for your level in the table below, you must finish a long rest before you can enter the trance again.
Level 3rd-5th 6th-11th 12th-16th 17th-19th 20th
Trances 3 4 5 6 Unlimited
Spirit Seeker Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10 of the Player’s Handbook. Totem Spirit At 3rd level, when you adopt this advanced class, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object-an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. While in your totem trance, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. Eagle. While in your totem trance and not wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. Wolf. While in your totem trance, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Aspect of the Beast At 7th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. 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).
Spirit Walker At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. Totemic Attunement At 15th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. Bear. While in your trance, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Eagle. While in your trance, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Wolf. While in your trance, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. Beastly Might Beginning at 18th level,than if your for a Strength check is less yourtotal Strength score, you can use that score in place of the total.
Wild Lord Level 3rd 7th 10th 15th 18th
Class Features Spellcasting, Natural Explorer, Companion Exceptional Training Bestial Fury Share Spells Feral Senses
As a Wild Lord, you gain the following advanced class features.
Spellcasting By 3rd level, you have learned to draw on the magical essence of nature to cast spells. Wild Lords draw spells from the Ranger spell list. Spell Slots
The Wild Lord Spellcasting table shows how many spell slots you have to cast your spells. To cast one of your wild lord spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1stlevel spell animal friendship and have a 1stlevel and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the wild lord spell list. The Spells Known column of the Wild Lord Spellcasting table shows when you learn more wild lord spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the wild lord spells you know and replace it with another spell from the wild lord spell list, which also must be of a level for which you have spell slots. Spellcasting Ability
Wisdom is your spellcasting ability for your wild lord spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom when thecast saving throw DCmodifier for a wild lordsetting spell you 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 Spell Slots per Spell Level Spells Known
1
2
3
4
3
3
2
--
--
--
4
3
3
--
--
--
5 6
4 4
3 3
---
---
---
7
5
4
2
--
--
8
5
4
2
--
--
9
6
4
2
--
--
10
6
4
3
--
--
11
7
4
3
--
--
12
7
4
3
--
--
13
8
4
3
2
--
14
8
4
3
2
--
15
9
4
3
2
--
16
9
4
3
3
--
17
10
4
3
3
--
18
10
4
3
3
--
19
11
4
3
3
1
20
11
4
3
3
1
Level
Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or underground. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: ● Difficult terrain doesn’t slow your group’s travel. ● Your group can’t become lost except by magical means. ● Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. ● If you are traveling alone, you can 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 At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
Exceptional Training Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. Bestial Fury Starting at 10th level, your beast companion can make two attacks when you command it to use the Attack action. Share Spells Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Totem Warrior Level 3rd 7th 10th 15th 18th
Class Features Bonus Proficiencies, Totem Trance, Spirit Seeker, Totem Spirit Aspect of the Beast Spirit Walker Totemic Attunement Beastly Might
As a totem warrior, you gain the following advanced class features.
Bonus Proficiencies At 3rd level, you gain proficiency with martial weapons. Totem Trance In battle, you channel the spirit of the beast within you. On your turn, you can enter a primal trance as a bonus action. While trancing, you gain the following benefits if you aren’t wearing heavy armor: ● You have advantage on Wisdom checks and Constitution saving throws. ● At the beginning of each of your turns, you gain temporary hit points equal to your Constitution modifier. ● You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while trancing. Your trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your trance on your turn as a bonus action. Once you have tranced the number of times shown for your level in the table below, you must finish a long rest before you can enter the trance again.
Level 3rd-5th 6th-11th 12th-16th 17th-19th 20th
Trances 3 4 5 6 Unlimited
Spirit Seeker Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10 of the Player’s Handbook. Totem Spirit At 3rd level, when you adopt this advanced class, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object-an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. While in your totem trance, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. Eagle. While in your totem trance and not wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. Wolf. While in your totem trance, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Aspect of the Beast At 7th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. 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).
Spirit Walker At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. Totemic Attunement At 15th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. Bear. While in your trance, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Eagle. While in your trance, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Wolf. While in your trance, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. Beastly Might Beginning at 18th level,than if your for a Strength check is less yourtotal Strength score, you can use that score in place of the total.
Backgrounds Academic
Adventurer
Academics include librarians, archaeologists, scholars, professors,
Adventurers include professional daredevils, big-game hunters, relic hunters, explorers,
teachers, and other education professionals.
extreme sports enthusiasts, field scientists, 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 of the following: History, Insight, Medicine, Nature, or Religion.
Skill Proficiencies You are proficient in Perception and Survival.
Researcher
Well-Traveled
When you attempt to learn, or recall a piece of knowledge, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, research laboratory, university, or an expert in that field of knowledge. Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Wealth To determine your starting wealth score, roll 2d4 + 3.
Wealth To determine your starting wealth score, roll 2d4 + 1.
Athlete
Blue Collar
Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage
Blue collar occupations include factory work, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs.
in any type of competitive sport.
As a blue-collar worker, you gain the following benefits.
As an athlete, you gain the following benefits.
Skill Proficiencies You are proficient in Acrobatics and Athletics. Athletic Conditioning You condition your body for performance under the harshest circumstances. If you can exercise for one hour daily, you only need half the amount of food and sleep normally required to avoid exhaustion. In addition, you can hold your breath twice as long as normal. Wealth To determine your starting Wealth score, roll 2d4 + 1.
Skill Proficiencies You are proficient in Athletics and Handle Animal. Tool Proficiencies You are proficient in either electrical tools or mechanical tools. Working Class You have a contact that acts as your liaison to a union or association. You know how to reach your contact at all times. Your contact can provide you with the means to requisition equipment used in manufacturing or shipping. 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 reason, has been thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this
The creative starting occupation covers artists of all types who fan their creative spark into a career. Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, and web designers all fall under this background.
background. As a celebrity, you gain the following benefits.
Skill Proficiencies You are proficient in Performance and either Deception or Persuasion. Tool Proficiencies Choose either a disguise kit or a musical instrument of your choice. Big Draw You can always find a place to perform, usually in a nightclub or bar but possibly at a festival or theatre, or even at a private party. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in an area where you have performed, they typically take a liking to you. Wealth To determine your starting wealth score, roll 2d4 + 4.
As a creative, you gain the following benefits.
Skill Proficiencies You are proficient in Insight and Performance. Tool Proficiencies Choose two of the following tools: computers, one type of artisan’s tools, or one musical instrument of your choice. Body of Work You can always find a place to display your creations, usually in a gallery, but sometimes in private shows or at convention centers. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you are on hand for the display. In addition, your creativity makes you something of a local figure. When strangers recognize you in an area where your creations have been showcased, they typically take a liking to you.
Wealth To determine your starting wealth score, roll 2d4 + 2.
Criminal
Dilettante
This illicit background reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of
Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few responsibilities, and at least one driving passion that occupies his or her day. That passion might
career criminals.
be a charity or worth philanthropic ideal or cause fighting foundation, for, or a lustan for living a fun and carefree existence.
As a criminal, you gain the following benefits.
Skill Proficiencies You are proficient in Deception and Stealth.
As a dilettante, you gain the following benefits. Bonus Languages
Tool Proficiencies You are proficient with thieves’ tools and one type of gaming set. Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt officials, and seedy characters who can deliver messages for you. Wealth To determine your starting wealth score, roll 2d4 + 1.
You learn two additional languages.
Daddy’s Money While you have significant financial resources of your own, you can also draw on your family’s resources in a pinch. However, this assistance is rarely without strings attached. Wealth
To determine your starting wealth score, roll 2d4 + 7.
Doctor
Emergency Services
A doctor can be a physician (general practitioner or specialist), a surgeon, or a psychiatrist.
Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category.
As a doctor, you gain the following benefits.
Skill Proficiencies You are proficient in Insight and Medicine Tool Proficiencies Choose one: pharmacist’s tools or surgical tools. Medical Access You have access to medical equipment that you might not otherwise be able to requisition, such as x-ray machines and medical labs. In addition, you can write prescriptions for various substances that are otherwise illegal to obtain.
Wealth To determine your starting wealth score, roll 2d4 + 4.
As an emergency services provider, you gain the following benefits.
Skill Proficiencies You are proficient in Athletics and Medicine. Vehicle Proficiencies You are proficient with civilian ground vehicles . First Responder You have a rank from your career as an emergency services provider. Active and former emergency services personnel still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other personnel and requisition simple 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 being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the
There are a number of jobs that fit within this background, including investigative reporters, photojournalists, private investigators, police detectives,
funds necessary to bankroll their newest moneymaking venture. These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.
criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues.
As an entrepreneur, you gain the following benefits.
As an investigative, you gain the following benefits.
Skill Proficiencies You are proficient in Investigation and Insight. Tool Proficiencies
Skill Proficiencies You are proficient in Insight and Persuasion. Network You have a network of contacts in the business and financial world that you can use as a source of information, loans, or equipment requisitions, usually in return for favors. Wealth To determine your starting wealth score, roll 2d4 + 4.
You are proficient with evidence kits.
Connected When you attempt to learn, or recall a piece of information, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from an anonymous informant, a law enforcement agency, or criminal contacts. Your GM might rule that the information you seek is almost impossible to get out of your sources, or that it simply cannot be found. Wealth To determine your starting wealth score, roll 2d4 + 2.
Law Enforcement
Military
Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police.
Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers,
As law enforcement, you gain the following benefits.
Skill Proficiencies You are proficient in Investigate and Perception.
and Special Forces. As military personnel, you gain the following benefits.
Skill Proficiencies You are proficient in Athletics and Survival.
Vehicle Proficiencies You are proficient with civilian ground vehicles.
Rank & Privilege You have a rank from your career as a military officer. Active and former military officers still recognize your authority and
Thin Blue Line You have a rank from your career as a law enforcement officer. Active and former law enforcement officers still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other officers and requisition simple equipment for temporary use. You can also usually gain access to events and locations where your rank is recognized.
influence, to you your if theyrank are to of a lower and rank.they Youdefer can invoke exert influence over other officers and requisition simple equipment for temporary use. You can also usually gain access to events and locations where your rank is recognized.
Starting Equipment You begin play with either a pump action shotgun or an autoloader pistol and appropriate ammunition. Wealth To determine your starting wealth score, roll 2d4 + 1.
Starting Equipment You begin play with either an autoloader pistol or an assault rifle and appropriate ammunition. Wealth To determine your starting wealth score, roll 2d4 + 1.
Religious
Rural
Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.
Farm workers, hunters, and others who make a living in rural communities fall under this category.
As a religious figure, you gain the following benefits.
As a rural worker, you gain the following benefits.
Skill Proficiencies You are proficient in Insight and Religion.
Skill Proficiencies You are proficient in Animal Handling and Survival.
Faith Community You command the respect of those who share your faith, and you can perform the religious ceremonies of your order. You and your companions can expect to be received
Live Off The Land You have a feel for the countryside, and you can always recall the general layout of terrain, small towns, and other features around you. In addition, you can find food
favorably at presence a temple, of shrine, or other established your faith. Those who share your religion will offer their personal and financial support to a limited degree.
and water forday, yourself and up five otherfresh people each provided thattothe land offers berries, small game, water, and so forth.
Wealth To determine your starting wealth score, roll 2d4 + 2.
Wealth To determine your starting wealth score, roll 2d4 + 1.
Student
Technician
A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. A college-age student should
Scientists and engineers of all types fit within the scope of this starting occupation.
also pick a major field of study.
benefits.
As a student, you gain the following benefits.
Skill Proficiencies You are proficient in Investigation and Perception.
Skill Proficiencies You are proficient in two of the following: History, Medicine, Nature, Performance, or Religion. Tool Proficiencies You gain proficiency with computers, and with either a musical instrument or a language of your choice. Student ID Your student ID gives you access to various services and discounts that are not available to the general public, as well as access to school resources, such as libraries, laboratories and conference spaces. Wealth To determine your starting wealth score, roll 2d4 + 1.
As a technician, you gain the following
Tool Proficiencies You are proficient with electrical tools and mechanical tools. Technical Tap Electronic and mechanical devices just seem to work when you’re around, but when they better misbehave, sometimes all it takes is a swift kick in the right area to set things right.
Wealth To determine your starting wealth score, roll 2d4 + 3.
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 weapon’s 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 weapon’s 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 weapon’s 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: A rc hery . 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. G reat Weapon Fig hting . 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 doesn’t 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. cover auses number of modern skills, from computer savvy to driving a car. What These followsproficiencies is a list of modern for existing skills. A rc ana. 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 power —a composite of income, credit rating, and savings. Your wealth score serves as the measure of whether you can afford to purchase equipment and services. Likewise, 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, it’s 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 0 1 to 4
Financial Condition Impoverished or in debt Struggling
5 toto10 11 15 16 to 20 21 to 30 31 or higher
Middle class Affluent Wealthy Rich 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 toAlong see how yourany wealth if you or choose purchase item. with much this loss, timewill youdecrease buy an object servicetowith a salethe 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 ½ your Wealth or higher (minimum 15) 1–10 points higher than current W ealth 11–15 points higher than current Wealth 16–20 points higher than current Wealth
Wealth Decrease +1 point1 1 point 1d6 points 2d6 points
1 This stacks with the loss from a Value above the character’s 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 don’t 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 object’s 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, it’s not very exciting when the game master tells you it has a value of 23. Sometimes it is better to know that there’s $5,000 in the briefcase. If you’re going to split that reward five ways, it’s 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 $5-$11 $12-$19 $20-$29 $30-$39 $40-$54 $55-$69 $70-$89 $90-$119 $120-$149 $150-$199 $200-$274 $275-$349 $350-$499 $500-$649 $650-$899 $900-$1,199 $1,200-$1,499 $1,500-$1,999 $2,000-$2,749 $2,750-$3,499 $3,500-$4,999 $5,000-$6,499 $6,500-$8,999 $9,000-$11,999 $12,000-$14,999
Value Score 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
Dollar Amount $15,000-$19,999 $20,000-$27,499 $27,500-$34,999 $35,000-$49,999 $50,000-$64,999 $65,000-$89,999 $90,000-$119,999 $120,000-$149,999 $150,000-$199,999 $200,000-$274,999 $275,000-$349,999 $350,000-$499,999 $500,000-$649,999 $650,000-$899,999 $900,000-$1,199,999 $1,200,000-$1,499,999 $1,500,000-$1,999,999 $2,000,000-$274,999 $2,750,000-$3,499,999 $3,500,000-$4,999,999 $5,000,000-$6,499,999 $6,500,000-$8,999,999 $9,000,000-$11,999,999 $12,000,000+
Value Score 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
On-Hand Objects To account for the mundane and innocuous objects that most people have among their possessions—and not force you to specifically purchase such objects in order to employ them— use the following rules. With the GM’s permission, you can roll a d20 and add your current wealth score to see if you have a mundane object on hand, as long as the object has a value of 10 or lower. (The GM determines the value for an object that’s not mentioned in this chapter, using similarly priced objects as a guide.) The DC for this check is equal to 10 + the object’s value. You can’t make this check to see if you have a mundane object on hand during character generation or between adventures—only during play. If you succeed, your wealth score is unaffected, even if the object’s 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 15 or higher 1–10 points higher than current Reputation 11–15 points higher than current Reputation 16–20 points higher than current Reputation
Reputation Decrease +1 point1 1 point 1d6 points 2d6 points
1 This stacks with the loss from a Value above the character’s 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 Minor Major Critical
Reputation Increase +1 +2 +4
Calling in Favors Favors make the world go ‘round, and you’ll 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 you’ve gathered, the person you ask a favor from can always say no to a particularly dangerous or suicidal request. Apparent Risk None Slight (minor social consequences) Moderate (retribution or minor legal problems) Extreme (severe retribution or major legal problems) Deadly (threats or attacks on their person or their friends and family)
Value 10 15 20 30 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 item’s 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 you’re 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 object’s 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 It’s 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-todraw 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 target’s 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 W isdom (Perception) check (DC 20).
Living in Luxury The value ratings given are for average-quality items. It’s 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 bur st 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 weapon’s damage dice a second time and it to the final These additional dice are not weapons rolled twice you score a in critical hit.add This attack usesdamage. five pieces of ammunition. Automatic canif also be fired 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 srcin 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 can’t 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 f ire. 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 weapon’s 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 weapon’s 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
Holdout pistol
15
Large caliber autoloader Machine pistol
19
Revolver
6
20
2d6 piercing 2d6 piercing
3 lb. Ammunition (range 80/400), reload (15 box), semiautomatic, light
2d8 piercing 2d6 piercing 2d6 piercing
4 lb. Ammunition (range 80/400), reload (8 box), semiautomatic
2d12 piercing 2d8 piercing 2d10 piercing 2d10 piercing 2d6 piercing 2d8 piercing 2d6 piercing 2d10 piercing 2d6 piercing
35 lb. 10 lb. 8 lb.
1 lb. Ammunition (range 20/100), reload (2 internal), light
3 lb. Ammunition (range 60/300), reload (20 box), automatic, light 3 lb. Ammunition (range 80/400), reload (6 cylinder), semiautomatic
Long arms
Anti-material sniper rifle Assault rifle
23
Hunting rifle
18
Medium machine gun Pump action shotgun Sawed-off shotgun Semiautomatic shotgun Anti-personnel sniper rifle Submachine gun
24
Heavy Firearms Heavy machine gun Rocket launcher
Grenade launcher
17
16 19 18 23 22
25
Ammunition (range 240/1200), reload (22 box), semiautomatic, bipod, two-handed Ammunition (range 140/700), reload (30 box), automatic, two-handed Ammunition (range 160/800), reload (5 internal), two-handed
22 Ammunition (range 200/1000), reload (linked), automatic, bipod, twolb. handed 7 lb. Ammunition (range 60/300), reload (6 internal), spread, two-handed 4 lb. Ammunition (range 20/100), reload (2 internal), semiautomatic, spread 8 lb. Ammunition (range 80/400), reload (7 internal), semiautomatic, spread, two-handed 16 Ammunition (range 180/900), reload (5 box), semiautomatic, twolb. handed 7 lb. Ammunition (range 100/500), reload (30 box), automatic, two-handed
18
2d12 piercing 10d6 force
75 Ammunition (range 220/1100), reload (linked), automatic, stationary, lb. two-handed 5 lb. Ammunition (range 300/1500), burst 10 (DC 18), two-handed
17
3d6 slashing
7 lb. Ammunition (range 140/700), burst 10 (DC 13), loading, two-handed
Special Ranged Weapons Flamethrower 20 3d6 fire
Pepper spray
5
--
Taser
7
1d4 lightning
50 lb. Ammunition (30 foot line), reload (10 internal), two-handed, special 0.5 lb. Ammunition (range 10/25), special 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
2d4 2d6 2d8 2d10 2d12
4 5 6 7 8
Weight per Number of Rounds 30 40 50
10
20
0.5lb 0.5lb 0.5lb 0.5lb 1.0lb
0.5lb 0.5lb 0.5lb 1.0lb 2.0lb
0.5lb 0.5lb 0.5lb 1.0lb 3.0lb
0.5lb 1.0lb 1.0lb 1.5lb 4.0lb
1.0lb 1.0lb 1.0lb 1.5lb 5.0lb
100
1.5lb 2.0lb 2.0lb 3.0lb 10.0lb
Table: Grenades and Explosives Name Acid, mild
Value 6
Damage 1d6 acid
C4/Semtex Det cord Dynamite Fragmentation grenade
15 (4) 10 (10) 13 (12) 18 (6)
Molotov cocktail Smoke grenade Tear gas grenade Thermite grenade White phosphorus grenade
3 10 (6) 14 (6) 20 (6) 18 (6)
4d6 force 2d6 fire 2d6 force 4d6 slashing 2d6 fire — — 6d6 fire 2d6 fire
Weight Properties 1 lb. Thrown (range 20/50), burst 5 (DC 11)
1 lb. 2 lb. 1 lb. 1 lb.
Burst 10 (DC 16), special Burst 0 (DC 10), special Thrown (range 20/50), burst 5 (DC 13), special Thrown (range 20/50), burst 20 (DC 13)
1 lb. 2 lb. 2 lb. 2 lb. 2 lb.
Thrown (range 20/50), burst 5 (DC 13) Thrown (range 20/50), burst 15, special Thrown (range 20/50), burst 15 (DC 13), special Thrown (range 20/50), burst 5 (DC 10) Thrown (range 20/50), burst 20 (DC 10), special
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 doesn’t 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). It’s 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 character’s 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 fuse—a 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 Simple Melee Weapons Brass knuckles
Value
Damage
Weight Properties
5
1d4 bludgeoning
1 lb.
Cleaver
5
1d4 slashing
2 lb.
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
Light
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 weren’t dangerous enough, a number of accessories can increase their utility or efficiency. Table: Weapon Accessories Object Box magazine Detonator
Weight 0.5 lb.
Value 4
Blasting cap Radio controlled Timed Wired Holster
0.5 lb. 0.5 lb. 0.5 lb. 1 lb.
5 11 8 7
Hip Concealed carry Illuminator Laser sight Scope
1 lb. 0.5 lb. 0.5 lb. 0.5 lb.
5 5 7 15
0.5 lb. 3 lb. 4 lb.
11 18 19
0.5 lb.
3
1 lb. 4 lb.
15 17
Standard Electro-optical Range-finding laser Speed loader Suppressor Pistol Rifle
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 car’s 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 accessed—and easily seen—location. 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 wearer’s armpit, presumably beneath a jacket), but some weapons can be carried in waistband holsters (often placed inside the wearer’s 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
user’s hands. It functions as a standard flashlight. Laser Sight. This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s
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 can’t 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 weapon’s 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 bullet’s 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, it’s 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 modification’s 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 moment’s 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 Light Armor Leather jacket Light undercover shirt Pull-up pouch vest Undercover vest
Value
Armor Class
Strength
Stealth
Weight
10 14 14 15
11 + Dex modifier 12 + Dex modifier 12 + Dex modifier 13 + Dex modifier
— — — —
— — — —
4 lb. 2 lb. 2 lb. 3 lb.
16 17 18
14 + Dex modifier (max 2) 15 + Dex modifier (max 2) 16 + Dex modifier (max 2)
— — Str 13
— — Disadvantage
4 lb. 8 lb. 10 lb.
19 20
17 19
Str 13 Str 15
Disadvantage Disadvantage
15 lb. 20 lb.
Medium Armor
Concealable vest Light-duty vest Tactical vest Heavy Armor
Special response vest Forced entry unit
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 modification’s 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 life—assume 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 Cell phone Chemical light sticks (5) Fake ID First aid kit Flashlight
Weight ― 1 lb. ― 3 lb.
Value 5 2 Varies 5
Pen light Standard Battery flood Gas mask Ghillie suit Handcuffs
0.5 lb. 1 lb. 2 lb. 5 lb. 5 lb.
3 4 6 13 6
Steel Zip-tie (25) Lock release gun Night vision goggles Pain reliever (5) Spike strip Survival kit
1 lb. 0.5 lb. 0.5 lb. 3 lb. ― 22 lb. 7 lb.
7 6 14 17 2 13 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 This disposable an plastic when uses aactivated, chemicalitreaction to create light for Stick. 6 hours. It illuminates areastick, only 5 feet activated, in radius. Once can’t be
turned off or reused. The listed value is for a pack of 5 sticks. Fake ID. Purchasing a falsified driver’s 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 forger’s 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 healer’s 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 burlap, to which other camouflaging elements can easily be added. A figure under a ghillie of 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 limbs—normally the wrists—of 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 doesn’t need to make the saving throw. Wheeled vehicles passing over the strip are automatically hit—although 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 couldn’t 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 Chemistry kit Computer
Smartphone Laptop Desktop Demolitions kit Electrical tools Mechanical tools Musical instrument Clarinet Drum kit Guitar Keyboard Saxophone Pharmacist’s tools Surgical tools
Value 16
11 17 16 14 14 13 17 16 15 17 17 19 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 f unctionality 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. Pharmacist’s 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 Simple Moderate Complex Advanced
Examples Timer, detonator, tripwire trap Electronic lock, engine component, light armor Cell phone, automobile engine, 9mm pistol Computer, jet engine
Purchase DC Check DC Time 6 10 1 hour 9 15 12 hours 12 20 24 hours 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 Simple Moderate Complex Advanced
Purchase DC 4 7 10 13
Check DC 10 15 20 25
Time 1 minute 10 minutes 1 hour 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 Small condo Large condo Small house Medium house Large house Mansion
Value 28 30 30 32 34 36
Entertainment Movie ticket Theater ticket Sporting event ticket
Value 3 7 7
Meals Fast food Family restaurant Upscale restaurant Fancy restaurant
Value 2 4 7 9
Transportation Airfare
Value
Domestic, coach Domestic, first class International, coach International, first class Car rental Economy car Mid-size or truck Luxury Lodging Budget motel Average hotel Upscale hotel
14 17 18 22 6 8 10 Value 7 9 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 hero’s 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 home’s 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. are for passenger round trip. One-way available, but onlyAirfare reducetickets the value by a2.single Car rentals and lodging rates are per tickets day. are
Services The broad spectrum of services available to characters is only represented in overview here. Services are identified on Table: Services. Table: Services Item Auto repair
Value
1 to 10 hp damage 11 to 20 hp damage 21 to 30 hp damage 30+ hp damage Towing Bail bonds
15 18 21 24 8
Propertycrime crime Assault Death crime Bribery
13 16 22
Bouncer Bureaucrat Informant Police officer Legal services
6 10 7 10 10 + lawyer’s proficiency bonus
Medical services Surgery Treat poison/disease
15 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 bond—a 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 computer’s 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 computer’s 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 network’s 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 vehicle’s Armor Class. Damage Threshold: A vehicle has immunity to all damage unless it takes an amount of damage fromdamage a single as attack or effect equal to or greater in which case it takes normal. Any damage that fails tothan meetitsordamage exceedthreshold, the vehicle’s damage threshold is considered superficial and doesn’t reduce the vehicle’s hit points. Hit Points: The vehicle’s 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 aren’t 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
Tank cannon
*
Mounted heavy machine gun
*
10d12 piercing 4d12 piercing
WeightProperties
Heavy Firearms
*
Ammunition (ranged 800/4000), loading, mounted
*
Ammunition (ranged 700/3500), reload (linked), automatic, mounted
*Value and weight do not apply. These weapons are part of the vehicles on which they are mounted.
Table: Vehicles Max Damage Hit Handling Speed Threshold Points DC Factor Crew
Value
Armor Class
27 31 27 29 29 30 29 28 27 24 26 24 37 35 39
14 13 14 13 13 13 13 15 14 15 18 14 11 11 11
10 10 10 10 10 10 10 5 5 5 15 5 10 10 15
160 120 120 160 160 120 160 40 40 40 160 40 200 200 320
8 8 8 8 10 10 8 4 6 4 12 6 12 12 12
8 10 6 8 6 8 8 10 8 8 6 6 6 6 6
1 1 1 1 1 1 1 1 1 1 2 1 1 1 1
4 1 4 5 4 4 2 0 1 1 0 0 7 2 39
275 lb. 250 lb. 275 lb. 425 lb. 325 lb. 300 lb. 1,700 lb. 0 lb. 0 lb. 0 lb. 3,600 lb. 675 lb. 425 lb. 33,000 lb. 0 lb.
40 47
11 11
10 10
280 420
8 8
8 8
1 2
4 13
250 lb. 5,000 lb.
37 41
11 11
10 15
240 640
10 12
12 20
1 2
3 10
120 lb. 500 lb.
Civilian Water Vehicles Runabout Cabin cruiser Jet ski
29 33 25
13 11 14
10 15 5
160 360 40
8 12 6
6 6 8
1 1 1
5 3 1
2,100 lb. 2,100 lb. 60 lb.
Military Ground Vehicles Battle tank Personnel carrier
50 48
26 21
20 15
360 240
12 12
8 8
4 3
0 7
425 lb. 425 lb.
50
11
15
720
8
10
2
14
9,000 lb.
Name Civilian Ground Vehicles
Economy coupe Sports coupe Economy sedan Mid-size sedan Minivan SUV Pickup truck Racing bike Street bike Dirt bike Armored truck Four-wheeler ATV Limousine Moving truck City bus
Pass
Cargo
Civilian Air Vehicles
Helicopter Passenger helicopter Prop plane Private jet
Military Air Vehicles
Heavy utility 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 vehicle’s 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 driver’s 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 carrier’s 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 vehicles—cars, 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 copilot’s 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 driver’s 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 vehicle’s 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 vehicle’s 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 vehicle’s 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 vehicle’s, you move a number of spaces away from the lead vehicle equal to the difference. If your speed factor is higher than the lead vehicle’s, 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 vehicle’s base handling DC plus the vehicle’s 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 vehicle’s 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 vehicle’s speed factor by 1d4, up to its maximum speed factor. On a failure, the vehicle stalls out and you decrease your vehicle’s current speed factor by 1. Hard B rake. You slam on the brakes, decreasing your speed dramatically. Make a driving check. On a success, you decrease your vehicle’s 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. S tunt. 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 vehicle’s current speed factor, and can make a Dexterity saving throw (DC 15) to take only half the damage. A crashed vehicle’s 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 vehicle’s 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 vehicle’s speed factor is reduced to 0 for any reason.