Modern Handbook
Modern Handbook
Modern Handbook
ON THE COVER
M. Wayne Miller illustrates a sorcerer in a rainy alley using
her network strikes, ready to defeat any foe in her path.
Disclaimer: I'm not responsible for making deals with a kobold gang for illegally buying a grenade launcher without owning the
required training and licenses. If a special response unit breaks into your house, you probably made something illegal in that city,
and you should go to jail for that (perhaps using the grenade launcher in the streets is the cause of your problems with the law).
CONTENTS
2
Part 1: Subclasses
T
his section presents a series of new subclasses
for any modern campaign as an alternative to
the subclasses found in the Player's Handbook.
Make sure your DM allows them in your
campaign first.
PART 2 | EQUIPMENT
13
Special Weapons
This section describes weapons that have special rules or Explosive Devices
require further explanation. Some of the explosives can be bought as a grenade or a
Baton, Expandable. This weapon can be collapsed to planted explosive, giving them particular properties
reduce its size and increase its concealability. A collapsed depending on how it’s used.
baton can't be used as a weapon and it gives the conceal
property. Extending or collapsing the baton is a free action. Grenades
Baton, Stun. A stun baton has 5 charges. When you hit a
creature with a stun baton, you can expend one charge. The When using a grenade, it’s considered a martial ranged
target must make a Constitution saving throw (DC 10) or be weapon (range 30/60).
paralyzed until the start of your next turn. The stun baton If a grenade requires a saving throw, the DC is 8 + your
must be recharged using one battery after expending the last Dexterity modifier + your proficiency bonus. Tear gas
charge. grenades use its own DC.
Dart Gun. This air-dart gun fires a needle via an air Planted Explosives
compressor. The needle itself inflicts no damage, but it can
deliver an injection with any poison to the target. Each dart You need a detonator for each explosive you use.
cost 5 sp, and a vial of poison can coat three darts. You can The saving throw DC for planted explosives is 12.
read more about poisons in the chapter 8 of the Dungeon
Master's Guide. Flashbang
Grenade Launcher. This weapon allows you to propel a A flashbang is a non-lethal explosive device used to
fragmentation, smoke or tear gas grenade up to 120 feet temporarily disorient an enemy's senses. It is designed to
away. You can target a creature instead using a grenade produce a blinding flash of light and an intensely loud "bang"
launcher. On a hit you deal 1d6 bludgeoning damage to that without causing permanent injury.
creature, and then the grenade effect occurs. Grenade. As an action, a character can throw a flashbang
Ketch-All Pole. A Large or smaller creature hit by a ketch- at a point. Each creature within 20 feet of the point must
all pole is restrained until it is freed. A ketch-all pole has no make a Dexterity saving throw or be blinded and deafened
effect on creatures that are formless, or creatures that are until the end of your next turn.
Huge or larger. A creature can use its action to make a DC 10
Strength check, freeing itself or another creature within its Fragmentation
reach on a success. This explosives are designed to disperse lethal fragments on
When you use an action, bonus action, or reaction to attack detonation. The body is generally made of a hard synthetic
with a ketch-all pole, you can make only one attack regardless material or steel, which will provide some fragmentation as
of the number of attacks you can normally make. shards and splinters.
Revolver. Since the character must insert every bullet one Grenade. As an action, a character can throw a grenade at
by one, reloading this weapon takes an action. a point. Each creature within 20 feet of the point must make
Taser Gun. A creature hit by a Taser takes 1d4 lightning a Dexterity saving throw, taking 4d6 piercing damage on a
damage and it must make a Constitution saving throw (DC failed save, or half as much damage on a successful one.
15) or be paralyzed until the start of your next turn. You can Planted. When it's activated, each creature within 20 feet
use your action in the following turns to deal 1d4 lightning of the point must make a Dexterity saving throw, taking 4d6
damage and maintain the target paralyzed for up to 4 turns. piercing damage on a failed save, or half as much damage on
The Taser must be recharged using one battery after five a successful one.
shots.
Plastic Explosive
Explosive Devices Plastic explosive is a soft and hand-moldable solid form of
Item Cost Weight explosive material. Plastic explosives are especially suited for
Flashbang 40 gp 1 lb.
explosive demolition of obstacles and fortifications by
engineers, combat engineers and criminals. It can be cut,
Fragmentation 50 gp 1 lb. formed, wrapped, and combined with others of its type.
Plastic explosive 50 gp 1 lb. Planted. Each creature within 5 feet of the explosive must
make a Dexterity saving throw, taking 3d6 bludgeoning
Smoke 25 gp 1 lb. damage on a failed save, or half as much damage on a
Tear Gas 40 gp 1 lb. successful one. It deals double damage against objects and
Thermite 40 gp 1 lb.
structures.
You can combine units of plastic explosive so they explode
White Phosphorus 50 gp 1 lb. at the same time. Each additional pound of plastic explosive
increases the damage by 1d6 (to a maximum of 10d6) and
the burst radius by 5 feet (to a maximum of 20 feet).
In addition, when you combine two or more units, you can
change the burst radius to a cone-shaped explosion (you must
determine the area affected by the explosive when you plant
it).
PART 2 | EQUIPMENT
14
Smoke
Smoke grenades are used as ground-to-ground or ground-to- Gear
air signaling devices, target or landing zone marking devices, Firearms Accessories
and to create a smoke-screen for concealment. When buying
a smoke grenade you can also select the color of the smoke. Most of the firearms can be equipped with one or more
Grenade. As an action, a character can throw a smoke accessories to improve them. Every accessory has a weapon
grenade at a point. One round after the grenade lands, it compatibility, showing which accessories are available for
emits a cloud of smoke that creates a heavily obscured area each firearm.
in a 20-foot radius. It disperses after 1 minute, though a Combined Module. The Combined Module is a
moderate wind (at least 10 miles per hour) disperses the multifunctional gadget that combines a laser sight and a
smoke in 4 rounds; a strong wind (20 or more miles per hour) tactical flashlight. You can use a bonus action to toggle
disperses it in 1 round. between the laser sight and the tactical flashlight. You can
also use a bonus action to turn it off.
Tear Gas While you have the laser sight on, you gain a +1 bonus on
Tear gas works by irritating mucous membranes in the eyes, attack rolls with that firearm.
nose, mouth and lungs, and causes crying, sneezing, While you have the tactical flashlight on, the light
coughing, difficulty breathing, pain in the eyes, and temporary illuminates a 40-foot cone and dim light for an additional 40
blindness. feet.
Grenade. As an action, a character can throw a smoke Weapon compatibility: Pistols, rifles, shotguns and
grenade at a point. One round after the grenade lands, it submachine guns. You cannot add it to a weapon that already
emits a cloud of tear gas that creates a heavily obscured area has a laser sight or a tactical flashlight.
in a 20-foot radius. It disperses after 1 minute, though a Concealed Holster. A concealed holster is designed to
moderate wind (at least 10 miles per hour) disperses the help keep a weapon out of sight. In most cases, this is a
smoke in 4 rounds; a strong wind (20 or more miles per hour) shoulder holster or a waistband holster. While the weapon
disperses it in 1 round. Any creature starting its turn in the remains in the holster, it gains the covert property. A
gas is considered blinded and it must make a Constitution character can carry up to three concealed holsters (two
saving throw or be incapacitated (DC 15). A creature wearing shoulder holsters and one waistband holster)
a gas mask automatically succeeds the saving throw. Weapon compatibility: Dart guns, pistols, revolvers and
Taser guns.
Thermite Deployable Bipod. Bipods are commonly used on
Thermite does not technically explode. Instead, it creates weapons to provide a forward rest and reduce motion. They
intense heat meant to burn or melt through an object upon are also seen on other long-barreled weapons, such as sniper
which the thermite is set. rifles. Bipods permit operators to easily rest a weapon on
Planted. Each creature that ends its turn in the same objects, like the ground or a wall, reducing their fatigue and
space of the thermite must make a Dexterity saving throw, increasing accuracy and stability.
taking 6d6 fire damage on a failed save, or half as much You must use your action to deploy or retract the bipod.
damage on a successful one. It last for 1 minute and it While you have the bipod deployed, you gain advantage when
provides bright light for a 5-foot radius and dim light for an shooting over 100 feet. To deploy a bipod you must be prone
additional 5 feet while burning. It deals double damage or in a stable shooting position. If you have the bipod
against objects and structures. deployed and shooting from the hip, you have disadvantage
on the attack rolls.
White Phosphorus Weapon compatibility: Rifles and light machineguns.
White phosphorus devices use an explosive charge to Laser Sight. This gadget is a small laser placed on a
distribute burning phosphorus across the burst radius. handgun or a rifle and aligned to emit a visible beam parallel
Grenade. As an action, a character can throw a grenade at to the barrel to assist in shooting. The laser color can be red
a point. Each creature within 10 feet of the point must make or green.
a Dexterity saving throw, taking 2d6 fire damage on a failed While you have the laser sight on, you gain a +1 bonus on
save, or half as much damage on a successful one. One round attack rolls with that firearm. You can use a bonus action to
after the grenade lands, it emits a cloud of white phosphorus turn the laser on or off.
that creates a heavily obscured area in a 10-foot radius. It Weapon compatibility: Pistols, rifles, shotguns and
disperses after 1 minute, though a moderate wind (at least 10 submachine guns. You cannot add it to a weapon that already
miles per hour) disperses the smoke in 4 rounds; a strong has a combined module or a tactical flashlight.
wind (20 or more miles per hour) disperses it in 1 round. Any Laser Sight, Infrared. This laser sight uses an infrared
creature starting its turn in the gas is considered blinded and diode to produce a dot invisible to the eye but detectable with
it must make a Constitution saving throw taking 1d6 fire infrared devices.
damage on a failed save, or half as much damage on a While you have the laser sight on, you gain a +1 bonus on
successful one (DC 15). attack rolls with that firearm if you are wearing infrared
goggles. You can use a bonus action to turn the laser on or
off.
Weapon compatibility: Pistols, rifles, shotguns and
submachine guns. You cannot add it to a weapon that already
has a combined module or a tactical flashlight.
PART 2 | EQUIPMENT
15
Gear Gear (Continuation)
Item Cost Weight Item Cost Weight
Firearms Accessories Utilities
Combined module 550 gp 1 lb. ECM Jammer 1,000 gp 1 lb.
Concealed holster 5 gp 1/2 lb. Fire extinguisher 25 gp 2 lb.
Deployable Bipod 100 gp 1 lb. Flashlight 10 gp 1 lb.
Laser sight 500 gp 1/2 lb. Flash goggles 500 gp —
Laser sight, infrared 600 gp 1/2 lb. Gas mask 500 gp 1 lb.
Speed loader 2 gp 1/2 lb. GPS 800 gp 1 lb.
Scope, x2 100 gp 1/2 lb. Handbag 2 gp 1 lb.
Scope, x4 200 gp 1/2 lb. Infrared goggles 1,000 gp 1 lb.
Scope, x8 400 gp 1 lb. Light stick 2 sp 1/4 lb.
Scope, thermal 1,000 gp 2 lb. Lighter 5 sp —
Suppressor 200 gp 1 lb. Metal detector 500 2 lb.
Tactical flashlight 10 gp 1/2 lb. Pepper spray 1 gp 1/2 lb.
Ammunition Plastic bottle 2 sp 2 lb. (full)
Pistol bullets (20) 2 gp 1/2 lb. Sleeping Bag 5 gp 1 lb.
Rifle bullets (20) 3 gp 1 lb. Smartphone 100 gp —
Shotgun shells (20) 3 gp 1 lb. Tablet 250 gp 1 lb.
Light machinegun bullets (20) 4 gp 1 lb. Two-way radio 20 gp 1 lb.
Special ammunition USB flash drive 20 gp —
Acid (10) +100 gp — Watch 10 gp —
Breaching shotgun shells (10) +5 gp —
Scope. Scopes are used to increase the normal range of a
Cold (10) +100 gp — weapon, allowing the user to shoot farther without having
Fire (10) +100 gp — disadvantage on targeting. Depending on the scope you add
Holy (10) +100 gp —
to the weapon, you increase the normal range in a specific
amount, as shown on the following table.
Silvered (10) +100 gp —
Scope Range Increment
XREP shotgun shells (10) +50 gp —
x2 50%
Detonators
x4 100%
Remote detonator, radio 20 gp —
x8 200%
Remote detonator, wired 15 gp —
Timed 5 gp — Weapon compatibility: light machineguns, rifles, shotguns
Trigger, pressure 10 gp —
and submachine guns. You can only add one scope to a
weapon.
Trigger, proximity 15 gp — Scope, Thermal. The thermal scope is a sighting device
Trigger, trip 5 gp — combining a compact thermographic camera and an aiming
reticle. It creates a visual based on the temperature of objects
Utilities and creatures, allowing you to easily detect any source of
Battery 1 sp — heat, such as a creature. This is considered a x4 scope and
Binoculars 15 gp 1 lb.
you can use it both in darkness and through light.
Weapon compatibility: light machineguns, rifles, shotguns
Briefcase 25 gp 2 lb. and submachine guns. You can only add one scope to a
Camera, still 40 gp 1/2 lb. weapon.
Speed Loader. A speed loader holds 6 bullets in a ring, in
Camera, video 80 gp 1/2 lb. a position that mirrors the chambers in a revolver cylinder,
Compass 1 gp — allowing the character to insert all bullets at once. Using a
Computer, desktop 500 gp 18 lb.
speed loader you can reload a revolver using a bonus action.
You can use an action to put 6 bullets in an empty speed
Computer, notebook 500 gp 5 lb. loader for future uses.
Weapon compatibility: Revolvers.
Gear
PART(Continuation)
2 | EQUIPMENT
16
Trigger, Trip. The explosive is connected to a 20 feet trip
Suppressor. A suppressor is a device attached to or part of wire, and when a creature pass through the wire, the
the barrel of a firearm which reduces (but don't negate) the explosive detonates. A creature can make a Wisdom
amount of noise and visible muzzle flash generated by firing. (Perception) check to detect the wire (DC 12).
When you make a ranged attack with a suppressed
weapon, you don't automatically reveal your location while Utilities
hiding. Any creature within 20 feet from the weapon can still This section describes items that have special rules or
hear the gunshot, but not necessarily where it's originated. require further explanation.
You can use your action to add or remove the suppressor Battery. An electric battery is a device consisting of one or
from the weapon. more electrochemical cells with external connections
Weapon compatibility: Pistols, rifles, shotguns and provided to power electrical devices such as flashlights and
submachine guns. metal detectors. Each battery recharges 5 spent charges to
Tactical Flashlight. While you have the tactical flashlight any electrical gear.
on, the light illuminates a 40-foot cone and dim light for an Binoculars. Objects viewed through the binoculars are
additional 40 feet. You can use a bonus action to turn the magnified to twice their size.
flashlight on or off. Briefcase. Made from leather and plastic. It has
Weapon compatibility: Pistols, rifles, shotguns and mechanical locks that require either a key or a combination
submachine guns. You cannot add it to a weapon that already to open.
has a combined module or a laser sight (normal or infrared). Computer, Desktop. This can be any large computing
Special Ammunition platform, such as a client workstation or server. The typical
desktop computer has hundreds of gigabytes of storage
Each of these projectiles carries a load of some chemical (or space, a high-quality monitor and a broadband or modem
alchemical) material inside, such as white phosphorus (fire) access to the Internet.
or ultraviolet fluid (holy). When it hits a target, the projectile's Computer, Notebook. A portable version of a desktop
shatters, releasing the material directly onto the target. When computer. In general, notebooks are as not as fast or powerful
you hit a creature with an acid, cold or fire ammunition, you as its equivalent desktop version.
deal an extra 1d4 damage. The damage type depends on the ECM Jammer. An ECM jammer has 10 charges. As an
type of the ammunition. action, you can expend one charge and turn the ECM jammer
When you hit a fiend or undead creature with a holy on, disabling cameras and impeding all incoming and
ammunition you deal an extra 1d6 radiant damage instead. outgoing wireless communication, including smartphones,
Breaching shotgun shells are designed to destroy door radio detonators, Wi-Fi and similar within 100 feet from the
deadbolts, locks, and hinges without risking lives by ECM jammer for 5 minutes.
ricocheting or by flying on at lethal speed through the door, as Fire extinguisher. The extinguisher has 10 charges. As an
traditional buckshot can. Each one of this shells deals double action, you can expend one charge to extinguish a 5-foot area
damage to doors. of fire.
Silvered ammunition follows the same rules detailed in Flashlight. A portable hand-held electric light. A flashlight
the chapter 5 of the Player's Handbook. has 5 charges. As a bonus action, you can expend one charge
XREP shotgun shells are a long-range wireless electro- to turn the flashlight on, illuminating a 60-foot cone and dim
shock projectiles. A XREP shell deals lightning damage on a light for an additional 60 feet for one hour. You can use a
hit and the creature must make a Constitution saving throw bonus action to turn the flashlight off.
(DC 15) or be paralyzed until the start of your next turn. Flash Goggles. Designed to provide protection against any
blinding effects from bright light. While using flash goggles,
Detonators you are immune against any blinding effect caused by
Every planted explosive needs a detonator, and it can be lightning.
detonated manually, automatically or after a determined time Gas Mask. This mask is used to protect the user from
depending on the detonator used. inhaling airborne pollutants and toxic gases. The mask forms
Remote Detonator, Radio. As an action, you can detonate a sealed cover over the nose and mouth, but may also cover
the explosive remotely if you are within 3,000 feet from it. the eyes and other vulnerable soft tissues of the face. While
Remote Detonator, Wired. As an action, you can detonate wearing the mask you are immune to inhaled poisons.
the explosive remotely if you are within 1,000 feet from it. GPS. It provides geolocation and time information to a
Timed. When planting the explosive with a timer, you must GPS receiver anywhere on or near the Earth where there is
determine the number of rounds or minutes for the an unobstructed line of sight to four or more GPS satellites.
countdown, up to 10 minutes. When the countdown ends, the Infrared Goggles. An infrared goggles has 10 charges. As
explosive is detonated. a bonus action, you can expend one charge to turn them on to
Trigger, Pressure. A planted explosive with a pressure see in dim light within 60 feet of you as if it were bright light,
trigger will explode when a creature stands on the detonator. and in darkness as if it were dim light for 10 minutes. You
Trigger, Proximity. When your arm a planted explosive can't discern color in darkness and the image color produced
with a proximity trigger detonator, it explodes when a is typically monochrome (shades of green or blue)
creature moves in the burst area. When planting the
explosive, you can reduce the detection radius to a minimum
of 5 feet of the explosive.
PART 2 | EQUIPMENT
17
Light Sticks. It consists of a translucent plastic tube
containing isolated substances that, when combined, make New Equipment Pack
light through chemiluminescence, so it does not require an Adventurer's Pack (10 gp). Includes a backpack, a
external energy source. The light color can vary (usually red, compass, a flashlight, 5 light sticks, a lighter, a
green or blue). plastic bottle, 10 days of rations and a sleeping
As a bonus action, you can activate the stick, providing bag. This pack also has 50 feet of hempen rope
bright light in a 20-foot radius and a dim light for an strapped to the side of it.
additional 20 feet for one hour. A light stick can only be used
once, and when activated it cannot be turned off.
Lighter. A lighter has 20 charges. You can expend one
charge to create a flame for one minute. The lighter sheds Tools
bright light in a 5-foot radius and dim light for an additional 5 A tool helps you to do something you couldn't otherwise do.
feet. Here are new modern tools you can use.
Metal Detector. A handled portable sensor for detecting
bits and pieces of metal in and on the ground. The metal Tools
detector has 10 charges. As an action, you can expend one Item Cost Weight
charge to gain advantage on Wisdom (Perception) checks you
make when searching for metals and metallic objects for 10 Kits
minutes. Engineering kit 50 gp 8 lb.
Pepper Spray. A creature within 10 feet from you must Forensics kit 50 gp 8 lb.
make a Constitution saving throw or be blinded for 1d4
rounds (DC 15). Any creature wearing goggles or something Hacking tools 80 gp 6 lb.
to protect its eyes automatically passes the check. A spray Mechanic tools 50 gp 8 lb.
can only be used once.
Smartphone. A smartphone is a mobile personal Spy kit 100 gp 12 lb.
computer with a mobile operating system with features
useful for mobile or handheld use. Smartphones have the Engineering Kit. This kit includes a soldering gun, wires,
ability to place and receive voice/video calls and create and clips, wire cutters and various diagnostic tools. Proficiency
receive text messages, have personal digital assistants, an with this kit lets you add your proficiency bonus to any ability
event calendar, a media player, video games, GPS navigation, check you make to repair electrical devices and to disarm
digital camera and digital video camera. Smartphones can planted explosives.
access the Internet through cellular frequencies or Wi-Fi and Forensics Kit. This kit includes bindle paper, sterile
can run a variety of third-party software components. swabs, distilled water, evidence seals/tape, footwear casting
Tablet. A tablet is a mobile computer with a touchscreen materials, personal protective equipment, test tubes and
display, which is usually in color, processing circuitry, and a various other tools for collecting evidence at crime scenes
rechargeable battery in a single thin, flat package. Most without contaminating it. Proficiency with this kit lets you
tablets also have sensors, including digital cameras, a add your proficiency bonus to any ability check you make to
microphone, and an accelerometer so images on screens are investigate any area or body considered as a crime scene.
always displayed upright. The touchscreen display uses Hacking Tools. This kit contains the hardware and
gestures by finger or stylus to replace the mouse, trackpad software necessary to allow access into most computer
and keyboard used with desktop computers and laptops. systems and electronic devices such as automatic port
Tablets are larger than smartphones, with screens 7 inches scanning, banner grabbing, footprinting, SQL Injection, web
(18 cm) or larger. However, much of a tablet's functionality application vulnerability search, DDoS tools and data
resembles that of a modern smartphone, using a virtual sniffing. Proficiency with hacking tools lets you add your
keyboard and running a mobile operating system. proficiency bonus to any Intelligence checks you make to
Two-way Radio. A hand-held, portable, two-way radio connect to or make use of a computer system or electronic
transceiver. Multiple radios use a single channel, and only one device. The kit fits snugly in a backpack or toolbox. You might
radio on the channel can transmit at a time, although any need a computer, a smartphone or a tablet to use some
number can listen. The transceiver is normally in receiving elements of this kit.
mode and when the user wants to talk he presses a "push-to- Mechanic Tools. This kit includes basic tools for repairing
talk" button. You can communicate with someone using a cars and motorcycles.
two-way radio at the same frequency up to 20 miles. Spy Kit. This kit includes items such as camera detectors,
USB Flash Drive. A USB drive is a data storage device sound amplifier, small cameras and microphones, noise
that includes flash memory with an integrated USB interface. generators, frequency and cell phone detectors and tracers.
You might need a computer, a smartphone or a tablet to use
some elements of this kit.
PART 2 | EQUIPMENT
18
Disabling Devices Restricted Objects
A character can try to disable a security device, such as an Some objects might require licenses to own or operate, or
electric fence, motion sensor, security camera or an alarm. are restricted in use to qualifying organizations or
Using an engineering kit allows the character to add it's individuals. In such cases, a character must purchase a
proficiency bonus if it's proficient with the tool. license to legally own the object.
The character must be able to reach the actual device to It's up to the DM to determine which objects require a
disable it, and the DC is determined by the DM depending on license to operate.
the device the character want to disable (for example, The four levels of restriction are as follows.
disabling a bank vault alarm is more difficult than disabling
an average security camera). 1. Licensed. The owner must obtain a license to own or
If the device is monitored, the fact that the character operate the object legally.
attempted to disable it will probably be noticed. 2. Restricted. Only specially qualified individuals or
organizations are technically allowed to own the object.
3. Military. The object is sold primarily to legitimate police
Disarming an Explosive and military organizations.
Using an action, a character can try to disable a planted 4. Illegal. The object is illegal in all but specific, highly
explosive to avoid a detonation. The DC for disarming an regulated circumstances.
explosive equals to the saving throw DC (which is generally Purchasing a License
12 unless the creature that planted the explosive has the
sapper feat). Using an engineering kit allows the character to As a general rule, a character must obtain the appropriate
add it's proficiency bonus if it's proficient with the tool. license before buying a restricted object. Legitimate dealers
On a success, the detonator is destroyed and the explosive will not sell restricted objects to a character that does not
can be recovered. On a failure, the explosive is detonated. have the necessary license.
A character cannot disarm explosives with a proximity Purchasing a License
trigger for obvious reasons. A character can determine the
detonator type from a safe distance making an Wisdom Level Cost Time
(Perception) check. Licensed 50 gp 1 day
Restricted 250 gp 2 days
Repairing Devices Military 750 gp 3 days
Most repair checks are made to fix complex electronic or Illegal 1,500 gp 4 days
mechanical devices. Using an engineering kit allows the
character to add it's proficiency bonus if it's proficient with The Black Market
the tool. The DC is set by the GM. In general, simple repairs
have a DC of 5 to 10 and require no more than a few minutes Alternatively, a character can obtain an object without going
to accomplish and complex repairs have a DC of at least 15 through the hassle of getting a license first in the black
and can require an hour or more to complete. market. A character who wants to buy something in the black
Up to the DM, in some cases repairing a device might also market must make an Intelligence (Investigation) check to
involve a monetary cost when spare parts or new components locate a black market merchant for buying the item without
are needed. The value of this parts in gold pieces are equal to needing to obtain a license (DC for the check is 15 + level of
the total DC. restriction).
PART 2 | EQUIPMENT
19
Using Electronic Devices Find File
In general, normal computer operations don't require a check. Whenever a character is using an electronic device such as a
However, there're some particular actions that require the computer, smartphone or tablet to find files or data in an
character to make an Intelligence check when trying to unfamiliar network it can make an Intelligence (Investigation)
search a file in an unfamiliar network, when trying to defeat check. The DC and the time for finding a file vary depending
the device security, operate a device remotely and altering on the size of the network, as shown in the table below.
existing programs. Network Size DC Time
Personal computer 10 1 round
Defeat the Device Security
Small office network 15 2 rounds
When a character tries to connect to an electronic device, it's
probably protected by a security program installed to defend Large office network 20 1 minute
the system. The character can make an Intelligence check to Massive corporate network 25 10 minutes
try to disable the security to gain access to the device, adding
its proficiency bonus to this check if it have the hacking tools If the character succeeds on the check, the file is found. On
and if it's proficient with them. a failure, the file is not found and it must make another check
The DC is determined by the quality of the security to search it again. Up to the DM, after various failed attempts
program installed, as shown in the table below. it’s possible that the administrator is notified by the security
Security Level DC program.
Minimum 15 Operate Remote Device
Average 20 If a character has access to the device that controls such
Exceptional 25 systems, it can either shut them off or change their operating
Maximum 30
parameters. The DC depends on the nature of the operation.
If the character fails the check, the system immediately alerts
If the check is failed, the security system immediately alerts its administrator that there has been an unauthorized use of
its administrator that there has been an unauthorized entry. the equipment. An alerted administrator may attempt to
An alerted administrator may attempt to identify the identify the character or cut off the character's access to the
character or cut off the character's access to the system system making a contested Intelligence check using hacking
making a contested Intelligence check using hacking tools. If tools (see the "Defeat the Device Security" section for more
the character succeeds, the administrator attempt fails and information).
the character can make another check to try to defeat the Type of Operation DC Time
device security again. If the character fails, its session ends Shut down a passive remote 20 1 round
and it can't try to defeat the security again for 24 hours. (including cameras and door locks)
Crashing a Device. This simply shuts down the device. Additional Hacking Actions
It’s possible to restart the device in 1 minute without There're several actions you can make to hack into a site:
making a skill check.
Damage Programming. This imposes disadvantage on Covering Tracks. Spending 1 minute, you can make an
all Intelligence checks made with the device until its Intelligence check (DC 20) using the hacking tools to alter
repaired. your identifying information. Doing this imposes
Destroy Programming. This make the device unusable disadvantage to the Intelligence check made by the
until the programming is repaired. administrator to identify you. If you fail this check, you
Degrade Programming DC Time
can't make it again for 8 hours.
Accessing Through Internet. If you are not able to
Crash device 10 1 minute access to the device physically, you must find the address
Damage programming 15 10 minutes making an Intelligence (Investigation) check first, and then
defeat the device security (if any). The DC is determined
Destroy programming 20 10 minutes by the DM (for example, finding the address of a military
computer is harder than finding the address of a domestic
The character must spend all the time working without computer)
interruptions to destroy or alter the application or the
electronic device.
PART 2 | EQUIPMENT
20
d8 Result
Vehicles 1 The vehicle decreases its speed up to its acceleration
Most adult characters in a modern world can drive ground speed
vehicles. Here are the rules for vehicles and the vehicles 2 The vehicle turns to the left, decreasing its speed up to
characteristics. its acceleration speed
3 The vehicle turns to the right, decreasing its speed up
Vehicles Rules to its acceleration speed
Getting in and out of a vehicle costs an amount of movement 4 The vehicle spins out of control, decreasing its speed
equal to half your speed. up to twice its acceleration speed
Vehicles have a top speed, which indicates the maximum 5 The vehicle turns to the left and crashes
speed the vehicle can achieve. Additionally, vehicles have an
acceleration speed, which determines the speed you can 6 The vehicle turns to the right and crashes
increase or decrease on each turn. 7 The vehicle crashes
Passengers. The table indicates the number of small or
medium passengers (in addition to the driver) the vehicle is 8 The vehicle rolls as it crashes, taking 3d6 bludgeoning
damage on each turn until the speed reach 0
designed to carry. Vehicles that carry passengers can use that
space to carry additional cargo when passengers aren't If the vehicle doesn't crash, the driver can use its action on
present. Each unused passenger slot allows the vehicle to each turn to make a Dexterity check (DC 10) to regain control
carry an additional 100 pounds of cargo. of the vehicle.
Cargo. The table indicates the maximum amount of cargo
the vehicle is designed to carry. Some vehicles can carry Crashing
extra passengers instead of cargo, but doing so is usually a If a driver lose control of the vehicle, it’s very probable that a
cramped, uncomfortable, and often unsafe experience for crash occurs. When it happens, the vehicle and its occupants
those passengers. As a rule of thumb, one additional take bludgeoning damage depending on the speed of the
passenger can be carried for each 250 pounds of unused vehicle when it crashes, as shown in the table below. Any
cargo capacity. occupant using seat belts suffers only half of the damage.
Damage Threshold. A vehicle has immunity to all damage As a reaction, the driver or the passengers can try to
unless it takes an amount of damage equal to or greater than escape the car before it crashes by making a Dexterity
its damage threshold, in which case it takes damage as (Acrobatics) check (DC 15). On a success, they escape the car
normal. Any damage that fails to meet or exceed the damage without taking damage and they are considered knocked
threshold is considered superficial and doesn't reduce the prone.
vehicle's hit points.
Crash Damage
Acceleration Crashing Speed Damage
You have three ways to increase or decrease the speed while
driving a vehicle. 30 or less 1d8
31-50 2d8
The driver can use its action to increase or decrease the
speed up to the acceleration speed. 51-70 3d8
Making a Dexterity check, the driver can try to increase or 71-90 4d8
decrease the speed up to twice the acceleration speed (DC
10) 91-110 5d8
Making a Dexterity check, the driver can try to increase or 111-130 6d8
decrease the speed up to three times the acceleration 131-150 7d8
speed (DC 15), allowing the driver to achieve the top speed
in just 1 turn. 151-170 8d8
If a driver fails any check, it loses the control of the vehicle. 171-190 9d8
191-210 10d8
Controlling the Vehicle 211-230 11d8
In general, while driving a vehicle you don't need to roll for
maintaining control of the vehicle, but there are some actions 231-250 12d8
where the driver must make a Dexterity check or lose the 251-270 13d8
control, such as dodging an obstacle or resisting a ram.
271-290 14d8
Losing Control 291-310 15d8
While the vehicle is moving out of control, the driver cannot 311 or more 16d8
increase or decrease the speed. At the beginning of each turn
while the car is out of control, the driver must roll a d8 and
compare the result with the following table.
PART 2 | EQUIPMENT
21
Vehicle Combat The damage dealt equals to a damage die based on the
vehicle's damage threshold and the driver's Dexterity
As a general rule, the driver has disadvantage on attack rolls modifier. As an example, a Sedan ramming another car will
while the vehicle is moving, and the driver can only use one deal 1d8 plus the driver's Dexterity modifier.
handed ranged weapons while driving, such as pistols. If you are ramming a static target, use the crash damage
If the driver or the passengers wants to make an attack table to determine the damage dealt. It's up to the DM to
using a ranged weapon or a spell, they must unfasten the determine if the vehicle is also damaged when ramming a
seat belt first. Fastening or unfastening a seat belt uses a static target.
bonus action. Vehicle Hit Points
When making a ranged attack, you can target the vehicle A vehicle reduced to 0 hit points is considered non-functional.
or the occupants. If a vehicle is reduced to 0 hit points and there is damage
Vehicles grants half cover to its occupants. Alternatively, remaining, it burst into flame if the damage equals or exceeds
they can use the vehicle AC instead (whichever is higher). the vehicle maximum hit points, dealing 4d6 fire damage to
Vehicles are immune to all conditions and to necrotic, every creature that moves through the vehicle or starts its
poison, psychic and radiant damage. turn in the vehicle.
Ramming
While driving, you can move your vehicle to an adjacent space Repairing a Vehicle
of the target and ram it with your vehicle using an action. Repairs to a damaged vehicle can be made in a car workshop
Make a single melee attack, adding your Dexterity modifier using the mechanic tools. You repair a number of hit points
and your proficiency bonus if you are proficient with land equal to 1 + your Intelligence modifier per day and costs 20
vehicles. On a hit, you deal bludgeoning damage to the target gp for material and labor.
and it must make a Dexterity check to maintain the control of
the vehicle (The DC equals 10 or half the damage dealt,
whichever number is higher).
Vehicles
Top Acceleration Damage
Name Cost Speed Speed Passengers Cargo AC HP Threshold
Motorcycle 1,000 gp 270 ft. 90 ft. 1 0 13 + Dex modifier 22 —
Sedan 3,000 gp 255 ft. 85 ft. 4 300 lb. 13 + Dex modifier 40 8
Sports car 8,000 gp 315 ft. 105 ft. 1 200 lb. 13 + Dex modifier 34 8
SUV 4,000 gp 210 ft. 70 ft. 4 500 lb. 14 + Dex modifier (max 2) 50 10
Pickup 4,000 gp 180 ft. 60 ft. 3 1,600 lb. 14 + Dex modifier (max 2) 50 8
Van 4,000 gp 165 ft. 55 ft. 8 4,800 lb. 13 + Dex modifier (max 2) 50 8
Truck 8,000 gp 120 ft. 40 ft. 2 33,000 lb. 15 70 10
Wheeled APC 15,000 gp 180 ft. 60 ft. 13 250 lb. 16 + Dex modifier (max 2) 70 12
PART 2 | EQUIPMENT
22
Part 3: Character Options
Feats
Car Mechanic
You have spent years of looking and repairing cars, gaining
the following benefits:
You gain proficiency with the mechanic tools.
Whenever you repair a damaged vehicle using the
mechanic tools, you repair an extra number of hit points of
damage equal to half your proficiency bonus per day.
Engineer
You have spent years of looking and repairing cars, gaining
the following benefits:
You gain proficiency with the mechanic tools.
Whenever you repair a damaged vehicle using the
mechanic tools, you repair an extra number of hit points of
damage equal to half your proficiency bonus per day.
Expert Driver
You have been driving more time than most of the common
people, gaining the following benefits:
You gain proficiency with vehicles (land).
Whenever you make a Dexterity check to accelerate or
doing a maneuver such as dodging an obstacle or resisting
a ram, you can add twice your proficiency bonus.
Gunslinger
Prerequisite: Proficiency with at least one firearm.
Thanks to extensive practice with firearms, you gain the
following benefits:
Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged attack rolls with firearms.
Once per turn when you attack with a firearm you can
reload it as a free action.
Sapper
You have practiced extensively with a variety of explosives,
gaining the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You can add half your proficiency bonus to the planted
explosives DC.
T
his part describes spells for a modern setting. Burglar's Buddy
Certain of the spells in this section have a 2nd-level illusion (technomagic)
special tag: technomagic. Such spells are cast
normally, but the technomagic tag indicates Casting Time: 1 action
that their magic specifically references and Range: Self (10-foot radius)
interacts with computer systems and Components: V, S, M (a camera lens cover)
electronic devices. Duration: 1 minute
Cantrips (0 Level) You create a magical area around you, suppressing all
Arcane Graffiti mechanical or electronic intrusion alarms and alarms
Haywire sensors in the area. Burglar alarms or other intrusion alarms
Magic ID within the affected area simply fail to function; sensors for
intrusion alarm systems (such as motion detectors, IR
1st Level detectors, pressure sensors, electric eyes, and so forth) also
Degauss fail to function, sending no signal to monitoring stations.
Power Device Video surveillance devices stop sending whatever the image
Machine Invisibility they were photographing the moment when the spell was
cast.
2nd Level
Burglar's Buddy Dataread
Dataread 2nd-level divination (technomagic)
Relay Text Casting Time: 1 action
Range: Touch
3rd Level Components: V, S
Electromagnetic Pulse Duration: Concentration, up to 1 minute
Shutdown
You run your finger over any machine-readable data source (a
4th Level barcode, a computer disk, a USB drive, or any similar record)
Wire Walk to understand the content of the data. You experience the
data as it would normally be experienced through an
5th Level appropriate machine. For example, if reading a USB with
Instant Connectivity music, you hear the music in your head. If reading a word
Synchronicity processor file, you visualize and read an image of the page. If
reading a barcode, you see the serial number, pricing
Spells Descriptions information, or other barcoded data.
The amount of time required to experience the data is the
The spells are presented in alphabetical order. same as that required to read it by conventional means. You
can normally read 2 pages of documents in 1 minute. This
Arcane Graffiti spell does not decode encrypted data. Without the encryption
Conjuration cantrip code, an encrypted document or file appears as a seemingly
Casting Time: 1 action random string of characters. If you know the encryption code,
Range: Touch however, you can read encrypted data normally with this
Components: V, S spell.
Duration: 1 hour At Higher Levels: When you cast this spell using a spell
slot of 3rd or 4th level, you can maintain your concentration
This spell allows you to inscribe your personal rune or a on the spell for 10 minutes. When you use a spell slot of 5th
short message, which can be no larger than 2 feet tall and level or higher, you can maintain your concentration on the
consist of no more than six words, on a nonliving creature or spell for 1 hour.
object. The writing can be visible or invisible. An arcane
graffiti spell enables you to etch the words upon any Degauss
substance (even stone or metal) without harming the material 1st-level transmutation (technomagic)
upon which the mark is placed. If invisible graffiti is made, Casting Time: 1 action
the casting of any spell within 30 feet causes the words to Range: Touch
become visible for 5 rounds. Components: V, S
Duration: Instantaneous
By touching a single device that contains electronic files, such
as a computer, external hard drive, USB flash drive, or
magnetic disk, you erase all files on that device. The device is
rendered empty of data.
PART 4 | SPELLS
24
Electromagnetic Pulse At least one of the creatures affected must be touching a
3rd-level evocation (technomagic) computer with Internet connection. The targets must be sent
to a specific computer that is currently active online. Instant
Casting Time: 1 action connectivity causes the targets to appear in the room from
Range: 30 feet which the receiving device is, automatically gaining surprise
Components: V, S on anyone else in that room.
Duration: Instantaneous You must have seen the receiving device for at least 1
When you cast this spell, you send a powerful burst of energy minute from 5 feet or less to be able to target that device.
that ruins electronic circuitry in a 20-foot cube. Any computer, If any of the devices have some kind of security (or if the
telephone, television, or other device with a computer device is in a secure network), the spell cannot be casted until
processor inside ceases to function immediately, and the the security is disabled (for more information about disabling
contents of hard drives and other storage media are security, read the "Using Electronic Devices" section).
scrambled.
The electromagnetic pulse affects only devices with Machine Invisibility
extensive circuitry, not everything that uses electricity. 1st-level illusion (technomagic)
Ordinarily the lights stay on, although their electronic Casting Time: 1 action
switches might not function. Automobiles continue to run, Range: Touch
although their engines will run more roughly without Components: V, S, M (a glass lens, which the caster fogs by
electronic guidance. Cars with an electronic ignition system breathing on it)
won't start after the spell. Duration: Concentration, up to 10 minutes
Devices affected by this spell can be fixed using an A creature or object you touch cannot be detected by video
engineering kit. cameras, electronic sensors, or other high-tech detection
Haywire machines for the duration of the spell. Anything the target is
Transmutation cantrip (technomagic) wearing or carrying is invisible as long as it is on the target's
person. The target remain visible to vision.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 30 feet slot of 2nd level or higher, you can target one additional
Components: V, S, M (a small magnet) creature for each slot level above 1st.
Duration: Concentration, up to 1 minute
This cantrip causes a single device to behave randomly and Magic ID
erratically, defying any attempts to bring it under control. Illusion cantrip
Cash registers display random prices and open their money Casting Time: 1 action
drawers repeatedly. Escalators surge forward, then reverse Range: Touch
themselves. Automatic teller machines flash random patrons' Components: V, S, M (a small card or slip of paper)
account balances on the screen as they spew forth receipts Duration: Concentration, up to 1 minute
(not money, though).
It's impossible to describe the exact effects of haywire on You touch a small card or slip of paper appear to be a valid
every modern device. In general, a machine subject to identification card of your choosing. The card bears your
haywire functions as if someone were pressing random name, likeness, and all other data expected by anyone
buttons or otherwise manipulating it randomly. examining such a card. However, it is only visually accurate
Turning off a device subject to a haywire spell doesn't work, and does not contain any valid machine-readable data or
because the spell disables the “off” switch. Cutting off the electronic coding. You cannot use this spell to make an
power supply (by unplugging it, for example) disables the electronic passkey.
device 1d4 rounds later, ending the spell.
This cantrip doesn't disable the devices (for example, a Power Device
camera might get a static effect but it will continue recording, 1st-level transmutation (technomagic)
and a door with an electronic lock might not be openable Casting Time: 1 action
while is under the effects of this cantrip) Range: Touch
Components: V, S
Instant Connectivity Duration: Concentration, up to 10 minutes
5th-level conjuration (technomagic) You touch an electrical or mechanical device that requires a
Casting Time: 1 action power source. For the duration of the spell, the device
Range: 10 feet functions exactly as it normally would if it had conventional
Components: V, S, M (a device connected to internet worth power.
at least 100 gp) This spell can affect any household or handheld device, or
Duration: Instantaneous general-purpose vehicle. Larger or more intricate devices
With the aid of instant messaging software, you physically cannot be powered with this spell.
transport the subject or subjects from one place to another. If
several willing creatures link hands in a circle, up to eight
creatures can be affected by the spell at the same time.
PART 4 | SPELLS
25
Relay Text Synchronicity
2nd-level transmutation (technomagic) 5th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Unlimited Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 hour
You cause a text message of up to 25 words to appear on the The creature you touch feels reality subtly shifted to its favor
screen of an electronic device capable of receiving such while this spell is in effect. The target isn't inconvenienced by
messages, such as a smartphone, tablet, or computer. If the mundane delays of any sort. Traffic lights are always green,
device is turned on, the message appears instantly; if not, the there's always a waiting elevator, and a taxi is always around
message appears as soon as someone turns it on. The the corner. The target can run at full speed through dense
message remains onscreen until read, then disappears, crowds, and attacks of opportunity provoked by the target’s
leaving no electronic record of its appearance. You must have movement are made with disadvantage.
seen the device to send a message to it. Synchronicity grants advantage to Dexterity (Stealth)
checks, since the target always finds a handy piece of cover
Shutdown available. Additionally, the target has advantage on all ability
3rd-level transmutation (technomagic) checks made to drive a vehicle. In the event that two or more
Casting Time: 1 action creatures under the effect of Synchronicity are attempting to
Range: 30 feet avoid being inconvenienced by each other, the creatures
Components: V, S, M (the CONTROL, ALT and DELETE engage in a contest of Charisma each time the effects of the
keys from a computer keyboard) spells would oppose each other.
Duration: 1 minute
Wire Walk
The spell shuts down all electronic devices in a 15-foot radius 4th-level conjuration (technomagic)
centered on a point you can see. When the spell ends, the Casting Time: 1 action
devices operate again as if their operation had not been Range: 10 feet
interrupted. Components: V
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
slot of 4th level or higher, the radius increases by 15 feet for
each slot level above 3rd. This spell instantly transports up to six willing creatures of
your choice that you can see within range to the location of a
telephone you call. The telephone must be answered (either
by a creature or by an answering machine), and it works only
over an open line. You arrive adjacent to the device (within 5
feet of it), and any other creatures transported by the spell
appear next to you.
PART 4 | SPELLS
26
Part 5: Creatures
T
his section includes new creatures for your
players to face during their adventures in a
modern-themed setting, supplementing those
Police Officer
Medium humanoid (any race), any alignment
found in the Monster Manual.
Armor Class 15 (concealable vest)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
13 (+1) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Metal Baton. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.
Damage Reduction Piercing damage from firearms is Light Pistol. Ranged Weapon Attack: +4 to hit, range
reduced by 3 60/180 ft., one target. Hit 8 (2d6 + 2) piercing
Skills Perception +2 damage.
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP) Police officers are almost always the first on the scene when
someone call the police, and when needed, they fight as hard
Actions as possible to protect their city.
Metal Baton. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.
Taser Gun. Ranged Weapon Attack: +4 to hit, range
15/35 ft., one target. Hit 2 (1d4) lightning damage,
and the target must make a DC 15 Constitution saving
throw or be paralyzed until the start of the security
guard next turn.
PART 5 | CREATURES
27
Police Riot Control Special Response Units
Unit (PRCU) Heavy Response Unit
Medium humanoid (any race), any alignment
PART 5 | CREATURES
28
Light Response Unit Other NPCs
(LRU) Sniper
Medium humanoid (any race), any alignment
Medium humanoid (any race), any alignment
Armor Class 17 (tactical vest)
Hit Points 52 (8d8 + 16) Armor Class 15 (concealable vest)
Speed 30 ft. Hit Points 75 (10d8 + 30)
Speed 30 ft.
PART 5 | CREATURES
29