Modern Handbook

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The document outlines different subclasses, equipment, spells and creatures for a modern fantasy setting.

Light response units are equipped with tactical vests and submachine guns, while heavy response units have more armor and use tactical shotguns. Both units can substitute weapons depending on the situation.

A sniper has specialized training and uses high-precision rifles and optics. It can add 1d10 to attack or damage rolls with a sniper rifle 3 times per day and has damage reduction against piercing firearms.

Credits Contents

Created and adapted by /u/AeronDrake. 3


Part 1: Subclasses ....................................................................................
Inspired on the Modern System Reference Document and the Barbarian: Path of the Dreadnought .................................................................. 3
Modern Magic UA article. Bard: College of Fame ...........................................................................................
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Cover Art: Tangent by M Wayne Miller Cleric: Technology Domain ..................................................................................
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Interior Art: Druid: Circle of the City ........................................................................................
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The World We Discovered by RobinTran Fighter: Veteran ......................................................................................................
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Industrial by stgspi Monk: Way of the Gun Fu .....................................................................................
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Shadowrun Hong Kong by CeruleanRaven Paladin: Oath of the Vigilante ..............................................................................
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Mercenary - Transhuman Eclipse Phase by Hideyoshi Ranger: Shadow Hunter Conclave ..................................................................... 8
Dresden and the Denarian by DSillustration Rogue: Infiltrator ....................................................................................................
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Harry Dresden by thegryph Sorcerer: The Network .........................................................................................
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Calypso, the Illuminati Shadow by Eddy-Shinjuku Warlock: The Superintelligence ..........................................................................
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Office Days by JonasDeRo Wizard: School of Technomancy ........................................................................
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Corporation Uniform - The Secret World by HongQi ZH Part 2: Modern Equipment ............................................................ 12
Shadowrun Noir by JarrodOwen Armor ........................................................................................................................
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Cyclone by Atomhawk Weapons ...................................................................................................................
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The Dragon Lehr" by Zephyri Explosive Devices ..................................................................................................
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Nightfall - Martial Law by JakeMurray Gear ..........................................................................................................................
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Tools ..........................................................................................................................
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Vehicles ....................................................................................................................
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Part 3: Character Options ........................................................... 23
Feats ..........................................................................................................................
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Part 4: New Spells ....................................................................................
Spell List ..................................................................................................................
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Spell Descriptions ..................................................................................................
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Part 5: Creatures .....................................................................................
Security Guard .......................................................................................................
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Police Officer ..........................................................................................................
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Police Riot Control Unit (PRCU) ........................................................................
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Heavy Response Unit (HRU) ...............................................................................
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Light Response Unit (LRU) .................................................................................
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Sniper .......................................................................................................................
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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.

Primal Path Bard College


Rage burns in every barbarian's heart, a furnace that drives The way of the bard is gregarious. Bards seek each other out
him or her toward greatness. Different barbarians attribute to swap songs and stories, boast of their accomplishments,
their rage to different sources, however. and share their knowledge. Bards form loose associations,
which they call colleges, to facilitate their gatherings and
Path of the Dreadnought preserve their traditions.
You are a merciless, destructive and unstoppable force. When College of Fame
it comes to fighting, you are at the forefront. A dreadnought
generally approach combat in the most direct way possible, Bards of the College of Fame are in the public's eye by day,
rarely carrying only one gun and leaving a path of devastation while working for an agency or organization by night. These
behind. bards might simply be famous because who they are, or they
In the midst of battle, you are capable to take a great deal may have earned their status because what they've done.
of punishment while dealing out far more to any who dares to
go against you. Bonus Proficiencies
When you join the College of Fame at 3rd level, you gain
Juggernaut proficiency with the Deception, Performance and Persuasion
Starting when you select this path at 3rd level, when you are skills.
targeted by an attack or a spell while you're raging, you can
use your reaction to gain a bonus to your Armor Class equal Winning Smile
to your rage damage until the end of this turn. Also at 3rd level, while you are not wearing any armor, your
Additionally, you gain advantage in saving throws against AC equals to 10 + your Dexterity modifier + your Charisma
being knocked prone or moved against your will. modifier. Additionally, choose one skill from Deception,
Performance or Persuasion. You add twice your proficiency
Draw Fire bonus to any check you make with that skill.
At 6th level, you can use your reaction to distract opponents You learn the enthrall and suggestion spells.
and convince them that you are the most dangerous target in
the area. Choose one creature that you can see within 15 feet Compelling Performance
of you which is attacking one friendly creature. If the creature At 6th level, as a bonus action, you can expend one use of
can see or hear you, it must succeed on a Charisma saving Bardic Inspiration. If you do so, for the next minute you can
throw (DC equals to 8 + your proficiency bonus + your cast the command spell at 1st level as a bonus action on each
Charisma modifier) or attack you instead. of your turns without using a spell slot a number of times
equal to your Charisma modifier.
Body Guard Additionally, whenever any of your charm spells ends while
At 10th level, while you're raging, any creature within 5 feet of using this feature, the creature or creatures affected don't
you that's hostile to you have disadvantage on attack rolls realize they were charmed by you unless you want to.
against targets other than you or another character with this
feature. An enemy is immune to this effect if it can't see or Utterly Convincing
hear you or if it can't be frightened. Starting at 14th level, when you make a Charisma-based
ability check, you can expend one use of Bardic Inspiration.
Devastating Rage Roll a Bardic Inspiration die and add twice the number rolled
At 14th level, when you have half or less hitpoints while to your ability check. You can choose to do so after you roll
raging, you can add your Rage Damage bonus to attack rolls. the die for the ability check, but before the DM tells you
whether you succeed or fail.
Additionally, when a creature use one of your Bardic
Inspiration dices to improve some Charisma-based ability
check, it also adds twice the number rolled to its ability
check.

PART 1 | CHARACTER OPTIONS


3
Channel Divinity: Recharge
Divine Domain Starting at 2nd level, you can use your Channel Divinity to
In a pantheon, every deity has influence over different aspects power electrical devices.
of a mortal life and civilization, called a deity's domain. All the As an action, you touch your holy symbol and evoke pure
domains over which a deity has influence are called the energy. You gain a number of energy points equal to five times
deity's portfolio. As a cleric, you choose one aspect of your your cleric level that last for 2 hours or until you finish a short
deity's portfolio to emphasize, and you are granted powers or long rest.
related to that domain. As an action, you can touch an electrical device and
transfer energy points from your pool to power it. Expending
Technology Domain 1 energy point you can power a medium or smaller electrical
device for 10 minutes, and expending 4 energy points you can
Gods of technology promote the ideals of invention, city power a Large or Huge-sized electrical device for 10 minutes.
building and science. Cities, electronic and mechanical You can increase the duration expending more energy
devices are the example of their ideals, empowering everyone points, up to the maximum amount remaining of your energy
who uses the technology in their name. points.
Technology Domain Spells
Cleric Level Spells Urban Builder
Beginning at 6th level, while in an urban environment, you
1st grease, power device* are considered proficient with the engineering kit and the
3rd arcane lock, relay text* mechanic tools, and you add double your proficiency bonus to
checks using those tools instead of your normal proficiency
5th electromagnetic pulse*, lightning bolt bonus.
7th fabricate, wire walk*
9th instant connectivity*, synchronicity* Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
Modern spells are marked with an asterisk. with the divine energy. Once on each of your turns when you
hit a creature with a weapon attack, you can cause the attack
Bonus Cantrip
to deal an extra 1d8 lightning damage to the target. When
When you choose this domain at 1st level, you gain the you reach 14th level, the extra damage increases to 2d8.
haywire cantrip if you don't already know it. Techpriest
At 17th level, you gain resistance to lightning damage and you
learn the spell chain lightning, which is always prepared and
count as a domain spell for you.
Additionally, all electric devices that require batteries don't
expend charges when you use it.

PART 1 | CHARACTER OPTIONS


4
Druid Circle Martial Archetype
Though their organization is invisible to most outsiders, Different fighters choose different approaches to perfecting
druids are part of a society that spans the land, ignoring their fighting prowess. The martial archetype you choose to
political borders. All druids are nominally members of this emulate reflects your approach.
druidic society, though some individuals are so isolated that
they never seen any high-ranking members of the society or Commando
participated in druidic gatherings. A commando is a soldier of an elite light infantry or special
At a local scale, druids are organized into circles that share operations force specialized in assault or unconventional
certain perspectives on nature, balance, and the way of the high-value targets. Commandos differ from other types of
druid. special forces in that they primarily operate in overt combat,
Circle of the City front-line reconnaissance, and raiding, rather than long range
reconnaissance and unconventional warfare.
The Circle of the City is made up of druids living in cities to
guard and to maintain the balance between nature and Tactical Aid
civilization. Druids of this circle do not reject technology and Beginning when you choose this archetype at 3rd level, as a
metal, but rather are very pragmatic about the tech they use. bonus action, you can give advantage to an ally on the next
This circle thinks that metals come from the earth, and ability check or attack roll versus an opponent you can see
because of that, they have a natural place in the world. within 30 feet of you. You can use this feature a number of
times equal to your proficiency bonus before finishing a short
Bonus Proficiencies or long rest.
Starting at 2nd level, you gain proficiency with dart guns and
pistols (including machine pistols). Pre-Planning
Starting at 7th level, after spending 1 hour studying a map,
Metal Wild Shape plan or similar of an 8-mile area, you learn something about
Also at 2nd level, whenever you use your Wild Shape feature, two of the following points of your choice:
your shape is made with metal and pieces of the city, more
simmilar to a construct than a beast. While transformed into Access (the password for entering a restricted area, the
a beast, you are immune to diseases and you don't need to eat location of a keycard, an unlocked entry door or window).
or breathe, but you can ingest food and drink if you wish. Alternative routes (the ventilation system, the basement
access, roof access and such)
Construct Mind Dead Drop (an insider drops off up to 20 lb. of equipment
At 6th level, when you transform into a beast, you are in a location you choice. The equipment can be both yours
considered a construct instead a beast, you gain advantage on or from your allies).
saving throws against poisons and poison damage you take is Surveillance (location of cameras, the security room,
reduced by an amount equal to your Wisdom modifier. number of guards, metal detectors and such).
Additionally, while you are in the area you've studied, you
True Construct have advantage on initiative rolls for the next 12 hours or
At 10th level, you gain immunity against poison and psychic until you use this feature again.
damage while transformed. Additionally, you cannot be
charmed, paralyzed, petrified or poisoned while transfomed. Additional Fighting Style
At 10th level, you can choose a second option for the Fighting
City Guardian Style class feature.
At 14th level, thanks to your experience living in the cities,
you have mastered the use of magic for transforming yourself Rapid Strike
into a guardian spirit of the city. You can Wild Shape into a Starting at 15th level, you learn to trade accuracy for swift
Shield Guardian for 1 minute. After you use this feature, you strikes. If you have advantage on a weapon attack against a
must finish a long rest before using it again. target on your turn, you can forgo that advantage to
immediately make an additional weapon attack against the
same target as a bonus action.
First Contact
At 18th level, if you take the Attack action on your first turn of
a combat, you can make one additional ranged weapon attack
as part of that action.

PART 1 | CHARACTER OPTIONS


5
Countershot
Monastic Tradition At 6th level, as a reaction when an enemy misses you with a
Most monasteries practice one tradition exclusively, but a few melee attack roll, you can make a single ranged weapon
honor the traditions and instruct each monk according to his attack with a firearm against the attacker. Once you use this
or her aptitude and interest. All three traditions rely on the feature, you can't use it again until you finish a short or long
same basic techniques, diverging as the student grows more rest.
adept. Thus, a monk need choose a tradition only upon
reaching 3rd level. Gun Fu Mastery
At 11th level, you gain proficiency with submachine guns and
Way of the Gun Fu tactical shotguns. These weapons are also considered as
monk weapons for you.
Monks of the Way of the Gun Fu are masters in the Additionally, when you hit a target with a firearm which is a
sophisticated close-quarters gunplay resembling a martial monk weapon, you can spend 1 ki point to cause the weapon
arts battle played out with firearms instead of traditional to deal extra damage to the target equal to your Martial Arts
weapons. die. You can use this feature only once on each of your turns.
The focus of gun fu is both style and the usage of firearms
in ways that they were not designed to be used. Shooting a Bullseye
gun from each hand (usually paired with jumping to the side At 17th level, your mastery of firearms grants you
at the same time), shots from behind the back, as well as the extraordinary accuracy. If you make an attack roll with a
use of guns as melee weapons are all common. firearm which is a monk weapon for you and miss, you can
reroll it. You can use this feature only once on each of your
Gun Fu Technique turns.
When you choose this tradition at 3rd level, you gain
proficiency with heavy pistols and machine pistols. These
weapons are monk weapons for you, and you gain the
following benefits:
Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged attack rolls with firearms.
Immediately after you take the Attack action on your turn
to make an unarmed strike, you can spend 1 ki point to
make an additional ranged weapon attack with a firearm
as a bonus action.

PART 1 | CHARACTER OPTIONS


6
Sacred Oath
Becoming a paladin involves taking vows that commit the Channel Divinity
paladin to the cause of righteousness, an active path of When you take this oath at 3rd level, you gain the following
fighting wickedness. The final oath, taken when he or she two Channel Divinity options.
reaches 3rd level, is the culmination of all the paladin's Hunter of the Evil. You can use your Channel Divinity to
training. strike with divine accuracy upon a creature. When you make
an attack roll, you can also use your Channel Divinity to gain
a +10 bonus to the roll. You make this choice after you see the
Oath of the Vigilante roll, but before the DM says whether the attack hits or
The Oath of the Vigilante is focused on eliminating targets in misses.
the name of justice. Although the common folk might call Smite the Guilty. As an action, you present your holy
them assassins, they prefer to have some vigilantes in the city. symbol and speak a prayer, using your Channel Divinity.
Choose one creature within 30 feet of you that you can see.
Tenets of the Vigilante That creature must make a Wisdom saving throw. On a failed
The following virtues are common to all paladins, even save, the creature has disadvantage on its attack rolls until
though the situations and laws might be different on each the end of your next turn. Additionally, the creature can only
case: take an action or bonus action on its next turn.
Justice in Your Hands. Sometimes you must step outside
the law to exact justice for keeping peace. Vigilant Aura
Hunt. Seek out those who might do harm to the innocent, By 7th level, you and all friendly creatures within 10 feet of
even if they hide. you cannot be surprised. At 18th level, the range of this aura
Eliminate the Guilty. The guilty must be destroyed in increases to 30 feet.
order for the innocent to live in peace.
Street Watch
Oath Spells Starting at 15th level, while in an urban environment, you
You gain oath spells at the paladin levels listed. can't be charmed and you have advantage on initiative rolls.
Oath of the Vigilante Spells Eternal Vigilant
Paladin Level Spells At 20th level, as an action, you become an entity of true and
3rd bane, detect evil and good divine judgment. For 1 minute, you gain the following
5th hold person, zone of truth
benefits:
9th haste, speak with dead You have advantage on attack rolls you make against
creatures which have attacked you or a friendly creature
13th otiluke's resilient sphere, locate creature in the last minute.
17th dominate person, hold monster You can use Smite the Guilty once per round as a bonus
action without using your Channel Divinity.

PART 1 | CHARACTER OPTIONS


7
Locate Target
Ranger Archetype At 15th level, you gain the supernatural ability to know where
Across the wilds, rangers come together to form conclaves— your target is. By spending 1 uninterrupted minute in
loose associations whose members share a similar outlook concentration (as if you were concentrating on a spell), you
on how best to protect nature from those who would despoil can sense your targeted creature's location if it is within 3
it miles of you, and if it's moving, you know the direction of its
movement. This ability applies only on the target, and does
Shadow Hunter Conclave not reveal attitude, status, or the presence of others around
the target.
The Shadow Hunter is a tracker, a stalker, a finder of lost After you use this ability, you must finish a sort or long rest
things and people—particularly those that do not want to be to use it again.
found. The Shadow Hunter is familiar with all the modern
forensics methods of tracking a subject, but places equal faith Revised Ranger
in magic and supernatural methods.
If you're playing the revised ranger introduced in Unearthed
Target Creature Arcana, you also gain the Extra Attack feature.
At 3rd level, you may designate a creature as your target. You Beginning at 5th level, you can attack twice, instead of once,
don't need to know the target personally and you may know whenever you take the Attack action on your turn
the creature only through her actions or description, such as
"the orc from the bank heist" or "the gnoll who led the jail
breakout". You cannot designate a creature while you or the
target is in combat, and once you choose a target you must
wait 24 hours before choosing another.
The creature you target counts as a favored enemy for you.
No Trace
At 7th level, you have advantage on checks you make to hide
and avoid being detected while you are in your favored terrain
or an urban environment. Additionally, while you are tracking
your target, you can move stealthily at a normal pace and
enemies have disadvantage on Perception checks to track
you.
Play a Hunch
At 11th level, you can use your action and expend one ranger
spell slot to determine whether an assumption, hunch, or
guess is correct. When you do so, you must state the
assertion (such "He hass left the building", or "The mayor is
an evil man"). Then, the GM rolls a percentile dice. There's a
70% + 1% per ranger level chance of getting a response on
the hunch. If the roll is a success, the GM lets the player
know if the hunch is true, false, both or neither. A "both"
response is possible for vague assumptions such as "the
mayor is an evil man" can be both true and false (he is evil,
but not human). An "unknown" response is for questions with
no immediate answer.
The GM may determine that the hunch is so obvious that it
does not require a roll, or that is so vague that there is no
chance for success.
A hunch does not translate as a legal truth, and will not
stand up in a court of law. Rather it is an obvious fact to the
Shadow Hunter alone. Finding proof of an assumption such
as "the mayor is a mind flayer" would require additional
work.
You can use this feature a number of times equal to your
Wisdom modifier and you regain any expended uses when
you finish a long rest.

PART 1 | CHARACTER OPTIONS


8
Roguish Archetype Sorcerous Origin
Rogues have many features in common, including their Different sorcerers claim different origins for their innate
emphasis on perfecting their skills, their precise and deadly magic. Although many variations exist, most of these origins
approach to combat, and their increasingly quick reflexes. fall into some bigger categories.
But different rogues steer those talents in varying directions,
embodied by the rogue archetype. Your choice of archetype is The Network
a reflection of your focus—not necessarily an indication of Your innate magic comes from the energy of the massive
your chosen profession, but a description of your preferred network around the world where every device is connected.
techniques. Perhaps the constant exposure to this network through using
devices connected to the internet gave you your powers.
Infiltrator
An infiltrator can break into places others wouldn't dream of, Social Network
find what it's looking for, and get back out again while eluding Starting at 1st level, your innate connection allows you to get
or evading anyone who would try to stop him. An infiltrator is information easily. Whenever you make an Intelligence check
a master of stealth, breaking and entering, and second—story to learn or get information about someone or something, you
work. may use your Charisma modifier instead.
Bonus Proficiencies Network Strikes
When you choose this archetype at 3rd level, you gain When you choose this origin at 1st level, as a bonus action
proficiency with the disguise kit and hacking tools. you gain the following benefits for 1 minute:
Whenever you deal damage with a spell, you can replace
Sweep the damage type to lightning damage.
Starting at 3rd level, you know how to size up an area and get Any creature within 30 feet of you that you can see that
the lay of the land in a single sweep of your eyes that often hits you with an attack takes lightning damage equal to
isn't perceptible to those around you. your Charisma modifier.
You can use your bonus action granted by your Cunning
Action to make a Wisdom (Perception) check to look for Once you use this feature, you must finish a short or long
alarms, surveillance devices, escape routes and any expensive rest to use it again.
objects that can easily be concealed and carried away. You
have advantage on the check. Arcane Firewall
At 6th level, whenever you are targeted by an spell that makes
Infiltration Adept you roll a saving throw, you can use your reaction and spend
At 9th level, you have a number of infiltration dice equal to 1 sorcery point to gain advantage on that roll.
your Dexterity modifier, which are d8s. You regain all of your If you are targeted by a ranged spell attack, you can use
expended infiltration dice when you finish a long or short your reaction and spend 1 sorcery point to impose
rest. You can expend an infiltration dice and add it to the disadvantage on that roll.
result for the following checks after you roll, but before the
DM says whether the roll succeeds or fails. Metamagic Glitch
At 14th level, when you cast a spell using a 4th level slot or
Whenever you make a Dexterity (Stealth) check. higher, you can choose one metamagic option you know from
Whenever you make an attack roll while hiding. Careful, Distant, Empowered, Extended or Subtle spell. You
Whenever you make a check using, disarming or repairing use that metamagic option at no cost.
an electrical or mechanical device.
Engineer Network Overload
At 13th level, you understand how machines and electrical Beginning at 18th level, when you cast a spell that requires a
devices work. You gain advantage on checks to use, disarm or single attack roll against a single target, you can expend up to
repair an electrical or mechanical devices. 4 sorcery points to deal an additional 1d10 lightning damage
Additionally, when you fail to deactivate a trap, explosive or for each sorcery point you expend.
alarm, you can use your reaction to avoid triggering the effect
(activating the trap, detonate an explosive or trigger an
alarm). You can use this feature once per short or long rest.
Master Infiltrator
At 17th level, your infiltration dice are now d10s, and you can
expend up to two infiltration dices for each check instead of
only one.
Additionally, whenever you make a check using tools you
are not proficient, you can add half your proficiency bonus to
the check.

PART 1 | CHARACTER OPTIONS


9
Otherwordly Patron AI Servant
The beings that serve as patrons for warlocks are mighty Tiny construct, neutral
inhabitants of other planes of existence—not gods, but
almost godlike in their power. Various patrons give their Armor Class 10
warlocks access to different powers and invocations, and Hit Points 5 (2d4)
Speed 30 ft.
expect significant favors in return.
The Superintelligence STR DEX CON INT WIS CHA
Your patron is a very powerful and independent Artificial 4 (-3) 11 (+0) 10 (+0) 15 (+2) 10 (+0) 7 (-2)
Intelligence. You are not completely sure how it’s originated:
some warlocks say it was created as an overlord for the Damage Immunities Poison
network, and other say it was created by the massive Condition Immunities charmed, poisoned
interactions through the digital world. Senses passive Perception 10
Languages common
Expanded Spell List Challenge 0 (10 XP)
The Superintelligence lets you choose from an expanded list
of spells when you learn a warlock spell. The following spells Actions
are added to the warlock spell list for you. Slam (Physical form only). Melee Weapon Attack: +2 to
The Superintelligence Expanded Spells hit, reach 5ft., one creature. Hit: 1 bludgeoning
damage.
Spell Level Spells
1st degauss*, machine invisibility*
2nd dataread*, relay text*
As a bonus action, you can command your AI to left its
physical form and travel to an electronic device within 100
3rd electromagnetic pulse*, shutdown* feet from you that you can see, allowing your AI to use that
4th arcane eye, wire walk* device. The AI can add your proficiency bonus on any
Intelligence check related to using an electronic device.
5th instant connectivity*, synchronicity* Depending on the device, your AI servant must make an
Intelligence check to defeat the device security. You can read
Modern spells are marked with an asterisk. more about this in the under the "Using Electronic Devices"
section of this supplement.
Supernatural Hacker If the AI is kiled, you can build a new one with 8 hours of
Starting at 1st level, you gain proficiency with hacking tools uninterrupted work and and 20 gp of raw materials.
and when you make an Intelligence roll to use an electronic
device, you can use your Charisma modifier instead. Digital Connection
At 6th level, you can use your action and concentrate for 1
AI Servant minute to merge your mind with your AI, allowing you to
Also at 1st level, you gain the service of a mechanical travel to and use an electronic device within 100 feet from
construct powered by a basic AI sent by the Superintelligence you that you can see for the duration or until your
to aid you. This AI assumes an humanoid form and it follows concentration is broken (as if you are concentrating on a
game statics, and it always obeys your commands, which you spell). You must finish a short or long rest before you can use
can give through any electronic device you own. this feature again.
Additionally, you can also cast any spell with the
technomagic tag through your AI.
Spell Hacking
At 10th level, as a bonus action, you can spend one spell slot
and gain resistance against damage dealt by spells for 1
minute.
Creature Hacking
Starting at 14th level, you hack a creature you can see within
30 feet of you to weaken its defenses and make it more
vulnerable to magic. The creature you choose must make an
Intelligence saving throw. On a failed save, it has
disadvantage on saving throws against spells and it takes
double damage dealt by spells for 1 minute. The creature can
make another saving throw at the end of each of its turns to
end this effect.
Once you use this feature, you can't use it again until you
finish a long rest.
PART 1 | CHARACTER OPTIONS
10
Arcane Tradition
The most common arcade traditions in the multiverse resolve
around the schools of magic. Wizards through the ages have
cataloged thousands of spells, grouping them into categories
called schools.
School of Technomancy
A new world brings new opportunities as the magical and the
mundane fuse into novel patterns. The technomage combines
the rising power of magic with a deep understanding of
technology. The technomage has a roster of spells that she
may cast, and in addition gains new powers that meld magic
and machinery.
Technomancy Savant
Beginning when you select this school at 2nd level, you
change your spellbook into a E-book device infused with
magic, allowing you to save spells on it in a special format
called "spellfiles". You can copy spells you can prepare at half
the time.
Machine Empathy
Also at 2nd level, you gain proficiency with one of the Online Casting
following tools: engineering kit, hacking tools or mechanic At 10th level, you can cast spells through electronic devices,
tools. In addition, whenever you make an ability check using including cameras, smartphones, tablets and computers. If a
the chosen tool, you can twice your proficiency bonus to that spell requires the caster to be seen, the target must see you,
roll. and if it requires the caster to be heard, then the target must
be able to hear you.
Program Spell The range is determined from the caster to the device and
At 6th level, you can cast a 5th-level spell or lower while then from the device to its target. You must be able to see or
touching an electronic device. When you do so, you expend otherwise be able to determine the location of your target.
the spell slot, but none of the spell's effects occur. Instead, the You can only use this feature to cast spells that target a
spell is programed into the device for later use if the item specific creature.
doesn't already contain a spell from this feature. When you You can use this feature a number of times equal to your
program it, you determine the method of activating the spell, Intelligence modifier (minimum of once). You regain
such as typing a specific word, flicking a switch or similar. expended uses when you finish a long rest.
After that, a creature that has an Intelligence score of at
least 6 can use an action to activate the spell and cast the Download Spell
programmed spell in the device. The creature must know the At 14th level, you can download temporary spellfiles into your
method of activation to cast the spell (for example, you can E-book device to cast them once.
program the haste spell to be casted in a creature when it hits When you prepare your spells, you can choose four spells
Control-Alt-H in the keyboard). A concentration spell placed of 4th level or lower you know. These spells don't count
in a device cannot be activated while you are concentrating against the total number of spells you can prepare and you
on another spell. can cast each of them once without expending a spell slot
When you program a spell in this way, it must be used until you finish a long rest.
within 8 hours. After that time, the magic fades and is wasted.
The programmed spell is also lost if the device is destroyed
or after you finish a long rest.
Once you use this feature, you can't use it again until you
finish a short or long rest.

PART 1 | CHARACTER OPTIONS


11
Part 2: Modern Equipment
Tactical Vest. The standard body armor for police tactical
Armor units, this vest provides full-torso protection in the toughest
Here you can find some of the armor descriptions. flexible protective materials available.
Concealable Vest. Standard issue in many police forces, Undercover Vest. Covering a larger area of the torso, this
this vest provides maximum protection in a garment that can vest provides better protection than the light undercover shirt
—but it’s also more easily noticed. It’s best used when the
be worn all day long under regular clothing. While it may go armor should remain unseen but the wearer doesn’t expect to
unnoticed by a quick glance, it is usually visible to anyone face much scrutiny
looking closely for it
Forced Entry Unit. The most powerful protection
available is built into this suit, which consists of a heavy torso Armor Properties
jacket with ceramic plates over the chest and back, neck and The following armor grants some kind of protection against
groin guards, arm protection and a helmet. Heavy and piercing damage dealt by firearms.
cumbersome, this armor is generally only donned by tactical Light Undercover Shirt. Piercing damage that you take
officers heading into a dangerous assault. from firearms is reduced by 2.
Land Warrior Armor. It is designed to improve the Kevlar-lined Coat. Piercing damage that you take from
connectivity and combat effectiveness of combat personnel in firearms is reduced by 2.
the army. Improvements include modernized body armor, a Undercover Vest. Piercing damage that you take from
helmet with a mounted flashlight, integrated communication firearms is reduced by 2.
systems, and a special eye monitor (infrared goggles). Concealable Vest. Piercing damage that you take from
Leather Jacket. This armor is represented by a heavy firearms is reduced by 3.
leather biker's jacket. Light-duty Vest. Piercing damage that you take from
Light-duty Vest. A lightweight tactical vest designed for firearms is reduced by 3.
extended use by riot police and forces on alert for potential Tactical Vest. You have resistance against piercing damage
attack, this armor sacrifices a degree of protection for a you take from firearms.
modicum of comfort—at least compared to other tactical Special Response Vest. You have resistance against
body armors. piercing damage you take from firearms. Slashing damage
Light Undercover Shirt. Designed for deep undercover that you take is also reduced by 2.
work in which it's critical that the wearer not appear to be Land Warrior Armor. Piercing damage that you take from
armed or armored, this garment consists of a T-shirt with a firearms is reduced by 5. Slashing damage that you take is
band of light protective material sewn in around the lower also reduced by 5.
torso. Forced Entry Unit. You have resistance against piercing
Special Response Vest. Built like the tactical vest, but damage you take from firearms. You also have resistance
incorporating groin and neck protection as well as a ceramic against slashing damage.
plate over the chest, this armor provides additional protection Riot Shield. Piercing damage that you take from firearms
in battles against heavily armed opponents. is reduced by 3.
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
    Heavy coat 5 gp 11 + Dex modifier — Disadvantage 6 lb.
    Leather jacket 10 gp 11 + Dex modifier — — 4 lb.
    Light undercover shirt * 45 gp 11 + Dex modifier — — 2 lb.
    Kevlar-lined coat * 50 gp 12 + Dex modifier — — 8 lb.
    Undercover vest * 75 gp 13 + Dex modifier — — 3 lb.
Medium Armor
    Concealable vest * 75 gp 13 + Dex modifier (max 2) — — 4 lb.
    Light-duty vest * 500 gp 14 + Dex modifier (max 3) — — 8 lb.
    Tactical vest * 1,500 gp 15 + Dex modifier (max 2) Str 10 Disadvantage 10 lb.
Heavy Armor
    Special response vest * 1,500 gp 15 Str 10 Disadvantage 15 lb.
    Land warrior armor * 2,000 gp 17 Str 13 Disadvantage 10 lb.
    Forced entry unit * 2,500 gp 18 Str 13 Disadvantage 20 lb.
Shield
    Riot shield * 100 gp +2 — — 6 lb.
PART 2 | EQUIPMENT
12
Covert. You have advantage on Dexterity (Sleight on
Weapons Hands) checks to conceal this weapon.
Here is an expanded list of modern weapons you can use in CQB. You have advantage on attack rolls made against
your adventures. targets within 20 feet or less from you.
Reload. The weapon can be fired a number of times equal
Weapon Properties to its Reload score before you must spend an action or a
bonus action to reload. You must have one free hand to reload
Many weapons have special properties related to their use, as a firearm.
shown in the Weapons table.
Autofire. A weapon that has the autofire property can only Suppressing Fire
spray in a 10-foot-cube area within normal range with shots. Every firearm can do suppressing fire. As an action, you can
Each creature in the area must succeed on a Dexterity saving spray in a 10-foot-cube area within the firearm's normal range
throw or take the weapon's normal damage (DC equals to 12 using up to ten pieces of ammunition. Each creature in the
+ your proficiency bonus if proficient). This action uses ten area must succeed on a Wisdom saving throw (DC equal to 8
pieces of ammunition and it cannot be affected by any of the + the number of bullets used) or be frightened of you until the
special "shot" attacks from the Firearms Expert feat. end of your next turn. If a creature succeeds on its saving
Burst Fire. A weapon that has the burst fire property can throw, it's immune to suppression fire for 24 hours.
make a normal single-target attack, or it can spray a 10-foot-
cube area within normal range with shots. Each creature in
the area must succeed on a Dexterity saving throw or take
the weapon's normal damage (DC equals to 12 + your
proficiency bonus if proficient). This action uses ten pieces of
ammunition and it cannot be affected by any of the special
"shot" attacks from the Firearms Expert feat.
Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
    Baton, expandable 15 gp 1d6 bludgeoning 2 lb. Covert, finesse, light
    Baton, metal 10 gp 1d6 bludgeoning 2 lb. Finesse, light
    Baton, stun 20 gp 1d4 lightning 1 lb. Finesse, light, special
    Ketch-All pole 10 gp — 8 lb. Reach, special
    Pocket knife 3 gp 1d4 piercing 1 lb. Covert, finesse, light, thrown (range 20/60)
Simple Ranged Weapons
    Dart gun 150 gp Special 3 lb. Ammunition (range 40/120), reload 1
    Pistol, light 200 gp 2d6 piercing 3 lb. Ammunition (range 60/180), light, reload 12
    Pistol, pocket 250 gp 2d4 piercing 1 lb. Ammunition (range 20/60), covert, light, reload 7
    Revolver 250 gp 2d8 piercing 2 lb. Ammunition (range 50/150), reload 6
    Rifle, hunting 500 gp 2d10 piercing 8 lb. Ammunition (range 180/540), reload 1, two-handed
    Shotgun, double-barrel 500 gp 2d8 piercing 7 lb. Ammunition (range 30/90), CQB, reload 2,
two-handed
    Taser gun 100 gp Special 2 lb. Ammunition (range 15/35), special
Martial Ranged Weapons
    Grenade launcher 750 gp Special 12 lb. Ammunition (range 40/120), heavy, reload 6,
two-handed
    Light machinegun 750 gp 2d10 piercing 20 lb. Ammunition (range 100/300), autofire, heavy,
reload 120, two-handed
    Machine pistol 350 gp 2d6 piercing 3 lb. Ammunition (range 60/180), burst fire, light, reload 20
    Pistol, heavy 300 gp 2d8 piercing 3 lb. Ammunition (range 60/180), reload 7
    Rifle, sniper 650 gp 2d10 piercing 8 lb. Ammunition (range 180/540), reload 8, two-handed
    Rifle, assault 600 gp 2d8 piercing 8 lb. Ammunition (range 100/300), burst fire, reload 30,
two-handed
    Shotgun, tactical 550 gp 2d8 piercing 7 lb. Ammunition (range 30/90), CQB, reload 6, two-handed
    Submachine gun 500 gp 2d8 piercing 6 lb. Ammunition (range 80/240), burst fire, reload 30,
two-handed

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)

Degrade Programming Shut down an active remote 25 1 round


(including motion detectors and alarms)
A character can try to destroy or alter applications on an Reset the remote parameters 25 1 minute
electronic device to make use of that device harder or
impossible. There're three possible actions related to this: Change passcodes 25 1 minute

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.

PART 3 | CHARACTER OPTIONS


23
Part 4: New Spells

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.

Security Forces STR DEX CON INT WIS CHA


Security Forces is an umbrella term frequently used to 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 10 (+0)
describe statutory organisations with military, paramilitary, or
internal security mandates.
Damage Reduction Piercing damage from firearms is
reduced by 3
Security Guard Skills Perception +5, Persuasion +5
Senses passive Perception 15
Medium humanoid (any race), any alignment Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Armor Class 15 (concealable vest)
Hit Points 11 (2d8 + 2)
Speed 30 ft. Actions
Multiattack. The police officer makes two ranged
STR DEX CON INT WIS CHA attacks with its light pistol.

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.

Security guards includes every guard in a store, banks, and


other public places. In general, they're the first ones who call
the police for backup.

PART 5 | CREATURES
27
Police Riot Control Special Response Units
Unit (PRCU) Heavy Response Unit
Medium humanoid (any race), any alignment

Armor Class 18 (light-duty vest, riot shield)


(HRU)
Hit Points 32 (5d8 + 10) Medium humanoid (any race), any alignment
Speed 30 ft.
Armor Class 18 (forced entry unit)
Hit Points 112 (15d8 + 45)
STR DEX CON INT WIS CHA Speed 30 ft.
11 (+0) 15 (+2) 14 (+2) 10 (+0) 10 (+1) 10 (+0)
STR DEX CON INT WIS CHA
Damage Reduction Piercing damage from firearms is 15 (+2) 18 (+4) 16 (+3) 11 (+0) 12 (+1) 15 (+2)
reduced by 6
Skills Intimidation +5, Persuasion +5
Senses passive Perception 10 Resistances Piercing damage from firearms and
Languages any one language (usually Common) Slashing damage
Challenge 1 (200 XP) Saving Throws Str +7, Dex +5, Con +4
Skills Athletics +5, Intimidation +10
Senses passive Perception 11
Pack Tactics. The police riot control unit has advantage Languages any one language (usually Common)
on attack roll against a creature if at least one of the Challenge 5 (1,800 XP)
PRCU's allies is within 5 feet of the creature and the
ally isn't incapacited.
Actions
Multiattack. The heavy response unit makes three
Actions ranged attacks.
Multiattack. The police riot control unit makes two
melee attacks. Tactical Shotgun. Ranged Weapon Attack: +7 to hit,
range 30/90 ft., one target. Hit 11 (2d8 + 4) piercing
Metal Baton. Melee Weapon Attack: +4 to hit, reach 5 damage.
ft., one target. Hit 5 (1d6 + 2) bludgeoning damage. Flashbang. Ranged Weapon Attack: +5 to hit, range
Tear Gas Grenade. Ranged Weapon Attack: +4 to hit, 30/60 ft., one target. Each creature within 20 feet of
range 30/60 ft., one target. One round after the the flashbang must make a Dexterity saving throw (DC
grenade lands, it emits a cloud of tear gas creating a 13) or be blinded and deafened until the end of your
heavily obscured area in a 20-foot radius, and any next turn.
creature starting its turn in the gas is considered
blinded and it must make a Constitution saving throw
or be incapacitated (DC 15). Heavy response units are the elites within the response unit
teams. Each man have served to the special response units
for many years, they're highly experienced and well trained,
Police riot control units are the security forces that control, wearing the strongest armor and weaponry.
disperse, and arrest people who are involved in a riot,
demonstration, or protest, using riot sields and non-lethal
weapons.

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.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 11 (+0) 11 (+0) 11 (+0)
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
Resistances Piercing damage from firearms
Saving Throws Con +4, Wis +2 Damage Reduction Piercing damage from firearms is
Skills Perception +5, Persuasion +5 reduced by 3
Senses passive Perception 10 Skills Acrobatics +6, Perception +5
Languages any one language (usually Common) Senses passive Perception 15
Challenge 3 (700 XP) Languages any one language (usually Common)
Challenge 3 (700 XP)
Actions Sniper's Eye (3/Day). As a bonus action, the sniper can
Multiattack. The light response unit makes two ranged add 1d10 to its next attack or damage roll with a sniper
attacks with its submachine gun. rifle.
Submachine Gun. Ranged Weapon Attack: +5 to hit,
range 80/240 ft., one target. Hit 11 (2d8 + 3) piercing Actions
damage.
Multiattack. The sniper makes two attacks with its
Flashbang. Ranged Weapon Attack: +5 to hit, range sniper rifle.
30/60 ft., one target. Each creature within 20 feet of
the flashbang must make a Dexterity saving throw (DC Sniper Rifle. Ranged Weapon Attack: +6 to hit, range
13) or be blinded and deafened until the end of your 180/540 ft., one target. Hit 14 (2d10 + 4) piercing
next turn. damage.
Light Pistol. Ranged Weapon Attack: +6 to hit, range
Light response units (or LRU) are the ones called when the 60/180 ft., one target. Hit 10 (2d6 + 4) piercing
normal police forces can't handle it or when the situation is damage.
volatile enough to require specialist weapons and training.
They're well-equipped with more armor and firepower. A Sniper is a marksman who operates to maintain close
visual contact with the enemy and shoot them from
LRU and HRU Weapons
concealed positions or distances exceeding their detection
capabilities. They generally have specialized training and use
The response units varies the weapons depending
on the situation they're deployed. In general, you
high-precision rifles and optics.
can replace the light response unit weapon to a
tactical shotgun or an assault rifle. For the heavy
response unit, you can replace the tactical shotgun
to an assault rifle or a light machinegun.
You can also add plastic explosives, tear gas
grenades and weapon accesories (such as
suppressors and XREP shotgun shells) when
needed.

PART 5 | CREATURES
29

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