Technomancer's Textbook Compressed
Technomancer's Textbook Compressed
A cyberpunk
cyberpunk setting
setting supplement
supplement for
for
Fifth
Fifth Edition
Edition Dungeons
Dungeons & & Dragons
Dragons
THE TECHNOMANCER'S TEXTBOOK WAS CREATED BY:
MOGRIT
AUTHOR'S NOTE DISCLAIMERS
Originally, I had set down a series of rules in a Google Word I have nothing to do with Wizard's of the Coast. I'm just a
document for a D&D campaign I was running set in person with an overly enthusiastic love of D&D and
Shadowrun's Amazonia (in Brazil). It started as a series of homebrew.
gun rules that I adapted, followed by vehicle rules, then The Technomancer's Textbook is free, and there is no
subclasses, and cybernetics, and so on. Patreon or any other method of paying for it. The art used in
As more and more was added to the document to meet the this book was used without the explicit permission of those
needs for my campaign, after most of a year of (nearly) who made it, and so the book cannot be sold. The amazing
weekly games, I realized that the rules I had written had artists' credits are on page 269 through 273.
become a book. I made the decision that I wanted to try my If, for some reason, you still want to support me, then the
hand at making a real book, with formatting, art, flavor text, best thing you can do is to donate money to a charity and let
and other bits and bobs. me know on the Technomancer's Hideout channel in
While I realize my book could never be up to the standards Discord. I recommend one of the following:
of an official published piece like Xanathar's Guide to
Everything or Tasha's Cauldron of Everything, it was a fun Doctors Without Borders (Global)
challenge to produce something I could be proud of. World Kitchen (Global)
VetDogs (USA Specific)
SPECIAL THANKS: Also, this book has rude language and curse words in
it, and has references to sex work, drug use, and
JustinLinhares: For being an amazing sounding board,
violence, as well as some blood in the art. The
helping me think through my ideas, and making great
cyberpunk genre is not known for its family-friendly themes.
suggestions.
Consider yourself warned.
Dusty: For telling me when something I made was awful,
and for giving me ideas and suggestions so terrible that they ON BALANCE
had to go into the book.
I have spent quite a lot of time considering the balance
Nixo Media: For creating my commissioned title text, aspects of the features presented in this book, from
chapter splash art, chat tablets, and all the background subclasses to feats. I feel they represent options that are
theme art used in this book. You can check out his stuff here: powerful, desirable, yet within the parameters set by official
content.
NIXO MEDIA That said, I am not a QA tester, nor do I have a dedicated
team to playtest this material. I am sure that I have
THANK YOU, PLAYTESTERS: overlooked the power balance or scaling of one or another
Birb, Dublin, Dusty, Justin, and Stoic. feature, simply because I have not had the chance to test
everything.
Sorry that so many of you had to die to psychic rats and While I cannot promise that every option in this book is
hateful monkeys. Your sacrifice will be remembered. well-balanced, this is a living document that will be updated
in the future. If you encounter a feature of this book that
DISCORD turns out to be unbalanced, unfun, or overly complicated in
If you enjoy this book and want to talk about it with others, play, please make a constructive post in the suggestions
make suggestions, ask questions, or look for a group to play channel on the Technomancer's Hideout Discord channel so
with others online, you can head over to the Discord channel: that I can reevaluate it and potentially update it in the next
version.
TECHNOMANCER'S HIDEOUT
NAVIGATING THIS BOOK
The Table of Contents on the next page has clickable links to
each section. At the end of the book, there are indexes for
creatures, vehicles, and AIs. The index has a clickable link to
each relevant stat block.
TABLE OF CONTENTS
INTRODUCTION ........................................................................... 3 CHAPTER 4: VEHICLES .......................................................... 75
System Transition .......................................................................4 Vehicle Rules .............................................................................. 76
Controlling Vehicles ..................................................................76
CHAPTER 1: CHARACTER OPTIONS ................................... 5 Crashing .......................................................................................77
Subclasses .......................................................................................6 Available Vehicle Lists ..............................................................81
Artificer: Mech Pilot .................................................................... 7 Vehicle Modifications ............................................................... 81
Barbarian: Street Savage ............................................................ 8
Bard: College of Anarchy ......................................................... 10 CHAPTER 5: EQUIPMENT ......................................................85
Cleric: Commerce Domain ...................................................... 11 Gear ................................................................................................. 86
Druid: Circle of Transformation .............................................12 Consumables ...............................................................................89
Fighter: Toxic Avenger ............................................................. 13 Explosives .....................................................................................90
Monk: Way of the Primal Forces ............................................15 Explosive Objects ......................................................................93
Paladin: Oath of Progress ........................................................ 17 Drugs .............................................................................................. 98
Ranger: Drone Master .............................................................. 18 Addiction ..................................................................................... 98
Rogue: Saboteur .........................................................................20 Common Drug List ....................................................................99
Sorcerer: Nuclear .......................................................................21 Rare Drug List ..........................................................................100
Warlock: Fandom ...................................................................... 22
Wizard: Technomancer ............................................................ 24 CHAPTER 6: TECHNOLOGY ............................................... 102
Class Options .............................................................................. 26 The Internet .............................................................................. 103
Fighting Styles ............................................................................26 Virtual Reality (VR) ................................................................ 104
Warlock Invocations ................................................................. 27 Augmented Reality (AR) ........................................................105
Artificer Infusions ..................................................................... 27 Hacking ....................................................................................... 105
Feats ................................................................................................28 Variant: Advanced Hacking .............................................. 107
Backgrounds ............................................................................... 30 Viruses .........................................................................................110
Astronaut .....................................................................................30
CHAPTER 7: MAGIC ITEMS .................................................112
Celebrity .......................................................................................32
Cop ................................................................................................33 CHAPTER 8: SPELLS ..............................................................117
Doctor ...........................................................................................34
Spell Lists ...................................................................................118
Drug Dealer .................................................................................35
Spell Descriptions ..................................................................119
Executive ..................................................................................... 36
Freelancer ....................................................................................37 APPENDIX A: CONDITIONS ...............................................126
Gangster .......................................................................................38
Hacker ..........................................................................................39 APPENDIX B: VEHICLE STATISTICS ...............................129
Mechanic ..................................................................................... 40 Vehicle List ................................................................................133
Punk Rocker ................................................................................41 Sentient Vehicles ....................................................................167
Scientist ....................................................................................... 42 Vehicle/Creature Combinations .......................................... 167
Sex Worker ..................................................................................44
APPENDIX C: CREATURE STATISTICS .......................... 172
Street Shaman ............................................................................ 45
Wage Slave .................................................................................. 46 Radioactive Template .............................................................204
Skills and Tools ..........................................................................47
APPENDIX D: DRONES AND AI ....................................... 233
CHAPTER 2: ADVANCED ARMAMENTS ......................... 48 Drone List .................................................................................. 234
Firearms ........................................................................................49 Drone Template .......................................................................240
Firearm Properties .................................................................... 50 Artificial Intelligence ........................................................... 242
Firearm List ................................................................................ 51 AI List ...........................................................................................247
Firearm Accessories .................................................................. 52 AI Drone Template ..................................................................263
Ammunition ................................................................................53 AI Vehicle Template ................................................................264
Special Ammunition ................................................................. 54
APPENDIX E: VARIANT RULES ........................................ 265
Melee Weapons ......................................................................... 55
Melee Weapon Modifications ................................................. 55 ART CREDITS ............................................................................ 269
Armor ............................................................................................. 57
Armor Modifications .................................................................58 CREATURE INDEX .................................................................. 274
Advanced Equipment ............................................................. 59
VEHICLE INDEX .......................................................................275
CHAPTER 3: CYBERNETICS ..................................................61 AI INDEX ..................................................................................... 275
Cyberware List ........................................................................... 63
Augment List ...............................................................................73
INTRODUCTION
T
he genre of cyberpunk appears in movies, books,
television series, and video games, to the point that
the visual style and themes have become iconic. The
visuals include an endless sea of sprawl, neon-lit streets,
towering skyscrapers, and grimey alleyways. The themes,
stemming from the mix of low-life and high tech, focus on
vast amoral megacorporations, out-of-control wealth
disparity, criminals struggling to survive, dehumanization,
and other lovely topics. The world is flavored with
cybernetics, artificial intelligence, the parallel world of
cyberspace, big guns, and fast vehicles.
While there are many tabletop games that have been
developed specifically for cyberpunk settings, many DMs
have trouble convincing players to learn and use an entirely
different system from Dungeons and Dragons. This can be
especially true if the player has only ever played fifth edition
D&D, and wants to continue playing with familiar rules. This
book melds together these familiar rules with the cyberpunk
trappings, letting DMs and players alike play comfortably in
these exciting settings.
You can use this book for a variety of defined settings.
Shadowrun is a setting that mixes technology and magic,
making it uniquely compatible with the mechanics of D&D.
The magic and races of D&D can be trimmed back to allow
for low or no-magic settings such as Cyberpunk Red’s Night
City. Alternatively, you can establish your own campaign
setting and use this book as a supplement for telling your
story.
3
When calculating the costs for supplies and goods that are
SYSTEM TRANSITION unspecified in this book, such as a pizza, a caffe latte, a taxi
fare, rent, or other items, you can use real life currency for
As part of using the fifth edition D&D system for a cyberpunk
reference. For example, you could measure 1 credit to be
setting, there are a few adjustments that need to be made to
roughly equal to 1 US dollar, or your local equivalent.
the currency system and starting equipment. Of course,
usage of this book’s terms for money and equipment is
optional. You can base your currency on Shadowrun’s nuyen,
STARTING EQUIPMENT
or use space age or steampunk names for equipment. The traditional starting equipment of leather, chainmail, and
crossbows may be out of place in your Cyberpunk setting.
MONEY Some martial firearms, such as the rocket launcher or gatling
gun are not meant to be available as starting equipment.
Carrying around heavy bags full of shining gold coins is
impractical. Instead, the world standard for currency is the See the starting equipment table for how to exchange one
credit. piece of starting equipment for another. With the DM’s
permission, the player can also use the normal starting
You can stash your hard-earned cash in small credsticks,
equipment instead.
or even bank accounts if you’re feeling civilized. In terms of
D&D buying power, 1 copper coin is equal to 1 credit. Use the
CYBERPUNK STARTING EQUIPMENT
Currency Equivalency table to see exact exchange rates.
TRADITIONAL CYBERPUNK
CURRENCY EQUIVALENCY Leather Steelcloth
COIN CREDITS Studded leather Combat suit
Copper (cp) 1 credit Chain shirt Combat jacket
Silver (sp) 10 credits Scale mail Armored jacket
Electrum (ep) 50 credits Chain mail Shock armor
Gold (gp) 100 credits Hunting rifle or double barrel
Light crossbow
Platinum (pp) 1,000 credits shotgun
Shortbow Pistol, revolver, or hunting rifle
Longbow Assault rifle or sniper rifle
Javelins or
Pistol, revolver, or sawed-off shotgun
handaxes
Any simple weapon Any simple weapon
Any martial weapon that lacks the
Any martial weapon
massive property
20 arrows or
20 bullets or shells
crossbow bolts
Torches or a lantern Glowsticks or a flashlight
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4
CHAPTER 1
CHARACTER OPTIONS
A
t first glance, it may be difficult to reconcile the A barbarian can be a street thug who thrives on violence
medieval fantasy design of D&D character and drugs.
archetypes with a futuristic cyberpunk setting. Does A bard can be an aspiring pop star.
a bearded old wizard in a pointy hat belong in a grungy dive A cleric can be a servant of god in a world that forgot
bar? Does the leaf-laden elven woman and her wolf religion in the pursuit of pleasure and wealth.
companion seem out of place squatting in an alley just off the A druid can be a vengeful force of nature that leaves the
red-light district? Or the bearded dwarf in heavy plate mail last remnants of their forests to take on the bloated
armor? The answer is… it depends! bureaucrats who polluted their home.
Your setting may be full of anachronisms, a world with A paladin, similar to standard D&D, is simply a person
vastly different levels of technological advancement in devoted to a concept or purpose to the point it manifests
different nations. Political tensions between an advanced city as divine or mysterious power.
and a high-magic kingdom could draw interesting contrasts. A ranger can be a homeless person who has learned to
Or you can go with a purely high-technology world, where forage and survive on the mean streets.
magic is rare or even non-existent. Ultimately, as with all
To assist with the creation of your character, this chapter
things, it’s up to the DM.
offers cyberpunk themed and setting-neutral subclasses for
Players should keep the campaign’s setting in mind when
each of the classes in the Player’s Handbook, as well as the
creating their characters, but there is more than enough
artificer. There are additional class options, which include
freedom to flavor your character in a way that fits.
fighting styles, warlock invocations, and artificer infusions.
The following are just a few examples of class-based
Finally, there are a set of backgrounds for your characters
character concepts.
that are more suited for futuristic society.
SUBCLASSES
CLASS SUBCLASS LEVEL AVAILABLE DESCRIPTION
Artificer Mech Pilot 3rd Pilots a customizable mech to meet any tactical situation
Barbarian Street Savage 3rd A furious heavy weapons expert who accelerates into battle
Bard College of Anarchy 3rd Wields the power of their voice to move you
Cleric Commerce Domain 1st Trades in goods and gods, and always gets their fair share
Druid Circle of Transformation 2nd Transforms into vehicles of all shapes and sizes
Fighter Toxic Avenger 3rd Driven by the chemical forces of addiction and withdrawal
Monk Way of the Primal Forces 3rd Calls upon the elements and forces of nature
Ranger Drone Master 3rd Fights alongside their advanced chimera drone
Rogue Saboteur 3rd An expert demolitionist who is crazy about bombs
Sorcerer Nuclear 1st Mixes magic and radiation in an unstable bond
Paladin Oath of Progress 3rd Leads and unites their allies swiftly toward their goal
Warlock Fandom 1st Leverages their rabid audience for fame and power
Wizard Technomancer 2nd Bends technology to obey their commands
MECH PILOT SPELLS
ARTIFICER LEVEL SPELLS
BATTLE MECH
At 3rd level, your knowledge of arcane mechanics has
allowed you to develop a sophisticated mechanical suit that
you pilot into battle. Over the course of a long rest, you can
use your tinker’s tools to create a battle mech, which
functions as a magical suit of medium armor. The armor
weighs 200 pounds, which you can ignore while you wear it.
The armor can be the target of one of your artificer infusions.
You gain the following benefits while wearing the battle
mech:
7
OVERDRIVE.
BATTLE MECH ARMOR At 9th level, you can push your battle mech to its limits. As
MODE ARMOR CLASS STEALTH an action, you can activate your battle mech’s Overdrive
Hellion 12 + Dex modifier - ability, which grants you effects based on its mode, as shown
Valkyrie 14 + Dex modifier (max 2) - below. This ability requires a loud vocal component. Once
you have used a mode’s Overdrive ability, you cannot use
Titan 16 Disadvantage
that mode’s Overdrive ability again until you have finished a
long rest.
HELLION Hellion. You gain advantage on your ranged weapon
This battle mech mode sacrifices armor and mobility,
attacks for 1 minute.
preferring instead to rain destruction on foes from long range
Valkyrie. You cast the haste spell on yourself without
with heavy weaponry. It has the following features:
verbal, somatic, or material components and without
You can ignore the massive property on firearms. requiring your concentration.
Bombardment. As a bonus action, you can assume a Titan. You cast the enlarge/reduce spell on yourself
braced firing stance if you are standing on a solid surface. without verbal, somatic, or material components and without
While in this stance, you can use a bonus action to make a requiring your concentration. While you are under the effect
ranged weapon attack. Additionally, attacking at long of the spell, you gain temporary hit points equal to your
range doesn't impose disadvantage on your ranged artificer level at the end of each turn. When you use your
weapon attack rolls, your speed becomes 0, you can’t be Rebuff feature against a target, you can deal 1d6 thunder
knocked prone, and you cannot be pushed or pulled by damage to every target of your choice within 10 feet of it.
any effect. As a bonus action, you can exit this stance.
AIR SUPREMACY
VALKYRIE At 15th level, your battle mech can take to the skies and
This battle mech mode is adept at skirmishing in mobile unleash its full potential. You have a flying speed equal to
battlefronts. It has the following feature: your current walking speed.
Additionally, your battle mech gains benefits based on its
Blitz. You can Dash or Disengage as a bonus action. mode, as shown below.
When you Dash, you gain the effects of the jump spell Hellion. When you hit a target with a ranged weapon
until the end of your turn, and if you move at least 10 feet attack, you can deal an extra 1d4 cold, fire, lightning or
in a straight line straight toward a target before hitting it thunder damage (your choice) to that target.
with a weapon attack, it takes an extra 1d8 lightning
Valkyrie. When you use your Blitz feature, you instead
damage. You can deal this extra damage only once on
deal an extra 1d8 lightning damage for every 10 feet you
each of your turns. This extra damage increases to 2d8 at
move in a straight line straight toward a target before hitting
level 9.
it with a weapon attack, to a maximum of 4d8.
TITAN Titan. When you use your Rebuff feature to push a
This battle mech mode is focused on close quarters combat creature away from you, you can instead choose to knock
with its ironclad defense. It has the following features: them prone.
You can ignore the two-handed property on a single melee BARBARIAN: STREET SAVAGE
weapon you’re holding. Your current and maximum hit
Heavy metal, rusty junkyard scrap, and a bad attitude all
points increase by an amount equal to your artificer level.
wrapped into one package. The Street Savage is one mean
Rebuff. When you hit a creature that is no more than two
motherfucker who specializes in launching as much lead as
sizes larger than you with a melee weapon attack, you can
possible at any stupid sonnofabitch that looks at you cross-
immediately use a bonus action to force it to make a
eyed. Preferably from a monster truck.
Strength saving throw against your spell save DC. On a
More cunning than one might give them credit for, the
failed save, you can push the creature up to 15 feet away
Street Savage is adept at attaching all manner of brutal
from you.
instruments to their weapons. Does this gatling gun need a
Bulwark. When a creature you can see attacks a target
chainsaw? Should I mount a rocket launcher on my
other than you, you can use your reaction to move up to
flamethrower? When I die, should I go to hell with friends?
half your movement speed. At the end of this movement,
The answer is always, “YES!”
if you are within 5 feet of the target of the attack, you can
force the attack to target you instead. This movement WALKING TANK
doesn’t provoke opportunity attacks. Starting when you choose this path at 3rd level, you can
leverage your ferocious strength and rage into your firearms.
This mode’s AC increases by 1 when you reach 5th level,
You gain the following benefits:
and again when you reach 9th level.
When you attack with a heavy firearm, you can use your
EXTRA ATTACK.
Strength modifier instead of your Dexterity modifier for
Starting at 5th level, you can attack twice, rather than once,
the attack roll.
whenever you take the Attack action on your turn.
8
Where your Barbarian features apply to melee weapon Under-Barrel Rocket Launcher. Adds an under-barrel
attacks, they now also apply to ranged weapon attacks rocket launcher which functions similarly to the rocket
with heavy firearms. launcher. This accessory is not compatible with other under-
barrel accessories.
SAVAGE ACCESSORIES A firearm can have only 1 savage accessory, and you can
At 3rd level, you can modify your firearms to be more useful
maintain a number of savage accessories equal to your Rage
in brutal combat. You gain proficiency with tinker’s tools and
Damage. If you attempt to add a savage accessory beyond
land or water vehicles (your choice). If you already have
your limit, you can choose which of your current savage
either of these proficiencies, you instead gain proficiency
accessories will break and become unusable.
with one other type of artisan's tools of your choice.
If a creature other than you attempts to use one of your
Over the course of a long rest, you can add one of the
savage accessories or the firearm it is attached to, the attempt
following savage accessories to a two-handed, heavy firearm.
will fail and the firearm will malfunction, causing the
Belt Feed. If this firearm lacks the blast property, it creature to take 2d4 slashing or piercing damage (your
ignores the reload property. You can swap ammo types choice).
loaded into this firearm on your turn (no action required).
Blast Shield. While you are holding this weapon you are ROAD RAGE
not affected by the blast property on weapons and you have At 6th level, you become a fierce road warrior who gives new
resistance to thunder damage. meaning to the term muscle car. If you enter a rage while you
Bola Launcher. As an attack with this firearm, you can are driving a vehicle, the benefits of your rage also apply to
launch a bola at a creature. A bola functions similarly to a your vehicle until the rage ends.
net, except that it is range 20/60, and you can make your Your rage doesn’t end early if your vehicle has attacked a
normal number of attacks. You can reload this launcher over hostile creature or taken damage since your last turn. While
the course of a short or long rest. you are driving a vehicle and raging, the vehicle can make
Chainsaw. The firearm also functions as a chainsaw for ranged attacks using your Strength modifier, instead of
melee attack purposes, including opportunity attacks, except Dexterity, for the attack rolls.
that it does not require a pull start in order to be used. Additionally, you can control a vehicle without having a
Dead Man’s Switch. You can attach an explosive that free hand for the vehicle’s controls.
requires an action to use to this firearm. If you are holding
the firearm when you are reduced to 0 hit points, you can
activate the explosive at your location. You can replace the
explosive over the course of a short or long rest.
Grapple Harpoon. This weapon can launch a harpoon at
a target. It functions similarly to a spear gun except that it is
range 30/60. When you hit a creature with a harpoon from
this weapon, and the target is a creature your size or smaller,
you can make a contested Strength (Athletics) check to pull it
next to you and grapple it with a free hand. If there is no
open adjacent space, then the creature stops in the nearest
available open space and is not grappled. Alternatively, if the
target is larger than you, you can choose to be pulled to it.
However, this does not grapple it.
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At 10th level, when a vehicle you are driving is reduced to 0 oper
antheir ator for this
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Additionally, you can draw or stow two firearms when you
would normally be able to draw or stow only one.
REBELLIOUS SHOUT
At 3rd level, you learn how to channel your powerful free will
into your voice.
As a bonus action, you can expend one use of your Bardic
Inspiration on a creature you can see or who can hear you
other than yourself within 60 feet of you to use one of the
following Rebellious Shout options of your choice. If the
creature is unwilling, it can make a Constitution saving throw
against your spell save DC. On a successful save, the creature
is not moved and suffers no effects.
Rise Up. The creature regains hit points equal to the
number you roll on the Bardic Inspiration die plus your
Charisma modifier and is pulled up to 10 feet closer to you. If
the creature is prone, it can use its reaction to stand up. A
creature cannot be the target of this ability again until they
have finished a short or long rest.
Fuck Off. The creature takes thunder damage equal to the
number you roll on the Bardic Inspiration die plus your
Charisma modifier. If the creature is Large or smaller, it is
pushed up to 10 feet away from you.
Get Lost. The creature is frightened until the end of your
next turn and is deafened for 1 minute.
REVOLUTION
At 6th level, you can speak up when you see someone being
oppressed and harden their resolve. As a reaction, when a
creature within 30 feet of you makes a saving throw against
being frightened or charmed, you can start a performance
per the Countercharm feature. The creature gains advantage
on the saving throw as part of the performance.
10
LOUDSPEAKER
Starting at 14th level, the power of your voice is magnified to
establishment-shattering levels. When you use your
Rebellious Shout, you can also target creatures of your choice
within 10 feet of your original target, and they are affected by
your Rebellious Shout option.
Additionally, when you roll a Bardic Inspiration die as part
of your Rebellious Shout, you can roll an additional Bardic
Inspiration die and add it to the result.
11
The object vanishes after 1 hour unless you magically
spend an amount of credits you’re carrying equal to its value
natics!
when you use this Channel Divinity. The object cannot be
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energy when you need it most. Once per turn, when you cast
tu rn ed in to a motorcyc ed.
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spell slot to deal additional damage to one target of the spell. insurance.
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each spell level higher than the 1st, to a maximum of 4d8.
Alternatively, once per turn, when you cast a spell on your
turn that restores hit points, you can expend one spell slot to
restore additional hit points to one target of the spell. The
creature regains an extra 1d8 hit points for a 1st-level spell splendor of chrome and grime. The streets and skyscrapers
slot, plus 1d8 for each spell level higher than the 1st, to a have a will of their own, and a voice for those who will listen.
maximum of 4d8. They were paved and built with purpose, and those that
would speak for the city shall know the strength in its
DRUID: CIRCLE OF foundations.
After all, in worlds both natural and artificial, one rule
TRANSFORMATION reigns supreme: survival of the fittest. Where clumsy beasts
Though the forests have been replaced by cities, the trees would be out of their element, druids of this circle shall find
replaced by glittering steel spires, and the wayward paths themselves at home. Where paw and hoof dare not tread, let
replaced by neon-stained streets, some things never change. wheels roll instead.
The land may look different, but those who look for a heart in
the concrete jungle will find it beating to the rhythm of a METAL BEAST
combustion engine. Through the streets flows the blood of When you choose this circle at 2nd level, you gain the ability
the city, a ceaseless tide of machines and life. to use Wild Shape on your turn as a bonus action, rather than
Where lovers of nature would give up and abandon these as an action, and you gain proficiency with tinker’s tools.
lands for greener pastures, others would appreciate the Additionally, while you are transformed by Wild Shape,
you can use a bonus action to expend one spell slot to
increase your speed by 10 feet per level of the spell slot
expended until the end of your current turn.
12
ALL-TERRAIN FORMS
The rites of your circle grant you the ability to transform into
a variety of vehicles. Starting at 2nd level, you can use your
Wild Shape to transform into a sentient vehicle with a
challenge rating as high as your druid level divided by 4. For
example, at 2nd level, you can transform into a vehicle with a
challenge rating of 1/2, such as a motorcycle or jet ski.
When you transform, your vehicle form can have a melee
weapon mount installed (you choose the type), per the
vehicle modification (see Chapter 4).
You ignore the Max. CR column of the Beast Shapes table,
but must abide by the other limitations there. All creatures
are treated as the same size as you for the purposes of
determining crashing damage. If your form has an explosion
effect when you are reduced to 0 hit points, you are not
damaged by your explosion.
MYSTIC MUNITIONS
Starting at 6th level, your attacks in vehicle form count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Additionally, when you transform into a Large or larger
vehicle, you can have a ranged weapon mount installed with
a gatling gun, assault cannon, or rocket launcher, per the
vehicle modification. Ammunition for these weapons is
magically created when you attack with them.
MAYHEM SHAPE
At 10th level, you can expend two uses of Wild Shape at the
same time to transform into a sentient vehicle with a
challenge rating as high 5.
At 14th level, you can transform into a sentient vehicle with
a challenge rating as high as 6.
OVERHAUL
By 14th level, you have mastered your vehicle shape and can
begin making modifications to your vehicle forms. When you
transform into a vehicle you can choose to gain two from the
following vehicle modifications: chameleon coating, ejection
seating, environmental shielding, gold plated, hyper
thrusters (air vehicle only), and rocket boosters (land or
water vehicle only).
RECREATIONAL USER
When you choose this archetype at 3rd level, you can produce
drugs and relish their consumption. You gain proficiency
with alchemist’s tools, and can consume a dose of drugs
when you use your Second Wind.
13
a lot from my
ri gh t, I don't ask While you are in withdrawal, you cannot use any Catalysts,
SlapChop : Al you to TRY to
le , bu t I would like sionalism. and as a bonus action, you can bite a target as an unarmed
pe op
in so me level of profes strike using your Strength or Dexterity (your choice) for the
mainta lking to me?
Sa m: Uh , are you ta attack. If you hit with it, you deal piercing damage equal to
Stre et y who bit
, I' m ta lking to the gu 1d6 + your Strength or Dexterity modifier (your choice).
SlapChop: No When you hit with this bite attack, you can use your Second
the client. s being a di
ck Wind.
Ou t: de se rv ed it, he wa
Frag The damage die for your bite increases to a d8 at 7th level,
er? Her too?
d his daught
SlapChop: An stash man!
and to a d10 at 15th level. At 7th level, when you bite a target
sh e to uc he d my fucking in this manner, you can choose to deal acid damage instead
FragOut: ? of piercing.
.And the maid
SlapChop: .. s probably Additionally, when you finish a long rest in withdrawal,
i' ll ad mi t that one wa d was a
FragOut: ok d lunch an and for each additional long rest you finish, you suffer the
but i skippe
out of line, following drawbacks until you are no longer in withdrawal:
little hangry
1st Long Rest. You have disadvantage on Charisma
ability checks.
2nd Long Rest. You cannot read.
CATALYST 3rd Long Rest. You have disadvantage on Wisdom
Starting at 3rd level, you become capable of using latent ability checks.
chemicals that remain in your body to give you an edge.
When you consume a dose of drugs, you can use that drug’s REHAB
Catalyst (see “Catalyst” table below) and gain a level of Starting at 7th level, you become more accustomed to the ebb
addiction with that drug. If you do so, you don’t make an and flow of toxins in your body. When you reduce an
addiction saving throw. addiction level, you can choose to reduce another addiction
If you are already at addiction level 3 with the consumed level for any drug by 1.
drug, then you cannot gain the benefit of the drug’s Catalyst.
THE GOOD STUFF
You can use this feature a number of times equal to your
At 10th level, you become capable of quickly creating and
Constitution modifier (minimum of once). You regain all
purifying drugs for your personal stash. If a drug or Catalyst
expended uses when you finish a long rest.
would have you add 1d4 to an ability check, saving throw, or
attack roll, you can instead add 1d6.
CATALYST
Additionally, over the course of a long rest, you can create
DRUG EFFECT
a number of special drug doses from the common drug list
You gain 60 feet of blindsight for 1 equal to your proficiency bonus. If a creature other than you
Amp
minute. consumes one of these special doses, they must make a DC 13
You add 1d4 to attack rolls for 1 Constitution saving throw. On a failed save, they take 3d6
Grind or Valhalla
minute. poison damage and are poisoned for 1 minute.
You gain advantage on Constitution
Muse ability checks or saving throws for 1 SELF-MEDICATED
hour. At 15th level, your body begins internally producing its own
You gain advantage on Charisma chemicals. Choose one drug from the common drug list. You
Nameless ability checks or saving throws for 1 permanently gain the effects of that drug, and can use that
hour. drug’s Catalyst on your turn (no action required) without
You gain the benefits of a short rest needing to consume it or gain a level of addiction.
Nightlight after a period of downtime at least 10 When you finish a long rest, you can replace the effects of
minutes long. this drug with a different one from the common drug list.
You gain resistance to all damage until
Nirvana
the end of your next turn. TOXIC MANIA
Starting at 18th level, you can enter a drug fueled frenzy that
You gain advantage on Intelligence renders you nearly unstoppable. Overdosing no longer causes
Sharp ability checks or saving throws for 1
you to fall unconscious when you fail the saving throw by 5 or
hour.
more.
You gain advantage on Wisdom ability
Wave While you are under the effects of the overdosing
checks or saving throws for 1 hour.
condition, having 0 hit points doesn’t knock you
unconscious, and you are immune to poison damage. You
DESPERATE HUNGER still must make death saving throws, and you suffer the
At 3rd level, the unfulfilled urge to feed your addictions
normal effects of taking damage while at 0 hit points, but you
makes you increasingly deranged. When you enter
do not die when you fail your third death saving throw until
withdrawal, or after taking a long rest while in withdrawal,
the overdosing condition ends or you fall unconscious.
you do not gain levels of exhaustion.
14
MONK: WAY OF THE PRIMAL FORCES SPELLCASTING
PRIMAL FORCES MONK
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN 1ST 2ND 3RD 4TH
Monks of the Way of the Primal Forces are in tune with the
3rd 1 3 2 - - -
chaotic forces of nature. The elements that compose the
world and bind reality together are powerful tools for any 4th 1 4 3 - - -
that dare to attempt mastering them. 5th 1 4 3 - - -
In an age where civilization has become untethered from 6th 1 4 3 - - -
the world it resides in, the primal powers seem irrelevant. It
7th 1 5 4 2 - -
can be easy to discard the forces of water, earth, air, and fire
from the comfort of an air-conditioned skyscraper, until a 8th 1 6 4 2 - -
natural disaster serves a sharp reminder of one’s own 9th 1 6 4 2 - -
insignificance in the universe. 10th 2 7 4 3 - -
By weaving together the elements, and shaping them with
11th 2 8 4 3 - -
their will, monks of this tradition can become as unstoppable
as the crushing tsunami, the raging earthquake, the swirling 12th 2 8 4 3 - -
tempest, or the blazing wildfire. 13th 2 9 4 3 2 -
14th 2 10 4 3 2 -
SPELLCASTING
When you reach 3rd level, you can channel the primal 15th 2 10 4 3 2 -
elements to aid you. See below for the primal forces spell list. 16th 2 11 4 3 3 -
Cantrips. You learn a cantrip of your choice from the 17th 2 11 4 3 3 -
primal forces spell list. You learn another primal forces
18th 2 11 4 3 3 -
cantrip of your choice at 10th level.
Spell Slots. The Primal Forces Spellcasting table shows 19th 2 12 4 3 3 1
how many spell slots you have to cast your spells of 1st level 20th 2 13 4 3 3 1
and higher. To cast one of these spells, you must expend a
slot of the spell's level or higher. You regain all expended The Spells Known column of the Primal Forces
spell slots when you finish a long rest. Spellcasting table shows when you learn more spells of 1st
For example, if you know the 1st-level spell burning hands level or higher. Each of these spells must be of a level for
and have a 1st-level and a 2nd-level spell slot available, you which you have spell slots. For instance, when you reach 7th
can cast burning hands using either slot. level in this class, you can learn one new spell of 1st or 2nd
Spells Known of 1st Level and Higher. You know level.
three 1st-level spells of your choice from the primal forces Additionally, when you gain a level in this class, you can
spell list. choose one of the primal forces spells you know and replace
it with another spell from the primal forces spell list, which
also must be of a level for which you have spell slots.
15
Spellcasting Ability. Wisdom is your spellcasting ability damage (your choice for each attack). When you do so, your
for your primal forces spells, since you learn your spells reach with your unarmed strikes increases by 10 feet until the
through your spiritual link to nature and the elements. You end of your turn.
use your Wisdom whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier when PRIMORDIAL MIGHT
setting the saving throw DC for a primal forces spell you cast Starting at 6th level, when you cast a primal forces spell of
and when making an attack roll with one. 1st-level or higher, you can cast that spell one level higher
Spell save DC = 8 + your proficiency bonus + your than the spell slot you expend. For example, if you cast
Wisdom modifier burning hands at 1st-level, then it is effectively cast at 2nd-
level, and deals increased damage since it is cast at a higher
Spell attack modifier = your proficiency bonus + your
level.
Wisdom modifier
At 11th level, you can cast spells two levels higher than the
PRIMAL FORCES SPELL LIST spell slot you expend, and at 17th level, you can cast spells
Here’s the list of spells you consult when you learn a primal three levels higher than the spell slot you expend.
forces spell. The list is organized by spell level, not character
level. CHANNEL PRIMEVAL POWER
At 11th level, blending martial arts and primal powers comes
CANTRIPS (0 LEVEL) Snilloc’s snowball swarm second nature to you. Immediately after you take the Attack
Fire bolt Warding wind action on your turn, you can use a bonus action to cast a
Frostbite primal forces spell of 1st level or higher by spending ki equal
3RD LEVEL to the level of the spell slot expended.
Mending Erupting earth
Ray of frost Fireball
Shocking grasp
HARNESS ELEMENTS
Fly At 17th level, your mastery of the elements allows you to
1ST LEVEL Gaseous form traverse them unhindered. As a bonus action, you can spend
Absorb elements Lightning bolt up to 4 ki points to gain a number of the following benefits of
Burning hands Meld into stone your choice for 10 minutes. The amount of benefits you can
Create or destroy water Protection from energy choose equals the number of ki points you spent.
Earth tremor Sleet storm Air. You have a flying speed equal to your walking speed.
Feather fall Thunder step
Earth. You can move through solid earth or stone, but you
Fog cloud Tidal wave
can’t end your movement there. If you do so, you are ejected
Ice knife Wall of water
to the nearest unoccupied space, and you are stunned until
Thunderwave Wind wall
the end of your next turn.
2ND LEVEL 4TH LEVEL Fire. Your speed increases by 60 feet.
Aganazzar’s scorcher Control water Water. You have a swimming speed equal to your walking
Flaming sphere Fire shield speed, and you can breathe underwater.
Gust of wind Ice storm
Levitate Stone shape PALADIN: OATH OF PROGRESS
Maximillian’s earthen grasp Storm sphere
The Oath of Progress is a commitment to the betterment of
Misty step Wall of fire
society for current and future generations. In modern times,
Pyrotechnics Watery sphere
corporations recklessly pursue profit, basic rights are denied,
Scorching ray and rifts divide populations into warring factions. Paladins
Shatter seeking to shatter the boundaries between people and
potential will swear an Oath of Progress.
ELEMENTAL BOND Depending on the nature of obstacles they face, a paladin
Starting at 3rd level, you can begin weaving and shaping the who swears this oath may be an activist, the leader of a
elements of the world around you. Choose to learn one of the revolution, or even a scientist searching for answers.
following cantrips: control flames, gust, mold earth, or shape However, progress never comes without sacrifice, and a
water. You can choose an additional cantrip from this list at warrior who disregards the damage they cause in pursuit of
6th, 11th, and 17th level. These cantrips don't count against their goals may find the end was not worth the means after
your number of cantrips known. all.
FOCUSED CHAOS TENETS OF PROGRESS
At 3rd level, you can spend 1 ki point to cast a cantrip as a
The tenets of progress are a promise made to civilization, and
bonus action.
they stand as ideals to uphold in the face of adversity.
United We Stand. Where there is division and strife, you
PRIMAL MARTIAL ARTS
At 6th level, your familiarity with the elements allows you to will unite disparate factions into a force to be reckoned with.
wield them as an extension of your limbs. When you take the The whole is greater than the sum of its parts.
Attack action on your turn, you can choose to have your
unarmed strikes deal cold, fire, thunder, or bludgeoning
16
The Future is Now. You shall embrace advancement OVERTHROW
and change. Whether it be new discoveries, technological At 15th level, when you hit another creature with a weapon
breakthroughs, or even a fresh point of view, it all leads to attack, you can cause it to make a Charisma saving throw. On
valuable growth. a failed save, the creature is cursed for 1 minute. Add 1d4 to
Discard Tradition. Those who cling to tradition and attack rolls against the cursed creature, and the cursed
superstition are only holding themselves back. You must creature subtracts 1d4 from its saving throws.
abandon old feuds and rivalries in order to keep moving You can use this feature a number of times equal to your
forward. Charisma modifier (minimum of once). You regain all
expended uses when you finish a long rest.
OATH SPELLS
Additionally, your Divine Sense feature can detect
You gain oath spells at the paladin levels listed.
creatures that can speak at least one language, and you know
OATH OF PROGRESS SPELLS what languages they speak.
PALADIN LEVEL SPELLS
PARAGON OF UNITY
3rd charm person, command At 20th level, your force of personality is strong enough to
5th alter self, knock spark an unbreakable alliance. As an action, you can become
an unstoppable icon, gaining the following benefits for 1
9th haste, tongues
minute:
13th dimension door, freedom of movement
Each creature of your choice within 30 feet of you deals an
17th passwall, greater restoration
extra 1d4 force damage when it hits with an attack.
When a creature other than yourself that you can see
CHANNEL DIVINITY
within 30 feet of you drops to 0 hit points as a result of
When you take this oath at 3rd level, you gain the following
taking damage, but is not killed outright, you can use your
two Channel Divinity options.
reaction to drop it to 1 hit point instead.
Bold Proclamation. You can use your Channel Divinity
You and creatures of your choice within 60 feet of you can
to captivate your fellow people with your presence. As an
ignore difficult terrain.
action, you force each creature of your choice that you can
see within 30 feet of you to make a Wisdom saving throw. On Once you use this feature, you can't use it again until you
a failed save, a creature becomes charmed for 10 minutes. finish a long rest.
The charmed creature has disadvantage on attack rolls, and
can repeat this saving throw at the end of each of its turns if
it sees a hostile creature, ending the effect on itself on a
success. The effect ends for a creature if you damage it.
Ambitious Strike. You can use your Channel Divinity to
gamble on a powerful blow. When you would hit with a
weapon attack, you can instead use your Channel Divinity to
make the attack again, ignoring advantage and disadvantage
on the roll. If the attack still hits, it is a critical hit.
AURA OF PROGRESS
Beginning at 7th level, you inspire alacrity in yourself and
your allies. Creatures of your choice that move within 10 feet
of you or start their turn there can Dash as a bonus action
until the end of their turn.
At 18th level, the range of this aura increases to 30 feet.
if you're
ok, I get it r this.
SlapChop: Lo everyone's cut out fo
no t
squeamish, with being
It ha s no thing to do corp
Redlight : g is a vile
qu ea mi sh ', slum-clearin es , if they
's roots fami li
ce th at up
practi in the proces
s.
aren't killed e pay is good
!
: Wo rk is work, and th
SlapChop k's address.
ht : .. .G iv e me the bloc
Redlig you would se
e
Ch op : At ta girl! I knew now.
Slap ils
ing the deta
reason. Send e poor bastar
ds
ig ht : Re ce ived. Tell th ey'll have to
Redl th
this job that
you send on fi rs t.
me
get through
17
RANGER: DRONE MASTER DRONE MASTER SPELLS
For some, the lure of high-tech gadgetry, mechanized limbs, RANGER LEVEL SPELLS
and shiny chrome is too much to avoid. Drones are a part of
3rd catapult
most modern corporate security systems, and for good
reason. Drones don’t complain, they don’t get sick, and they 5th heat metal
don’t betray you to your business rivals. In a firefight, the 9th fly
best companion to have at your back is the one who will 13th fabricate
listen to and obey your orders unquestioningly.
17th animate objects
The Drone Master is a different sort of breed. While they
can produce cold, pitiless killing machines as effectively as
CHIMERA DRONE
any megacorp, some have opted for something more. Using a
At 3rd level, you have engineered a robot with synthetic
form of magically implanted artificial intelligence, they can
materials, machine parts, and refined oil, then magically
instill consciousness in their drones, and some have even
infused it with life and sentience. It is friendly to you and
developed personalities. It’s a brave new world, one where
your companions, and it obeys your commands. See this
the people may soon find themselves outdated by machinery.
creature’s game statistics in the chimera drone stat block.
You determine the build and style of the drone and whether
TOOL PROFICIENCY
it moves on legs, wheels, or treads; your choice has no effect
Starting at 3rd level, you gain proficiency with tinker’s tools.
on its game statistics.
If you already have this proficiency, you gain proficiency with
one other type of artisan's tools of your choice. In combat, the chimera drone shares your initiative count,
but takes its turn immediately after yours. You can also
DRONE MASTER MAGIC sacrifice one of your attacks when you take the Attack action
At 3rd level, you learn an additional spell when you reach to command the drone to use its reaction to make an attack
certain levels in this class, as shown in the Drone Master instead. If the drone has died within the last hour, you can
Spells table. The spell counts as a ranger spell for you, but it use your tinker's tools as an action to revive it, provided you
doesn’t count against the number of ranger spells you know. are within 5 feet of it and you expend a spell slot of 1st level
or higher. The chimera drone returns to life after 1 minute
with all its hit points restored.
At the end of a long rest, you can create a new chimera
drone if you have your tinker’s tools with you. If you already
have a chimera drone from this feature, the first one
immediately perishes.
LOADOUT
By 3rd level, you have developed combat and utility
attachments for your drone. Choose two of the following
attachments to modify your chimera drone.
18
his drone.
se em s to really like
Ticker: He
CHIMERA DRONE , they're in
separable.
op : Ye ah
Small construct (drone), neutral Slap Ch drone. I
I me an RE AL LY like his
Ticker: No, les, whisper e
feed it nood
Armor Class 13 watched him an d kiss it on th
Hit Points 5+ five times your ranger level (the drone has a co ur ag em en t to it,
en
number of Hit Dice [d8s] equal to your ranger level) railgun.
Speed 40 ft., climb 30 ft. see.
SlapChop: I tough job.
We ll , yo u know, it's a
SlapChop: essure.
STR DEX CON INT WIS CHA r a lot of pr
They're unde I think
15 (+2) 14 (+2) 17 (+3) 15 (+2) 13 (+1) 5 (-3)
wa s ha rd to tell, but
it
Ticker: And
joyed it.
Saving Throws Dex +4, Con +5, Wis +3 the drone en can bloom
gu es s tr ue love really
Skills Athletics +4, Perception +3 Wiseguy: I
Damage Immunities poison anywhere.
Condition Immunities charmed, frightened, paralyzed,
petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages you speak
Primed Shot. A target hit by this attack begins burning
Advanced Engineering. The following numbers increase for 1 minute, so long as it is not already burning from this
by 1 when your proficiency bonus increases by 1: the drone’s attack, and takes 1d6 fire damage at the start of each of its
armor class, skill, and saving throw bonuses (above), and the turns.
bonuses to hit and damage of its attacks. Razor Claws. The drone can grapple a creature up to
one size larger than it hit by this attack. Until this grapple
Electronics. The drone is susceptible to the effects of EMP
and similar effects. ends, the chimera drone can’t use its razor claws against
another target.
ACTIONS Serum Shot. Instead of regaining hit points, this ability
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one can end either one disease or one condition for the
target. Hit: 4 (1d4 + 2) bludgeoning damage. creature. The condition can be blinded, deafened,
paralyzed, poisoned, or stunned.
Razor Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Shock Prod. A creature hit by this attack can’t take
one target. Hit: 6 (1d8 + 2) slashing damage. Requires the
reactions until the start of its next turn and its speed is
razor claws attachment.
reduced by 10 feet.
Shock Prod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) lightning damage. Requires the Additionally, the drone's attacks count as magical for the
shock prod attachment. purpose of overcoming resistance and immunity to
Primed Shot. Ranged Weapon Attack: +4 to hit, range nonmagical attacks and damage.
50/200 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Requires the primed shot attachment. CYBERDEMON
At 11th level, through a combination of magic and machinery,
your chimera drone has achieved the cutting edge of
UPGRADE technological superiority. You can choose one of the
At 7th level, you have refined your engineering to improve following advanced attachments to modify your chimera
your drone’s attachments. Each attachment gains its drone.
respective additional abilities or effects.
Anti-Grav Boosters. Your drone gains a flying speed of
Hacker-Bot. As an action, the drone can cause an EMP 80 feet and the ability to hover. It gains a +2 bonus to its
at a point it can see within 60 feet of it. Machines, AC.
constructs, and vehicles within 30-foot-radius of that Hijack Module. Your drone can cast commandeer
point are subjected to EMP. vehicle using your spell save DC and requiring no
Machines in the area cease to function for 1 minute. components. Once this ability has been used, it cannot be
Constructs in the area with the Electronics feature must used again until it finishes a long rest.
succeed on a Constitution saving throw against your spell If the drone is proficient with hacking tools, it can add
save DC or they are stunned until the end of your next your proficiency bonus to ability checks made with its
turn. Vehicles in the area must succeed on a Constitution hacking tools.
saving throw against your spell save DC or its movement Mobile Unit. Your drone becomes a Medium size
speed is reduced to 0 and can’t take actions or reactions sentient vehicle that can hold 1 rider. Its walking speed
until the end of the drone’s next turn. changes to 120 feet and its climbing speed changes to 60
Additionally, wireless and radio connections within a feet. Its hit point maximum increases by an amount equal
100-foot-radius radius of the point are suppressed for 1 to your ranger level.
minute.
Once the drone uses this ability, it must finish a short or Over the course of a long rest, you can replace your
long rest before it can use it again. chimera drone’s advanced attachment with one attachment
of your choice.
19
MASTER’S CALL. affected by the weapon’s blast property.
At 15th level, the bond between you and your chimera drone You also gain an additional way to use your Sneak Attack;
has become second-nature and you can call your drone to you can use Sneak Attack against objects and vehicles as long
defend you in your moments of need. as you don’t have disadvantage on the attack roll.
When a creature you can see attacks you, you can use your
reaction to have your drone move up to half its movement
speed. At the end of this movement, if the drone is within 5
DM TIP: BLAST SNEAK ATTACK
feet of you, you can force the attack to target the drone Sneak Attack does not apply to explosion damage on targets
other than the primary target. Only the weapon’s damage roll
instead. This movement doesn’t provoke opportunity attacks.
applies to the blast firearm property.
ROGUE: SABOTEUR
There are countless situations where sabotage, terrorism, HAIR TRIGGER
catastrophic failure, and bombings have changed the course At 3rd level, you can use the bonus action granted by your
of history. A true Saboteur knows that any goal is achievable Cunning Action to use any explosive that can be used as an
with enough explosives. If a job has a car that needs action, or to use your demolitionist’s tools to disarm
stopping, a skyscraper that needs dropping, or a person that explosives.
needs popping, then look no further.
The real challenge for the Saboteur is knowing when to
BLASTJUMPER
At 9th level, you can give yourself a blast-propelled boost of
stop. Some saboteurs let the force multipliers at their
speed. You can use the bonus action granted by your Cunning
fingertips go to their head, becoming a mad bomber. In these
Action to expend one ammunition from a weapon with the
cases, self-destruction is inevitable, but at least it’s always
blast property you are holding. You immediately fly up to 40
one hell of a fireworks show.
feet in a straight line in any direction. If you are not on the
BOMBARDIER ground at the end of the movement, you fall.
When you choose this archetype at 3rd level, you gain Additionally, you gain resistance to thunder damage and
proficiency with the grenade launcher, rocket launcher, can fall up to 40 feet without taking damage.
thumper, and demolitionist’s tools. When you make an attack
with a blast weapon with which you are proficient, you can
EMERGENT ORDNANCE
Beginning at 13th level, using your demolitionist’s tools, you
choose which targets other than the primary target are
can create special improvised explosive devices (IED) with
supplies you carry and gather from the environment around
you. Each IED functions similarly to an explosive (see
Chapter 5, ‘Explosives’) but is unstable, and falls apart after
24 hours unless maintained.
Over the course of a long rest, you can expend a number
ordnance points equal to your twice proficiency bonus to
create or maintain IEDS. The Ordnance Points table shows
the cost of creating or maintaining each type and tier of
explosive.
ORDNANCE POINTS
EXPLOSIVE POINT COST
Tier 1
Flashbang 1
Fragmentation grenade 1
Napalm grenade 1
Pipe bomb 1
Smoke grenade 1
Plastic explosive 2
Tear gas 2
Tier 2
Flashbang 2
Fragmentation grenade 2
Napalm grenade 2
Pipe bomb 2
Smoke grenade 2
Plastic explosive 3
Tear gas 3
20
MAD BOMBER REACTOR
At 17th level, you gain the ability to unleash a hail of charges Starting at 1st level, you can harness your atomic energy to
on groups of foes. As an action, you can make up to 5 attacks expand your magical influence. When you cast a sorcerer
with weapons with the blast property, provided that each spell that creates an effect in a cone, a sphere, or a cube, you
attack targets a different creature. As part of each attack, you can choose to increase the size of the effect by 5 feet. For
can draw a weapon. Once you use this feature, you must example, when the fireball spell affects a 20-foot radius
finish a short or long rest before you can use it again. sphere, you can increase it to a 25-foot radius sphere.
At 14th level, you can increase the size of the effect by 10
SORCERER: NUCLEAR feet.
The atom is the building block of the universe. Locked inside
FALLOUT
is a limitless font of power, waiting to be unleashed. Many
At 6th level, your magic carries traces of withering radiation.
who have bathed in the deadly embrace of radiation have
Once per turn, when you cast a spell of 1st-level or higher on
crumbled, but some select few of the survivors may find
your turn, you can cause one creature targeted by the spell to
themselves irrevocably altered. A sorcerer tainted by
make a Constitution saving throw against your spell save DC.
radiation can become a nuclear powerhouse, so long as they
On a failed save, the target suffers one level of irradiated, to a
can avoid melting down.
maximum of level 3.
Additionally, when you cast a spell that deals damage, you
RADIOACTIVE
At 1st level, your inner glow grants you an internal can spend 1 sorcery point to change that damage type to fire
powerhouse from which to draw magic. You gain resistance or radiant.
to radiant damage, advantage on saving throws against being
irradiated, and you learn the Light cantrip if you don’t
already know it.
In addition, you learn an additional spell when you reach
certain levels in this class, as shown in the Nuclear Spells
Ticker: No
table. The spell counts as a sorcerer spell for you, but it ?
SlapChop: ??
doesn’t count against the number of sorcerer spells you s literally
no, NO! She' !
know. Ticker: No, sa ne
You're in
radioactive! get my memo
NUCLEAR SPELLS : Oh , th at ! Didn't you
SlapChop suit?
g the hazmat
SORCERER LEVEL SPELLS about wearin ! I have a
u se nt he r to my office I'll have
1st faerie fire Ticker: Yo g crazy!
r that's goin
3rd ray of enfeeblement Geiger counte chair she sat in.
e
to destroy th bathroom!
5th fireball : Oh go d, the fucking
Ticker te,
worst roomma
7th sickening radiance
ag Ou t: ye ah she's the od. she could at
Fr
ter spicy fo t fan
9th antilife shell especially af to turn on the exhaus
mb er
least reme
SPECTRUM SPECTRE components. A simulacrum created in this manner cannot
Starting at 6th level, you can manipulate the spectrum of cast cantrips, and cannot use spell slots higher than 3rd level.
light you create. When you cast a spell that sheds light, you When the simulacrum is reduced to 0 hit points, or after 1
can designate any number of creatures within 90 feet of you minute, it explodes, and targets within 30 feet of it must
to be able to see that light. It is invisible to others. Spells, succeed on a Dexterity saving throw against your spell save
features, and effects that require dim light or darkness do not DC. A target takes 3d10 thunder damage and 3d10 radiant
function in invisible bright or dim light, as usual. This light damage on a failed save, or half as much damage on a
can be detected by truesight. successful one.
Alternatively, when you cast a spell that sheds light, you Once you use this feature, you must finish a long rest
can make that light sunlight. before you can use it again.
ALWAYS ONLINE
Starting at 1st level, you gain the benefits of having a sense-
log augment installed without requiring surgery or counting
against your total number of augments installed. The data
you record can be magically uploaded in real-time to the
internet and broadcasted online to viewers on your streaming
platform of choice.
Additionally, you learn the vicious mockery cantrip. It
counts as a warlock cantrip for you, but it doesn’t count
against your number of cantrips known.
FANDOM’S FAVOR
At 1st level, you can attempt to sway your fickle fandom into
granting you aid. As a bonus action, you can choose a Favor
from the Fandom’s Favor table. Make a Charisma
(Deception), Charisma (Performance), or Charisma
(Persuasion) check against the Favor’s DC. On a successful
check, the effects of that Favor occur.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once). You regain all
expended uses when you finish a long rest.
22
FANDOM’S FAVOR
FAVOR DC EFFECT
Cheer 10 You gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Chat 12 You instantly cast the augury spell without material components.
You instantly cast the hex spell at 1st level without material components, and without expending a spell slot,
Troll 15
on a creature within 90 feet of you. If the target drops to 0 hit points, the spell ends.
Choose a creature within 60 feet of you. You learn the creature’s damage vulnerabilities, damage resistances,
Dox 18
damage immunities, and condition immunities.
One creature you can see other than yourself within 60 feet of you gains advantage on its attacks until the end
Boost 20
of its next turn.
You magically create a nonliving object you’ve seen before in an empty space within 5 feet of you. The object
Donate 22 can be no larger than a 1-foot cube and its credit value can’t be worth more than 3,000 times your warlock
level. The DM decides if a specific item can be created in this manner, and its value. It vanishes after 1 hour.
You regain an expended spell slot from your Pact Magic feature. Once you regain a spell slot with this effect,
Subscribe 25
you must finish a long rest before you can do so again.
LARGER THAN LIFE Roll initiative for the swarm, which has its own turns.
At 6th level, you can exaggerate or accentuate your When you summon it and on each of your turns thereafter
personality while surrendering your dignity or sanity. When until your concentration ends (as if you were concentrating
you make a Charisma ability check you can choose to roll an on a spell), you can issue a verbal command to it as a bonus
additional d20 after you roll the die, but before the outcome action, telling it what it must do on its next turn. If you issue
is determined. You choose which of the d20s is used for the no command, it spends its turn pursuing and attacking the
ability check, and you take psychic damage equal to half your nearest creature that has damaged it.
warlock level. Once you use this feature, you must finish a If you lose concentration, your control of the swarm ends
short or long rest before you can use it again. for the rest of the duration, and the swarm spends its turns
pursuing and attacking the nearest creatures to the best of its
MARATHONER ability. As an action, you can dismiss the swarm, causing it to
At 10th level, you can ignore the effects of the exhaustion disappear. Once you use this feature, you must finish a long
condition until you suffer level 6 exhaustion. At level 6 rest before you can use it again.
exhaustion, you die.
Additionally, you gain proficiency in Constitution saving
throws.
CULT OF PERSONALITY
At 14th level, you can harness the unpredictable and
dangerous passion your fandom has for you into a physical
manifestation. As an action, you summon a Swarm of
Fandom in an unoccupied space you can see within 60 feet of
you. It is a swarm of tiny celestial, fey, or fiend creatures
(your choice). The swarm disappears when it drops to 0 hit
points, or after 1 minute.
23
DATAMIND
SWARM OF FANDOM At 2nd level, your mind can interface with machines. You
Large swarm of tiny creatures, chaotic neutral gain proficiency with hacking tools and immediately gain the
benefits of having the hacking tools augment installed
Armor Class 16 without requiring surgery or counting against your total
Hit Points equal to seven times your warlock level number of augments installed, as well as the benefits of a
Speed fly 40 ft. datajack. Instead of a physical port, you can open a magical
port on your body to accept connections from universal
STR DEX CON INT WIS CHA cables.
19 (+4) 17 (+3) 18 (+4) 7 (-2) 6 (-2) 19 (+4)
ARCANE STORAGE
Saving Throws Str +9, Con +9 Starting at 2nd level, your spellbook can be a data drive, a
Damage Resistances fire, poison, bludgeoning, piercing, smartphone, or another similar machine with data storage.
slashing The cost of material components required for copying a spell
Condition Immunities charmed, frightened, grappled, into your spellbook represents magical software and
paralyzed, petrified, prone, restrained, stunned licensing fees.
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak
TECHNOMANCY
Also at 2nd level, you learn programs that can command
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening machines and affect the world around you.
large enough for a Tiny creature. The swarm can't regain hit Programs. You learn three programs of your choice,
points or gain temporary hit points. which are detailed under “Programs” below. You learn one
additional program of your choice at 6th, 10th, and 14th
Spam. The swarm babbles nonsensically. Each creature
level.
within 10 feet of the swarm has disadvantage on the saving
throw it makes to maintain its concentration and can’t take Program Usage. You can use programs a number of
reactions. times equal to your Intelligence modifier (minimum of once).
You regain all expended uses when you finish a long rest.
ACTIONS Recovering Programs. When you use your Arcane
Multiattack. The swarm makes two Rabid Fury attacks. Recovery feature, you can choose to regain an expended use
of your programs. Your programs count as 1st-level spell
Rabid Fury (swarm has more than half HP). Melee
slots for the purposes of Arcane Recovery.
Weapon Attack: +9 to hit, reach 0 ft., one target in the
swarm’s space. Hit: (4d8 + your warlock level) psychic Visibility. Your programs make visible effects around you
damage and your targets, but they are only visible to creatures with
AR vision.
Rabid Fury (swarm has half HP or less). Melee Weapon
Attack: +9 to hit, reach 0 ft., one target in the swarm’s space. Saving Throws. Some of your programs require your
Hit: (2d8 + half your warlock level) psychic damage target to make a saving throw to resist the program’s effects.
The saving throw is your spell save DC.
Vitriolic Bile (swarm has more than half HP). The
swarm shoots acid in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 17 Dexterity saving GHOST IN THE SHELL
throw, taking 6d6 + your warlock level acid damage on a At 6th level, you learn the find familiar spell if you don’t
failed save, or half as much damage on a successful one. already know it. When you cast find familiar, you can choose
to have it appear as a Tiny machine and replace its statistics
Vitriolic Bile (swarm has half HP or less ). The swarm
shoots acid in a 60-foot line that is 5 feet wide. Each creature with those of a tiny object animated by the animate objects
in that line must make a DC 17 Dexterity saving throw, spell.
taking 3d6 + half your warlock level acid damage on a failed
save, or half as much damage on a successful one. ACTIVE COUNTERMEASURES
At 10th level, you can cast the contingency spell with a
casting time of 1 action and without expending a spell slot or
WIZARD: TECHNOMANCER material components. The contingent spell still requires you
to expend its spell slot. When you cast contingency in this
The internet is a vast sea of data, a digital world, a plane of
manner, it has a duration of 24 hours, and you can use up to
electricity and information complete with its own rules… and
two contingency spells at a time. Once you use this feature,
magic. With a bit of training, study, and immersion within
you must finish a long rest before you can use it again.
the ceaseless data stream, a practitioner of technomancy can
At 14th level, you can use up to three contingency spells at
reach out and manipulate the stream.
a time and you can use this feature twice between long rests.
Technomancers make incredible hackers, their bodies
becoming naturally compatible with machines and networks.
EX MACHINA
In a civilization that has come to rely heavily on technology, Starting at 14th level, your power can mimic the effects of
gadgets, and constant connection, it’s difficult to powerful cybernetics in your body. Choose one cyberware of
comprehend the potential power that a technomancer can tier 3 or lower. You gain the effects of that cyberware as if it
wield. were installed, but it does not count against your total
number of attunements. When you finish a long rest, you can
change your chosen cyberware to a different one of tier 3 or
lower.
24
Additionally, you can spend 10 minutes refocusing your Hijack. As a bonus action, you can force a vehicle within 60
power to change your chosen cyberware to a different one of feet of you that you can see to make a Constitution saving
tier 2 or lower. Once this feature is used, you must finish a throw. On a failed save, on the driver’s next turn the vehicle
long rest before you can use it again. must move up to its movement speed in a straight line in a
direction of your choice. If the vehicle has no driver, it does
PROGRAMS so on initiative count 0.
The programs are presented in alphabetical order. Jam. As a bonus action, you cause a firearm within 60 feet
Assist. When you make a hacking tools check, you can use of you that you can see to malfunction. The next attack made
your reaction to make it with advantage. with that firearm within 1 minute is made with disadvantage.
Blackout. As a bonus action, you choose a point you can If a creature is holding the firearm, it makes an Intelligence
see within 120 feet of you. All electrical light sources within saving throw. On a successful save, the firearm is unaffected.
60 feet of that point cease to function for 1 minute. Overclock. As a bonus action, you choose a vehicle within
Brick. As a bonus action, you reduce a Tiny machine 30 feet of you. For 1 minute, whenever the vehicle makes an
within 60 feet of you that you can see to 0 hit points and attack roll, a saving throw, or an ability check, it can roll a d4
cause it to lose all functionality. The machine cannot be a and add the number rolled to the result.
firearm. If a creature is holding the machine, it can make an Alternatively, when a vehicle makes an attack roll, a saving
Intelligence saving throw. On a successful save, the machine throw, or an ability check within 30 feet of you, you use your
is unaffected. reaction to grant advantage to that roll.
Bypass. When a trap that you are aware of based on Pulse. As an action, you cause an EMP at a point you can
technology or magic is triggered within 60 feet of you, you see within 60 feet of you. Machines, constructs, and vehicles
can use your reaction to disable the trap until the end of your within 30 feet of that point are subjected to EMP.
next turn. A trap, for the purpose of this ability, includes Machines in the area cease to function for 1 minute.
anything that would inflict a sudden or unexpected effect you Constructs in the area with the Electronics feature must
consider harmful or undesirable. Thus, this ability would succeed on a Constitution saving throw or they are stunned
disable a security camera, a laser tripwire, or a glyph of until the end of your next turn. Vehicles in the area must
warding, but not a camouflaged pitfall or a hunting trap. succeed on a Constitution saving throw or their movement
Crash. As an action, you cause a creature you are aware of speed is reduced to 0 and they can’t take actions or reactions
in the same network as you to make an Intelligence saving until the end of your next turn.
throw. On a failed save, they are ejected from the network Additionally, wireless and radio connections within a 100-
and cannot re-enter the network for 24 hours. foot-radius radius of the point are suppressed for 1 minute.
Alternatively, as an action, you can target an AI-controlled Signal Boost. As a bonus action, you target one machine
drone or vehicle you can see within 60 feet of you, forcing the you can see within 60 feet of you which doesn’t have active
AI to make an Intelligence saving throw. On a failed save, the wireless capabilities. The device gains wireless capabilities
AI loses loses control over the drone or vehicle for 24 hours. with a radius of 100 feet for 1 minute.
Alternatively, if EMP has affected a construct or vehicle, or
has suppressed wireless capabilities for a machine, you can
negate the effect for that system.
25
GRENADIER
CLASS OPTIONS When you make an attack with a blast weapon with which
Technology, magic, and war have advanced since the old days you are proficient, you can choose which targets other than
of launching sharp wooden sticks and lining up a cavalry the primary target are affected by the weapon’s blast
charge. They have evolved to meet the needs of modern property.
combatants and operators.
Soldiers and mercenaries have mastered the martial arts of FIREBUG
When you roll damage for a weapon attack against a burning
wielding firearms with expertise, specializing their fighting
target, you can reroll the weapon’s damage dice and use
styles to suit their chosen battlefield. Powerful beings can’t
either total.
help but influence and corrupt every new trend and gadget,
and their followers may invoke such powers for their own
POINT BLANK
use. And, of course, there’s nothing that science can develop
When you roll the highest possible number on a weapon
that can’t be improved by infusing it with magic.
damage die for an attack you make with a firearm, you can
The following are additional fighting styles, warlock roll an additional weapon damage die and add it to the result.
invocations, and artificer infusions. You can only roll up to two additional damage dice for each
attack. You must be within 20 feet of the target of the attack
FIGHTING STYLES for you to gain this benefit.
These additional fighting styles are intended for use with
cyberpunk weapons. When any class or subclass chooses a QUICK DRAW
You have advantage on initiative rolls. You can draw or stow
fighting style, the following styles are added to the list of
a number of weapons equal to your proficiency bonus over
options. The archery fighting style does not affect firearms.
the course of your turn. If you have a feature that allows you
AKIMBO to draw or stow two weapons when you would normally be
When you engage in two-weapon fighting, you can perform able to draw or stow only one, you instead can draw or stow a
the two-weapon fighting attack as part of your Attack action number of weapons equal to your proficiency bonus plus 1
instead of as a bonus action. Additionally, you can reload two over the course of your turn.
firearms as an action or bonus action without a free hand, When you draw a weapon, until the end of your next turn,
and you can draw or stow two one-handed weapons when your first hit with that weapon deals an extra 1d4 damage.
you would normally be able to draw or stow only one. Once you have gained this bonus with a weapon, you cannot
gain this bonus with the same weapon again until you stow it.
BARRAGE
When you miss an attack with an automatic weapon, the SNIPER
target takes 2 damage of the weapon’s damage type. When you miss an attack with a firearm, you have advantage
on your next attack with a firearm against the same target
CLOSE QUARTERS SPECIALIST until the end of your next turn.
When a hostile creature’s movement provokes an
opportunity attack from you, you can use your reaction to SUPPRESSION
make one ranged weapon attack with advantage, even if they When you attack a creature with a firearm on your turn, it
took the Disengage action. becomes suppressed until the start of your next turn. If the
Additionally, being within 5 feet of a hostile creature suppressed target willingly moves 5 feet or more, you can use
doesn’t impose disadvantage on your ranged attack rolls. your reaction to make a weapon attack against it with a
firearm.
WARLOCK INVOCATIONS
When you choose eldritch invocations, you have access to the
following options.
AETHERIC ARMORY
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the
Blade feature as a spellcasting focus for your warlock spells.
In addition, instead of one magic weapon, you can
transform up to 4 weapons into your pact weapons. You can
use a bonus action to create up to 2 of these weapons in your
empty hands, and you cannot change the form of these
weapons.
Finally, the weapon you conjure can be any firearm from
the simple and martial firearms tables. Only weapons you
have transformed into your pact weapons are created with
their accessories and modifications intact.
BEWITCHING SUBSTANCES
As a bonus action, you can summon and consume a magical
dose of drugs from the common drug list. No other creature
can consume the drug dose, and the dose disappears at the
end of your turn. You have advantage on saving throws
against addiction.
BOUND SURROGATE
Prerequisite: Pact of the Chain feature
CRUEL MOCKERY
Prerequisite: vicious mockery cantrip
OPEN SOURCE You can cast scrying once without expending a spell slot,
You gain proficiency with hacking tools and immediately gain replacing the material component with any smartphone
the benefits of having the hacking tools augment installed screen, computer monitor, or similar display. You can't do so
without requiring surgery or counting against your total again until you finish a long rest.
number of augments installed, as well as the benefits of a
datajack. You can open a magical port on your body to accept ARTIFICER INFUSIONS
connections from universal cables. Instead of a physical port, When you choose infusions, you have access to the following
you can open a magical port on your body to accept options. See Chapter 7 for the items from the Replicable
connections from universal cables. Magic Items table.
27
ARCANE BOOSTERS You add half your proficiency bonus (rounded down) to
Prerequisite: 10th-level artificer damage rolls and the DC for saving throws caused by your
Item: A vehicle explosives. When you use an antimagic grenade, you add
half your proficiency bonus to the d20 roll to end spells.
This vehicle has a flying speed of 50 feet. The vehicle can fly You can throw explosives at twice the normal range.
for up to 10 minutes, all at once or in several shorter flights,
each one using a minimum of 1 minute from the duration. If PARAMEDIC
the vehicle is flying when the duration expires, the vehicle You’ve been trained to treat injuries and resuscitate flatlining
falls. patients, gaining the following benefits:
When you hit a creature with a firearm with the automatic You have studied the art of close-quarters combat and
property, you can push a Large or smaller creature 5 feet gunfights, gaining the following benefits:
away from you. A creature pushed in this manner cannot When you hold firearms in your hands, they are melee
benefit from half cover or three-quarters cover until the weapons that deal 1d6 bludgeoning damage. If the firearm
end of their next turn. has the light property, it also has the finesse property.
Firearms with the automatic property which require an Being within 5 feet of a hostile creature doesn’t impose
action to reload can instead be reloaded with a bonus disadvantage on your ranged attack rolls.
action. You can draw or stow two one-handed weapons when you
Attacks made using the automatic property can be fired would normally be able to draw or stow only one.
up to the normal range of the firearm and do not grant If you have the Extra Attack feature, you can use a bonus
melee attacks advantage against you. action to make two attacks with a light weapon instead of
one when you engage in two-weapon fighting with either
CYBERNETIC ADDICT
Prerequisite: No artificer class levels light melee weapons or light firearms.
28
GUNSLINGER You do not have disadvantage on ranged weapon attack
You have trained to wield a gun in each hand, gaining the rolls while prone.
following benefits: As an action, you lockdown a section of the battlefield
with suppressing fire. Define a 20-foot cube within sight.
You can use two-weapon fighting even when the one When a target you can see enters or moves within the area
handed firearms you are wielding aren’t light. for the first time on a turn, you can make a ranged
You can make a single ranged weapon attack with a one- weapon attack against it with a firearm that lacks the blast
handed firearm when you use your action to take the Dash and scatter properties, so long as it is in range.
action. Your ranged weapon attacks ignore half cover and three-
Reloading no longer requires a free hand, and if a firearm quarters cover.
can be reloaded with a bonus action, you can reload a
firearm you are holding once on your turn (no action PRIME HACKER
required.) You are a hacking wizard who can surf the data waves of the
You can draw or stow two one-handed weapons when you internet with ease, gaining the following benefits:
would normally be able to draw or stow only one.
Increase your Intelligence, Wisdom, or Charisma score by
MARAUDER 1, to a maximum of 20.
You are adept at skirting the edge of the front lines of the You gain proficiency with hacking tools. If you are already
battlefield, mixing close-quarters combat and flanking proficient with them, you add double your proficiency
tactics. bonus to checks you make with them.
As a reaction to a machine you can see being used to send
When you use the Attack action and make an attack with a a wireless or radio signal within 60 feet of you while you
melee weapon that you’re holding in one hand, you can have the hacking tools augment installed, you can choose
use a bonus action to make an attack with a one-handed to either analyze the signal, learning the message that is
ranged weapon in your other hand. Alternatively, when being transmitted for 1 minute, or jam the signal until the
you use the Attack action and make an attack with a end of your next turn.
ranged weapon you’re holding in one hand, you can use a You can use this ability a number of times equal to your
bonus action to make a melee attack with a one-handed proficiency bonus. You regain all expended uses when you
weapon in your other hand. finish a long rest.
When a creature within 10 feet of you that you can see
makes an opportunity attack, you can use your reaction to PYROMANIAC
make the attack automatically miss. Prerequisite: Proficiency with the flamethrower.
You can draw or stow two one-handed weapons when you
would normally be able to draw or stow only one. You have an unhealthy affinity with flames, gaining the
following benefits:
MARKSMAN
The flamethrower’s weapon damage dice increase to 2d8
You’re a deadeye with firearms and have studied and
for you, and a target burning from your flamethrower
mastered military tactical combat techniques:
attack and its speed is reduced by 10 feet.
29
The die you roll to determine the damage a creature When you roll a 1 or a 2 on a damage die for an attack
burning from your flamethrower attacks takes at the start with a ranged weapon, you can reroll the die and must use
of each of its turns increases from a d6 to a d8. the new roll, even if the new roll is a 1 or a 2.
As a bonus action, you can expend 1 fuel ammunition to
ignite a melee weapon you’re holding for 1 minute. The WHEELMAN
first time you hit a target on your turn with the weapon, You have become supernaturally familiar with vehicles of all
the target begins burning as if shot by your flamethrower. shapes and sizes, gaining the following benefits:
If a creature other than you carries the burning weapon,
You gain proficiency with all vehicles. While you are
they take 2d8 fire damage and the weapon is
driving a vehicle, add your proficiency bonus to that
extinguished.
vehicle’s ability checks and saving throws.
STREET SAMURAI When you are driving a vehicle and your vehicle is hit with
You have rigorously trained your body and mind in the ways an attack, you can use your reaction to add your
of street bushido, allowing you to unsheathe your weapons at proficiency bonus to your vehicle’s AC against that attack,
incredible speeds and deflect gunfire, gaining the following potentially causing it to miss.
benefits: If a vehicle you are driving is subjected to an effect that
allows it to make a Dexterity save to take only half
While you are holding a melee weapon, you can use your damage, it takes no damage if it succeeds and only half
reaction to deflect the missile when you are hit by a damage if it fails.
ranged weapon attack. When you do so, the damage you You can control a vehicle without having a free hand for
take from the attack is reduced by 1d8 + an ability the vehicle’s controls.
modifier you could use to modify an attack roll with the
melee weapon (your choice) + your proficiency bonus.
The first time you draw a melee weapon in each combat,
BACKGROUNDS
you gain advantage on your first attack with the weapon, Despite their differences, every corporate wage slave, greasy
and if the attack hits, it deals extra damage equal to 1d6 + mechanic, music-pumping punk, social media butterfly, and
your proficiency bonus. blood-spattered gangbanger has at least one thing in
You are familiar with the street bushido code. You know common. They each have a story, a past that defines who
the names of other street samurai, you have advantage on they are, and where they came from. Some won’t want to tell
Intelligence checks related to the origin and nature of their story, keeping their secrets close to their chest, while
weapons, and you have advantage on Charisma others can’t wait for the chance to spill their guts, if only
(Persuasion) checks to persuade others who follow street someone in this cold and heartless city would listen.
bushido. Despite what your local hothead might tell you, nobody
comes from nothing. Everyone comes with a load of old
baggage, some heavier than others. Perhaps that professional
my assassin was once a doctor that swore to do no harm, or that
t dishonor to
re et Sa m: I have brough violent vigilante was once a cop who toed the line, or maybe
St even that bloodthirsty mercenary was once a retail clerk who
y.
sword this da '
is an 'oh no got a bit too fed up with braindead angry customers.
ch Ki ng : Oh no! This
Glit In this chapter you will find backgrounds suitable for
s?
situation, ye your story. modern and cyberpunk settings with features that fit the
el De al : Shhh, tell us
TheWhe murai, times. With your DM’s approval, you may also use the
hing Eight Sa
re et Sa m: I was rewatc ade at my side. backgrounds from other Dungeons & Dragons books,
St bl
nger with my
ready for da modifying them to fit the setting.
you do.
Redlight: As
Sa m:
e remote and,
I dropped th ctively used my
ASTRONAUT
St re et in
ach it, inst one?
failing to re it closer. How can I at You’re a spacer. Whether you were working for a
sword to dr ag is best. megacorporation, a government space program, or as a
seppuku
Ki ng : A search says freelancer, you’ve made your living in the endless depths of
Glitch
no! :( space. The vast, bleak emptiness has become familiar, if not
Wildfire: oh comfortable. You’ve spent enough time in zero gravity that
you find yourself kicking off on things only to feel
constrained by the weight of the planet dragging you down.
Perhaps you were an asteroid miner, a farmer, a pilot, or
TRICK SHOT any one of the hundreds of potential jobs on the new frontier.
You have a knack for fancy shooting and ricocheting your
Life was hard, and a single mistake could get you killed out in
shots, gaining the following benefits:
the vacuum of space, thousands of miles from anyone who
When you miss a ranged weapon attack, you can use your could help.
reaction to make another ranged weapon attack against a
different target within 20 feet of the original target
without expending ammunition. The attack is made as
though it originated from the original target.
Your ranged weapon attacks ignore half cover and three-
quarters cover.
30
Skill Proficiencies: Nature, Technology D6 BOND
Tool Proficiencies: Tinker’s tools, vehicles (air) My crew was the best there ever was, and I want to
Equipment: A set of traveler’s clothes, a medal, and a credit 1
learn what they’re up to these days.
stick with 1,000₵.
Out in space, I realized I missed my family more than
2
anything.
FEATURE: STARGAZER
Even when you were young, you looked up to the stars in I want to explore the new frontiers, and I’ll get there
3
wonder. Your familiarity with them allows you to navigate on before anyone else does.
starry nights by the constellations alone. So long as you know I encountered something unnatural in space, and it’s
where you are, you know where the nearest route to space is, 4 always stuck with me since. I must learn more about
whether that is a rocket, a space elevator, or another means. it.
Additionally, other spacers will recognize you as a spacer and I lost a crewmate on a mission, and I need to make
5
have commonalities with you. amends to their family.
A mission was botched because the command team
SUGGESTED CHARACTERISTICS 6 was compromised, and I’ve got to learn who, what,
Astronauts are a special breed of individual to want to work and why.
inches from the freezing vacuum of space. They’re usually
tough and resourceful, and they are used to meshing well D6 FLAW
with whatever team they fall in with. At the core of each I was grounded because of a mistake. Now I’m scared
astronaut beats the heart of an explorer, a wanderer who 1
I’ll screw up again.
wants to see what lies beyond.
Nothing I do will ever be as good as my past
2
D8 PERSONALITY TRAIT achievements.
When someone messes up, it irritates me more than
I’m a natural born leader, or so they told me at flight 3
1 it should.
school.
It was better in space, without all the noisy, stupid
I feel like I find myself more when I’m lost than when 4
2 people around.
I know where I’m going.
I’m a bit of a daredevil, even when it goes against
The world looked so small, and civilization so petty, 5
3 common sense.
from outer space.
6 I get excited and say things I probably shouldn’t.
I looked into the depths of space and did not like
4
what looked back.
I hate the feel of gravity or anything else weighing me
5
down. It makes me yearn to blast off again.
There’s no problem too tough to solve with a good
6
team.
It’s always better to be prepared, preferably with
7
checklists.
Ever since I was a child, I’ve gazed up at the stars in
8
wonder.
D6 IDEAL
31
CELEBRITY
Fame waxes and wanes, and those who get a taste for it find
it sweet, and addictive. You have drunk deeply, finding
yourself at the center of attention. Whether it was a lasting
FEATURE: CONSPICUOUS
People may recognize you if they have interest in topics
fame, or a swift rise to stardom followed by a hasty descent,
related to your claim to fame, though they may react
your status as a celebrity has come to define your life, at least
positively or negatively. You can usually pull strings to get
to you.
invitations to parties, conferences, and other social events.
Of course, all fame is fickle, and your descent from
You have a following on various social media platforms that
stardom defines you as much as your ascent. Do you quietly
will help broadcast gossip, rumors, or scandals.
shuffle into obscurity, or do you cling to relevance with the
death grip of a drowning man. For the latter, you may decide SUGGESTED CHARACTERISTICS
that there’s ultimately no difference between fame and Some people are born celebrities, while others find their
infamy. fame through dedication and hard work. They often have
Skill Proficiencies: Performance, plus one from among eccentric personalities, acting and dressing flamboyantly in
Deception, Intimidation, and Persuasion order to seek attention. These traits are frequently
Tool Proficiencies: One type of musical instrument exaggerated, taken to the extreme in the pursuit of greater
Languages: One of your choice heights of popularity.
Equipment: A set of fine clothes, a smartphone, a bottle of
perfume, and a credit stick with 1,500₵. D8 PERSONALITY TRAIT
5
Wealth. There are the haves, and the have-nots. I FEATURE: LAWMAN
will not be the latter. (Neutral) You’ve been a part of the force, and the force will always be a
Artist. I take pride in my work, and I refuse to put part of you. You know how to cut through the bureaucracy of
6 the local precincts and you know how to work the legal
on a half-baked performance. (Any)
system in your favor. Other cops will ignore your minor
D6 BOND crimes and misdemeanors. You have an easier time
negotiating with security forces to question witnesses, access
Someone was behind my fall from fame, and I will
1 crime scenes, bail out the jailed, or avoid consequences.
find out who.
I was born destitute, and clawed my way out of the SUGGESTED CHARACTERISTICS
2 gutter. I won’t let anyone take from me what I’ve
Those who choose to take up the badge are a diverse cast,
earned.
and come to the force for different reasons. They are often
My rival and I have despised each other for years, but jaded and cynical from their constant contact with the
3
recently things have taken a surprising turn.
underbelly of society. However, they are also often fiercely
I will rise to the top of my field and become a loyal to their partners and allies, and will have their backs
4
household name. through thick and thin.
5 I’m being blackmailed over a terrible secret.
D8 PERSONALITY TRAIT
This isn’t my usual gig, I’m just tagging along to get
6 I’m suspicious by nature because everyone has a
in the right frame of mind. 1
secret they want to hide.
D6 FLAW I have a set of codes that I live by, and there are some
2
lines I won’t cross.
1 I tend to draw attention to myself when I shouldn’t.
I have a strong sense of community, I like to get to
I’m an irredeemable gossipmonger, even if I have to 3
2 know each and every member.
make things up.
I won’t betray those I form a bond with, even if it
I think the world revolves around me, and I’m 4
3 costs me everything.
surprised when people don’t know who I am.
5 I’m polite and empathetic to those in need.
4 I expect others to handle trivial tasks for me.
I’m the wiseguy who tends to crack jokes under
5 I have an addiction for something scandalous. 6
stress.
6 I fall into and out of love on a whim.
7 I tend to shoot first and ask questions later.
8 I may have watched too many cop movies.
COP
The buildings dress themselves in neon advertisements for
criminals big and small, the drugs get more addictive year by
year, the weapons get bigger and badder, but the streets, they
all swirls
never change. Scum prey on the weaknesses of others, only to
xe s wi th blood as it
NOIR: Rain mi ken away
be crushed beneath the heel from someone higher up the
e dr ai n, an other life ta ets.
down th an st re
food chain. me on the me
before its ti is again,
From atop their steel towers, the suits run a similar game,
Pl ea se do n't start th n of you.
Wiseguy: king fu
but they posture and pretend like it’s somehow more allenge in ma
sophisticated when the result is the same: broken people and there's no ch t sparing a
cr ow d pa ss es by withou d harder
shattered dreams. In this urban jungle, between glittering NOIR: The colder an
e city gets
skyscrapers and lawless slums, you rode the edge with a gun glance, as th ing night.
ss
and a badge. with every pa out the city
or
ht : Ar e yo u talking ab
You may have been a beat cop, a detective, a SWAT officer, Redlig
or a humble desk jockey. At some point in your career, the your nipples? d only one
ll er 's on the loose, an .
time came to look toward justice and the law, or the other NOIR: A ki n stop th em
detective ca
way. Perhaps you were offered a bribe, or were pressured by hard-boiled and pipe*
: *d on s he r floppy hat
Wildfire se!
I'm on the ca
never fear,
33
D6 IDEAL skills and tools allowing them to make the difference between
Duty. The day I got my badge, I swore an oath: to life and death for their patients. They are often respected for
1 saving the lives of family members, or blamed and despised
protect and serve. (Good)
for their perceived failures.
Authority. Without law, society falls to anarchy. I
2 Modern medicine has advanced to the point of completely
am the law. (Lawful)
restructuring a person’s face and body, replacing limbs and
Greed. Rules are for others, why not enjoy the fringe
3 organs with vat grown tissue, enhancing individuals past
benefits along the way? (Chaotic)
their natural limits with cybernetics, and more. Of course, a
Oppression. Those who don’t do what I tell them person’s access to healthcare may depend heavily on their
4
will get what they deserve. (Evil)
financial situation. The same limits apply to medical
Shades of Grey. There’s no good or bad people, professionals, who hold positions that range from
5
everyone’s just trying to get by. (Neutral) underfunded community clinic nurses to the personal
Comrades. Whatever happens, I’ve got their back, physicians of corporate senior executives. A doctor can rise
6
and they’ve got mine. (Any) as high as their ambitions, skill, and ruthlessness allow.
Skill Proficiencies: Medicine, plus one from among
D6 BOND Investigation or Nature
My family member was a cop too, until they were Tool Proficiencies: One from among herbalism kit or
1 killed on the job. Now I’ll do anything to find out alchemist’s supplies
who did it. Languages: One of your choice
There are criminals, and there are scum. I can get Equipment: A set of common clothes, a healer’s kit, a piece
2
along with criminals, but I’ll clean up the scum. of medical equipment (latex gloves, a syringe, a medical
A murder case I investigated went cold a long time mask), and a credit stick with 1,000₵.
3
ago, but I know the killer is still out there.
FEATURE: DOCTOR SPECIALTY
4 Crime is just a symptom of a greater societal disease.
No doctor is familiar with all fields of medicine. There’s
5 A job is a job, so long as I get a paycheck. simply too much for an individual to learn, and it gets harder
My partner died because of decisions I made, and every year as medical science continues to progress. Instead,
6
now I have to live with that. a doctor specializes in a certain field of medicine. You can
select your specialty from the table below or roll to select it
D6 FLAW randomly.
I tend to take a stand when I should probably run or
1 D12 SPECIALTY
shut up.
When the shit hits the fan, I go into self preservation 1 Pediatrics
2
mode. 2 Family Medicine
3 I’ve got a mean streak a mile wide. 3 Neurology
4 There’s no such thing as excessive force. 4 Surgeon
5 When I get in a position of power, I tend to abuse it. 5 Plastic Surgery
I’m a bit of a control freak, everything has to be just 6 Veterinarian
6
right.
7 Medical Genetics
8 Radiologist
DOCTOR
9 Pathology
Between fast cars, big guns, powerful drugs, and the steep
decline in the value of life, society has no shortage of 10 Battlefield Medicine
casualties. Doctors will always be in heavy demand, their 11 Nursing
12 Paramedic
p
ng from stum FEATURE: PRIMARY CARE
t: ho w do u stop bleedi
Frag Ou You can always find a back alley clinic or hospital willing to
s
st ansers pl
FragOut: fa ing it back
treat you and your companions’ wounds without asking too
ng : Ha ve yo u tried pour an many awkward questions. You also have an easier time
Glitch Ki you create
h? Maybe if run acquiring pharmaceutical chemicals and drugs, as well as
in your mout of blood, you'll never
infinite lo op other medical supplies. Additionally, you know where you
out. se can gain access to a medical lab for research and
44 smeone el
hafunnny;;;; experimental purposes.
FragOut: ha me 2" cloth
as
Ti e th e limb with so one to twist
Valkre e:
, use 2 cari
biners ,
it in
SUGGESTED CHARACTERISTICS
a tourniquet t and the other to hold it. The medical profession is full of dedicated individuals willing
ot h ti gh re at ta ch
the cl e li mb and I'll to work long hours in service to others. They are capable,
in g th
place. Br
angel studious, and not prone to squeamishness. Doctors are no
nx bbe, ur n
FragOut: th ve seen the stranger to pain, death, and loss.
n' t sa y th at till you'
Valkree: Do
bill.
34
D8 PERSONALITY TRAIT Of course, it doesn’t hurt that your product creates a
1 I have a dry, detached, and clinical personality. captive audience, that’s just good business strategy. Better
you than some soulless megacorp that wants to stamp out the
2 I’ll spare no effort to help others.
competition by outlawing your drugs and peddling their own
I tend to get too personally involved and care too addictive substances.
3
much. Skill Proficiencies: Medicine, plus one from among
I’m a nervous wreck, but I try to keep it together Intimidation, Perception, and Persuasion
4
around others. Tool Proficiencies: Alchemist’s supplies
I have a very warm bedside manner for my patients Languages: One of your choice
5
and those I care about. Equipment: A set of common or fine clothes, 5 doses of a
6 I’m not good enough. I never have been. common drug of your choice, and a credit stick with 1,000₵.
7 I think that laughter is the best medicine. FEATURE: STREET PHARMACIST
8 Every day I live is a joy. In places of high and low society, you can always find
someone to buy drugs from. Given access to a lab and a few
D6 IDEAL minimal supplies, you can feed any drug addictions you and
Healer. Save everyone you can, ease the suffering of your companions have. When you spend time in someone’s
1 presence, you can tell if they’re currently high on any
those you can’t. (Good)
common street drugs.
2 Oath. First, do no harm. (Lawful)
3
Alternative. I’ve tried traditional medicine, now it’s SUGGESTED CHARACTERISTICS
time for something new. (Chaotic) Every drug dealer enters the business for their own reasons,
Knowledge. Medical and professional advancement though that reason is usually money. Drug dealers may be
4 are more important than petty things like ethics. little more than jumped-up thugs, or cold and calculating, or
(Evil) even easygoing and groovy. Some may regret their business,
Professional. I have a job to do, lofty ideals are while others relish it.
5
unrealistic. (Neutral)
D8 PERSONALITY TRAIT
6 Guardian. I’ll safeguard those I care about. (Any)
1 I’m all laughs until it’s time to be dead serious.
D6 BOND 2 I’m cool as a cucumber when talking business.
I lost a patient with mysterious symptoms. I must 3 I put up a tough front, but I’m kind of a pushover.
1
learn the root cause.
4 I will not be fucked with.
2 The hospital I worked at was doing illegal research.
5 I’m the life of the party, with or without the goods.
I never got a real medical degree, but I’ve never let
3 A life of suspicion and fear have made me a little
that stop me. 6
twitchy.
My research requires subjects who are consistently in
4 People tell me I’m too laid-back, but they just need to
harm’s way. 7
relax.
I’m no doctor, just a washed-up husk after the
5 There’s something so appealing about being a slimy
biggest mistake of my life. 8
wheeler and dealer.
The best preventative medicine is stopping those
6
who hurt others. D6 IDEAL
D6 FLAW Relief. Life is shit, but at least I can help people dull
1
the pain. (Good)
1 I don’t need a second opinion, I know what’s best.
Integrity. A deal is a deal, and my word is my bond.
2
I’m hard on myself because I can’t afford to make a (Lawful)
2
single mistake.
Wildcard. I’ve gotta make big moves and shake the
3
3 I secretly can’t stand the sight of blood. game up to get what I want. (Chaotic)
4 I jump to conclusions, and it’s hard to dissuade me. Empire. I don’t care how many eggs I need to break
4
5 I tend to fall apart when I lose a patient. to make my omelette. (Evil)
6 I am easily distracted at the worst times. Merchant. Don't hate the player, hate the game.
5
(Neutral)
Dreamer. Someday I’ll make enough money to
DRUG DEALER 6
make a better life for me and mine. (Any)
Business is business, from the fanciest strip malls, to the
dirtiest alleyways and street corners. Some people might
disagree that you run a real business, but you provide goods
that the customers demand.
35
D6 BOND
EXECUTIVE
I was sold a bad batch of drugs that hurt people, and
1 When the international megacorporations expanded until
I’m being blamed.
they became more powerful than governments and nations,
I’m on the cusp of developing a new drug, but I’m
2 corporate executives rose above politicians and royalty as the
missing a crucial component.
true ruling class. On the world stage, these executives wield
Someone close to me ratted me out to the the power to shape the future to their own designs. The
3
authorities, and I can't let that slide.
highest executives and company shareholders hold such
I’ve been saving up money for a long time to buy great wealth that it is measured more in orders of magnitude
4
something important. than simple numbers.
I’ve got family in prison, and I don’t want to leave Like any form of organization, corporate hierarchies take
5
them there to rot. many forms. For some corporations, the corporation is a
I owe a big debt to some very powerful, dangerous family business. The sons and daughters of executives are
6
people. bred and trained for succession, the money passed down the
bloodline. For other corporations, promotions are merit-
D6 FLAW based. Of course, in many cases, ‘merit’ is defined by the
1 I have an extremely addictive personality. most cunning, ruthless, and vicious individuals willing to
ascend a staircase of bodies and broken dreams.
2 I have a hard time placing trust in anyone but myself.
Skill Proficiencies: Insight, plus one from among
I tend to not consider the consequences of my Persuasion or Deception.
3
actions until they beat down my door.
Tool Proficiencies: None
I bite off more than I can chew, and I never back Languages: Two of your choice
4
down. Equipment: A set of fine clothes, a smartphone, an award
5 I’m kind of a drag when I’m sober. from your company, and a credit stick with 2,500₵.
I always resort to threats and intimidation in tense
6 FEATURE: CORPORATE ETIQUETTE
situations.
You know how to speak with corporate employees, speaking
to managers and wage slaves each in a manner befitting their
station. You know how to communicate with corporate
bureaucrats in an effective manner to get what you desire
with minimal delay. When negotiating a transaction with a
corporation, you can always at least get a fair market price.
SUGGESTED CHARACTERISTICS
Executives are cut from different cloth than the average
person. Something drives them to perform above and
beyond, to excel in the cutthroat world of business.
Executives are often untrusting, assuming everyone has their
own agenda and hidden motivation. Even if they were never
the most dedicated employee, an executive’s outlook on life is
doubtlessly affected, or even stained, by their time in a seat of
power.
D8 PERSONALITY TRAIT
36
D6 IDEAL Skill Proficiencies: Choose two from among Deception,
Equality. People are people, regardless of their Intimidation, Investigation, Perception, Persuasion, Stealth
1 Tool Proficiencies: One vehicle proficiency or hacking
position in the hierarchy. (Good)
tools
Model Citizen. I will use the power granted to me
2 responsibly and in accordance with rules and Languages: One of your choice
regulations. (Lawful) Equipment: A set of common clothes, a smartphone, a
trophy from a previous job, and a credit stick with 2,000₵.
Unpredictable. Bureaucracy just gets in the way,
3
I’ll cut out the middleman. (Chaotic)
King. There’s nothing I wouldn’t do to reach the top.
4
ll, I guess
(Evil)
Sa w Fr ee fa ll today. We
Sundown: w.
Wealth. Money measures one’s worth in life. by Jerry, no
5 he just goes ?
(Neutral) he holding up
el De al : Oh, how's
Dedication. Any business is like a family, and I will Th eW he r drones. We
6
ensure my family prospers. (Any) Ha d a jo b fixing sweepe He didn't
Sundown: okay.
he seemed...
talked a bit, es .
my ey
D6 BOND want to meet , what happen
ed?
et Sa m: I don't get it
I was terminated after a hostile takeover, and the Stre ey'd
1 on a job, th
parting was not clean.
lk re e: He lost his team almost 10 years.
Va
together for
2
The world is spiraling out of control, and I need to been running some bad luck
.
take the reins. Sa m: Oh man, that's
Stre et ng
iving that lo
3 I know the dirty secrets of a major corporation. nestly, surv Take my advice:
Sundown: Ho e.
is a miracl up with you.
4
My company was dissolved after a series of freelancing th e odds catch
unfortunate events, and I will rebuild it. retire be fo re
I want to escape my old corporate life, but that’s
5
easier said than done.
6 The terrible things I’ve done can never be forgiven.
37
D8 PERSONALITY TRAIT D6 BOND
I can fall into a group and make friends quickly. After I thought I'd lost my whole team, and nearly died
1
all, they can disappear at any time. 1 myself, but I heard a rumor that they just finished a
big job.
I don't feel good about something unless I plan it out
2
first. When a job went downhill, I was rescued by an
2
unexpected benefactor, who I owe a favor.
People think I'm cold, but it's really just that things
3
cease to surprise or excite me anymore. It was just your average job... at least until I fell in
3
love with the target.
4 I'm an expert at my work, and I take pride in it.
I've gained a reputation as a cold-blooded,
5 Danger makes me feel alive, it's addictive.
4 murderous psychopath after my last job. Just one
I spend entirely too much energy making sure my problem: it wasn't me.
6
family never learns what I do for a living.
I want to retire, but it's not just about the money.
5
7 I work hard and play harder. There's too many strings on me.
We're all just disposable tools to be used, broken, 6 If I can pull off this major job, I'll be a legend.
8
and then thrown away.
D6 FLAW
D6 IDEAL
1 I tend to get antsy and nervous under pressure.
I won't take on a job I morally disagree with, no
1 2 When things look bad, I'm the first to bail out.
matter the pay. (Good)
I spend all my money on weapons, gear, and
A deal's a deal, and I won't go back on my word.
2 3 cybernetics, even if it means going hungry and
(Lawful)
homeless.
Boring jobs are the worst, I won't bother unless
3 I hate that my work is slowly grinding away the last
there's a risk of it blowing up in my face. (Chaotic) 4
of traces of my compassion and goodwill.
I like it neat and tidy, no matter how many loose
4 After being betrayed a few times, I tend to assume
ends I need to cut. (Evil) 5
the worst of people.
I'm not paid to care about the consequences of my
5 I'd like to take charge in some situations, but I know
actions. (Neutral) 6
I'm just going to screw it up.
I'll find a good team and work my way to the top,
6
until everyone knows our names. (Any)
GANGSTER
The streets of the slums are stained with blood, night after
night. The cycle of violence grinds down the local populace
with endless turf wars, blood feuds, and revenge hits.
Sometimes the only way to survive is to be tougher and
meaner than you thought you ever could be. You have
survived, or perhaps even thrived under these savage
conditions.
For people without family, friends, or hope, a gang can
come to take their place. It’s a swift transition from you being
recruited into a gang and taught their ways, to you recruiting
others and brutally upholding the gang's code. While you
might not have a long life expectancy, there’s nothing quite
like riding a motorcycle down a road at full speed with your
gang at your back.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One from among vehicles (land) or
vehicles (water)
Languages: One of your choice
Equipment: A set of common or fine clothes, a pistol, a
dose of a common drug of your choice, a token from your
gang, and a credit stick with 1,000₵.
38
SUGGESTED CHARACTERISTICS HACKER
Whatever hard-knock life leads a person to join a gang, it
A figure huddles in the corner of a filthy room littered with
probably isn’t idyllic. Gangsters often put up a tough,
empty noodle pouches and energy drink bottles. The moldy,
intimidating front, which may or may not be feigned for
sagging ceiling drips into a series of overflowing buckets,
appearances. They may not want to be a gangster, and could
water pooling before it leaks down into the room below. A
be looking for a way out. Unfortunately, most gangs tend to
dog shouldn’t be made to live in such squalor. The figure
have unresolved abandonment issues.
doesn't seem to mind.
D8 PERSONALITY TRAIT After all, they're in the middle of grabbing a list of some
mid-level manager’s account credentials after he was stupid
I’m loud and rowdy, and I know how to have a good
1 enough to leave it in plaintext in a barely hidden file in some
time.
directory labeled ‘Documentation’. Their immaculate avatar,
2 It’s more satisfying to take something than to earn it. a gleaming humanoid figure made of color shifting crystals,
I always look for the biggest, toughest motherfucker takes hold of the golden key to a treasure trove and holds it
3
in the room and size them up. high.
4 My silent glare chills people to the bone. The huddling figure, its head held upright by a cable
5 I won’t let shitheads fuck with me or mine. running from a port in the back of their neck to a wall socket,
lets a thin smile cross their face.
I look rough, but I’m friendly to people who deserve
6 Skill Proficiencies: Investigation, Technology
it.
Tool Proficiencies: Hacking tools and one type of gaming
7 I feel alive when I’m riding something fast. set
8 There are winners and losers, and I am a loser. Languages: None
Equipment: A set of common clothes, a smartphone, a data
D6 IDEAL drive, a universal cable, a wireless transceiver, a set of
Guardian. My community needs protection, and augmented reality gear (sunglasses, goggles, or contact
1
I’m willing to stand up for them. (Good) lenses), and a credit stick with 500₵.
Enforcer. So long as nobody crosses the line,
2
nobody needs to get fucked up. (Lawful) FEATURE: HACKER TYPE
Hackers are divided up into several different types,
Psycho. It isn’t a party until something gets lit on depending on what lines you’re willing to cross. A white hat
3
fire. (Chaotic)
hacker is often a paid corporate employee or a contractor. A
Bastard. I don’t need a reason to break people. black hat hacker is a criminal who uses their talents for
4
(Evil) personal or political gain. A grey hat hacker is somewhere in
Survivor. I didn’t choose this life, but I’ll make the between, often breaking into systems only to show a
5
best of it. (Neutral) corporation the flaws in their security, or to show off. You
Chieftain. I’ll lead the gang to be the biggest, can select your hacker type from the table below or roll to
6
baddest motherfuckers around. (Any) select it randomly.
D6 BOND D4 TYPE
39
D6 FLAW
FEATURE: HACKER ETIQUETTE
You know the hacker lingo and slang, and you fit right into 1 I’m so cautious that I miss a lot of opportunities.
hacker culture. You know a well-informed hacker group that 2 I’m addicted to consuming certain media.
you can contact for help, though it might not be cheap. You
I get anxious and jittery if I’m away from the internet
also know online marketplaces where you can buy and sell 3
for too long.
valuable and potentially illegal data.
4 I get extremely competitive, past the point of reason.
SUGGESTED CHARACTERISTICS I make overly complicated plans which tend to fall
Hackers tend to be detached from the real world, preferring 5
apart.
the internet, where they are free to exercise their talents and
6 Nobody gets my references and jokes.
enjoy surfing the infinite ocean of data. They seem odd or
quirky to others who aren’t as fluent in internet culture.
However, they are often driven by certain motivations to MECHANIC
work with others and venture outside of their bubble. The world is built and run by machines, and the machines
are run by you. You are the grease in the vast clockwork that
D8 PERSONALITY TRAIT
keeps modern society functioning smoothly. Without you,
The meat world sucks, I only feel at home when I'm society crumbles to dust. Or someone just hires your
1
online. replacement. After all, you’re just as replaceable as any piece
People who can’t protect their systems deserve what of equipment.
2
I do to them. Skill Proficiencies: Perception, Technology
3 I can’t stand being lonely, it drives me crazy. Tool Proficiencies: Tinker’s tools and one type of vehicle
Languages: None
I'm endlessly curious, and I’ll dig deep to uncover the
4 Equipment: A set of grease-stained common clothes, a set
truth.
of tinker’s tools, and a credit stick with 1,000₵.
I’m a smooth operator, and I keep cool under
5
pressure. FEATURE: MECHANIC SPECIALTY
6 I’m very excitable and full of energy. While you’re pretty familiar with a variety of machinery and
People say I’m easily spooked, but I just like to stay technologies, you specialize in a certain tradecraft. You may
7 be a member of a union for your trade. You can select your
on my toes.
specialty from the table below or roll to select it randomly.
I’ve been told I’m emotionally numb, whatever that
8
means. D8 SPECIALTY
D6 IDEAL 1 Automotive
Hope. I can’t help but take on charity cases if it feels 2 Aircraft
1
right. (Good) 3 Robotics
Community. Hackers have a code, and for good 4 Manufacturing
2
reason. (Lawful)
5 Explosives
Troll. It’s fun to fuck with people who take things
3 6 Electronics
too serious. (Chaotic)
4 Cold. People are unreliable and expendable. (Evil) 7 Weapons
40
D8 PERSONALITY TRAIT
D6 IDEAL
D6 BOND
41
D6 IDEAL
FEATURE: RABBLE ROUSER
When you perform, you can always attract a crowd. If you Anger. People think they’re better than me. I’ll take
1
perform well, you can make the crowd rowdy, or even make them down a notch. (Chaotic)
them start rioting if they’re predisposed to do so. Leader. I can bring about real change through my
2
Additionally, you always know someone willing to sell you music. (Good)
explosives. Nihilist. The world is corrupt, and it needs to
3
fucking burn. (Evil)
SUGGESTED CHARACTERISTICS
Punk rockers have a reputation of going against the grain of Rockstar. Whatever else happens, I want to be rich
4
and famous. (Neutral)
society. Paradoxically, this means that a punk rocker’s
characteristics may be decided by the society they inhabit. A Troupe. Me and my bandmates can take on the
5
punk rocker who is not against the establishment is just a world. (Any)
popstar. 6 Anarchy. Anarchy! Anarchy! Anarchy! (Chaotic)
D6 FLAW
SCIENTIST
As a scientist, you are responsible for pursuing knowledge,
testing hypotheses, and advancing civilization one step at a
time. While the various fields of science have come far in
recent times, for every new discovery, and for every new
piece of evidence that supports a theory, additional questions
arise. For the modern scientist, this creates an endless supply
of possibilities.
42
Of course, with the pursuit of knowledge comes the rise of D8 PERSONALITY TRAIT
ethical dilemmas. Are your experiments legal? Will your I’m a bit of a control freak, I prefer everything in its
work be used as a weapon to harm others? Are you willing to 1
proper place.
perform dangerous experiments on animals? Or people? Are
2 Learning something new never ceases to excite me.
you willing to ‘play god’? How do you decide where to draw
the line? 3 I’ve been practicing my mad scientist laugh.
Skill Proficiencies: Choose two from among Arcana, 4 I’m easily distractable by the newest shiny object.
History, Nature, and Technology My presence has been described as gloomy and
Tool Proficiencies: One type of artisan's tools 5
ominous.
Languages: One of your choice
6 No matter the situation, I’m always prepared.
Equipment: A set of common clothes, a labcoat, a set of
artisan’s tools (one of your choice), and a credit stick with I’m meek and unobtrusive. I just don’t want to get in
7
the way.
1,000₵.
Being told not to do something only makes me want
8
FEATURE: SCIENTIST FIELD it more.
A scientist’s research can be a broad, multi-disciplinary
effort, or it may be limited to an extremely specific body of D6 IDEAL
scientific knowledge which has only a handful of experts in Enlightenment. Poverty, war, and suffering are
1
the world. Due to the vast breadth of knowledge available to problems with real solutions. (Good)
an advanced civilization, scientists must specialize in specific Principles. Science is the codified approach to life
fields if they hope to advance that field further. Choose one to 2
and learning. (Lawful)
three fields or roll on the table below to define your areas of
Anomaly. With enough force applied in the wrong
expertise. 3
place, anything can happen. (Chaotic)
D12 FIELD Knowledge. People are a small price to pay for true
4
knowledge. (Evil)
1 Mathematics
Causality. I am an observer, witnessing cause and
2 Computer science 5
effect. (Neutral)
3 Physics Innovation. The real goal of science is to apply the
6
4 Chemistry knowledge in new and interesting ways. (Any)
5 Biology
D6 BOND
6 Artificial intelligence
Lately, my research has taken me in a challenging
7 Engineering 1
and dangerous direction.
8 Astronomy My rival is racing toward a discovery that I will reach
2
9 Geology first.
10 Psychology An experiment went horribly wrong, and now I have
3
to put together the pieces.
11 Data
If what I’ve discovered is true, then we’re all in grave
12 Archaeology 4
danger.
My true passion is to teach and pass on all I’ve
FEATURE: LAB RAT 5
learned.
You always know where to find a relevant laboratory when
you need one, and fellow scientists are more inclined to let I shut myself off from the outside world for years,
6
now I must rejoin it.
you utilize it. When you need to research esoteric topics that
aren’t available via search engine, you know where to find
D6 FLAW
relevant repositories and archives, even if you can’t access
them due to certain restrictions. I can be a bit oblivious when something catches my
1
interest.
SUGGESTED CHARACTERISTICS 2 I tend to drone on and on about subjects I know.
Scientists are defined by their pursuit of knowledge and their
I’m extremely pessimistic and always expect the
innate curiosity about their fields of interest. This can take 3
worst-case scenario.
many forms, from detached neutrality to passionate
I have a habit of neglecting my own hygiene and
obsession. The methods and means they are willing to use to 4
health.
gain this knowledge is the line that separates the dedicated
researchers from the mad scientists. I am clumsy, dropping things and tripping over my
5
own feet.
More forceful personalities can bully me around into
6
doing what they want.
43
SEX WORKER SUGGESTED CHARACTERISTICS
Sex workers cater to certain clienteles, and have shaped their
On neon-lit street corners, in dimly lit brothels, in noisy strip appearance and demeanor around attracting their attention.
clubs, and in high society lounges, people practice their When they’re not working, they may have a different
profession in the carnal arts. You count yourself among their persona.
number. In the sleepless cities, there’s always clients in need
of comfort, and willing to pay for it. Some might find your D8 PERSONALITY TRAIT
line of work shameful, demeaning, or disgusting. Others see 1 I’m quick with a joke and a smirk.
it as necessary and beneficial for society. However, many in
I’m flamboyant around strangers, but I’m more
your position just see it as another job. 2
subdued around those I trust.
Skill Proficiencies: Persuasion, plus one from among
3 I’ve got a vulgar mouth, and I’m not afraid to use it.
Insight and Performance
Tool Proficiencies: One type of gaming set 4 I’ll cut anyone who crosses me.
Languages: One of your choice 5 I stand and speak my mind in the face of oppression.
Equipment: A set of fine clothes, a cosmetic pouch, a piece 6 I tend to make myself look small and unthreatening.
of fancy looking jewelry, a can of pepper spray, and a credit
7 People tell me I’m wise, but I’ve just seen too much.
stick with 1,000₵.
Flirting is a good icebreaker, regardless of the
8
FEATURE: SEX WORKER PROFESSION occasion.
There is a wide variety of professions related to sex work.
They range from streetwalkers calling out to passing D6 IDEAL
strangers, to highly paid escorts who are hired to accompany Angel. I take people’s minds off their worries, even if
1
executives to corporate events, and everyone in between. it’s just for a moment. (Good)
With modern technology, virtual reality porn stars create Beauty. People desire me and adore me, and I love
realistic (or unrealistic) simulations and distribute them 2
it. (Any)
across the internet.
Carefree. Who cares about tomorrow? I live for
3
D8 PROFESSION today. (Chaotic)
Puppeteer. I don’t care who I have to manipulate or
1 Streetwalker 4
hurt along the way. (Evil)
2 Porn star
Revenge. Someday, I’ll pay back the people who
5
3 Stripper wronged me. (Neutral)
4 Escort Curiosity. People fascinate me, and I love learning
6
5 Webcam model what makes them tick. (Any)
d trying to
re : pe op le walking up an and I don't D6 FLAW
Wildfi rvous,
me make me ne no. is
sell sex to ei r fe el ings by saying 1 I get deeply offended when people reject me.
to hu rt th woul d st op ?
want
y I wish they
I’m so used to faking my emotions that even I can’t
2
it mean to sa somehow. It's tell when I’m being genuine.
: Ev er yo ne 's gotta eat to getting
Redlight th ey're us ed 3 I often let my desires drown out common sense.
sa y no ,
okay to just zens of times a day. Sometimes my playful banter cuts deeper than I
do
turned down re talking fr
om 4
intend.
ow n: Yo u so und like you'
Sund I am slow to make friends, and slower still to trust
experience. Money was ti
ght, 5
them.
ig ht : I wo n't deny it. enough to get
Redl up
hard to save nds out 6 I interpret people’s words as suggestively as possible.
and I worked y by a fixer. Nobody ha ers.
taken seriou
sl s to sex work
at cybernetic
guns and comb
ld
ybe they shou
FragOut: ma
44
STREET SHAMAN
Shrouded in the mysterious depths of dark alleyways,
abandoned subways, and fetid sewer tunnels, there exist
underground societies which practice the mystical arts.
Street shamans come in many forms. You may be a psychic, a
fortune teller, a healer, a witch, or any manner of practitioner
of the enigmatic and arcane. While some may find your
services dubious at best, and profane at worst, there’s no
denying the demand for them exists.
Skill Proficiencies: Arcana, Religion
Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment: A set of common clothes, an eldritch item (a
fetish, a doll, a mask), a set of artisan’s tools (one of your
choice), and a credit stick with 1,000₵.
SUGGESTED CHARACTERISTICS
The demeanor and fashion sense of a street shaman are far
more important for their purposes than actually having
access to otherworldly powers. No one will believe a guy
secretly harbors a host of haunting spirits when he dresses
and talks like he works part-time at a gas station.
Establishing an air of mystery is crucial.
D8 PERSONALITY TRAIT
45
WAGE SLAVE SUGGESTED CHARACTERISTICS
Being kept on a constant financial treadmill, where a wage
Observe the modern wage slave. Packed into cubicles, offices, slave’s continued employment allows them to just barely
and behind service desks, they engage in a life-or-death keep up with their bills, can do funny things to a person’s
struggle with boredom, impossible deadlines, impatient head, especially when there is little chance of improving their
customers, and sadistic supervisors. They trek home on station. Often their lives are marked by a mix of desperation,
sketchy subways and vandalized buses to their coffin drudgery, and boredom. While the vast majority of wage
apartments, spending their meager paychecks on garbage slaves are content just to survive, some few may try to pursue
instant noodles, barraged with endless attention-grabbing their escapist dreams.
advertisements along the way.
They devote their precious free hours to watching D8 PERSONALITY TRAIT
comfortingly bland sitcoms and playing whatever game is 1 I’m usually quiet, and speak when spoken to.
most popular before passing out well after they should have
2 I’m probably the world’s biggest fan of...
gone to bed. They dream of success, of wealth, of fame, and
other things they can never have. The emotions I bottle up will eventually escape
3
explosively.
The next day, the cycle begins again.
Skill Proficiencies: Choose two from among Deception, I’m diligent and hardworking, and that’s why people
4
Persuasion, Perception, Sleight of Hand, Stealth, Survival like me.
Tool Proficiencies: One type of artisan's tools There’s always more ways to save money if you look
5
Languages: One of your choice hard enough.
Equipment: A set of common clothes, a cheap employee of 6 I’m constantly slacking off on the job.
the month award, a set of artisan’s tools (one of your choice),
My free time is precious, and I hate when people
and a credit stick with 500₵. 7
waste it.
46
D6 BOND
SKILLS AND TOOLS aerosol gamer juice. Proficiency with this gaming set allows
you to add your proficiency bonus to ability checks you make
In this section you’ll find additional skills and tools for to play video games.
knowing and interacting with technology. When you would Hacking Tools. Hacking requires the hacking tools
gain proficiency in a skill or artisan’s tools, you can instead cybernetic augment (see Chapter 3). You can learn more
choose from one of the respective options below. about hacking in Chapter 6.
Vehicles. Vehicle proficiencies are broken down into
TECHNOLOGY SKILL land, water, and air, and vehicles are broken down in a
Technology is a skill that any character can choose to replace similar manner depending on their particular form of
one of their other skill proficiencies during character movement. You can learn more about vehicles in Chapter 4,
creation. Your Intelligence (Technology) check measures or see vehicle statistics in Appendix B.
your knowledge of information systems, machines, networks,
or any other aspect of modern technology.
CHAPTER 2
ADVANCED ARMAMENTS
T
he shining steel gun points, the breathless the most common types of weapons typically available in gun
anticipation, a flash in the dark, a thunderous crack, shops and from weapons dealers.
then hurtling lead and a satisfying impact. The streets
are crawling with armed thugs and the corporate goons will FIREARM PROFICIENCIES
show no mercy, so you had better be packing heat if you want If a character is proficient in simple or martial weapons, they
to survive. Sometimes the best peace of mind you can find is are proficient with simple or martial firearms, respectively.
in your trusty sidearm. Some classes have additional proficiencies with firearms,
In this chapter you will find rules for firearms, a list of which are listed in the Class Firearm Proficiencies table.
commonly available firearms, ammunition, and firearm
accessories. In addition, you will find specialized melee CLASS FIREARM PROFICIENCIES
weapons, setting appropriate armor, modifications for melee CLASS PROFICIENCIES
weapons and armor, and high quality equipment. Bard Assault rifle, flame thrower, magnum, micro SMG
Dart gun, double barreled shotgun, pistol,
FIREARMS Druid
revolver
Each firearm serves a purpose and sends its own message. A Rogue Spear gun, magnum, micro SMG, sniper rifle
small pistol doesn’t draw too much attention, but also says Dart gun, hunting rifle, machine pistol, pistol,
Sorcerer
you’re not afraid to defend yourself. On the other hand, a revolver
giant gatling gun sends a more blunt message: fuck off. And, Dart gun, hunting rifle, machine pistol, pistol,
Wizard
of course, the flamethrower says that you’re fun at parties revolver
and barbecues.
Choosing the correct weapon for a given situation is critical FIREARM DAMAGE
for survival. If you’re not sure how to dress for the occasion, Unlike other weapons, you don't add your ability modifier to
just bring a whole armory and decide when you get there. the damage roll of a firearm unless otherwise stated. If a
firearm has more than one damage type, such as the grenade
launcher which deals piercing and thunder damage, then the
FIREARMS AND ABILITY SCORES creature can choose the damage type for extra damage, such
Firearms do not solely fall into Dexterity's domain. With the as from effects like Sneak Attack.
iconic image of a massive figure clad in thick metal armor
and carrying a spinning gatling gun, it would be unfortunate FIREARM TWO-WEAPON FIGHTING
if they were unable to shoot the broad side of a barn. When you take the Attack action and attack with a light
To combat this issue, science has developed the smartgun firearm that you're holding in one hand, you can use a bonus
system augment (see Chapter 3) and the smartgun firearm action to attack with a different light firearm that you're
accessory later in this chapter. By combining the two, a
holding in the other hand.
creature can use their Strength or Intelligence when making
attack rolls with firearms, instead of their Dexterity.
UNDERWATER FIREARMS
Unless a firearm has the marine property, it must follow the
FIREARMS AS WEAPONS following rules when used underwater.
Firearms are ranged weapons, similar to bows, crossbows, Ranged weapon attacks automatically miss a target a
and other similar weapons. The firearms table below shows beyond the weapon's normal range. Attacks against targets
within normal range have disadvantage.
FIREARM PROPERTIES
Firearms have special properties that make them distinct
from each other and other types of weaponry.
Ammunition. You can use a weapon that has the
ammunition property to make a ranged attack only if you
have ammunition to fire from the weapon. Each time you
attack with the weapon, you expend one piece of
ammunition. Firearms require the type of ammunition listed
in the Ammo column. The ammunition of a firearm is
destroyed upon use.
Automatic. When you make an attack on your turn with
an automatic weapon, you can choose to make two attacks
with the weapon instead. These attacks are made with
disadvantage, and advantage cannot affect the roll. When
making use of the automatic property, you can only attack at
half of the normal range of the weapon. When a creature that
is Medium size or smaller uses the automatic weapon
property on a weapon, melee attacks have advantage against
them until the start of their next turn. You can’t use this
property in the same turn you’ve used the burst-fire weapon
property.
Blast. When an attack with a blast weapon hits a target, it
explodes in a 10-foot radius at a point of your choosing
within the target’s space. Targets in this radius who were not
the original target receive half as much damage from the
weapon’s damage roll. The evasion feature (and similar
features) and full cover between the original and secondary
target negate this secondary damage. Attacks made with a
blast weapon against objects, structures, vehicles, and
creatures made out of inorganic material have advantage.
Burst-Fire. When you take the Attack action with a burst-
fire weapon, you gain an extra attack with the weapon. This
extra attack is made with disadvantage, and advantage
cannot affect the roll. You can only make this extra attack
once per turn, and you can’t use this property in the same
turn you’ve used the automatic weapon property.
Flamethrower. A target hit by an attack with the
flamethrower begins burning (see Appendix A: Conditions)
for 1 minute so long as it is not already burning from a
flamethrower attack, and takes 1d6 fire damage at the start of
each of its turns.
Marine. Attacks made with a marine weapon do not have
disadvantage against targets that are underwater, or if the
attack is made by a creature that is underwater. They also do
not automatically miss a target beyond the weapon's normal
range.
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50
Massive. A massive weapon can be used to make attacks Reload. A reloadable weapon can be used to make a
when mounted onto a vehicle, turret, or similar brace. You number of attacks before it must be reloaded. Reloading
can dismount a mounted massive weapon over the course of requires a free hand and a bonus action or an action
a minute with tinker's tools. If used to make an attack while (character’s choice unless stated otherwise in the weapon’s
dismounted, the attacker must be a Medium or larger reload property).
creature with a Strength Score equal to or higher than 15. If a Scatter. If you make an attack against a target with a
creature attempts to make an attack with a dismounted scatter weapon that is further than half the weapon’s normal
massive weapon without meeting these requirements, they range, you deal half damage (rounding down). Being within 5
have disadvantage on attack rolls with the weapon, and must feet of a hostile creature doesn’t impose disadvantage on
make a DC 15 Strength saving throw on the first attack each your ranged attack rolls with a scatter weapon.
turn or fall prone. Scoped. As a bonus action, you can make your next attack
with a scoped firearm at long range without disadvantage.
FIREARM LIST
WEAPON COST DAMAGE WEIGHT AMMO PROPERTIES
Simple Firearms
Dart Gun 1,600₵ 1d4 piercing 3 lb. Darts Ammunition (range 60/240), reload (1 shot), marine
Double-Barreled Ammunition (range 60/180), reload (2 shots),
2,000₵ 4d4 piercing 6 lb. Shells
Shotgun scatter, two-handed
Ammunition (range 150/600), reload (5 shots),
Hunting Rifle 1,700₵ 3d4 piercing 7 lb. Bullets
scoped, two-handed
Ammunition (range 40/160), automatic, light,
Machine Pistol 1,500₵ 2d4 piercing 5 lb. Bullets
reload (10 shots)
Pistol 1,000₵ 2d4 piercing 2 lb. Bullets Ammunition (range 40/160), light, reload (10 shots)
Revolver 1,200₵ 2d6 piercing 4 lb. Bullets Ammunition (range 40/160), reload (6 shots)
Sawed-Off Shotgun 1,800₵ 3d4 piercing 5 lb. Shells Ammunition (range 30/90), reload (2 shots), scatter
Ammunition (range 50/200), automatic, burst-fire,
Submachine Gun 2,500₵ 2d6 piercing 6 lb. Bullets
reload (20 shots), two-handed
Martial Firearms
Assault Ammunition (range 120/480), heavy, reload (10
Assault Cannon 35,000₵ 2d12 piercing 80 lb.
Rounds shots, action), massive, two-handed
Ammunition (range 100/400), burst-fire, automatic,
Assault Rifle 3,000₵ 2d6 piercing 7 lb. Bullets
reload (20 shots), two-handed
Ammunition (range 60/180), automatic, heavy,
Auto Shotgun 14,000₵ 3d6 piercing 12 lb. Shells
reload (12 shots, action), scatter), two-handed
Ammunition (range 60/180), reload (8 shots),
Combat Shotgun 3,000₵ 5d4 piercing 7 lb. Shells
scatter, two-handed
Ammunition (60/180), heavy, reload (12 shots,
Flamethrower 9,000₵ 2d6 fire 25 lb. Fuel
action), two-handed, special
Ammunition (range 100/400), automatic, heavy,
Gatling Gun 25,000₵ 2d10 piercing 85 lb. Bullets
massive, reload (40 shots, action), two-handed
1d8 piercing + Ammunition (80/320), blast, heavy, reload (6 shots,
Grenade Launcher 20,000₵ 15 lb. Grenades
1d8 thunder action), two-handed
Ammunition (range 100/400), automatic, heavy,
Light Machine Gun 10,000₵ 2d8 piercing 25 lb. Bullets
reload (30 shots, action), two-handed
Magnum 3,500₵ 2d8 piercing 5 lb. Bullets Ammunition (range 40/160), reload (8 shots)
Ammunition (range 40/160), automatic, light,
Micro SMG 2,800₵ 2d6 piercing 4 lb Bullets
reload (15 shots)
2d6 piercing + Ammunition (range 120/480), blast, heavy, reload (1
Rocket Launcher 15,000₵ 20 lb. Rockets
2d6 thunder shot, action), massive, two-handed
Ammunition (range 200/800), heavy, reload (8
Sniper Rifle 8,000₵ 2d8 piercing 8 lb. Bullets
shots), scoped, two-handed
Ammunition (range 60/240), reload (1 shot),
Spear Gun 3,500₵ 2d10 piercing 8 lb. Harpoons
marine, two-handed
1d10 piercing + Ammunition (80/320), blast, reload (1 shot), two-
Thumper 12,000₵ 6 lb. Grenades
1d10 thunder handed
51
FIREARM ACCESSORIES LIGHTWEIGHT DESIGN
This weapon weighs half its normal weight. Replaces the
No firearm would be complete without proper weapon’s metal and wooden parts with plasteel, a tempered
accessorization. What better way to make an assault rifle plastic. The weapon no longer sets off metal detectors and it
your own than to add a razor sharp bayonet, an under-barrel is no longer affected by metal targeting effects.
flamethrower, a guncam to record your kills, and gold plating
to top it off. Now you’re killing with class! SCOPE
You can use a firearm with a number of accessories This accessory grants a firearm the scoped property.
installed up to your proficiency bonus. If you attack with a
firearm that has a number of accessories that exceeds your SELF-DESTRUCT
proficiency bonus, the attack is made with disadvantage. This weapon will explode if anyone other than the registered
Firearm accessories can be purchased and installed from user attempts to operate it. The creature holding the weapon
most gun stores and weapon merchants. You may be able to must make a DC 15 Dexterity saving throw or take 2d8
construct and install your own accessories with tinker’s tools. piercing and 2d8 thunder damage.
Firearm addons must be purchased for a specific type of
firearm. For example, you cannot purchase a pistol silencer
SILENCER
As an action you can attach the silencer to any firearm that
and then attach it to an assault rifle.
does not have the scatter, blast, or massive properties. You
can also remove the silencer as an action. This significantly
muffles the sound of gunshots, so that the shot can only be
MULTIPLE MODIFICATIONS
heard from half the weapon’s normal range. While the
You cannot apply a modification or accessory to a firearm,
weapon, armor, or vehicle if it already has it installed. silencer is attached, a ranged weapon attack with the weapon
automatically misses a target beyond the weapon’s normal
range.
AUTO-LOADER
This advanced reload system is partially attached to your SLING
body, clothing, or armor, and will automatically reload the When you drop a firearm, you can instead choose to have it
weapon if it is stowed in your inventory (not being held in hang by its sling to your body. Only one firearm can hang
your hands) at the start of your turn. from a sling at once.
BAYONET SMARTGUN
The weapon also functions as a dagger for melee attack Allows you to link this weapon to the Smartgun System
purposes, including opportunity attacks. You must use two augment. When you attack with a weapon with this
hands when you make an attack with this weapon. accessory, you can use your Strength or Intelligence modifier,
instead of Dexterity, for the attack rolls. See the ‘Augment
DEEP MAGAZINE. List’ section for more information.
The number of attacks that can be made with this weapon
before it must be reloaded is increased by 50% (rounded SUPERCAVITATION
down). Your weapon creates a bubble of gas just large enough to
encompass a projectile when it fires underwater, greatly
EASY BREAKDOWN reducing the skin friction drag and enabling high speeds.
This weapon can be broken into several parts or This grants a firearm the marine property.
reconstructed from its parts over the course of a minute.
While dismantled, this weapon can't be used to make an UNDER-BARREL FLAMETHROWER
attack, but it can be stored in half the usual space and ability Adds an under-barrel flamethrower which functions similarly
checks made to conceal the weapon are made with to the flamethrower, except that it is reload (2). This
advantage. accessory is not compatible with other under-barrel
accessories.
ELECTRO SHOCKER
This weapon will electrocute unregistered users. The creature UNDER-BARREL SHOTGUN
holding the weapon will take 1d8 lightning damage for every Adds an under-barrel shotgun which functions similarly to
attack they make with the weapon. the combat shotgun, except that it is reload (2). This
accessory is not compatible with other under-barrel
FLASHLIGHT accessories.
When activated, this flashlight casts bright light in a 60-foot
cone and dim light for an additional 60 feet. UNDER-BARREL THUMPER
Adds an under-barrel weapon which functions similarly to
GOLD PLATED the thumper, except that it is range 40/160. This accessory is
Coats the exterior of the weapon with a thin layer of gold. not compatible with other under-barrel accessories.
Wielding this causes you to look swag as fuck. accessories.
GUNCAM
When activated, this camera records whatever the weapon is
pointed at.
52
FIREARM ACCESSORIES
NAME COST PREREQUISITE
Auto-Loader 1/3 price of the firearm The weapon must not use rockets
Bayonet 400₵ The weapon must have the two-handed property
Deep Magazine 1/5 price of the firearm The weapon must have the reload property
Easy Breakdown 1/3 price of the firearm The weapon cannot have the massive property
Electro Shocker 800₵
Flashlight 200₵
Gold Plated 8x price of the firearm Can’t be combined with Lightweight Design
Guncam 1,000₵
Lightweight Design 1/3 price of the firearm Can’t be combined with Gold Plated
Scope 1/5 price of the firearm
Self-Destruct 600₵
Silencer 1/4 price of the firearm
Sling 150₵
Smartgun 1/6 price of the firearm
Supercavitation 1/4 price of the firearm
Under-Barrel Flamethrower 18,000₵ The weapon must be a martial weapon with the two-handed property
Under-Barrel Shotgun 6,000₵ The weapon must be a martial weapon with the two-handed property
Under-Barrel Thumper 24,000₵ The weapon must be a martial weapon with the two-handed property
Street Sam:
Ju
I figure I sh st hit my first payday
ould grab a , and AMMUNITION
round out my couple guns
ar to
me about your senal. Can you guys te For the sake of simplicity, ammunition is interchangeable
loadout? ll between weapons that use the same type of ammunition. For
Dozer: oh ma
n, let me te example, bullets used by a submachine gun can also be used
need to drop ll
everything an you why you by a sniper rifle. However, a shotgun cannot use bullets, it
BrightSight
Hawkflash 77 d Buy the new must use shells.
4.
Street Sam:
Uh, layman's The Ammunition table includes the price and weight of
terms please
Redlight: Ca . each type of ammunition. The price is for one ammunition,
ll me old fa
prefer a snip shioned, but though they may be sold in boxes of 20 or more.
er rifle and I
magnum sidear
Wildfire: ju m.
st AMMUNITION
magic, I'm no a pistol for backup to
t very good my
with guns AMMO TYPE PRICE WEIGHT
FragOut: ge
ez, where to
start Assault Rounds 30₵ .5 lb
FragOut: my
gold plated
grenade laun gatling gun, Bullets 3₵ 0.01 lb
ch
close & pers er, auto shotty for up
onal, LMG fo Darts 10₵ 0.05 lb
magnums if i' r backup, pa
m feeling sa ir of
ssy Fuel 20₵ .25 lb
Wiseguy: Go
odness, are
didn't forget you sure you Grenades 50₵ .5 lb
anything?
FragOut: oh Harpoons 25₵ .5 lb
ye
within 10 mi ah, spear gun if the jo
le b is Rockets 100₵ 3 lb
mistake agai s of water, won't make
n that Shells 10₵ 0.05 lb
NOIR: Don't
need anything
revolver at but my trusty
my hip.
Sundown: Ca MAGICALLY CREATED AMMUNITION
n'
shotgun with t go wrong with my comb
under-barrel at While some spells, items, and abilities may be able to
combo. It's
seen me thro flamethrower magically produce bullets, shells, fuel, and other simple types
ugh a lot.
FragOut: un of ammunition, grenades and rockets are too complex to be
derbarrel???
they have th created by magic alone unless stated otherwise.
Dozer: sky's at?
the limit my
man!
53
Gel. The damage type for attacks using this ammunition is
SPECIAL AMMUNITION changed to bludgeoning. If a creature is reduced to 0 hit
Special ammunition has additional effects. Each type of points by an attack using this ammunition, the creature falls
special ammunition has an adjusted price. If a price is listed unconscious and is stable.
at 10x the price, that means that a bullet costs ten times the Incendiary. A target hit by an attack using this
normal price of a bullet. There are limits on what ammunition takes an extra 1d4 fire damage.
ammunition can be modified, as shown in the Special Injection. This ammunition can be filled with a liquid,
Ammunition table. Flamethrower fuel can only have the such as a poison, a drug, or other substances. A creature hit
incendiary special ammo type. by an attack using this ammunition is affected by the
Multiple modifications can be made to the same substance.
ammunition. For example, a bullet can be both silvered and Magebreaker. Attacks made with this ammunition
incendiary. To get the final price, first add together the ignore the effects of abjuration spells such as shield, blade
multiplication modifiers, multiply the base ammunition price ward, mage armor, and stoneskin.
by the result, then add the static price modifiers. For Shock. A target hit by an attack using this ammunition
example, an arcane gel bullet is 3 x 12 = 36₵. A silvered takes an extra 1d4 lightning damage.
incendiary shell is 10 x 3 = 30, 30 + 2,000 = 2,030₵.
Silvered. This ammunition counts as silvered for the
Prior to firing special ammunition, you must load it into purpose of overcoming resistance and immunity to damage.
the weapon. You can also load a weapon with multiple types
Tranquilizer. A Large or smaller creature shot with
of ammunition in sequence.
tranquilizer ammo must succeed on a DC 12 Constitution
saving throw or they cannot take reactions and their speed is
SPECIAL AMMUNITION DESCRIPTION
reduced by 10 feet for 1 minute. If they fail the saving throw
Special ammunition is described here.
by 5 or more, the creature falls unconscious for 10 minutes,
Arcane. This ammunition counts as magical for the
or until the sleeper takes damage, or someone uses an action
purpose of overcoming resistance and immunity to damage.
to shake or slap the sleeper awake. Once a creature has been
Cryo. A target hit by an attack using this ammunition
affected by a tranquilizer, it is immune to tranquilizers for 24
takes an extra 1d4 cold damage.
hours. The tranquilizer has no effect on a creature immune to
being poisoned.
SPECIAL AMMUNITION
MELEE WEAPONS
WEAPON COST DAMAGE WEIGHT PROPERTIES
Simple Weapons
Garrote 100₵ 1d6 slashing .5 lb. Finesse, two-handed, special
Stun Gun 300₵ 1d6 lightning 1 lb. Special
Martial Weapons
Chainsaw 2,500₵ 2d6 slashing 15 lb. Automatic, heavy, reload, special, two-handed
Shock Baton 800₵ 1d8 lightning 2 lb. Special
55
to the normal effects of the attack, the explosive activates its
effect as if it were thrown to a point of the attacker’s choice in
the target’s space. If the attack misses, the explosive still
activates as if it hit, but the target automatically succeeds on
any saving throw caused by the explosive. In the case of
either a hit or miss, the weapon is destroyed.
SIEGETECH
This weapon emits hypersonic sound waves that can shatter
objects it strikes. Attacks made with this weapon against
objects and vehicles have advantage.
SILVERED
This weapon gains the silvered property.
STREAMLINED
Due to its sleek and hydrodynamic design, this weapon no
longer causes the wielder to have disadvantage in underwater
combat.
SHOCK BATTERY
When a creature is hit with this weapon, instead of dealing
damage, the wielder can choose to cause the target not to be
able to take reactions until the start of its next turn.
SUBSTANCE APPLICATOR
Pores in this weapon allow substances to leak from its sharp
edges. Over the course of a short or long rest, you can store a
liquid substance in this weapon. As a bonus action, you can
apply the substance to this weapon for 1 minute. The next
attack that hits a creature will subject the creature to the
substance.
WEAPON ACCESSORIES
NAME COST PREREQUISITE
Arcane 50,000₵ -
Balanced 2,000₵ The weapon must not be heavy
Collapsible 1,500₵ -
Detonation The weapon must have the two-
25,000₵
Charges handed or versatile property
Can’t be combined with
Gold Plated 100,000₵
Lightweight Design
Lightweight Can’t be combined with Gold
2,000₵
Design Plated
The weapon must have the
Payload 5,000₵
thrown property
The weapon must do
Siegetech 12,000₵
bludgeoning damage
Shock
4,000₵ The weapon must be metallic
Battery
Silvered 10,000₵ -
Streamlined 2,500₵ -
Substance The weapon must do piercing or
20,000₵
Applicator slashing damage
56
ARMOR HEAVY ARMOR
There’s a time for subtlety, a time for compromises, and then
"Never judge a book by its cover," said by an idiot who's
there are times you want to go into a firefight with a healthy
never been sized up in a thumping nightclub by a group of
margin of metal between you and certain death. Heavy armor
drugged-up, bored gangsters. The truth is, first impressions
protects the wearer from head to toe in varying levels of thick
mean a lot, and you can tell a lot about a person by their
ballistic metal and ceramic plating. A fully armored,
duds.
unstoppable dreadnought hauling heavy weaponry is a terror
There are two important factors when considering your
on the battlefield.
apparel. First, and most important, is how badass you look in
Security Armor. Thick pads of ballistic fabric cover the
it, and second is its resistance to sudden storms of flying
body from neck to foot while metal plate inserts protect the
lead. Keep these factors in mind if you want to make a stylish
torso, neck, and shoulders. This armor is easily mass-
splash without becoming a splash yourself. After all, you
produced, making it the body armor of choice for outfitting
never know who’s looking at you, or whether they’re looking
security guards and cops.
through a rifle scope.
Shock Armor. Designed for riot police when they need to
LIGHT ARMOR put down violent, armed uprisings, this armor has exposed
metal plates that, in addition to covering the torso, also
Sometimes, it takes a more subtle touch, and light armors are protect the arms and legs of the wearer. Often paired with a
low-impact enough to make it unclear to the unwary eye helmet with a tempered glass or slotted metal face plate.
whether you’re actually wearing armor at all. Heavy Tactical Suit. This sleek military-style heavy
Steelcloth. This discrete armor is made of a strong, armor has thick ballistic plates over critical areas and joints,
durable fabric. While it may not be able to stop a bullet or and thinner, ceramic plates woven together with ballistic
knife directly, it does protect the wearer from grazes and fabric to cover the limbs. A thick helmet covers the head with
indirect hits. It appears like a normal set of clothes, such as a plasteel goggles inset to allow for vision.
business suit or dress. Battle Armor. Bearers of this full suit of heavy-duty
Combat Suit. This form-fitting armor covers the body in ballistic shielding look like a walking tank. The thick helmet,
thin, flexible material that holds up decently against small metal coated boots, and overlapping alloy plates ensure the
arms fire, but provides little protection against blunt force wearer is protected from attacks from any angle. The suit’s
trauma. It fits snugly enough that other clothes can be worn joints use heavy rubber gaskets, and its interior is padded to
over it, making it difficult to detect. avoid chafing.
MEDIUM ARMOR
Practical, yet protective. Medium armor retains some of the
mobility of light armor, but with fewer chances for fatal
mishaps. This armor tends to consist of ballistic fabric and
strategically located metal plates to provide solid overall
defense.
Street Armor. A motley mix of scavenged junk parts
riveted together into a crude form of armor. Each set of street
armor is unique. The usual suspects include bent hubcaps,
stitched tire rubber, molded sheet plastic, and fashionable
spikes and bolts.
Combat Vest. Heavy ballistic fabric is meshed together
into many layers that form a soft, but durable vest that
protects the torso and precious organs.
Armored Jacket. This long jacket is composed entirely
of dense layers of ballistic material. Strategic areas around
the body are additionally protected by strong metallic plate
inserts.
Plated Vest. A combat vest with much of its fabric layers
replaced with stab-proof ballistic metal plates that form a
solid barrier.
Armored Trench Coat. Similar to the armored jacket,
but this trench coat falls well below the knees and has a long
collar to protect the neck.
57
ARMOR
ARMOR COST ARMOR CLASS STRENGTH STEALTH WEIGHT
Light Armor
Steelcloth 1,000₵ 11 + Dex modifier - - 5 lb.
Combat Suit 4,500₵ 12 + Dex modifier - - 8 lb.
Medium Armor
Street Armor 1,000₵ 12 + Dex modifier (max 2) - - 20 lb.
Combat Vest 5,000₵ 13 + Dex modifier (max 2) - - 8 lb.
Armored Jacket 5,000₵ 14 + Dex modifier (max 2) - Disadvantage 25 lb.
Plated Vest 40,000₵ 14 + Dex modifier (max 2) - - 15 lb.
Armored Trench
75,000₵ 15 + Dex modifier (max 2) - Disadvantage 30 lb.
Coat
Heavy Armor
Security Armor 3,000₵ 14 - Disadvantage 40 lb.
Shock Armor 7,500₵ 16 Str 13 Disadvantage 45 lb.
Heavy Tactical Suit 20,000₵ 17 Str 15 Disadvantage 60 lb.
Battle Armor 150,000₵ 18 Str 15 Disadvantage 65 lb.
Shield
Ballistic Shield 1,000₵ +2 - - 6 lb.
58
LIGHTER MATERIALS
Replaces the armor’s heavier parts with plasteel, a tempered
plastic. The armor no longer sets off metal detectors and it is
no longer affected by metal targeting effects. The weight of
this armor is reduced by half. The Strength requirement for
this armor is reduced by 2.
QUICK-DEPLOY
When this modification is applied to a suit of armor, the bulk
of the armor is broken down into more subtle pieces, such as
thick bracelets, a heavy belt, and other chunks secreted under
your clothes, which can swiftly be reformed into the full suit
of armor. The time it takes to don or doff this armor is 1
action.
When this modification is applied to a shield, it is broken
down and compressed into a bracelet that can be worn on the
wrist. You can activate this wrist bracelet on your turn and
cause it to rapidly expand into a shield (no action required).
As an action you can fold it back into its bracelet form.
For either version of this modification, the weight of the
armor does not change.
SHOCK GUARD
At the start of each of your turns, deal 1d6 lightning damage
to any creature grappling you.
SHIELD GENERATOR
When you are hit by an attack, you can use your reaction to
gain a +4 bonus to AC against the attack, potentially causing
the attack to miss you. Once you use this modification, you
can’t use it again until you finish a long rest. This
modification cannot be used on an armor with the
camouflage generator.
WHISPERSILK PADDING
The wearer no longer has disadvantage on Dexterity (Stealth)
rolls due to wearing this armor.
ARMOR MODIFICATIONS
ADVANCED EQUIPMENT
NAME COST PREREQUISITE Not all firearms are created equally. The average pistol a
street thug is carrying may be dented, its sights off-center, its
Camouflage
500,000₵ -
Generator barrel corroded with traces of rust. The average weapon in a
Environmental gun store will have its parts cheaply made through mass
100,000₵ -
Shielding production. The same can be said for cheap body armor, or a
Glow 4,000₵ - ‘thousand-folded steel’ knock-off katana.
8x price of the Shoddy equipment may suit the street thug or the average
Gold Plated armor, minimum of Can apply to shields security guard. On the other hand, a modernized military
10,000₵ outfit or a corporate killsquad wouldn’t be caught dead
This armor must carrying that garbage. Instead, the deep pockets of their
Holo-Glam
40,000₵ not be medium or taxpayers or corporate sponsors fund a better breed of tool
Fabric
heavy for the job.
Kinetic Acquiring them is often difficult. Organized criminal
150,000₵ -
Dampers factions might be able to get their hands on a shipment of
Lighter This armor must be these weapons destined elsewhere, or they might be stolen
4x price of the armor
Materials medium or heavy from the bodies of the recently employed. However, such
Quick Deploy 3x price of the armor Can apply to shields weapons are almost always tagged with microscopic RFID
chips that will identify them to any scanner as stolen, and
Shock Guard 50,000₵ -
removing them may be more trouble than the weapon is
Shield worth.
400,000₵ -
Generator
Whispersilk
4x price of the armor -
Padding
59
enhance their functionality with the use of advanced
magnetic fields, thermodynamic manipulation, or even
elements of magic in their design. In the cyberpunk world,
these weapons and armor exist on the bleeding edge of
murder and mayhem, and their acquisition is reserved for the
wealthy elite.
DM NOTE
For firearm accessories that allow a weapon to function as
another weapon, such as the bayonet or under-barrel
shotgun, these alternative methods of using the weapon also
gain the benefit of high quality equipment.
For purchasing or creating accessories or modifications
that cost a fraction of the weapon or armor's price for high
quality equipment, it is up to the DM whether to use the
equipment's base price, or the price of the high quality
equipment.
The firearms carried by elite security guards or military Mil-Spec Armor +1 50,000 - 500,000₵
forces are well-oiled machines, reliably operating under the Mil-Spec Shield +1 10,000 - 100,000₵
harsh conditions of war or ‘aggressive negotiation’. Often,
Mil-Spec Weapon +1 10,000 - 100,000₵
these weapons will be composed of sophisticated superalloys,
their frames machine built and lab-tested for imperfections, Bleeding Edge Armor +2 500,000 - 5,000,000₵
and their designs sleek and balanced for superior handling, Bleeding Edge Shield +2 100,000 - 1,000,000₵
aim, and protection. Bleeding Edge Weapon +2 100,000 - 1,000,000₵
MIL-SPEC ARMOR
You have a +1 bonus to AC while wearing this armor.
g
us the fuckin
MIL-SPEC SHIELD Sa m: Yo u didn't tell r cr ac k- te am
Street thei
While holding this shield, you have a +1 bonus to AC. This rity would be
the corp secu all almost died!
bonus is in addition to the shield’s normal bonus to AC. of elites. We o!
se to me, to
Ch op : It was a surpri
MIL-SPEC WEAPON Sl ap one for
m: I cr os se d blades with like one
You have a +1 bonus to attack and damage rolls with this Street Sa d looked
nds, his swor videos.
weapon. all of 3 seco n 1,000 degree knife
go dd am d, and cut
of those it move
th e air scream as s butter.
BLEEDING EDGE It ma de
ord like it
wa
through my sw scared, but
At the utmost heights of technology and weapons t it, you' re
Ch op : I ge e'd be a VIP
Slap
engineering, high-tech equipment is developed to be carried ve known ther
nobody could' te.
si
by special operations forces and executive-level assassins, or visiting the It's
pissed off!
to protect the most powerful and influential. They may Scared? I'm
Street Sam: th is sh it !
job to know
your fucking
60
CHAPTER 3
CYBERNETICS
T
hrough surgical and technological alterations, your networks and the internet. It also allows the use of wireless
body can be enhanced with cybernetic implants. Some capabilities and AR vision, which can be turned on or off at
view these operations as miraculous, as progress any time on your turn (no action required).
beyond anatomical and evolutionary limitations. Others view Datajacks do not require attunement, and they are not
them with more skepticism, a technical invasion of the final considered augments, though their installation is required
privacy into flesh and brain. And some even regard it with for some types of cyberware and augments. Getting one
open disgust, or hostility toward those who would alter their installed costs 1,000₵, including the surgery fee.
bodies, seeing it as an affront to their values and ideals.
In this chapter you will find rules for using cybernetics, ACQUIRING CYBERNETICS
including cyberware and augments, a list of cyberware and Each cybernetic implant has a tier and a price for purchase.
augments, and each of their respective prices. You must have a vendor able to procure the type and tier of
cybernetics you want to buy, and a surgeon able to install it.
CYBERNETIC TYPES Installing or removing a cybernetic implant requires the
character to pay the fee for surgery. The price differs based
Cybernetics may range from the popular and common on whether it is an augment or cyberware, and the
datajack, to minor augmentations, such as a chip for learning cyberware’s tier. See the Cyberware List and Augment List
a language or a weapon integrated with your body, to major for the specifics about cybernetics and their costs, and the
cyberware, such as lacing your skeleton with steel or adding Surgery Fee table for the relevant surgery fee.
pistons to your legs. Of course, there are far more extreme
and esoteric alterations available if you can find a supplier
and pay the price. VARIANT: PLAYER SURGERY TOOLS
For those who want the freedom to accessorize their body at
CYBERWARE AND ATTUNEMENT a moment's notice, but hate sitting around in your local
Having your body altered, often having whole limbs or cybersurgeon's rundown waiting room (or who are too afraid
organs replaced, takes a toll on the body and its essence. of waking up missing parts and organs), fear not! For the
Surgery is a dangerous process, and there is a risk that the low, low price of 50,000₵, you can purchase the amazing
body will reject new impants and alterations. A bond must be Doc-It-Yourself™ cybernetic surgery tools and begin splicing
and dicing your body from the comfort of your own home!
formed between the body and cyberware, and this bond takes
(Extra shipping fees may apply)
the form of attunement.
Cyberware counts as a magic item for attunement This purchase includes a Doc-It-Yourself™ set of nearly
purposes, and surgery fails if you attempt to install medical-grade surgical arms, health monitoring and
cyberware when you already have three cyberware or magic scanning equipment, an operating bed, and numerous
restraining straps and braces to ensure the patient's
items attuned. Artificer features that apply to magic items
struggling doesn't spoil the surgery. By providing the surgery
also apply to cyberware as if they were magic items. You can tools with med-serum, anesthetics, and other supplies, you
end an attunement to a cyberware by having it surgically can cut the costs from the Surgery Fee table in half.
removed, simultaneously losing the effects of the cyberware.
You can only attune to one of each specific cyberware, and It is heavily recommended that the table is operated by
users proficient with Medicine, but you can always take your
you cannot attune to two different tiers of the same
chances!* Talk to your DM, and see if the Doc-It-Yourself™
cyberware. cybernetic surgery tools are available for purchase today!**
You can refer to the Cyberware List below for a cyberware's
*The Doc-It-Yourself™ corporation is not responsible for injuries or side
tier and cost. Please note that the cost is just the effects that occur during the operation of its products. Side effects include but are
recommended price based on the cyberware’s tier, which is not limited to: bloating, upset stomach, blindness, deafness, amputation, coma,
based on the magic item rarity system of the Dungeon pregnancy, burns, irradiation, vertebral explosions, hallucinations, schizophrenia,
Master’s Guide. erectile disfunction, cybernetic awakening, itchiness, and death.
While comparisons are difficult, since magic items vary
**Cybernetics not included.
widely in mechanical power and scope within the same rarity,
cyberware tiers are intended to roughly match magical item
rarity. Tier 1 cyberware are equivalent to uncommon magic
UPGRADING CYBERWARE
items, Tier 2 are equivalent to rare magic items, and so on. Some cyberware have multiple tiers, indicating more
advanced technology for higher tiers. You can upgrade from a
AUGMENTS
lower tier cyberware implant to a higher tier version for the
You can only have up to three augments installed, and
cost of the surgery fee at the new tier and the cost of the new
surgery fails when you attempt to add a fourth. You can only
cyberware minus the cost of the lower tier version.
have one of each specific augment. You can find the Augment
List later in this chapter.
SURGERY FEE
DATAJACKS SURGERY TYPE FEE
An interface for connecting a person to machines. Datajacks Cyberware Tier 1 1,000₵
are relatively common amongst the populace. At least, for
Cyberware Tier 2 5,000₵
those who can afford it. The port may be obviously visible,
such as an open socket on the side of the head, or more Cyberware Tier 3 25,000₵
discreet, such as a small jack hidden by artificial skin. It adds Cyberware Tier 4 125,000₵
a plug-in jack for entering the virtual reality spaces of Augments 250₵
62
CYBERWARE LIST
NAME TIER COST NAME TIER COST
Auto-Injector 1 30,000₵ Hydraulic Jacks 2 300,000₵
Auto-Injector 3 3,000,000₵ Hydraulic Jacks 3 3,000,000₵
Bone Lacing 2 350,000₵ Immune System Booster 1 30,000₵
Bone Lacing 4 35,000,000₵ Integrated Grapple Gun 1 25,000₵
Chameleon Skin 2 400,000₵ Internal Battery 2 350,000₵
Chameleon Skin 3 4,000,000₵ Internal Battery 3 3,500,000₵
Chameleon Skin 4 40,000,000₵ Jet Boosters 2 350,000₵
Chloroplast Skin 2 300,000₵ Mimic Metabolics 2 250,000₵
Cyberclaws 1 35,000₵ Muscle Reinforcement 1 35,000₵
Cyberclaws 2 350,000₵ Muscle Reinforcement 3 3,500,000₵
Cyberclaws 3 3,500,000₵ Neural Burst 4 40,000,000₵
Cyberclaws 4 35,000,000₵ Overdrive Engine 2 450,000₵
Dermal Barrier 2 400,000₵ Overdrive Engine 3 4,500,000₵
Dopamine Booster 1 35,000₵ Plasma Projector 4 35,000,000₵
Dopamine Booster 3 3,500,000₵ Proto Arms 3 3,500,000₵
Elastic Joints 2 300,000₵ Sensory Enhancement 1 25,000₵
Elemental Emitter 1 35,000₵ Sensory Enhancement 2 250,000₵
Elemental Emitter 2 350,000₵ Sensory Enhancement 3 2,500,000₵
Elemental Emitter 3 3,500,000₵ Sensory Enhancement 4 25,000,000₵
EMP Projector 2 300,000₵ Subdermal Plating 1 40,000₵
Encephalon 1 35,000₵ Subdermal Plating 2 400,000₵
Encephalon 3 3,500,000₵ Tailored Pheromones 2 300,000₵
Gamma Organ 4 40,000,000₵ Warp Cortex 3 3,500,000₵
Hologram Projector 2 250,000₵ Wired Reflexes 2 350,000₵
Hydraulic Jacks 1 30,000₵ Wired Reflexes 4 35,000,000₵
AUTO-INJECTOR Tier 2. You gain a +2 bonus to Constitution ability checks
Tier 1 or 3 and Constitution saving throws. Your hit point maximum
increases by an amount equal to your level, and it increases
Sensors are distributed through your body and hooked up to by 1 when you gain a level. If an effect moves you against
an injector, which can be filled with drugs, potions, or your will along the ground, you can reduce the distance you
chemicals of the user’s choice. At tier 3, you have more are moved by up to 10 feet.
flexibility for choosing substances. As a reaction when you suffer a critical hit from an attack,
Tier 1. You can choose up to two substances to fill the you can turn that attack into a normal hit. You can’t use this
injector with over the course of a long rest, and the substance ability again until you finish a short or long rest.
is used in the process. When you do so, you set a triggering Tier 4. You gain a +4 bonus to Constitution ability checks
circumstance for each substance to be automatically and Constitution saving throws. Your hit point maximum
consumed. For example, this cyberware may be set to increases by 2, and it increases by 2 every time you gain a
administer a med serum when the user goes is reduced to 0 level. If an effect moves you against your will along the
hit points. ground, you can reduce the distance you are moved by up to
You can choose to flush any substance filled into your 20 feet. Any critical hit against you becomes a normal hit.
injector at any time to make room for new substances. Once Additionally, when you are reduced to 0 hit points and are
you have regained hit points from this cyberware, you cannot not killed outright, you can choose to drop to 1 hit point
do so again until you have finished a long rest. instead. You can't use this ability again until you finish a long
Tier 3. You can choose up to four substances to fill the rest.
injector with over the course of a long rest, and the substance
is used in the process. When you do so, you set a triggering CHAMELEON SKIN
circumstance for each substance to be automatically Tier 2, 3, or 4
consumed. For example, this cyberware may be set to
This cyberware allows your skin to expel clouds of
administer a med serum when the user goes is reduced to 0
nanoparticles that refract light away from you, making you
hit points.
seem invisible to the casual observer. At higher tiers, the
You can choose to flush any substance filled into your
nanoparticles can follow and mask you in fast-paced combat.
injector at any time to make room for new substances. You
Tier 2. As an action, you can turn invisible. Anything you
can use this cyberware to consume substances that restore
are wearing or carrying is invisible with you. The invisibility
your hit points up to two times. You regain all expended uses
ends if you attack or cast a spell. While you are invisible,
when you finish a long rest.
when you move, deduct your movement from the cyberware’s
maximum distance of 500 feet. After moving 500 feet, the
e
njector is th cyberware ceases to function.
: ho t ta ke ! the auto-i ange my mind
Wildfire can ch For every uninterrupted period of 2 hours the cyberware
e and nobody
best cyberwar med-serum ca
n goes unused, it regains 100 feet of movement. While this
I' ll ag re e with that, 's hard to cyberware is active and you are damaged, or you stand in an
Valkree: but it
y in a pinch, ght.
come in hand r injection in a firefi area with strong wind, the cyberware ceases to function until
in fo
find a ve have mine in
ject the end of your next turn.
re : me d- se rum? nono I eam in my Tier 3. As an action, you can turn invisible. Anything you
Wildfi ped cr
rup and whip cream!
chocolate sy detects I'm eating ice are wearing or carrying is invisible with you. While you are
mout h wh en it invisible, when you move, deduct your movement from the
rious.
u can't be se cyberware’s maximum distance of 1,000 feet. After moving
Valkree: Yo can just
ly Cr ap , sh e's right, I 1,000 feet, the cyberware ceases to function.
Dozer: ho ng I ea t!
p onto anythi For every uninterrupted period of 2 hours the cyberware
inject Ketchu es, like
: Or be er for long driv us. goes unused, it regains 200 feet of movement. While this
TheWheelDe al u're a ge ni
beer hat. Yo cyberware is active and you are damaged, or you start your
an always-on e.
ink and driv turn in an area with strong wind, the cyberware ceases to
ease don't dr
Valkree: Pl function until the end of your next turn.
Tier 4. As an action or bonus action, you can turn
invisible. Anything you are wearing or carrying is invisible
with you. While you are invisible, when you move, deduct
BONE COATING
Tier 2 or 4 your movement from the cyberware’s maximum distance of
1,000 feet. After moving 1,000 feet, the cyberware ceases to
Your bones are carefully coated with a thin layer of protective function.
steel. In addition to reinforcing your pathetic, shatterable For every uninterrupted period of 2 hours the cyberware
organic bones, this cyberware also sets off metal detectors goes unused, it regains 200 feet of movement.
and will increase your bodyweight by 20%. At tier 4, the steel
is replaced with non-metal ceramic composites and your
musculoskeletal vulnerabilities, such as the gaps between
your ribs, are lined with a protective mesh.
64
CHLOROPLAST SKIN shift to avoid disturbing your aim, be translucent, or have
Tier 2 built in cameras and LEDs to display the area to you. The
deployed barriers can also be directed to protect your nearby
This bioware alters the genetics of your skin to have allies.
chloroplasts, giving it limited photosynthetic ability. Your You can deploy or retract your barrier as a bonus action.
body’s cells automatically regenerate themselves as a result, While the barrier is deployed your speed is reduced by 10 and
and you can replace all sustenance with a little time spent at the end of each of your turns, you decide which way a 150-
outside in the sun. May turn your skin a little green. foot cone faces and whether the cone is active. You have
Instead of eating, you can spend 1 hour in sunlight to three-quarters cover against attacks and effects from
provide you with enough nourishment to sustain you for one creatures and vehicles in the cone. Creatures of your choice
day. You count as a plant for the purposes of spells, and you within 5 feet of you also benefit from this cover.
have resistance to radiant damage. You regain 5 hit points
every 10 minutes, provided you have at least 1 hit point. You DOPAMINE BOOSTER
have advantage on Dexterity (Stealth) checks in forests, Tier 1 or 3
swamps, grasslands, and other green terrain.
The user is constantly fed a slow drip of dopamine, which
Additionally, while you are in direct sunlight, you have
boosts the user’s confidence in social and tense situations.
advantage on Constitution saving throws and resistance to
The cyberware can also enhance the effect of other drugs and
necrotic damage.
chemicals, allowing them to flush the brain with an
overwhelming high that leaves room for nothing else. At tier
CYBERCLAWS
Tier 1, 2, or 3 3, dopamine is just a single element in the cocktail of tailored
hormones and chemicals that flood your brain, leaving room
Razor blades are implanted into your hands that extend from for little else.
under your fingernails, from along the edge of hand, or from Tier 1. You gain a +2 bonus to Charisma ability checks
between your knuckles. They allow for climbing and cutting and Charisma saving throws. You have advantage on saving
with equal ease. At higher tiers, the claws are further throws against drug addiction.
enhanced with more powerful magic and your body has been Additionally, when you consume a dose of drugs, you can
adjusted to produce poison for the blades. end one effect on yourself that is causing you to be charmed,
Tier 1. Unless you have these weapons drawn, they are and gain temporary hit points equal to your level. These
concealed. You can draw or stow one or both sets of claws at temporary hit points are added to those gained from the drug
the same time. You have proficiency with your claws, and consumed, if any were gained. You can’t use this ability again
they have the finesse, light, and silvered properties, and can until you finish a short or long rest.
be used for two-weapon fighting if both hands are otherwise Tier 3. You gain a +4 bonus to Charisma ability checks
empty. They deal 1d8 slashing damage. When you roll a 20 Charisma and saving throws. You have advantage on saving
for the d20 on your attack roll with these claws, you can throws against drug addiction. You are immune to the
make one additional melee weapon attack against the target. charmed condition.
While you have both claws drawn, you can use them for Additionally, when you consume a dose of drugs, you can
two-weapon fighting, and you gain a climbing speed of 20 gain temporary hit points equal to your level. These
feet. If you fall, and at any point during the fall you are within temporary hit points are added to those gained from the drug
5 feet of a solid wall, you can use your reaction to stop falling consumed, if any were gained. If the drug would let you add a
and catch onto wall's surface. dice to ability checks or saving throws, add an additional 1d4
Tier 2. Previous tier applies. The claws are enhanced with to the roll. You can’t use this ability again until you finish a
magic reinforced steel, and count as magical weapons with +1 short or long rest.
to attack and damage rolls.
Tier 3. Previous tiers apply, except the claws are magical ELASTIC JOINTS
weapons with +2 to attack and damage rolls. The weapon has Tier 2
5 charges. When you hit a creature with the claws, you can
Cartilage and connective tissue are old news. This cyberware
expend one charge to deal 2d6 poison damage to the
replaces all of that with extremely flexible synthetic materials
creature. The claws regain 1d4 + 1 expended charges at the
that can be crushed, cramped, and contorted without lasting
end of a long rest.
injury to the user. May cause nausea to those who view it in
Tier 4. Previous tiers apply, except the claws are magical action.
weapons with +3 to attack and damage rolls. The weapon has
If you are grappled or restrained, you can spend half your
5 charges. When you hit a creature with the claws, you can
movement to automatically escape. As a reaction, when you
expend one charge to deal 4d6 poison damage to the
would be knocked prone by an effect, you can instead choose
creature. The claws regain 1d4 + 1 expended charges at the
not to be. You can move through spaces that are half as wide
end of a long rest.
as you normally can without squeezing, and you can move
through spaces as narrow as your head.
DERMAL BARRIER
Tier 2 Additionally, when you fail on a Dexterity saving throw,
you can use your reaction to succeed instead. You can’t use
Plasteel panels are installed in your arms and shoulders that this ability again until you finish a short or long rest.
can extend and automatically shift to block attacks.
Depending on the installation details, the panels can either
65
ELEMENTAL EMITTER Thunder. The saving throw for this damage type is
Tier 1, 2, or 3 Constitution. Vehicles and creatures made out of inorganic
material have disadvantage on saving throws caused by this
A small arcane battery is installed into your body, with cyberware.
synthetic ley lines that trace their way down your arms to As an action, you can use a free hand to launch a burst in
your hands. The battery is charged by soaking in ambient one the following patterns: in a cone, in a 5-foot wide line, or
magic, and you can discharge the battery to cause elemental in a sphere at a point you can see within 120 feet of you. Each
havoc. At higher tiers, this cyberware stores progressively target in the area must succeed on a saving throw based on
more and more magic, and the emitters are capable of the damage type. On a successful save, they receive half
unleashing catastrophic forces. damage.
When this cyberware is installed, choose one of the The tier of this cyberware determines the amount of
following damage types and corresponding saving throws damage it deals, its saving throw DC, how many charges it
when you have this cyberware installed. has, and how many charges it regains at dawn. It also
Acid. The saving throw for this damage type is Dexterity. determines the maximum size of the burst you can create,
Targets that fail a saving throw caused by this cyberware with each larger burst size requiring additional charges
grant advantage to the first attack made against them before expended. For example, with a Tier 2 elemental emitter, you
the end of your next turn. can expend 1 charge to create a 30-foot line, or 2 charges to
Cold. The saving throw for this damage type is create a 60-foot line.
Constitution. Targets that fail a saving throw caused by this
cyberware have their movement speed halved until the end of ELEMENTAL EMITTER PROPERTIES
your next turn. FEATURE TIER 1 TIER 2 TIER 3
Fire. The saving throw for this damage type is Dexterity. Damage 4d6 6d6 8d6
Targets that fail a saving throw caused by this cyberware
Saving Throw DC 14 16 18
begin burning for 1 minute, and take 1d6 fire damage at the
start of each of its turns. Max. Charges 4 6 8
Lightning. The saving throw for this damage type is Charges Regained at Dawn 1d4 1d4+2 1d6+2
Dexterity. Targets that fail a saving throw caused by this
cyberware can’t take reactions until the start of its next turn. ELEMENTAL EMITTERS AREA SIZE
1 CHARGE 2 CHARGES 3 CHARGES
EMP PROJECTOR
Tier 2
66
ENCEPHALON While you have this cyberware installed, you reduce your
Tier 1 or 3 current level of irradiated by 1 every 6 hours. You have
Prerequisite: Datajack installed advantage on saving throws against effects which would
irradiate you.
Rewires certain connections between your frontal lobe and
hippocampus, allowing for more efficient storage, transfer, INTEGRATED GRAPPLE GUN
and retrieval of both short-term and long-term memories. Tier 1
Also includes a bioware sample of grey matter installation
You have a grappling hook launcher implanted into your
comes with built in knowledge. At tier 3, a helpful artificial
arm. As an action or a bonus action you can launch a
intelligence is installed into your brain.
grappling hook and cable up to 200 feet. It can be used to
Tier 1. You gain a +2 bonus to Intelligence ability checks
reel or give slack, allowing the user to climb up or down the
and Intelligence saving throws. While you have this
length of the cable at the user’s walking movement speed.
cyberware installed, you gain proficiency with one skill.
Requires a free hand to use. Can support up to 5,000 lbs of
When you roll initiative, you can make an Intelligence check
weight.
instead of a Dexterity check.
In addition, you can make a special ranged attack against a
You can use your Intelligence modifier and proficiency
creature or object within 30 feet. If you’re able to make
bonus for any ability check or saving throw instead of the
multiple attacks with the Attack action, this attack replaces
usual ability modifier. You can’t use this ability again until
one of them. If the target is a creature your size or smaller,
you finish a short or long rest.
you can make a contested Strength (Athletics) check to pull it
Tier 3. You gain a +4 bonus to Intelligence ability checks
next to you and grapple it. If there is no open adjacent space,
and Intelligence saving throws. While you have this
then the creature stops in the nearest available open space
cyberware installed, you gain proficiency with one skill.
and is not grappled. Alternatively, if the target is larger than
When you roll initiative, you make an Intelligence check
you, you can choose to be pulled to it. However, this does not
instead of a Dexterity check.
grapple it.
You can use your Intelligence modifier and proficiency
Finally, as a reaction to falling, you can fire your grappling
bonus for any ability check or saving throw instead of the
hook to stop falling, provided there is a target within 200 feet
usual ability modifier. You can’t use this ability again until
of you that you could reasonably hook, and the distance from
you finish a short or long rest.
you to the target is greater than the distance you would fall.
Additionally, you can activate your AI’s prediction Instead of falling, you swing to hang beneath the target.
algorithm as a bonus action. When you use this ability, and
as a bonus action for 1 minute, you can choose to either gain HOLOGRAM PROJECTOR
advantage on your attack rolls and ability checks or to Tier 2
impose disadvantage on attack rolls against you until the
start of your next turn. You can’t use this ability again until This cyberware involves getting numerous hologram
you finish a long rest. projectors and directional speakers installed into your body.
When you activate them, you can project images around
GAMMA ORGAN yourself or the nearby environment.
Tier 4 The projector creates holograms that mimic spells of the
illusion school. While the effects are similar to magic, and
You have a heavily mutated organ implanted into your torso.
may require your concentration, they are not magic, and are
This organ is loaded with highly dangerous radioactive
unaffected by spells such as counterspell or dispel magic. If
chemicals that can be released to the rest of your body,
you lose sight of a hologram you have created, the hologram
causing sudden and drastic changes.
ends.
As a bonus action, you can gain 1 level of irradiation and For the purpose of these holograms, your spell save DC is
become mutated for 1 minute. You can’t become mutated 15.
again until you finish a short or long rest. While mutated, you
can’t cast spells or concentrate on them, and you gain the understand.
e, pl ea se, I don't begged.
following benefits: NOIR: "R os
tr yi ng to say?" Johnny
What are yo u
hnny Cool,
You increase your size by one category. If your armor and
ou ha ve to let me go, Jo id sadly.
NOIR: "Y Rose sa
equipment does not fit your new size, it is cast off or doing this,"
destroyed (your choice). we can't keep leave.
She turned to nged forward, .
but
You gain temporary hit points equal to twice your level.
: "N o, wa it -" Johnny lu he r sh ou ld er
NOIR ugh
Your Strength score increases to 25. ed right thro for 10
Your movement speed is increased by 15 feet, and your his hand pass ing to Rose's hologram
be en ta lk er ed . Th e End.
He'd e' d been murd
jump distance is tripled. nc e sh
years si ivers (O_O;)
You ignore the effects of the irradiated condition.
re : oh god, I got sh
Wild fi cyborg?!?
While mutated, you can use a bonus action to gain a level Bu t wh o wa s the hooded
Street Sam: sequel,
of irradiated. Your unarmed strikes deal damage equal to 2d8 to wait for the l
NOIR: You' ll ha ve out on digita
+ your Strength modifier. When you take the Attack action
ic Me mo ry : Dead Channel, ort it.
Stat supp
on your turn, you can make a number of attacks equal to 1 + soon. Please
storefronts
your irradiated level. While mutated, you ignore features, like
Extra Attack, which give you more attacks.
67
Tier 1. Your movement speed increases by 15 feet and your
jump distance is tripled. When you fall, you can use
your reaction to take no damage from falling. Making a
standing long jump no longer reduces the distance you can
jump.
Tier 2. Previous tier applies. Additionally, your legs
become natural weapons with the finesse property, which
you can use to make unarmed strikes. If you hit with it, you
deal bludgeoning equal to 1d8 + your Strength or Dexterity
modifier (your choice).
When you use your reaction to take no damage from
falling, you can make a special attack with your legs against a
target within 5 feet of you. If the attack hits, it deals its
normal damage plus 1d6 for every 10 feet you fell. You can’t
use this ability again until you finish a short or long rest.
Tier 3. Previous tiers apply. Additionally, difficult terrain
doesn’t cost extra movement and you can move up, down,
and across vertical surfaces and upside down along ceilings,
while leaving your hands free. You have a climbing speed
equal to your walking speed.
INTERNAL BATTERY
This cyberware has 10 charges. You can use an action to Tier 2 or 3
expend some of its charges to mimic one of the following
You install a battery into your body that can be used to power
spells: blur (2 charges), disguise self (1 charge), major image
your legs or shock your foes. At tier 3, it automatically detects
(3 charges, sounds and images only), mirror image (2
erratic heartbeats and delivers a defibrillating shock.
charges), silent image (1 charge).
Tier 2. This cyberware has 10 charges. You can spend 2
If you have an arm, leg, eye, or ear removed, you can use it
charges to Dash as a bonus action. When you hit a target with
to mimic the programmed illusion spell by setting it down
a melee attack, you can spend up to 3 charges and deal 1d6
within 120 feet of the target. So long as the limb isn’t moved
lightning damage per charge. If you take a minimum of 4
out of range or sight of the target, the hologram will act
lightning damage in a turn, you can regain a charge.
according to the spell, except that it has a duration of 48
Alternatively, if you use an action to touch a power source,
hours.
such as a wall outlet or a battery, you can take 1d6 lightning
The hologram projector regains 1d8 + 2 charges when you
damage to gain 1 charge. You regain 1d8+2 charges over the
finish a long rest. If you expend the last charge, roll a d20. On
course of a long rest.
a 1, your holograms malfunction, and your appearance
Tier 3. Previous tiers apply, except this cyberware has 20
changes to a form of the DM’s choosing until you finish a
charges, and it regains 2d8+4 charges over the course of a
long rest.
long rest.
HYDRAULIC JACKS Additionally, when you are reduced to 0 hit points but not
Tier 1, 2, or 3 killed outright, you can expend all charges and drop to 1 hit
point instead so long as this cyberware has at least 1 charge.
Your leg muscles and tendons are replaced with machines If this feature was triggered by a melee attack, you can use
powered by hydraulics which can adjust to swift movements your reaction to deal 1d6 lightning damage per charge
and sudden falls. At tier 2, your hydraulic legs are discharged, to a maximum of 10d6, to the attacker. You can’t
weaponized pistons that can transmit tremendous amounts use this feature again until you finish a long rest.
of kinetic energy. At tier 3, automatically adjusting spikes
and grips assure that you can move cross any surface at any
angle.
68
JET BOOSTERS For every 10 minutes you are in this form, you must roll a
Tier 2 d20. On a 1, you are trapped in mimic form for 8 hours, or
until your form is destroyed.
You have small jets installed in your torso and limbs, which You have advantage on ability checks to grapple creatures.
allow you to fly. Your battery for these jets is limited, but As a bonus action, you can automatically escape from
your body naturally recharges it using your body heat and restraints, such as the entangle spell or a creature that has
blood circulation. you grappled.
You have a flying speed equal to your walking speed. You Additionally, if a creature touches you in your mimic form,
can fly for up to 4 hours, all at once or in several shorter as a reaction you can transform into your normal form and
flights, each using a minimum of 1 minute of the duration. If attempt to grapple the creature.
you are flying when the duration expires, or if you are
knocked prone, you fall. You regain 2 hours of flying MUSCLE REINFORCEMENT
capability for every 24 hours you aren’t flying. Tier 1 or 3
As a bonus action, you can use 1 hour of your flying
capability to double your flying speed for 1 minute. Through the implantation of synthetic muscles and
ligaments, your muscular system is enhanced beyond its
MIMIC METABOLICS biological limitations. At tier 3, your muscles are replaced
Tier 2 with carbon fibers that, when activated by your nervous
system, let you perform impossible feats of might.
This bioware involves an experimental gene treatment which Tier 1. You gain a +2 bonus to Strength ability checks and
injects DNA code from a species of creatures which mimic Strength saving throws. You count as one size larger when
the forms of objects for camouflage. determining your carrying capacity and the weight you can
As an action, you can take on a mimic form, transforming push, drag, or lift. You can grapple creatures up to two sizes
into the shape of an object you can see of your size or smaller, larger than you.
but you must be at least six inches in width or length and When you hit a creature with a melee attack, you can shove
weigh no more than your current weight. While in mimic it. If you win the contest, the creature takes an additional 2d6
form, you can’t speak, move, or take any actions other than bludgeoning damage, you push it up to 10 feet away, and
returning to your normal form as an action, but your senses knock it prone. You can’t use this ability again until you
are unchanged. Your gear melds into your new form. You finish a short or long rest.
can’t use, wield, or otherwise benefit from any of your Tier 3. You gain a +4 bonus to Strength ability checks and
equipment. Your form does not function as the object you Strength saving throws. You count as two sizes larger when
mimic, and if you are touched, you feel organic and fleshy. determining your carrying capacity and the weight you can
While in this form, you have AC 10, 5 hit points, and a push, drag, or lift. You can grapple creatures up to two sizes
speed of 5. The transformation lasts until you take an action larger than you.
to revert to normal form, or until you drop to 0 hit points or When you hit a creature with a melee attack, you can shove
die. When you revert to your normal form, you return to the it. If you win the contest, the creature takes an additional 4d6
number of hit points you had before you transformed. If you bludgeoning damage, you push it up to 20 feet away, and
revert as a result of dropping to 0 hit points, any excess knock it prone. You can’t use this ability again until you
damage carries over to your normal form. As long as the finish a short or long rest.
excess damage doesn't reduce your normal form to 0 hit
points, you aren't knocked unconscious.
69
Once you use this cyberware, you must finish a short or
long rest before you can do it again.
OVERDRIVE ENGINE
Tier 2 or 3
PLASMA PROJECTOR
Tier 4
NEURAL BURST
Tier 4 me you can
et Sa m: Yo u're telling
Stre ?
ade inside me
Your nervous system is replaced with a synthetic cable array sheathe my bl it that.
based on fiber optics. You have the ability to increase your e: If yo u want to call
Valkre kill
perception and movement to an astonishingly fast speed for a T trying to
re et Sa m: But you're NO
short period of time. While you feel like you are moving and St
me? ord
acting normally, everything else seems to be moving through stall your sw
re e: No . Lo ok, I can in able and
molasses. The burden this puts on the body is crippling. Valk detect
m so it's un
You can gain the effects of this cyberware as a reaction at into your ar e.
bl
always availa n make me
any time. Using this as a reaction to an attack against you or
So , in a way... you ca
a saving throw you make allows you to negate the trigger’s Street Sam: ade.
bl
damage and effects. Additionally, when you use this reaction, one with my ortable
ul d fe el a lot more comf
wo
you instantly gain a turn, potentially in the middle of another Valkree: I put it like
that.
creature’s turn, during which you have advantage on attacks, if you didn't y make old
other creatures have disadvantage on saving throws against At la st , I can finall
Street Sam:
proud.
effects caused by you, and other creatures cannot use their alley-sensei
reactions. You suffer one point of exhaustion at the end of
this extra turn.
70
Targets in the area must succeed on a DC 20 Dexterity brain. At tier 4, your enhancements are enchanted with
saving throw. A target takes 12d6 radiant damage on a failed powerful divination magic, granting you state-of-the-art
save, or half as much damage on a successful one. As part of vision and hearing.
the action, you can spend 1 extra charge to deal an additional Tier 1. You have darkvision out to a range of 120 feet. If
4d6 radiant damage to targets in the area, which can be you already have darkvision, the range increases by 90 feet.
reduced with a successful saving throw. You have advantage on saving throws against effects which
Regardless of the size of the blast, you cast bright light in a would blind you. You have advantage on Wisdom
60-foot cone and dim light for an additional 60 feet until the (Perception) checks that rely on sight.
end of your next turn. The light is sunlight. Tier 2. Previous tiers apply. You see invisible creatures
The projector regains 1d6 + 4 charges daily at dawn. and objects as if they were visible. You can’t be surprised
while you are conscious.
PROTO ARMS Tier 3. Previous tiers apply. You have blindsight out to a
Tier 3 range of 120 feet. You have advantage on Wisdom
(Perception) checks that rely on hearing.
You have two additional arms surgically attached to your
Tier 4. Previous tiers apply. You have truesight out to a
body and linked to your nervous system. The arms can
range of 120 feet. In addition, as an action, you gain the
appear similar to your normal arms, as robotic limbs, or
ability to see through solid objects (except lead) to a range of
anywhere in between.
30 feet for 1 minute. During that time, you perceive objects
The arms are capable of everything that your normal arms
and creatures as transparent outlines. Once you use the
can do, including holding equipment, attacking with
cyberware in this manner, you can’t use it again until you
weapons, donning a shield, opening doors, and other
finish a short or long rest.
activities. They can also leave your hands free when
performing certain activities, such as climbing, driving, or
SUBDERMAL PLATING
grappling. Tier 1 or 2
The arms also allow you to interact with up to two objects
on your turn without requiring your action. For example, if Armored plates sculpted to fit your body are fused with your
you draw a weapon with your regular arms, you can still use skin. When these are installed, they can be customized for
your proto arms to draw another weapon, open a door, or appearance and stylistic purposes, potentially making them
similar activity. difficult to detect or immediately obvious at a glance. At tier
2, the plating becomes reactive, and you can cause it to
SENSORY ENHANCEMENT harden against certain attacks.
Tier 1, 2, 3, or 4 Tier 1. You gain a +1 bonus to AC. You also gain +1 to
Strength, Dexterity, and Constitution saving throws.
You install sensors in your eyes that allow you to see in the
dark. If you are missing one or more eyes, this cyberware Tier 2. Previous tier applies. In addition, when you take
replaces them and allows you to see through them. At tier 2, damage of a type other than psychic damage, you can use
you install sensors that can pick up subtle shifts and your reaction to gain resistance to the damage type for 1
shimmers in the air. At tier 3, emitters in your ears send out minute. You can’t use this ability again until you finish a
continuous ultrasound pulses and a receiver picks up the short or long rest.
echoes of these pulses to create a topographic map in your
TAILORED PHEROMONES WARP CORTEX
Tier 2 Tier 3
Your internal chemistry is designed to enchant others with When this experimental cyberware is installed, a serum of
pheromones you can release from your skin. In emergencies, highly charged quantum substances is injected directly into
you can exude a cloud of pheromones that will leave those your cerebral cortex, where nanobots spread and prepare
around you in a daze. them to react to your mental commands. When activated, the
As an action, you can target one non-hostile humanoid of quantum substance allows you to supersede the standard
your choice within 5 feet of you with your pheromones, rules of physics and move long distances without entering the
forcing it to make a DC 15 Wisdom saving throw. It must intervening space.
breathe air to be affected. If it fails the saving throw, it is This cyberware has 20 charges. You can use an action to
charmed by you for one hour or until you or your expend some of its charges to cast one of the following spells
companions do anything harmful to it. The charmed creature from it: blink (3 charges), dimension door (4 charges), or
regards you as a friendly acquaintance. arcane gate (6 charges). You can use a bonus action to
If a creature's saving throw is successful or the effect ends expend 2 charges to cast misty step. When you cast one of
for it, the creature is immune to your pheromones for the these spells, attacks against you have disadvantage until the
next 24 hours. If the save succeeds by 5 or more, the creature end of your next turn.
is aware that you attempted to charm it. Additionally, as a bonus action, you may spend 5 charges
You can use this ability a number of times equal to your to force a creature that you can see within 30 feet of you to
proficiency bonus. You regain all expended uses when you make a DC 16 Charisma saving throw. On a failed save, you
finish a long rest. teleport to the creature’s space and the creature teleports to
As an action, each creature within 10 feet of you must your previous space, so long as there is enough space for both
succeed on a DC 15 Wisdom saving throw or be incapacitated you and the creature. A creature can willingly fail this saving
until the end of your next turn. A creature must breathe air to throw.
be affected. You can’t use this ability again until you finish a The warp cortex regains 2d8 + 4 charges daily at dawn. If
short or long rest. you expend the last charge, roll a d20. On a 1, your brain
teleports 10 feet away from you in a random direction and
you die.
WIRED REFLEXES
Tier 2 or 4
72
DATA LOCK
AUGMENT LIST This secure data storage is implanted directly into the user’s
NAME COST head, along with a port to access it, which can be separate
Amphibious Assault Array 7,500₵ from a datajack port. It’s normally used by couriers and
diplomats for data that can’t be trusted to a briefcase, but it
Cranium Bomb 15,000₵
has other potential uses.
Cyberlimb 2,000₵ You can set a certain password, certificate, or other key to
Extremophile Glands 12,000₵ access the drive. You can choose to place memories inside the
Hacking Tools 9,000₵ data lock, forgetting them until you access the drive.
Information stored within the data lock is protected from
Data Lock 5,000₵
anyone who does not have the key, potentially including the
Integrated Tool 7,500₵ augment user.
Integrated Weapon 10,000₵
EXTREMOPHILE GLANDS
Nanite Pigmentation 3,000₵
Your fleshy surface cells are recalibrated to withstand some
Quick-Fix Injector 6,000₵ of the harshest natural environments. When you gain this
Sense-Log 4,000₵ augment, choose one of the following benefits.
Skillsoft Implant 10,000₵ You become adapted to cold climates and ice-cold water.
Smartgun System 2,500₵ You become adapted to hot climates and only need to
Smuggling Compartment 3,500₵ drink half as much water per day, and have advantage on
Constitution saving throws to avoid exhaustion from a
Synth Hair 5,000₵
lack of water.
Voice Modulator 3,000₵ You become acclimated to high altitude, including
elevations above 20,000 feet.
AMPHIBIOUS ASSAULT ARRAY
This air tank is implanted into the lungs of the user, INTEGRATED TOOL
automatically storing and pressurizing air for later use. This A set of tools is concealed in your body, but always in easy
allows extended underwater operations and functions reach for when you need them. A set of artisan’s tools, a
similarly to a gas mask while the air reserves last. You can gaming set, or a musical instrument you are proficient with is
hold your breath for 1 hour. integrated into your body. You must have your hands free to
use this integrated tool.
CRANIUM BOMB
Implants a small explosive in your skull which will explode INTEGRATED WEAPON
when triggered. When this explosive is triggered, you will die Your weapon becomes a part of you, physically and mentally,
instantly. The triggers are set when the cortex bomb is and is always within easy reach. Choose one weapon to have
installed, and can include brain activity. Examples of triggers integrated into your body.
include: a wireless signal from a smartphone, leaving a The weapon is concealed when not drawn, and can be
specific area, speaking specific information aloud, or falling drawn as normal at the start of combat. You must still have
in love. enough hands free to be able to use the weapon. You can
Alternatively, when this augment is installed, it can include stow the weapon on your turn (no action required). If you
high-explosives designed to launch skull fragments with drop the weapon, it is automatically stowed.
lethal force. When these explosives are triggered, each target You cannot be disarmed of this weapon, but it can be
within 15 feet of you must make a DC 15 Dexterity saving destroyed or disabled. The weapon may be surgically
throw, taking 3d6 piercing and 3d6 thunder damage on a switched for the price of the installation fee.
failed save, or half as much on a successful one.
NANITE PIGMENTATION
CYBERLIMB You inject nanites into your body which can change the color
Replace a lost or existing arm or leg with a cyberlimb, a of areas of your skin at any time. Handy for trying to pass
metallic version of an arm or leg. The limb functions as a yourself off as a member of a gang or political group if you
normal limb, except for being made of a different material. know they have a signature tattoo. You can also have the
This can be purchased multiple times, and counts as only one nanites light up and mimic LED tattoos.
augment, no matter how many limbs are replaced. As an action, you can alter the tattoos on your body,
including erasing them or covering your entire body with a
HACKING TOOLS network of tattoos.
Prerequisite: Datajack installed
QUICK-FIX INJECTOR
By integrating hacking tools directly into your brain and
An easy-use injector is installed in your body that can deliver
nervous system, you can manipulate networks and the
drugs, potions, or chemicals. Allows the user to use their
devices connected to them as naturally as you could play an
reaction to inject a dose of any fluid to the user. The user may
instrument. Hacking tools include an upgrade to your
choose to use this reaction at any time. For example, if the
datajack's processing power and a set of hacking applications
user is shot, they may use their reaction to trigger the
and programs. See the ‘Hacking’ section of Chapter 6 for
more information on using hacking tools.
73
injection of a med serum. The user can choose what SMUGGLING COMPARTMENT
substance to fill the injector with over the course of a long Drug dealers, couriers, smugglers, and snack enthusiasts
rest, and the substance is used in the process. rejoice! This augment involves hollowing out portions of your
body that won't be missed, creating a velvety storage pocket.
SENSE-LOG You can conceal up to 10 pounds of items inside the
Prerequisite: Datajack installed
smuggling compartment. Standard X-rays and metal
Cybernetic sensors are connected directly into your senses detectors will not detect items inside it. You cannot conceal
for recording purposes. This augment allows you to record objects over 3 feet long, or over half the height of the user. It
visual, auditory, olfactory, tactile, and taste data. The data is an action to retrieve items from the compartment.
can be offloaded to machines through your datajack port or
SYNTH HAIR
wirelessly. The sense-log also collects the user’s vital
Your hair, or lack of hair, is replaced with synthetic fibers
statistics.
that you have some measure of control over. As bonus action,
you can change the look, color, length, and style of your hair.
SKILLSOFT IMPLANT
Prerequisite: Datajack installed You can make it look and feel like natural hair, metal wire,
string, or anything in between. It can be any color, it can have
This augment allows you to load software programs through a metallic sheen, or it can even glow with LEDs. It can grow
your datajack to your brain, granting you knowledge without as long as 10 feet, or retract into your head, rendering you
need for learning or studying. Time is required for you to bald. You can also have your hair braid, spike, coil, layer,
adjust before the training is properly implanted. fold, and otherwise shape itself into any hairstyle that you
Over the course of a long rest, you can choose to become can imagine.
proficient with one language or tool. You can choose to Additionally, as an action, you can use your hair to
change this proficiency to another language or tool over the manipulate an object, open an unlocked door or container,
course of a long rest. stow or retrieve an item from an open container, or other
similar tasks. Your reach for this action is the current length
SMARTGUN SYSTEM of your hair.
Prerequisite: Datajack installed Your hair can’t attack, activate magic items, or carry more
than 5 pounds. If your hair is cut, damaged, or destroyed, it is
Designed for those without the delicate knack for aiming but
repaired when you finish a long rest.
who still want to make lead rain. Sensors in your eyes and
electrodes in your brain are linked directly to your smartgun
VOICE MODULATOR
to assist with aiming firearms, allowing you to instead focus Now you can auto-tune away your tone-deaf wailing! This
on muscular compensation for recoil, muzzle rise, and target augment replaces your voice box with a complicated set of
movement. audio devices. It comes with a small subvocal microphone
This augment allows you to use firearms with the smartgun that can allow wireless communication without speaking out
accessory (see the ‘Firearm Accessories’ section in Chapter loud, and can record and play sounds it hears.
2). When you attack with a smartgun, you can use your You can speak up to three times as loud as normal, shift
Strength or Intelligence modifier, instead of Dexterity, for the your pitch to make perfect bird calls, mellifluous singing, and
attack rolls. uncanny vocal impressions.
74
CHAPTER 4
VEHICLES
T
humping bass sets the rhythm. Beneath a blinking Some vehicles are designed to grant total cover to its
street light flashes neon streaks when the sleek red riders, such as armored vans or attack helicopters. Opening
car roars past, a pair of police cars trumpeting their doors or bulletproof windows will negate cover benefit from
sirens as they pursue, hot on its trail. In the cabin of the red the side they are opened.
car, the driver, all black leather and mirrorshades, pops open
the glass case atop the stick shift, exposing the bright red ENTERING AND EXITING A VEHICLE
button. With a press, high octane fuel pumps into the car’s Once during your move, you can enter an unlocked vehicle
engine, and the bright lights of the city become dazzling blurs that is within 5 feet of you or exit it. Doing so costs an
as the vehicle launches itself into overdrive. amount of movement equal to half your speed. Some
No cyberpunk setting would be complete without vehicles. vehicles, such as boats with decks and buses, can be boarded
You might need a fast getaway car after your latest score, a simply by moving onto them, but sitting at the controls or in
monster truck to show off your muscle to a rival gang, a another seat of the vehicle will require half your movement
stealthy boat to sneak some illicit goods past the coast guard, speed.
or maybe you just want to rain lead and hellfire on your foes
from your armed helicopter. This chapter provides the rules, CONTROLLING VEHICLES
prices, and the modifications that can be made to vehicles. The driver of a vehicle can grant their action, bonus action,
and reaction to have the vehicle use its respective action.
VEHICLE RULES However, the driver does not have to grant all of their
actions, they can always use each of them normally.
Vehicles are similar to mounts in the manner they are
The driver can also share their movement with the vehicle,
utilized, with a few key differences. The primary differences
allowing both to use their full movement speed. For example,
are the means with which they move and act. Vehicles are not
a creature can spend 15 feet of movement to run up to a car,
independent, they do not roll initiative, and they have no
use half their remaining movement to enter the vehicle, and
actions of their own. A vehicle requires a driver in order to
even though they have 0 movement speed left, they can have
function.
the vehicle drive its full speed. This is also true if the driver
has their movement speed reduced to 0, such as when they
VEHICLE STATISTICS
Vehicles are a complex collection of objects with statistics are restrained, so long as they can reach the controls.
similar to a creature. They have hit points, ability scores, However, if the driver can't move, such as when they are
movement speed, and many even have their own actions and stunned, then they can't share their movement with the
reactions. vehicle.
Vehicle statistics and stat blocks are explored more A vehicle can only take the Attack, Disengage, or Ready
thoroughly in Appendix B. actions. This means a vehicle cannot use the Dash action. If a
driver has made a vehicle move or take an action, a bonus
RIDING A VEHICLE action, or a reaction, the vehicle cannot do so again until the
Riders will usually have half cover when in a vehicle, but driver’s next turn.
certain situations may change that. For example, lying down Some vehicles have legendary actions. Vehicles with
on the floor of a vehicle may grant three-quarters or total legendary actions require a driver that is proficient with the
cover from long range, while riding a motorcycle may grant vehicle type to drive them, and can only take legendary
no cover. actions while the vehicle has a proficient driver that is not
incapacitated.
FREE HANDS FOR VEHICLES PROFICIENCY
To control the vehicle, the driver must have at least one free Any adult humanoid can be capable of driving most land or
hand for the vehicle’s controls, and be close enough to touch water vehicles. However, only those specially trained with a
them. If the driver removes both hands from the controls, or vehicle type can be considered proficient with them. When
takes an action that requires both hands, they cannot control you drive a vehicle you are not proficient with, the vehicle has
the vehicle until the end of their turn. disadvantage on attack rolls, ability checks, and saving
throws. You cannot drive an air vehicle or a vehicle with
ATTACKING WITH VEHICLES legendary actions unless you are proficient with it.
When a vehicle rolls for a melee attack, you add the vehicle's
Strength modifier and the vehicle's proficiency bonus to the SKILLS
roll Depending on the situation, the DM may call for the vehicle
When a vehicle rolls for a ranged attack, you can add the to make an ability check to overcome a challenge. Vehicles
driver's Dexterity and the driver's proficiency bonus to the may be proficient with acrobatics, athletics, or stealth. If the
roll. driver has a condition or effect that would affect their ability
Alternatively, the driver can use the vehicle's internal checks, it affects the vehicle’s ability checks as well. The
targeting systems for ranged attacks. When doing so, you add following are examples of vehicular skills in use.
the vehicle's Constitution modifier and the vehicle's
Acrobatics. Weaving through traffic at high speeds,
proficiency bonus to the roll.
moving across uneven surfaces, drifting around a turn, or
A vehicle being within 5 feet of a hostile creature doesn’t
performing aerial tricks.
impose disadvantage on a vehicle’s ranged attack rolls.
Athletics. Pushing another vehicle out of the way, jump
VEHICLE OPPORTUNITY ATTACKS across a gap, driving up a steep incline.
If a vehicle has a melee weapon attack, it can make Stealth. Moving quietly down an alley, stealthily floating
opportunity attacks if the driver grants it their reaction. up a canal, avoiding being spotted against cloud cover.
A vehicle’s movement provokes opportunity attacks and
the attacker can target the vehicle or a creature riding it so EXAMPLES OF DRIVING
long as they are in range.
The driver grants the car his movement to drive down a
street, then leans out the window to fire his revolver at a
CONDITIONS AND VEHICLES security guard with the Attack action.
If the driver has a condition or effect that would affect their
attack rolls, it affects the vehicle’s attack rolls as well. If a The driver jumps into the gunboat using half of her
vehicle would make a saving throw at the start or end of its movement. She gives her action to the gunboat to have its
turn, it does so at the end of the driver’s turn. If the vehicle mounted assault cannon fire at a goon standing on the
dock.
has no driver, it does so on initiative count 0.
When a vehicle would be knocked prone, it instead has the The driver flies her assault helicopter over the battlefield
flipped condition (see Appendix A: Conditions) unless it has by giving it her movement. She uses her action to have the
a trait that says otherwise. helicopter perform its multiattack, firing its mounted
gatling guns and launching a rocket. She uses her bonus
action to cast a healing spell on a passenger. When a
hostile helicopter fires a rocket at her helicopter, she gives
her reaction to the helicopter to launch a flare.
77
crashing, can’t move, and cannot be pushed or pulled by any
CRASHING effect. A seat belt has 5 hit points.
A crash occurs when a vehicle attempts to move into a space
already inhabited by another object, vehicle, or creature. The
damage done to both the vehicle and the target it crashes into EXAMPLES OF CRASHING
depends on the vehicle’s speed and size. The driver turns his car down a street. He’s too busy
chatting up his lady to notice the car in front of him stop.
A creature can use its reaction to make a Dexterity saving
He drives 30 feet before he gets into a fender bender,
throw with a DC equal to 10 + the vehicle's Dexterity causing the vehicle to take 3d4 bludgeoning damage,
modifier. On a successful save, the crash does not occur and while he and his passenger receive half that since they are
the creature moves to the nearest empty space at the end of not wearing seat belts. The other vehicle receives the
the current turn if their current space is occupied by the same, though its riders are wearing seat belts, so they
vehicle. A vehicle can attempt to crash into a target no more have resistance to the damage.
than once per turn. The driver pumps the gas on her large sports car, moving
120 feet. Part way through the movement, the driver tucks
CRASHING DAMAGE and rolls out of the car a moment before it crashes into a
When a vehicle crashes into a target, roll 1d4 for every 10 feet huge tank. The crash damage is 12d4. The tank receives
the vehicle moved in a straight line before the crash. If the half damage the damage rolled, while the truck receives
vehicle and its target are equal in size, apply the result as full damage.
bludgeoning damage to both the vehicle and the target. When
a vehicle collides with a target in a different size category, the
larger of the two takes half of the damage rolled, or zero SENTIENT VEHICLES
damage if it is two size categories larger. The smaller target Some vehicles may be sentient, or may, through magic or
takes the total damage rolled. technology, gain sentience. This may occur when the vehicle
Riders inside a vehicle involved with a crash take half of is summoned with a spell, has an artificial intelligence
the damage dealt to the vehicle unless the vehicle is larger installed, or if it simply exists as a fey, celestial, fiend, or
than the other target involved in the crash. elemental creature. A sentient vehicle counts as both a
Damage from falling is treated in a similar manner, with creature and a vehicle for spells and other effects, and its
riders taking half of the damage from the fall. damage and condition immunities may change.
A sentient vehicle must be willing in order for a driver to
CRASHING AND MOVEMENT control it. Otherwise, it acts as its own driver, and is
If a vehicle crashes into a target whose size is equal or larger proficient with driving itself. A sentient vehicle can use any
to the vehicle, the vehicle stops, otherwise the target is action, except the Dash, Dodge, and Use an Object actions.
pushed to the nearest empty space outside the vehicle’s path.
Sentient vehicles are explored more thoroughly in
For crashes into walls, buildings, and other immobile objects,
Appendix B.
the DM may choose the relative size of the target, and
whether the vehicle stops or the target is destroyed.
ADDITIONAL RULES
SEAT BELTS The following rules are additional points of reference for
Safety first. All vehicles have seat belts installed. As a bonus DMs and players about miscellaneous activity and details
action, a creature can equip or remove a seat belt on involving vehicles. As always, the DM can adjust or replace
themselves or a willing creature within 5 feet. A creature these rules to better fit their setting or campaign.
wearing a seatbelt has resistance to damage caused by
JUMPING FROM A MOVING VEHICLE
The driver can choose to have the vehicle continue its
movement in a straight line immediately before jumping
from the vehicle. To jump from a vehicle to a solid surface, a
creature makes a DC 13 Dexterity (Acrobatics) check. On a
failed save, the creature falls prone and takes 1d4
bludgeoning damage for every 10 feet the vehicle will move in
a straight line. On a successful check, the creature does not
fall prone and takes no damage.
OFF-ROADING
Any land driving that does not occur on pavement, concrete,
and similar materials. Natural terrain, such as dirt, grass, or
sand, may be difficult terrain for vehicles. The DM might
decide that certain terrain is impassable for a vehicle.
Vehicles without a swimming speed cannot swim at all, and
will usually sink.
AIR VEHICLES
Air vehicles may have requirements for performing takeoff,
flight, and landing. The specifics are listed in the vehicle’s
statistics. For example, small jets must travel a minimum
distance before they gain a flying speed, usually by using a
runway, and must use at least half their movement speed in a
straight line each turn or fall.
REPAIR
If you have proficiency with tinker’s tools, you can repair a
damaged vehicle. For every hour you spend working on the
vehicle, the vehicle regains 2d4 hit points plus the vehicle’s
Constitution modifier (minimum 1). Alternatively, you can
pay a mechanic to repair it.
UTILITIES
Most vehicles also have headlights or directional lamps that
cast bright light in a 100-foot cone and dim light for an
additional 100 feet. They also typically have other utilities
like audio systems, GPS, heat, air conditioning, and ports for
smartphone connection and maintenance. Other utilities may
be available, though they may require additional cost and
installation.
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79
SPELLS DM. Okay, the van and the cop car are the same relative size,
Since vehicles are composed of many complicated objects, so both the cop car and your van take 18 bludgeoning
they are affected differently by magic than normal objects. damage. You take half that amount, since you’re in the van,
as does the cop in the car you hit.
Spells like Disintegrate will cause damage, but not instantly
destroy them. Spells like Animate Objects fail automatically. Player. I’ll lean out the window and shoot the cop car with
my magnum as my action. That’s an 18 for the attack, and it
takes 10 piercing damage if it hits.
MAGIC AND VEHICLES
DM. It hits, and your bullet finds the gas tank right before
Many spells that could conceivably affect vehicles, such as the cop car explodes in front of you.
web, burning hands, or lightning bolt, only designate
creatures as viable targets. It is up to the DM whether or not After resolving the explosion damage, one cop starts
these spells also affect vehicles, but it is recommended that running away from the scene. The fight continues until the
spells affect vehicles when common sense says that they player’s next turn.
should.
Player. I’m not letting him get away. I’ll give the vehicle
my bonus action to expose the hidden mounted assault
GRAPPLING cannon, then give it my action to have it fire at him. That’s a
Vehicles count as creatures for the purposes of grappling, 21 for the attack and 15 for the damage.
though they cannot attempt to grapple unless they have The driver can use their Dexterity or the vehicle's
special equipment that allows them to do so. Constitution when having the vehicle make ranged attacks. If
the vehicle has a melee attack, such as a spider tank’s claws,
it uses the vehicle’s Strength for the attack.
EXAMPLE OF PLAY FOR VEHICLES
Vehicle usage can be a bit complicated at first glance, but it DM. That hits, and it clips him on the thigh with a splash
may be easiest to think of them as mounts that require your of blood. He’s limping now, but he’s still getting away.
actions and movement to function, and can crash into things. Player. Hell no, I’m going to run him over. I’ll drive up
Here’s an example of the vehicle rules in action. and hit him with the van.
The players have kidnapped the famous streamer and have
DM. Okay, he’s going to use his reaction to try and dodge
him unconscious, but are engaged in a shootout with the
it, and it's only a slow clunky van, so he needs an 8 on this
police. One character goes running off to get the van, which
Dexterity saving throw. Nope, that’s a 6, so you hit him. The
has a hidden mounted weapon.
van moved 60 feet before it hit him, so that’s 6d4 crashing
Player. I run up to the van, open the door, and get in for damage.
half my movement. I’ll drive the van 80 feet and crash it into Player. 15 damage.
the cop car.
DM. Ok, he’s in for a world of hurt. He takes the 15
DM. Ok, you slam into the side of the cop car and there’s a
bludgeoning damage, while the van takes half the roll for 7
loud metallic crunch. You moved 80 feet, which means
damage because it's a size larger than him, and you don’t take
crashing damage is 8d4. Roll it up for me.
any damage since he’s smaller than the van. There’s a meaty
Player. I got 18 total. thump as you collide with him and blood sprays across the
windshield before the body slumps off to the side.
80
LAND VEHICLE LIST
VEHICLE COST RIDERS CR SPEED
AVAILABLE VEHICLES
These lists includes only vehicles that the discerning buyer Installing or removing vehicle modification requires a
might be able to acquire from resourceful suppliers. Military creature who is proficient with tinker’s tools, and who has the
vehicles are extremely difficult to acquire, generally illegal to proper equipment. Hiring a mechanic to install or remove a
own, and rather tough to keep a secret. modification costs a 500₵ fee. Unless stated otherwise, you
Additionally, the average mass-consumer car dealership cannot install a modification to the same vehicle more than
probably won’t have armored cars or helicopter for sale. The once.
DM decides what vehicles are available from each supplier, Vehicle modifications must be purchased for a specific type
including any vehicle listed in Appendix B. of vehicle. For example, you cannot purchase rocket boosters
for a car and then attach it to a tank.
VEHICLE MODIFICATIONS
BULLETPROOF
Straight off the production lines, vehicles are usually mass-
Prerequisite: Enclosed vehicle
produced, indistinguishable clones. Drivers with a flair for
customization or a need for additional capabilities for their The doors, windows, and cabin of the vehicle are reinforced,
vehicles can install a variety of modifications. The granting riders in the cabin total cover from attacks or other
modifications range from the standard turbo boosters and effects originating from outside the vehicle. Opening a door
smuggling compartments, to the more sophisticated or window negates this effect on that side until it is closed.
mounted gatling guns and wireless remote control systems.
81
VEHICLE MODIFICATION LIST
NAME COST PREREQUISITE
This modification cannot apply to vehicles that are not CONCEALED WEAPON MOUNT
enclosed, such as motorcycles or jet skis. For vehicles that Prerequisite: Melee or ranged weapon mount
have enclosed areas within the vehicle, this modification only
applies to the enclosed areas. For example, this modification Modifies all of the melee or ranged weapon mount
can apply to a cabin cruiser's enclosed cockpit and cabin, but modifications to make them concealed from casual viewing.
it would not apply to an exposed deck area. The weapons are not usable while they are concealed. As a
bonus action, the vehicle can expose any concealed weapons
BIOMETRIC LOCK and make them usable.
The vehicle is configured to only allow specific creatures to
unlock and drive it based on fingerprints, facial features, EJECTION SEATING
DNA, voice, and/or other physiological and behavioral When the vehicle is reduced to 0 hit points, all seated riders
identifiers. The DC to hack the vehicle increases by 5. are automatically ejected before the vehicle explodes.
CHAMELEON COATING
The vehicle gains proficiency with Dexterity (Stealth) checks. my
ys locked in
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CLOAKING PROJECTOR rget the pass
As an action, the vehicle can become invisible for 1 minute. If app, but I fo drive somewhere?
a
saved it on e drive,
the vehicle or any creatures riding the vehicle make an
st ig at io n might find th me.
attack, or the vehicle takes any damage, the invisibility fades. NOIR: An inve arching for my lost da
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82
On land and water vehicles, this will launch creatures 10
feet outside the explosion radius of the vehicle, where they VEHICLE MELEE DAMAGE
will land prone, protected from the fall by impact foam. On SIZE CATEGORY DAMAGE
air vehicles, ejection seats include a parachute that will slow Medium 1d8 + the vehicle's Strength modifier
the descent of the rider to a rate of 60 feet per round until
Large 2d8 + the vehicle's Strength modifier
they reach the ground, where they will fall prone.
Alternatively, the driver may activate any number of Huge 3d8 + the vehicle's Strength modifier
individual ejector seats or all of them as a bonus action, with Gargantuan 4d8 + the vehicle's Strength modifier
or without the parachute for air vehicles. A creature
unwilling to be ejected and not wearing a seatbelt can make a When the vehicle takes the Attack action, the vehicle can
Dexterity saving throw to avoid being ejected. The DC of the make a number of weapon attacks based on its challenge
saving throw is 10 + the vehicle's Constitution modifier. rating, as shown on the table below.
INCREASED SEATING
The vehicle's rider limit is raised based on its size category.
Medium vehicles increase their rider limit by 1. Large
vehicles increase their rider limit by 2. Huge vehicles
increase their rider limit by 3. Gargantuan vehicles increase
their rider limit by 5.
83
RANGED WEAPON MOUNT SELF-DEFENSE SYSTEM
Prerequisite: Large or larger vehicle Prerequisite: Ranged weapon mount
A firearm with the massive property can be mounted to the The vehicle’s security system is set to activate if it detects an
exterior of the vehicle. A mounted weapon is linked with the unauthorized creature attempting to damage, hack, or break
vehicle’s control system, becoming a weapon for the vehicle. into the vehicle. Its mounted weapons are automatically used
As an action, a driver may grant the vehicle the Attack to neutralize the threat to the best of the vehicle’s capabilities
action with any of its mounted weapons. Alternatively, if the without moving. This defense system is inactive while the
driver is willing or the vehicle has no driver, a creature that vehicle has a driver. The system may include vocal warnings,
can reach the mounted weapon can make its own attacks alarms, and flashing lights.
with it, however, the mounted weapon can then not be used
by the vehicle until the start of the creature's next turn.
SMUGGLING COMPARTMENT
You can conceal up to 50 pounds of cargo in this hidden
When the vehicle takes the Attack action, the vehicle can
storage space in a Medium sized vehicle. Large vehicles can
make a number of weapon attacks based on its challenge
hold up to 150 pounds, Huge vehicles can hold up to 300
rating, as shown on the table below.
pounds, and Gargantuan vehicles can hold up to 500 pounds
CHALLENGE RATING ATTACKS in this space.
0-4 1 SUNCELL
5-8 2 The vehicle’s fuel source changes to electricity if it isn’t
already, and it recharges its range at rate of 25 miles per hour
9 - 12 3
when sitting inactive in sunlight, or 10 miles per hour when
13 or higher 4 sitting inactive in cloudy conditions during the day.
The weapon has its ammunition fed into it by a belt, and TURBO BOOSTERS
the driver can reload any mounted weapon with a bonus This high octane parallel fueling system can be activated for a
action, but the vehicle must be supplied with ammunition. short boost of speed. As a bonus action, the vehicle can
This modification can be installed more than once, activate these boosters until the end of its next turn. During
depending on the vehicle’s size. A Large vehicle can have one this time, the vehicle has advantage on Dexterity saving
mounted weapon, a Huge vehicle can have up to two, and a throws and its speed is doubled. Alternatively, the driver can
Gargantuan vehicle can have up to three. A mounted weapon use their reaction when the vehicle makes a Dexterity saving
can be removed or swapped with another weapon with throw to activate the boosters until the end of the driver's
tinker’s tools and 10 minutes of work. next turn, gaining advantage on the roll.
Additionally, vehicles that are Huge in size or larger can These boosters can’t be used again until the boosters are
bear the impact of heavier caliber weapons and ammunition, refueled with 1,000₵ worth of turbo fuel over the course of 1
allowing them to add the vehicle's Constitution modifier to minute.
damage rolls from attacks made with mounted weapons.
WINCH
REMOTE CONTROL The vehicle can be attached to a target by a 60 foot metal
Cameras, microphones, and a wireless control system are cable. As an action, the vehicle can reel in the cable.
installed in the vehicle. A creature with a datajack who can Depending on the size of the target and its state of
connect to and access the vehicle can wirelessly control it. immobilization, the act may require the vehicle to make a
The vehicle has a wireless range of up to 1,000 feet. Strength (Athletics) check to pull the target toward the
As an action, you can switch to controlling the vehicle as vehicle, or the vehicle toward the target. The winch can also
though you were driving it, seeing through the vehicle’s be used to tow objects or vehicles behind the vehicle.
cameras and hearing through its microphones. During this As an action, the vehicle may launch grappling claws at a
time, you are deaf and blind with regard to your own senses. target within 60 feet. If the target is the vehicle’s size or
As an action, you can stop driving and switch back to using smaller, the vehicle can make a contested Strength
your own senses. (Athletics) grappling check to pull it to the vehicle and
grapple it. Alternatively, if the target is larger than the
ROCKET THRUSTERS vehicle, you can choose for the vehicle to be pulled to it,
Prerequisite: Land or water vehicle
however, this does not grapple it.
This rocket propulsion system lets vehicles launch
themselves into the skies with a burst of jet flame. As a bonus
WORKSHOP
The vehicle has up to 3 sets of artisan’s tools integrated into
action, the vehicle can activate these boosters until the end of
it and a workspace made available. Ability checks made with
the driver’s next turn. Alternatively, when the vehicle falls,
these integrated tools add +1 to the roll.
the vehicle can, as a reaction, activate the rocket thrusters
until the end of the driver’s next turn and stop falling.
While the rocket thrusters are activated, the vehicle gains a
flying speed equal to half of its movement speed or its
swimming speed, whichever is higher.
These thrusters can’t be used again until the thrusters are
refueled with 2,500₵ worth of rocket fuel over the course of 1
minute.
84
CHAPTER 5
EQUIPMENT
W
arpath eyes his arsenal, considering what to Barbed Wire. This motorized spool of razor-sharp
bring for the most dangerous mission he’s ever barbed wire can be deployed to cover a small area in loops
attempted. He’ll need to be well equipped if he that will bring pain to whatever poor soul tries to rush
wants to survive. Beyond his terrifying array of heavy through it. Over the course of a minute, you can spread a
weaponry and powered armor, he begins slipping various spool of barbed wire to cover a 10-foot-square area, which
useful and nefarious objects into his utility belt and the becomes difficult terrain. When a creature moves into or
tactical pouches carefully arrayed around his person. within the area, it takes 1d4 piercing damage for every 5 feet
He snaps a quick-deploy parachute onto his belt, then it travels. The barbed wire takes 10 minutes to wrap back into
grabs a grapple gun, a set of night vision goggles, a walkie a spool.
talkie, and a gas mask. He loads himself up with numerous Bug Scanner. This device scans for and locates Tiny
frag grenades, flash bangs, smoke grenades, a handful of pipe machines emitting wireless signals or recording and relaying
bombs, a few canisters of tear gas, and a smattering of audio or video. You can use this device to gain advantage on
claymore mines. He checks the injectors on a wide variety of Intelligence (Investigation) checks to find these machines.
combat stimulants, pain suppressants, and emergency Communication Earpiece. Allows you to securely and
medical supplies. wirelessly communicate with other earpieces and walkie
Pausing, Warpath again considers his options. “Just in talkies on a set radio frequency up to 30 miles away.
case,” he mutters before grabbing a half-empty fire Credit Stick. This small plastic device acts as a wallet for
extinguisher, a worn hazmat suit, three spools of barbed your credits, storing an essentially unlimited amount, and
wire, a bug scanner, several flare launchers, a plastic can be plugged into machine ports and connected to other
explosives kit, and some emergency rations in case he gets credit sticks. Credit sticks come branded from a variety of
hungry. banks, and they allow for untraceable transactions between
He studies himself in the mirror, performing a long, individuals. A small screen indicates how many credits are
calculating review of his loadout, before he finally gives a stored on a credit stick, and it may be secured with a
short nod of approval. Satisfied, Warpath turns away from thumbprint scanner or a passcode.
his arsenal, takes one step, and then slowly, ponderously, he Data Drive. A small, concealable data storage device that
falls forward onto his face. can hold a surprisingly large amount of information.
This chapter provides the list and price of gear, Fire Extinguisher. The extinguisher has 10 charges. As
consumables, explosives, and drugs, as well as rules for drug an action, 1 to 3 charges can be used to extinguish an equal
addiction and withdrawal. number of burning creatures, objects, or vehicles within 10
feet. It can also extinguish a 5-foot area of fire.
GEAR Flashlight. Requires a free hand and a bonus action to
turn on or off. When activated, this flashlight casts bright
“Always be prepared”, a motto for boy scouts, and for
light in a 60-foot cone and dim light for an additional 60 feet.
survivors. Futuristic technology has opened up many options
Alternatively, you can use the low-light setting, shining
for the prudent operator want to be ready for any situation.
bright light in a 30-foot cone and dim light for an additional
Check with your DM to see if your local supplier has this gear
30 feet.
in stock today!
Gas Mask. As an action you can don or doff this gas
Augmented Reality Gear. Specialized eyewear, such as
mask. While wearing the mask, you are immune to inhaled
sunglasses, goggles, or contact lenses, which allow you to see
toxins, diseases, and poisons. You have disadvantage on
augmented reality objects and creatures.
Wisdom (Perception) checks while wearing the mask.
Grapple Gun. As an action, you can launch a grappling
hook and cable up to 100 feet. It can be used to reel or give
slack, allowing the user to climb up or down the length of the
cable at the user’s full movement speed. Requires a free hand
to use. The cable can support up to 5,000 lbs of weight.
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87
Land. The drone has a walking speed of 30 feet and a
RC DRONE climbing speed of 20 feet. It adds +2 to Dexterity (Stealth)
Tiny construct (drone), unaligned checks.
Air. The drone has a flying speed of 40 ft. It adds +2 to
Armor Class 11 Dexterity (Acrobatics) checks.
Hit Points 2 (1d4) Water. The drone has a swimming speed of 30 feet. It
Speed special adds +2 to Dexterity (Stealth) checks.
88
ANTITOXIN SERUM
GEAR LIST This injector holds a bluish, bubbly liquid. A creature can
ITEM COST WEIGHT administer it to themselves as a bonus action, or to another
Augmented Reality Gear 450₵ .2 lb. creature as an action. If the target is poisoned, you neutralize
Barbed Wire 200₵ 2 lb. the poison. If more than one poison afflicts the target, you
neutralize one at random. For one hour, the target has
Bug Scanner 1,500₵ .5 lb.
advantage on saving throws against being poisoned.
Communication Earpiece 200₵ .2 lb.
Credit Stick 10₵ .1 lb. FLARE LAUNCHER
As an action, this compact, orange tube can deploy a flare up
Data Drive 50₵ .1 lb. to 1,000 feet away. There it explodes into a shower of
Fire Extinguisher 80₵ 3 lb. burning sparks, emitting bright light in a radius of 100 feet
Flashlight 40₵ 1 lb. and dim light for an additional 100 feet for 1 minute. If fired
directly up into the sky, it can be seen from up to 25 miles
Gas Mask 400₵ 2 lb.
away in good visibility conditions.
Grapple Gun 750₵ 8 lb.
Hazmat Suit 2,500₵ 20 lb. GLOWSTICK
When activated, this glowstick emits bright light in a 20-foot
Lighter 3₵ .2 lb.
radius and dim light for an additional 20 feet for 8 hours. It
Magi-Cuffs 12,500₵ 1 lb. can be hung from a belt or backpack.
Metal Detector 1,100₵ 3 lb.
Night Vision Goggles 3,000₵ 1 lb.
MED SERUM
This injector holds a reddish liquid. A creature regains hit
Quick-Deploy Parachute 1,500₵ 12 lb. points when this liquid is injected into it. A creature can
RC Drone 1,000₵ 2 lb. administer it to themselves as a bonus action, or to another
Smartphone 500₵ 1 lb. creature as an action.
The amount of hit points regained is determined by the tier
Spike Strip 400₵ 6 lbs.
of the med serum, as shown in the Med Serum table.
Swift-Draw Holster 600₵ .5 lb
TIER HIT POINTS REGAINED
Universal Cable (30 feet) 30₵ .5 lb
Walkie Talkie 50₵ 1 lb. 1 2d4 + 2
Wireless Transceiver 60₵ .2 lb. 2 4d4 + 4
3 8d4 + 8
RAD-OUT
CONSUMABLES This stylized injector, complete with a frowning cartoon
nuclear symbol, contains a sparkly purple liquid. A creature
It's hard not to contribute to the ever-growing mountains of can administer it to themselves as a bonus action, or to
trash composed of disposable containers and obsolescent another creature as an action. The target’s irradiated level is
devices. Admittedly, environmental conscientiousness is reduced by 1. Consuming more than one every 24 hours will
probably not foremost in your mind when you're lying cause you to gain 1 level of exhaustion.
bleeding out on the ground, hand desperately reaching for
your med serum injector. CONSUMABLE LIST
Still, you could at least refill and reuse the dang thing NAME TIER COST WEIGHT
instead of chucking it. We all have to do our part.
Antitoxin Serum - 8,000₵ .1 lb.
Consumables are one-time use objects that can come in
handy when you're in a pinch. Examples include medical Flare Launcher - 90₵ .2 lb.
supplies, glowsticks, and flare launchers. Glowstick - 10₵ .2 lb.
If a consumable has a tier, it determines the quality, Med Serum 1 5,000₵ .1 lb.
effectiveness, price, and availability of the consumable. For
Med Serum 2 50,000₵ .1 lb.
example, a tier 1 med serum may consist mostly of low-grade
stimulants and energy-boosting solvents, while the higher Med Serum 3 500,000₵ .1 lb
tiers may include a small army of short-lived nanosurgeons Pepper Spray - 60₵ 1 lb
that quickly stitch together wounds.
Rad-Out - 10,000₵ .1 lb.
89
Tier 1. As an action, you can throw the grenade to a point
within 60 feet of you. Creatures, objects, or magical effects
within 10 feet of that point are subjected to a wave of
antimagic. Any spell of 2nd level or lower on the target ends.
For each spell of higher level on the target, roll a d20 and add
+2. If the result is equal to or greater than 10 + the spell’s
level, the spell ends.
Tier 2. Any spell of 4th level or lower on the target ends.
For each spell of higher level on the target, roll a d20 and add
+3.
Tier 3. Any spell of 6th level or lower on the target ends.
For each spell of higher level on the target, roll a d20 and add
+4.
CLAYMORE
A camouflaged curved metal box that, when triggered,
explodes in a direction, firing metal balls in a deadly spray.
Over the course of 3 rounds, you can arm this mine on a flat
surface to be triggered by movement, choosing which
direction the claymore is facing. At least one action must be
used each round to arm the claymore.
The claymore is triggered when a creature or vehicle it can
see moves within a 30-foot cone in front of the claymore. The
claymore has 30 feet of darkvision. If the claymore is moved,
it disarms itself.
Alternatively, a wireless transceiver can be attached to the
claymore and linked to the trigger, which can be activated
with a bonus action.
When the trigger is activated, each target in a 60-foot cone
in front of the claymore must make a Dexterity saving throw,
taking damage on a failed save, or half as much on a
successful one.
The damage and the saving throw DC are determined by
the tier of the claymore, as shown in the Claymore table.
CLAYMORE
TIER DC DAMAGE
EXPLOSIVES 1 14 3d6 piercing + 3d6 thunder
An explosive is an object or machine that is designed to be 2 16 5d6 piercing + 5d6 thunder
thrown or planted which, when triggered or otherwise 3 18 7d6 piercing + 7d6 thunder
activated, causes an effect at a location. The term applies to
the items described in this section. It can also apply to DETONATION CORD
improvised or invented explosives. This slim, grey cord is a plastic tube filled with compounds
Traps, such as tripwires attached to a grenade or a box that which explode when given an electric signal. The cord
explodes when opened, can be created with explosives becomes sticky when pulled from its reel and can be attached
through the use of demolitionist’s tools at the DM's to surfaces. The cord can be cut into sections, but a section
discretion. must be at least 1 foot long to be usable.
Most explosives have different tiers, which determine the Over the course of one minute, a creature can plant and
quality, effectiveness, price, and availability of the explosive. arm these explosives by wrapping or tracing around a target
A tier 1 fragmentation grenade may be little more than a with the cord. The cord comes with a detonator with 20 feet
cheap, mass-produced firecracker, while the higher tiers may of universal cable that can be connected to a length of
be built with potent explosive substances and designed for detonation cord. Alternatively, a wireless transceiver can be
maximum shrapnel carnage. attached to the cord and connected to a smart phone,
Explosives are inert until they are armed. Explosives that datajack, or similar machine. As an action, the explosives can
have spells cast on them, such as catapult or animate objects, be triggered from a wired detonator, or wirelessly from a
become inert and will not explode. connected machine or datajack. The cord can be disarmed by
the creature who set them, or by another creature with a
ANTIMAGIC GRENADE successful demolitionist’s tools check.
This dull iron globe is designed to split in half and release a
wave of magic suppressing energy.
90
When the trigger is activated, each foot of cord explodes in As an action, you can throw the grenade to a point within
a 1-foot radius. Each target in the area must make a Dexterity 60 feet of you. Each target within 10 feet of that point must
saving throw. On a failed save, the target takes thunder make a Dexterity saving throw, taking damage on a failed
damage for each foot of cord that exploded near it, to a save, or half as much on a successful one.
maximum of 10 feet of cord. On a successful save, the target The damage and the saving throw DC are determined by
receives half as much damage. The detonation cord deals the tier of the grenade, as shown in the Fragmentation
double damage to objects, vehicles, and structures. Grenade table.
The damage and the saving throw DC are determined by
the tier of the explosive, as shown in the Detonation Cord FRAGMENTATION GRENADE
table. TIER DC DAMAGE
91
Over the course of a minute a fuse can be rigged to cause target receives half as much damage and is not knocked
the pipe bomb to explode after a set amount of time, up to 10 prone. The plastic explosive deals double damage to objects,
minutes. vehicles, and structures.
The damage and the saving throw DC are determined by The damage and the saving throw DC are determined by
the tier of the bomb, as shown in the Pipe Bomb table. the tier of the explosive, as shown in the Plastic Explosive
table.
PIPE BOMB
TIER DC DAMAGE PLASTIC EXPLOSIVE
TIER DC DAMAGE
1 14 1d6 piercing + 2d6 thunder
2 16 2d6 piercing + 4d6 thunder 1 14 8d6 thunder
3 18 3d6 piercing + 6d6 thunder 2 16 14d6 thunder
3 18 20d6 thunder
PLASTIC EXPLOSIVE
These highly stable moldable, and adhesive explosive RAZORWIRE MINE
compounds are military grade. This squat octagonal metal cylinder automatically alters its
Over the course of one minute, a creature can plant and camouflage to blend into the nearby terrain or flooring.
arm these explosives. Plastic explosives include a timed When approached, the mine will erupt into a flurry of lashing
trigger that can be set up to a week in advance. Alternatively, razor-thin wires that grab and hold the nearest target.
a wireless transceiver can be attached to the explosives and Over the course of 3 rounds, you can arm this mine on a
connected to a smart phone, datajack, or similar machine. As flat surface to be triggered by movement. At least one action
an action, the explosives can be triggered wirelessly from a must be used each round to arm the mine.
connected machine or datajack. The cord can be disarmed by The mine is triggered when a target that it can see other
the creature who set them, or by another creature with a than the creature who set up the mine moves within 10 feet
successful demolitionist’s tools check. of it. The mine has 10 feet of darkvision. If the mine is
When the trigger is activated, it explodes in a 40-foot- moved, it disarms itself.
radius sphere. Each target in the area must make a Dexterity When the trigger is activated, the nearest creature must
saving throw. On a failed save, the target takes thunder make a Dexterity saving throw. On a failed save, the creature
damage and is knocked prone. On a successful save, the takes slashing damage and is restrained. On a successful
save, the creature takes half damage and isn’t restrained. A
creature restrained by the razorwire can use its action to
make a Strength check. On a successful check, it frees itself.
The damage, saving throw DC, and Strength check DC are
determined by the tier of the mine, as shown in the
Razorwire Mine table. The DC also determines the DC of the
Wisdom (Perception) or Intelligence (Investigation) check
required to see the camouflaged mine once it is armed.
RAZORWIRE MINE
TIER SAVE/CHECK DC DAMAGE
1 14 6d6 slashing
2 16 10d6 slashing
3 18 14d6 slashing
SMOKE GRENADE
This black canister has gray marks tracing holes that will
produce large quantities of smoke in a short period of time.
As an action, you can throw the grenade to a point on the
ground you can see within 60 feet of you. Where the grenade
lands, a 20-foot-radius sphere of smoke will appear. The
smoke spreads around corners, and its area is heavily
obscured. It lasts for one minute, or until a wind of moderate
or greater speed (at least 10 miles per hour) disperses it.
TEAR GAS
This black canister has green marks tracing vents that will
produce large quantities of tear gas in a cloud.
Tier 1. You create a 20-foot-radius sphere of yellow,
nauseating gas centered on a point within range. The cloud
spreads around corners, and its area is heavily obscured. The
cloud lingers in the air for the duration.
92
Each creature that is completely within the cloud at the preferably color-coded for their contents, and leave them
start of its turn must make a DC 14 Constitution saving throw here, there, and everywhere; health and safety regulations be
against poison. On a failed save, the creature spends its damned!
action that turn retching and reeling. Creatures that are This section lists a number of explosive objects that one
immune to being poisoned automatically succeed on this might find at various corporate and criminal sites, depending
saving throw. on the work performed there. All explosive objects have hit
A moderate wind (at least 10 miles per hour) disperses the points, AC, weight, a size category, an immunity to poison
cloud after 4 rounds. A strong wind (at least 20 miles per and psychic damage, and an effect when they are reduced to
hour) disperses it after 1 round. 0 hit points.
Tier 2. The DC is increased to 17. The objects in the following section are listed in
alphabetical order.
EXPLOSIVES LIST
NAME TIER COST WEIGHT THROWING EXPLOSIVE OBJECTS
Antimagic Grenade 1 9,000₵ 1 lb. If a creature can carry the weight of the explosive object, the
Antimagic Grenade 2 90,000₵ 1 lb. creature can use it as an improvised thrown weapon, which
has a normal range of 20 feet and a long rage of 60 feet, so
Antimagic Grenade 3 900,000₵ 1 lb.
long as it has the limbs and carrying capacity to carry it. To
Claymore 1 8,000₵ 3 lb. throw the explosive object to an unoccupied space, the attack
Claymore 2 80,000₵ 3 lb. roll must equal or exceed 10 or it misses. On a miss, the
Claymore 3 800,000₵ 3 lb. explosive object scatters 15 feet from the target in a random
direction.
EMP Grenade 1 6,000₵ 1 lb.
EMP Grenade 2 60,000₵ 1 lb.
EMP Grenade 3 600,000₵ 1 lb. CHAOS BARREL
Small object, 80 lbs.
Detonation Cord (10 feet) 1 10,000₵ .2 lbs
Detonation Cord (10 feet) 2 100,000₵ .2 lbs Armor Class 14
Detonation Cord (10 feet) 3 1,000,000₵ .2 lbs Hit Points 15
Flashbang 1 4,500₵ 1 lb.
Damage Immunities poison, psychic
Flashbang 2 45,000₵ 1 lb.
Released Energy. When the barrel is reduced to 0 hit
Flashbang 3 450,000₵ 1 lb.
points, a blast of chaotic energy escapes it in a 20-foot-radius
Fragmentation Grenade 1 5,000₵ 1 lb. sphere centered on the barrel. Creatures in the area must
Fragmentation Grenade 2 50,000₵ 1 lb. succeed on a DC 14 Wisdom saving throw. On a failed save,
the creature suffers a random effect. The random effect is
Fragmentation Grenade 3 500,000₵ 1 lb. determined by rolling a d8:
Napalm Grenade 1 5,500₵ 1 lb. 1. The creature can't take reactions, and at the start of its
next turn, it uses its action to make a single melee or ranged
Napalm Grenade 2 55,000₵ 1 lb. attack against the nearest creature. It then immediately ends
Napalm Grenade 3 550,000₵ 1 lb. its turn. If the creature can't attack, it does nothing on its
turn.
Pipe Bomb 1 5,500₵ 2 lb. 2. The creature is frightened of the barrel until the end of
Pipe Bomb 2 55,000₵ 2 lb. its next turn, and uses its movement to move away from the
barrel.
Pipe Bomb 3 550,000₵ 2 lb. 3. The creature is polymorphed into an axolotl (use the
Plastic Explosive 1 40,000₵ 2 lb. lizard statistics from the Monster Manual) for 1 minute, or
until reduced to 0 hit points .
Plastic Explosive 2 400,000₵ 2 lb.
4. The creature is petrified until the end of its next turn.
Plastic Explosive 3 4,000,000₵ 2 lb. 5. The creature is charmed by the nearest creature it can
see for 10 minutes or until it takes any damage, and regards
Razorwire Mine 1 8,500₵ 2 lb.
it as a beloved friend. If it can't see a creature, it is charmed
Razorwire Mine 2 85,000₵ 2 lb. by next creature it sees within 10 minutes.
Razorwire Mine 3 850,000₵ 2 lb. 6. The creature is invisible until the end of its next turn.
7. Gravity is reversed for the creature until the end of its
Smoke Grenade - 4,000₵ 1 lb. next turn, and if it isn't anchored to the ground, it falls
Tear Gas 1 10,000₵ 1 lb. upward, up to 80 feet above its original position. If it falls 80
feet without striking anything, it remains there, oscillating
Tear Gas 2 100,000₵ 1 lb. slightly. The creature can make a DC 14 Dexterity saving
throw to grab onto a fixed object it can reach, thus avoiding
93
CHARGED BATTERY BANK CRYO TANK
Medium object, 1,200 lbs. Tiny object, 80 lbs.
Armor Class 13
Armor Class 14
Hit Points 15
Hit Points 10
Damage Immunities acid, poison, psychic
Damage Immunities poison, psychic
Caustic Splash. When the barrel is reduced to 0 hit points,
Blast. When the barrel is reduced to 0 hit points, it explodes
acid splashes onto the ground in a 20-foot radius centered on
in a 20-foot-radius sphere centered on the barrel. Targets in
the barrel for 10 minutes. When a creature moves into or
the area must succeed on a DC 14 Dexterity saving throw,
within the area, it takes 7 (3d4) acid damage for every 5 feet
taking 7 (2d6) piercing and 17 (5d6) thunder damage on a
it travels. After 10 minutes, the acid is neutralized and the
failed save, or half as much on a successful one. Objects,
effect ends.
vehicles, and structures take double damage from the
explosion.
High Pressure. When the barrel doesn't have all its hit
points, it takes 1d4 piercing damage at initiative count 0.
94
FUEL BARREL FUEL TANK
Small object, 350 lbs. Large object, 28,000 lbs.
Combustible. When the barrel takes fire damage, it takes Blazing Blast. When the tank is reduced to 0 hit points, it
1d4 fire damage at initiative count 0. explodes in flames in a 40-foot-radius sphere centered on
the tank. Targets in the area must succeed on a DC 16
Fiery Burst. When the barrel is reduced to 0 hit points, it Dexterity saving throw. On a failed save, the target takes 35
explodes in flames in a 20-foot-radius sphere centered on the (10d6) fire damage and begins burning for 1 minute, taking
barrel. Targets in the area must succeed on a DC 14 Dexterity 14 (4d6) fire damage at the start of each of its turns. On a
saving throw. On a failed save, the target takes 14 (4d6) fire successful save, the target takes half damage and does not
damage and begins burning for 1 minute, taking 7 (2d6) fire begin burning.
damage at the start of each of its turns. On a successful save,
the target takes half damage and does not begin burning. Combustible. When the tank takes fire damage, it takes 1d4
fire damage at initiative count 0.
FUEL CAN
Tiny object, 40 lbs. FUEL VAT
Huge object, 180,000 lbs.
Armor Class 10
Hit Points 5 Armor Class 13
Hit Points 50
Damage Vulnerabilities fire
Damage Immunities cold, poison, psychic Damage Vulnerabilities fire
Damage Immunities cold, poison, psychic
Combustible. When the can takes fire damage, it takes 1d4
fire damage at initiative count 0. Catastrophic Blast. When the vat is reduced to 0 hit
points, it explodes in flames in a 60-foot-radius sphere
Fiery Flash. When the can is reduced to 0 hit points, it centered on the can. Targets in the area must succeed on a
explodes in flames in a 10-foot-radius sphere centered on the DC 18 Dexterity saving throw. On a failed save, the target
can. Targets in the area must succeed on a DC 12 Dexterity takes 52 (15d6) fire damage and begins burning for 1 minute,
saving throw. On a failed save, the target takes 7 (2d6) fire taking 21 (6d6) fire damage at the start of each of its turns.
damage and begins burning for 1 minute, taking 3 (1d6) fire On a successful save, the target takes half damage and does
damage at the end of its turns. On a successful save, the not begin burning.
target takes half damage and does not begin burning. A secondary explosion in the form of a 90-foot cone of
flame erupts in a random direction from the vat, causing the
same effect as the explosion in that area, but a target in the
area of both explosions is affected only once.
95
GLUE BARREL MONKEY BARREL
Small object, 350 lbs. Medium object, 400 lbs.
Sticky Situation. When the barrel is reduced to 0 hit Savage Freedom. When the barrel is reduced to 0 hit
points, glue splashes onto the ground in a 20-foot radius points, it releases a swarm of monkeys (see Appendix C for
centered on the barrel for 10 minutes. When a creature its statistics) that is hostile and attacks the nearest creatures.
enters the area on its turn or starts its turn there, it must
make a DC 14 Strength saving throw. On a failed save, the Failing Containment. When the barrel doesn't have all its
creature's speed is reduced to 0 until the start of its next hit points, it takes 1d6 piercing damage at initiative count 0.
turn. A creature moving through the area must spend 4 feet
of movement for every 1 foot it moves.
NANOMACHINE BARREL
Small object, 80 lbs.
MANA BARREL
Small object, 80 lbs. Armor Class 16
Hit Points 25
Armor Class 14
Hit Points 15 Damage Immunities necrotic, poison, psychic
Failing Wards. When the barrel doesn't have all its hit
points, it takes 1d4 piercing damage at initiative count 0.
96
RADIOACTIVE WASTE BARREL
Small object, 350 lbs.
Armor Class 15
Hit Points 20
Armor Class 14
Hit Points 20
WASP NEST
Tiny object, 10 lbs.
Armor Class 10
Hit Points 8
97
DRUGS ADDICTION
When drugs or other addictive substances are consumed by a
Look, I get it, it’s a hard knock life. If you're not trying to
creature, the creature will make a saving throw to avoid
climb social and economic ladders, you're probably falling
becoming addicted or heightening their addiction to the
and catching each rung in the face on the way down. Either
drug. However, they don’t have to make a saving throw if the
way, it’s an unpleasant experience. Not the kind of thing a
dose they consume is within their addiction level’s feed rate.
person should have to face sober.
Physically addictive drugs require Constitution saving
Of course, modern drugs are often for more than just
throws, while psychologically addictive drugs require
getting high. There’s a market for tailored combat stimulants
Wisdom saving throws.
for criminal and military operators, and even common
gangsters might get their hands on them. Certain chemicals
LEVELS OF ADDICTION
assist with mentally or creatively difficult work, or allow the
On a failed addiction saving throw, the creature gains 1 level
user to function under extreme sleep deprivation.
of addiction with that drug. A creature can have addiction
Whatever your poison is, sooner or later it’s going to get its levels with more than one drug, and will track each addiction
addictive tendrils into you. After all, the dealers, whether level separately. If the d20 roll for an addiction saving throw
they are the shady criminal type or the slickly advertised and is a 1, the saving throw fails, regardless of any modifiers.
legal type, need to keep you coming back for more, and more,
A greater restoration spell, or similar magic, reduces a
and more.
creature’s addiction level by 1. When a creature has addiction
level 3 with a drug, a creature gains no benefits from
CONSUMING DRUGS consuming that drug except for meeting their feed rate. A
Drugs are addictive substances that grant effects to creatures creature cannot go higher than addiction level 3.
that consume doses of them. You can consume a dose of
drugs as an action or bonus action, and they are typically FEED RATE
inhaled, ingested, injected, or applied via a skin patch. A creature must consume enough doses of a drug to meet
their feed rate or it goes into withdrawal (see Appendix A:
Creatures that are immune to being poisoned cannot be
Conditions) from that drug. Consuming doses up to an
affected by drugs. Spells and effects that neutralize a poison
addiction level’s feed rate does not risk raising the addiction
can neutralize the effects of a drug, though only powerful
level, and does not require a saving throw. Only consuming
magic will be able to release a person from their addiction.
doses beyond your feed rate requires a saving throw.
Refer to the addiction feed rate in the chart below, treating
each week or day separately for feed rate. If consuming a
drug causes you to gain a level of addiction, that drug applies
against your current feed rate.
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98
MULTIPLE ADDICTIONS COMMON DRUG LIST
A creature can be addicted to more than one drug, and must
track addiction levels for each drug separately. A creature can Most drugs are easy to procure so long as a drug dealer is
also be in withdrawal from more than one drug available. You can consume drugs as an action or bonus
simultaneously. action, and they are typically inhaled, ingested, injected, or
applied via a skin patch. Drug prices are per single dose, and
OVERDOSING they weigh .2 lb. per dose.
If a creature uses 3 or more doses of drugs within one hour, it
DRUG PRICE ADDICTION SAVING THROW
begins overdosing (see Appendix A: Conditions).
Amp 80₵ DC 14 Wisdom
Grind 150₵ DC 15 Constitution
EXAMPLE OF PLAY FOR DRUGS
Drug use and its repercussions are meant to take place over Muse 100₵ DC 14 Constitution
the course of days or weeks. They provide immediate Nameless 200₵ DC 14 Wisdom
benefits, but at the cost of potential long-term complications.
Here is an example of play with drugs, addiction, and Nightlight 150₵ DC 15 Constitution
withdrawal. Nirvana 60₵ DC 13 Wisdom
The player characters get ready to infiltrate a well- Sharp 250₵ DC 13 Wisdom
protected area. One character has already dabbled in drugs Valhalla 180₵ DC 15 Constitution
with nameless, and has a level 1 addiction to it.
Wave 120₵ DC 13 Wisdom
DM: You stand outside the den of the crime boss, which is
guarded by several armed goons. AMP
A popular stimulant that causes the user to feel wired,
Player: I’ll talk our way past them. Hold on, let me get a
hit of this nameless to help smooth things over. energetic, and hyper-alert. Side effects include fidgeting,
twitchiness, paranoia, irregular heartbeat, and death. Comes
DM: You’ve already had a dose earlier this week, so this is in multiple fruity flavors.
above your feed rate. Roll a Wisdom saving throw for
For one hour after consuming this drug, you have
addiction.
advantage on initiative rolls and Wisdom (Perception)
Player: Damn, I got an 8. checks.
DM: You feel the drug take hold of your system again, and GRIND
you realize you’re starting to get a real taste for it. Your A cocktail of powerful chemicals that suppresses the body’s
addiction level is raised from 1 to 2 for nameless. Your feed
natural limiters on muscle use, floods the user with energy,
rate is one dose per day, now.
and instills the user with feelings of immortality. That’s a
Player: Oh well, I go up to the loneliest goon I see. “Hey recipe for a good time.
hot stuff, you mind letting us past?” For one hour after consuming this drug, you can add 1d4 to
your Strength checks and Strength saving throws. Once
DM: Make a Persuasion check.
during this time, you can gain advantage on a Strength ability
Player: I'll add 1d4 from the drug, use the once-per-drug check or Strength saving throw, or an attack using Strength.
ability to make it with advantage.
MUSE
Later, the group is captured by the crime boss, stripped of
A crutch for those living with chronic pain, muse dulls the
their belongings and thrown into a barred cell. After cooling
their heels for the night and the next day, the player agony of wounds, old and new. This pain reliever’s side
remembers that they need nameless to feed their addiction. effects include rapid heartbeat, chest tightness, mood swings,
abnormal thoughts, and hallucinations. Ask your doctor if
Player: I don’t have any nameless today, so I guess I’m muse is right for you!
shit out of luck.
For one hour after consuming this drug, you can add 1d4 to
DM: You go to sleep that night in the cell and wake up the your Constitution checks and Constitution saving throws
next morning with a pounding headache and drenched in except for addiction saving throws, and you gain temporary
sweat. You go into withdrawal, gaining one level of hit points equal to your character level.
exhaustion, and reducing your addiction level by 1, to level 1. Temporary hit points cannot be gained by consuming
Another day passes, and your addiction level is reduced to 0,
muse more than once per hour.
but you’re up to level 2 exhaustion. If you rest a couple more
days, you’ll recover from the exhaustion and be out of
withdrawal. NAMELESS
This highly addictive party drug causes heightened euphoria,
Player: Oh, fuck this. Hey, guard! Who do I have to sell stimulates energy and attentiveness levels, and overrides
out to get some nameless in here? social anxiety. Side effects may include restlessness,
talkativeness, irritability, anxiety, and panic attacks.
After selling out his contact, the character gets a few doses
of nameless. On consuming a dose, the withdrawal is For one hour after consuming this drug, you can add 1d4 to
removed, as is their exhaustion level. However, their your Charisma checks and Charisma saving throws. Once
addiction returns to level 2, right back where they started. during this time, you can gain advantage on a Charisma
ability check or Charisma saving throw, or an attack using
Charisma.
99
NIGHTLIGHT For one hour after consuming this drug, you can add 1d4 to
This drug is popular among gamers, streamers, hackers, and your Dexterity checks and Dexterity saving throws. Once
anyone with long shifts. It’s composed of tailored hormones during this time, you can gain advantage on a Dexterity
that stimulate and regulate the brain, making sleep ability check or Dexterity saving throw, or an attack using
unnecessary for a time. Dexterity.
For 12 hours you suppress the effects of up to two levels of
WAVE
exhaustion. You can consume an additional dose to extend
A hallucinogen that opens the user’s mind to the infinity of
the duration by 12 hours, up to a maximum of 72 hours. You
the universe, both externally, and, like, internally. Users of
cannot sleep during this time. To gain the benefits of a long
this psychedelic drug are prone to seeing visions, exploring
rest, you can spend 8 hours doing light activity, such as
ideas, and overeating.
forum browsing or keeping watch.
For one hour after consuming this drug, you can add 1d4 to
When the drug wears off, you immediately fall unconscious
your Wisdom checks and Wisdom saving throws. Once
for one third of the time you were under the drug’s effects.
during this time, you can gain advantage on a Wisdom ability
This drug grants its benefits even if you have a level 3
check or Wisdom saving throw, or an attack using Wisdom.
addiction with it.
Ascend DC 19 Wisdom
SHARP Fren-Z DC 19 Constitution
This stimulant and hormone cocktail causes the user to
become extremely attentive, focused, and assists with Chron DC 18 Wisdom
recalling memories and factoids. However, the user can also Drift DC 15 Wisdom
become detached from reality and emotions as they Empath DC 18 Wisdom
obsessively pursue a chosen goal.
For one hour after consuming this drug, you can add 1d4 to
ASCEND
your Intelligence checks and Intelligence saving throws. Once This drug was developed by a secret society of mages
during this time, you can gain advantage on an Intelligence attempting to bolster their own power. They succeeded, but
ability check or Intelligence saving throw, or an attack using the drug has rather esoteric side effects. When you consume
Intelligence. this drug, you restore an expended spell slot. The spell slot
must be 5th level or lower.
VALHALLA
When you gain a level of addiction with this drug, for 24
This refined refined muscle relaxant smooths out involuntary
hours, immediately after you cast a spell of 1st level or
spasms and steadies your hands, while boosting your
higher, roll a d20. If you roll a 10 or lower, roll on the Wild
reflexes. As a side-effect, the user also feels unstoppable,
Magic Surge table (PHB pg. 104) to create a random magical
showing little regard for their personal well-being.
effect.
While you are in withdrawal from this drug, when you cast At addiction level 3, you can still consume drift and gain
a spell of 1st level or higher, you must expend a spell slot at the benefits of the drug. If you fail the addiction saving throw
least one level higher than the level of the spell you cast. For for this drug, your next long rest must be at least 12 hours
example, if you wanted to cast magic missile, a 1st level spell, long before you gain the benefits of it. While you are in
you must cast it with a spell slot of 2nd level or higher. withdrawal from this drug, your presence on the Material
Plane is tenuous. At the start of each of your turns in combat,
CHRON roll a d6. If you roll a 1, you are transported to the Astral
Intended to create super soldiers, this drug grants the user Plane. At the end of your turn, you reappear in the space you
limited precognition, allowing them to preplan the outcomes left or in the nearest unoccupied space if that space is
of combat. Its production was discontinued after the effects occupied.
of withdrawal were deemed too severe. For 1 minute, at the
end of each of your turns, you can choose to rewind time to FREN-Z
the start of your turn, even if you are incapacitated or dead. This military drug allows the user to unlock the mental limits
You can do this no more than once per turn. on their muscles while flooding the user’s system with
At addiction level 3, you can still consume chron and gain aggression and anger producing hormones. It has the
the benefits of the drug. When you go into withdrawal from unfortunate side effect of causing the user to go out of control
this drug, you do not reduce your level of addiction or gain in battle.
levels of exhaustion. Instead, you automatically fail death For 1 minute, you gain a +3 bonus to damage with weapon
saving throws until you are no longer in withdrawal. attacks using Strength, your speed increases by 15 feet, and
you gain 10 temporary hit points at the start of your turn.
EMPATH During this time, when a creature damages you, you must
Developed as a method for creating psychics, this drug grants succeed on a DC 15 Wisdom saving throw or go berserk.
the user power over the minds of others. Addiction to this While berserk, you must use your action each round to attack
drug can make the user quite unstable. For 10 minutes, you the creature nearest to you. If you can make extra attacks as
can cast the following spells at will without material part of the attack action, you use those extra attacks. If you
components: command, detect thoughts, phantasmal force, have multiple possible targets, you attack one at random. You
phantasmal killer. are berserk until you start your turn with no creatures within
At certain levels of addiction with empath, you can cast 60 feet of you that you can see or hear.
additional spells during its duration without expending a When you gain a level of addiction with this drug, after the
spell slot. At addiction level 1 or higher, you can cast fear no effects of the drug end, you succumb to short-term madness
more than once per day. At addiction level 2 or higher, you after the drug wears off, as determined by rolling on the
can cast synaptic static. At addiction level 3, you can cast the Short-Term Madness table (DMG pg. 259). While you are in
feeblemind. Once you have cast either spell, you cannot cast withdrawal from this drug, if you see another creature within
that spell again until you have finished a long rest. 60 feet of you, you must succeed on a DC 15 Wisdom saving
The spell save DC for these spells is 8 + your proficiency throw or go berserk.
bonus + twice your addiction level with empath.
At addiction level 3, you can still consume empath and OTHER ADDICTIONS
gain the benefits of the drug. If you fail the addiction saving
Addiction and withdrawal don't have to soley be used for
throw for this drug, you also succumb to short-term madness
drugs. There are numerous activities and vices that can
after the drug wears off, as determined by rolling on the
become addictive.
Short-Term Madness table (DMG pg. 259). When you go into
withdrawal from this drug, you also succumb to long-term For example, there are software developers that create
madness, as determined by rolling on the Long-Term sense-chips that, when connected to a creature's datajack
Madness table (DMG pg. 260). Instead of its normal port, launch them into a VR simulation designed to stimulate
duration, you are affected by the long-term madness until the user in one manner or another. The simulation may
you are no longer in withdrawal. consist of porn, violence, a sense of accomplishment, joy,
sorrow, or any number of other addictive experiences that
DRIFT stimulate a person's psyche.
Used by shamans to explore the planes beyond our own, this Alternatively, character might be addicted to gambling,
drug is best consumed in a smoke lodge in the company of gaming, alcohol, or even more esoteric topics, such as the
those you trust. However, users of the drug risk becoming love for one's family, hatred, or fame. A character's feed rate
untethered from this world. for these addictions can be adjusted to make sense for the
When you consume this drug, for 8 hours you are under specific addiction.
the effects of the astral projection spell as if another creature It's not recommended to make everything addictive, as
had cast it on you. When the drug wears off you return to withdrawal can be very punishing, but if the player and the
your body. If you consume another dose within 1 hour, you DM want to bring mechanics into a character's motivations,
can return to the location had been in the Astral Plane bonds, or flaws, then addiction can be a useful roleplaying
immediately before drug wore off. tool. It may also be a reason for awarding inspiration when a
character interacts with their addiction.
101
CHAPTER 6
TECHNOLOGY
I
t’s hard to imagine there was life before the internet. A MACHINES
time before every living (or dead) person, every Almost all modern appliances and devices have systems for
appliance, car, street lamp, and every square inch of storing and using the information they need. Machines can
civilization was connected to each and every other piece. be connected to each other by universal cables or wirelessly,
Even without the extraplanar realms, there exists a world forming a network and allowing them to communicate
parallel to meatspace, an ocean of data stored in binary bits. information.
There are countless portals to this digital world that people For the purpose of these rules, a machine is an object with
have sitting around in their pockets, their homes, or even in information processing or storage capabilities, such as a
their heads. smartphone, computer, vending machine, flash drive, router,
This chapter provides the description and rules of utilizing microwave, magnetic lock. A machine is not a building or
technology to interact with this mirror world, allowing vehicle that is composed of many other machines and
characters to browse the internet, enter it with virtual reality, objects.
break it through hacking, and more.
While even everyday items such as clothes, furniture, food
containers, and dish detergent have tiny identification chips
THE INTERNET for the purpose of sales and inventory tracking, singular
chips or circuit boards do not make an object a machine.
The internet is a world-spanning telecommunication system
that connects people, places, and things. The internet has
PORT
become so ingrained in business and society that many A port is an interface that allows connection to a machine,
cannot imagine a life without it. Its proliferation has bridged and possibly to other machines connected to that machine in
the gap between civilizations, cross-contaminating cultures a network. A port may be a data outlet on a computer, a
in ways previously unimaginable. socket on the underside of a magnetic lock for maintenance,
However, this melting pot hides a seething cesspool just a receptacle allowing access to a vehicle’s computer, or a
beneath the surface. It brings together people with dangerous small jack in a wall that connects to a network router. They
ideologies, and allows malicious entities to prey upon victims may also be wireless in nature, allowing connections through
on a global scale. a wireless signal to a machine, from one wireless chip to
another.
NETWORKS
Network is the generic term for a telecommunication system
like the internet, but usually on a smaller scale. A local
network ranges in size from a small family network for a few
computers around a home, to a business network
encompassing a huge multi-building complex.
Typically, networks are protecteed from the rest of the
internet with firewalls and other security mechanisms to
keep data and resources from being vulnerable access and
abuse from the rest of the world. Important networks that
hold corporate or government classified information are even
air-gapped from the internet, so there is no connection at all.
A network can still cross large geographical distances, and
even cross through sections of the internet with the help of
cryptography to keep that information secure as it travels
through uncontrolled space.
In game terms, a network consists of the numerous,
integrated mesh of connections between multiple machines.
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103
These ports are generally standardized for the sake of
simplicity, and can be connected to with a universal cable or
wireless transceiver. Almost all machines will have ports for
access and maintenance, though they may not be
immediately accessible to any passersby.
WIRELESS
Many machines have wireless capabilities for flexibility and
efficiency. Other machines with wireless capabilities may be
able to connect to wireless ports. For example, you can
connect your smartphone to a wireless router and send a
command to open your garage if the door is on the same
network as the router.
Wireless networks are often limited to certain areas, such
as within a radius of a machine or the interior of a building.
ACCESSING A MACHINE
Access to a machine may be limited to certain individuals
who are granted keys, which let a user authenticate
themselves to the machine and gain access. Often this is
represented as a login screen, although it may appear more
esoteric in VR. A key may be a password, an identification
card, a fingerprint, a spoken word, or a combination of
multiple factors. The only way to access a machine without
having the key is to use hacking tools.
There may be different levels of access, such as standard
user and administrator, or specific accounts for each user. A
standard user may not have access to all of the functions that
an administrator has.
You may be able to access a machine through a terminal,
such as a monitor and keyboard, or by connecting to it
wirelessly or over a network. A machine cannot be accessed
at all if it is turned off, or if it is not functioning for any
reason, such as a nearby EMP.
NETWORK CYBERNETICS
With a datajack that has been surgically integrated with its
brain, a creature can connect itself to a machine through a
port. If a machine is connected to a network, then the user
may also be able to gain access to it, and other machines on
the network, or reach the internet.
104
Be aware that connecting to a machine with VR is potentially
dangerous, since your psyche is integrated with your avatar
and partially uploaded to a network. Because of this, you can
only be connected to one VR instance at a time. While you
are in VR, you are still conscious and capable of your normal
activity in the physical world. If you are disconnected from a
network without properly exiting, you risk a psychic
breakdown known as dumpshock. This may occur if, for
example, the machine you’ve connected to is destroyed, the
universal cable is cut, or you move out of range for a wireless
connection.
After disconnection, you have 1 minute to reconnect to
your avatar or you’ll experience dumpshock. Your avatar is
unresponsive during this time.
EXITING VR
Leaving VR is normally an easy task. It requires moving your
avatar back to the machine’s port you used to enter.
However, should circumstances trap you in a network, you
may have no choice but to use an action to manually eject
from the simulation. If this occurs, your avatar is destroyed,
and you experience dumpshock.
DUMPSHOCK
When your psyche is separated from you, forcefully ejected
from VR, or destroyed, you experience dumpshock.
Dumpshock is a disorienting, painful, and possibly deadly
illness that occurs as a mind attempts to rebuild its own
psyche.
A secured network may place destructive programs in
the user’s brain upon connection, essentially holding the
user’s brain as collateral for good behavior. If triggered by
ICE from the network, or upon impromptu disconnection,
these programs will heighten the dumpshock by harming
you, either as a painful nonlethal warning, or in an attempt to
render you braindead.
When you experience dumpshock, you immediately gain 1
level of exhaustion and become stunned until the end of your AR VISION
next turn. Depending on the situation which led to your In order to gain AR vision, you must have a means of doing
dumpshock, you may also take psychic damage at your DM’s so. You can activate or deactivate AR vision from your
discretion. datajack, if you have one installed, at any time (no action
Typically, being disconnected from online shopping will required). Alternatively, you can wear specialized eyewear,
not be dangerous, but having your psyche destroyed by high such as sunglasses, goggles, or contact lenses, and gain AR
powered corporate ICE could be lethal. vision.
105
TYPICAL HACKING DCS
TARGET DC
HACKING FAILURE
When a hacking check results in a failure, the DM decides the
consequences. A failure on the check does not necessarily
mean the hacking failed entirely; the goal may have been
achieved with simultaneous consequences. The following are
some examples of consequences that a DM may use:
WIRELESS HACKING
Using the wireless capabilities from hacking tools, you can
connect to a wireless port from anywhere in a machine’s
wireless range. It is possible to set up a rogue wireless access
port by installing a wireless transceiver in a physical port.
106
LOCKDOWN POINTS
DM TIP: HACKING AND PACING Lockdown points are indicators of how close a target’s
It can be easy to spend too much time describing network VR security is to finding and eliminating you from its system. If
locations, interactions, and ability check outcomes while the the hacker gains 3 lockdown points, their lockdown points
other players may be unable to involve themselves in the are reset to 0, their avatar is destroyed by the ICE and they
scenes. Hacking is meant to be an expanded futuristic experience dumpshock. If the hacker succeeds and is
equivalent of classic D&D navigation through locked doors
destroyed on the same ability check, they achieve their goal
and traps. If narration of network events are slowing the
pacing down to a crawl, you can always opt out of describing and their avatar is destroyed simultaneously.
situations in VR. Lockdown points are specific to a machine or network, and
It's also important to note that hacking is not the only way do not carry over from one to the next unless the two targets
to interact with machines and networks, especially in a VR are connected. In general, lockdown points remain in effect
setting. One cannot hack their way into finding the correct for a target until 24 hours have passed since the most recent
file in a vast database, that's more likely to be an Intelligence hacking attempt, unless the DM says otherwise.
(Investigation) or Intelligence (Technology) check.
Intelligence, Wisdom, and Charisma skills can be utilized in a
variety of ways when interacting with systems, users, and AI.
EXITING VR WITH LOCKDOWN POINTS
The hacker must return to the port that they used to enter in
People and AI can be judged for their motives, persuaded,
intimidated, or lied to as easily in a VR setting as in reality. order to leave, as usual. However, while the hacker has 1 or
There are also ways that Stealth or Sleight of Hand may be more lockdown points, they are bound, and must succeed on
used, using Intelligence, Wisdom, and Charisma instead of a hacking tools check to exit VR. If the hacker gains the third
Dexterity, at the DM's discretion. For example, quietly lockdown point and succeeds on the same ability check to
moving through a network without being noticed may be a exit, they are still subjected to dumpshock.
Wisdom (Stealth) check to travel in a manner security are
least likely guard against. ADVANCED DUMPSHOCK
When you experience dumpshock, you immediately gain 1
level of exhaustion and become stunned until the end of your
next turn. If you have any lockdown points, you take psychic
VARIANT: ADVANCED HACKING damage based on the alert level and the target’s ICE color.
See the ICE Types table for more information.
While the normal hacking rules can be applied throughout a
campaign to hacking activities ranging from breaking a
vending machine to cracking open a high-security vault in a
corporate bunker, there is room for additional complexity for
DMs and players interested in differentiating hacking from
other ability checks.
The following rules are meant for extended hacking
sessions, such as breaking into a skyscraper and stealing
research data or other heist-like scenarios, and not for simple
activities like cracking the password on a smartphone. These
rules allow the consequences of previous hacking attempts to
carry over into the next attempt, heightening the difficulty
the longer the hacker lingers on hostile networks, and placing
the hacker in potentially deadly situations.
ALERT
Similar to a Difficulty Class, each machine or network has an
initial alert level decided by the DM which describes the state
of security. Each attempt to hack the target will raise the alert
level by 1. Special events, such as alarms going off or security
being warned, may also raise the alert level. The hacker is
aware of the current alert level of the target.
Heightened alert levels are specific to the target machine
or network, and will often remain in effect until 24 hours
have passed since the most recent hacking attempt.
For guidance on setting the initial alert level, look at the
Typical Hacking DCs table above. Depending on the length
and difficulty of the operation being attempted, it is
suggested to subtract between 2 and 5 from the typical DC to
get the initial alert level.
107
ICE TYPES
A machine or network may employ different types of ICE. In
general, stronger ICE is more expensive and difficult to
configure, limiting who has access to the more powerful ICE.
It also determines whether or not an intruder could
potentially be physically harmed, or even killed by the ICE.
This is a dangerous decision for an organization, depending
on the local regulations of lethal ICE, and the possibility of
deadly false positives.
Regardless of the ICE’s appearance, there will always be a
telltale display of their color. The color of an ICE denotes
how dangerous it is to be caught and exterminated by it.
If nonlethal damage from ICE reduces a character to 0 hit
points, they are unconscious and stable. Lethal damage may
cause a creature to begin dying or kill them outright, as
normal.
ICE TYPES
COLOR DUMPSHOCK DAMAGE LETHALITY
ADMINS
Admins are users with elevated credentials who defend their
network from intruders by actively hunting them down. An
administrator aware of the hacker may contest your hacking
tools checks with their own. Instead of succeeding on an
ability check with a total of 10 or more, the hacker must have
a higher result than the admin. Each attempt increases the
alert level and may cause the intruder to gain lockdown
points, as usual.
While hackers are typically up against the admin when
trying to invade a network, the same hacker may be put in
the position of admin if their home or organizational network
is attacked.
108
DM: You succeed, and the guards grant you entry to the
EXAMPLE OF PLAY towering cases of ancient scrolls within, though at this point
FOR ADVANCED HACKING you are under heavy scrutiny. You have two lockdown points
and the alert level is 18.
Here is an example of play using advanced hacking rules.
While placing a bomb on the critical server, one character
The player characters stealthily approach the gate to the triggers a building alarm, alerting security forces. After a
parking complex beneath the massive skyscraper. The hacker quick skirmish with drones, the player characters escape to
connects a universal cable from the port at the base of her the garage and are about to make their getaway before a high
skull to the port in the parking entry console. threat response team can arrive.
DM: You enter the local network’s VR and find yourself at DM: You feel yourself reaching the limit of the wireless
the gates around an enormous tiered temple. The guards, transceiver range.
who you know to be ICE, wear green painted armor and are
watchful for any missteps. The alert level for this network is Player: Okay, my avatar leaves the vault and runs back
15. toward the port.
Player: I attempt to hack the console to open the gates. I DM: Just as you’re about to leave, the guards block your
got an 18 on my check. path and tell you to wait for an administrator to clear your
exit. Just then, a tall, glowing figure in flowing silk robes
DM: The guards look over your fake credentials and find appears, shouting for the guards to seize you. An admin has
nothing amiss, the gates swing open, and in reality the been called in to stop you.
meshed gates rise to allow entry. However, your activity
increases the alert level to 16. Player: Screw that, I force my way through! I get a 22 on
my check.
Later, the players climb the stairs to the floor their target is
on. The office is quiet and dark. There’s no wireless network, DM: Unfortunately, he rolled a 24, so you fail and gain
so the hacker ducks into a cubicle to plant a wireless your third lockdown point. As you rush past the guards,
transceiver in a wall jack, allowing her to connect to the local moving toward the glowing gateway of the port, you take
network while on the move. The players approach the vault arrow after arrow, the pain feedback making your vision go
door that holds their target. black. Your mind reels from the experience of simulated
death as you endure dumpshock. You’re stunned for one
Player: I want to pop open the vault. Crap, I got an 8 on round, you gain one level of exhaustion, and you take 18d4
my check. nonlethal psychic damage.
DM: Inside the pagoda temple, your pleas to open the The green ICE determines the die (1d4) and the lethality of
vault fall on deaf ears with the guards, and a few are getting the damage (nonlethal), while the alert level determines how
suspicious. You have one lockdown point, and the alert level many dice you roll (18).
is 17.
Another character hauls the hacker’s unconscious body
The party’s cleric casts guidance on the hacker. She then toward the getaway van as the windows of the 37th floor
rolls a total of 14. shatter and blow out into the neon lit night sky.
109
The infected creature, or a creature connected to the
VIRUSES infected creature’s datajack can attempt to remove the virus
with a DC 15 Intelligence (Technology) check. This can be
There’s an inherent risk with installing powerful computing
attempted once every 24 hours.
hardware into your skull and linking it to your brain. An
ocean of information at your fingertips, but there are
MIRAGE
dangerous entities lurking in these waters. Viruses, or This virus was developed by military coders for infecting
malicious code, have been developed to infect machines or enemy combatants, but has been leaked to the criminal
creatures by infiltrating their internal systems through their underworld. The virus causes duplicate enemies to appear in
datajack. the creature’s vision in combat. When a creature comes into
Viruses come in many forms, and are made for all sorts of contact with this virus, they must succeed on a DC 17
purposes. Some viruses are made as pranks, some for illegal Intelligence saving throw or become infected.
financial gain, while others are developed solely to cause as
When an infected creature rolls initiative, it must make a
much damage as possible. A virus might be a minor
DC 17 Intelligence saving throw. On a failed save, when the
annoyance or a life-threatening situation. A creature may
creature targets a creature or vehicle with an attack, it must
contract the virus if they explore shady areas of the internet
roll a d20 to determine whether the attack instead targets the
or connect infected hardware to their datajack.
duplicate. On a 10 or lower, the creature targets the
Generally, viruses function similarly to diseases. duplicate. If the attack targets the duplicate, on an attack roll
Diagnosing a certain virus may require an Intelligence of 10 or higher, the duplicate disappears. Once a creature’s
(Technology) check, but it may be difficult to examine or duplicate is destroyed, the virus’s effect does not occur for
treat the virus without connecting to the infected creature, attacks against that creature for 24 hours.
which may cause the infection to spread. Curing a virus may
be as simple as using your internal security mechanisms to
stop it, but if that fails, you may need an expert to help you. s off
ean the viru
km at e: I managed to cl the data.
SAMPLE VIRUSES Chec
the disk and
recover most
of
?
What was lost
Here are a few example viruses to show how they work. Feel Sa m: Oh , thank kami.
Street samurai
free to alter them in any way, or develop new ones for your a fe w of your... 200
On ly d
Checkmate: d, your swor
own campaign. too corrupte was your
movies were uc he d, as
was unto es' document
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ADWARE history book se cret techniqu
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This virus causes distracting pop-ups and advertisements to '1000 those.
Don't look at
occasionally appear in the infected creature’s vision. When a Street Sam: s lost was
Th e ma in thing that wa
creature comes into contact with this virus, they must Checkmate: men'.
d 'geisha wo
succeed on a DC 12 Intelligence saving throw or become a folder name thing
research! No
infected.
re et Sa m: That was for you the credits!
St nd
you! I'll se
An infected creature has disadvantage on Constitution else! Thank e all
I'm sure we'r ch.
saving throws to maintain its concentration on spells. no , pl ea se , ar
se
Redlight: Oh the results of your re
Additionally, the creature has disadvantage on Intelligence t
curious abou
and Wisdom checks.
A creature that succeeds on three of these saving throws
recovers from the virus. The infected creature, or a creature
connected to the infected creature’s datajack can attempt to
remove the virus with a DC 20 Intelligence (Technology)
check. This can be attempted once every 24 hours.
P@1N_TR@1N
This virus will torture the infected creature, bringing
unexpected pain in their must vulnerable moments. The
creature experiences sudden, blinding migraines, hearing
phantom, robotic laughing. When a creature comes into
contact with this virus, they must succeed on a DC 15
Intelligence saving throw or become infected.
An infected creature must make a DC 15 Intelligence
saving throw. On a failed save, the creature takes 3d6 psychic
damage and is blinded until the end of the current turn. If the
creature is reduced to 0 hit points by this damage, they fall
unconscious and are stable. On a successful save, the
creature takes half damage and isn’t blinded. This effect can
only occur once every 24 hours, and the DM decides when
this occurs.
A creature that succeeds on three of these saving throws
recovers from the virus. The infected creature, or a creature
connected to the infected creature’s datajack can attempt to
remove the virus with a DC 19 Intelligence (Technology)
check. This can be attempted once every 24 hours.
SLUMBER-BUDDY
This virus appears as an adorable mascot in the infected
creature’s dreams. The mascot will terrorize the creature by
tainting their dreams and turning them to nightmares, or
constantly cause the creature to wake up and interrupt their
rest. When a creature comes into contact with this virus, they
must succeed on a DC 15 Intelligence saving throw or become
infected.
When an infected creature takes a long rest, it must
with a DC 17 Intelligence (Technology) check. This can be
succeed on a DC 15 Intelligence saving throw in order to gain
attempted once every 24 hours.
the benefits of a long rest.
A creature that succeeds on three of these saving throws
TR0JAN
recovers from the virus. The infected creature, or a creature This complex, specialized virus is designed to target certain
connected to the infected creature’s datajack can attempt to individuals and deliver a specific payload. It creates
remove the virus with a DC 18 Intelligence (Technology) incredibly vivid hallucinations that may be indistinguishable
check. This can be attempted once every 24 hours. from reality. The purpose of these hallucinations is left
entirely to the designer. For example, the goal may be to
SPYWARE separate the creature from its allies, cause them to reveal
This disease monitors the infected creature’s activity and
information, or simply deliver a message. When a creature
regularly reports it. When a creature comes into contact with
comes into contact with this virus, they must succeed on a
this virus, they must succeed on a DC 14 Intelligence saving
DC 16 Intelligence saving throw or become infected.
throw or become infected.
Objects and creatures that are only perceivable to the
An infected creature has its network activity recorded.
infected creature will appear under specific conditions, at the
When the creature connects to a network, the virus will send
DM's discretion. The objects and creatures can be interacted
the recorded information to a designated creature or
with physically by the infected creature, and will react and
machine over the connection.
function as if they were real. There may be illogical outcomes
Some examples of information that might be sent are the
from interacting with the hallucinated objects and creatures.
recorded data feed from the user's vision while their AR
The creature can use its action to examine a hallucinated
vision is active, the location of the machines the user has
object or creature with a DC 16 Intelligence (Investigation). A
connected to, the websites they visit, the data they have
creature that succeeds on three of these ability checks
stored in their datajack, and other information from
disables the virus. The infected creature, or a creature
cybernetics that require a datajack to function. However, the
connected to the infected creature’s datajack can attempt to
virus cannot read the creature’s mind.
remove the virus with a DC 16 Intelligence (Technology)
The infected creature, or a creature connected to the
check. This can be attempted once every 24 hours.
infected creature’s datajack can attempt to remove the virus
Alternatively, if the virus achieves its preset goal, then it
removes itself from the infected creature.
111
CHAPTER 7
MAGIC ITEMS
M
ysterious magical elements can still be found in D8 EXPLOSIVE
any world where enchanters and arcanists work 1 Fragmentation
their arts, transforming mundane items into
2 Flashbang
magical artifacts. Acquiring such items, or crafting them
yourself, is up to the DM’s discretion. 3 Napalm
4 EMP grenade
ALL-TERRAIN TIRES
Wondrous item, rare 5 Pipe bomb
6 Tear gas
These tires have wide, undulating grooves that flow like a
7 EMP Grenade
river, the pits of which are tinged blue and always wet. A
vehicle that has its tires replaced with these magic tires is Reroll, and raise the tier of the explosive by 1 if it has
8
a higher tier
considered under the effect of the spider climb and water
walk spells.
The explosive disappears after 1 hour. Once three
The vehicle must have all of its tires replaced with these
explosives have been pulled from the bandolier, the
magic tires for the vehicle to receive its effect. For example,
bandolier can’t be used again until the next dawn.
you would need two all-terrain tires for a motorcycle, or four
for a truck. The tires expand or shrink to fit any vehicle that
me to the
would normally have tires. : ug h, my umbrella took it here!
Wildfi re i ha te
plane again.
APE'S TIE stupid fire d sw ea ty ( ─.─||)|)
an
it's so hot er
Wondrous item, rare (requires attunement) do you rememb
of Go of ba ll: Yes, and om planehopping?
Pr nd
you about ra
While worn, you have proficiency with thrown improvised what I told
go od sometimes! r
weapons and you double the distance you can throw an ld fi re : bu t it's so on the wate
Wi the mermaids
improvised weapon (40/120). You can lift and carry any swimming with o much fun
oo
barrel in your hand, regardless of weight. plane was so me of the
While wearing this tie, you can summon an explosive ba ll : Ce rt ainly, but so itable.
Prof Goof so hosp
might not be
object into your hands as a bonus action. The explosive lower planes , even the
object will disappear after one hour. Roll a d8 to determine vi si te d th em last week there's no
Wildfire: hot, but
the explosive object type. See Chapter 5 for the explosive wasn't this
lake of fire ed , wh ich is nice
e damn
object's statistics. wailing of th co says hi,
and
re : th at re minds me, Lo
D8 EXPLOSIVE Wildfi
sorry he died
1 Explosive Barrel
2 Fuel Barrel
3 Glue Barrel
ELDRITCH UMBRELLA
4 Toxic Gas Barrel Rod, legendary (requires attunement by a sorcerer,
5 Corrosive Fluid Barrel warlock, or wizard)
6 Monkey Barrel This wood-handled umbrella's fabric seems to flow between
7 Nanomachine Barrel purple and black in umbral swirls. While holding it, you gain
8 Chaos Barrel a +2 bonus to spell attack rolls.
The umbrella has 20 charges for the following properties.
Once this ability has been used twice, it cannot be used The umbrella regains 2d8 + 4 expended charges daily at
again until the next dawn. dawn. If you expend the last charge, you must make a DC 20
Banana Beast. When you consume a banana as an Wisdom saving throw. On a failure, you succumb to long-
action, you can gain 2d4 + 2 hit points. Once this property term madness, as determined by rolling on the Long-Term
has been used 3 times, it cannot be used again until the next Madness table (DMG pg. 260).
dawn. Open Umbrella. As a bonus action, you may open the
umbrella and carry it as a shield, even if you are not
BANDOLIER OF BOOMS proficient with shields. While it is open, a 20-foot radius
Wondrous item, uncommon (requires attunement) invisible dome springs into existence around the umbrella,
stopping rain from passing through it.
This red and yellow-striped leather bandolier has three black
If the umbrella is open and hasn't been closed for 1 hour,
tactical pouches on it. While wearing this bandolier, you can
the creature carrying it, or the next creature to touch it if it
use a bonus action to pull out a random tier 1 explosive from
isn't currently being carried, must succeed on a DC 15
a pouch. Roll a d8 to determine the explosive type.
Charisma saving throw or be teleported to a random plane
with the umbrella, now closed. A successful DC 15 Dexterity
(Sleight of Hand) check can close the umbrella without being
teleported.
113
Additionally, while you carry the open umbrella indoors, KITCHEN OMNI-TOOL
you have disadvantage on Wisdom and Charisma saving Weapon (dagger), rare (requires attunement)
throws.
Spells. While holding this umbrella, you can use an action This experimental kitchen tool was developed in order to
to expend 1 or more of its charges to cast one of the following address the clutter of absolutely necessary kitchen gadgets
spells from it, using your spell save DC and spell attack and appliances by condensing them into one supreme tool.
bonus: control water (4 charges), create or destroy water (1 However, the project was abandoned when the engineers
charge), darkness (2 charges), hands of hadar (7th-level couldn't work out the bugs, which include maiming the
version, 4 charges), hunger of hadar (3 charges), maddening operator.
darkness (8 charges), plane shift (5 charges, self only) In its base state, the tool appears as a cheap kitchen knife,
summon aberration (4 charges), tidal wave (3 charges) and it functions as a magic dagger that grants a +1 bonus to
Unsheathe Blade. As a bonus action, you can spend 6 attack and damage rolls made with it. The knife has a button
charges to draw a rapier wreathed in purple flame from the built into the bottom of the handle.
umbrella's handle and cast tenser's transformation. The The tool has 6 charges, and regains 1d4+2 expended
rapier grants a +2 bonus to attack and damage rolls made charges daily at dawn. You can expend 1 charge to press the
with it. When the spell ends, the rapier teleports to the button as a bonus action to make the tool transform, rolling a
umbrella and resheathes itself. This property can't be used d12 to determine its new form.
again until the next dawn. The new form lasts for 1 minute, or until you use your
bonus action to press the button again on its new form,
HYPERSPEED RING which causes the tool to revert to its normal form. Pressing
Wondrous item, rare (requires attunement) the button in this manner does not expend a charge.
This golden ring is strangely shaped like a perfectly rounded D12 FORM
hoop.
1 Deep Fryer
While you wear this ring, your movement speed is
2 Advertisement
increased by 10 feet, and you are under the effect of the death
ward spell. When the death ward spell ends, the ring slips off 3 Panini Press
your finger and bounces up to 30 feet in the most 4 Coffee Maker
inconvenient direction (DM’s choice). You can cast the haste
5 Microwave
spell targeting only yourself.
Once used, the death ward and haste properties can’t be 6 Knife Sharpener
used again until the next dawn. 7 Ice Cream Maker
Curse. Once you attune to this ring, your hair turns blue 8 Blender
and you gain the following flaw: “I want to go fast.” As long
9 Commercial Grade Pizza Oven
as you remain cursed, you are unwilling to part from the ring.
10 Pickling Station
11 Silverware Collection
12 Pressure Cooker
114
Deep Fryer. This metallic basin of hot oil causes you to Commercial Grade Pizza Oven. A Large size wood-
take 2d4 fire damage when it appears, and again at the start fired pizza oven made of gorgeous redstone bricks appears in
of each turn you are holding the fryer or the first time you an unoccupied space of your choice that you can see within
touch it on a turn. As an action, you can throw the hot oil. 10 feet of you. The oven is lit and blazing hot, and it has a
Each creature in a 15-foot cone must make a DC 15 Dexterity single entrance facing a direction of your choice, which
saving throw. A creature takes 8d6 fire damage on a failed creatures of Medium size or smaller can enter or be pushed
save, or half as much damage on a successful one. into. When a creature enters the oven or starts its turn there,
Advertisement. This viewscreen displays a clip from a the creature must make a DC 15 Dexterity saving throw. A
sponsored celebrity chef program. It can be used as an action creature takes 4d8 fire damage on a failed save, or half as
to cast hypnotic pattern, except the spell has a range of 30 much damage on a successful one.
feet. Pickling Station. A Medium size pickling station appears
Panini Press. This hot iron press functions as a magic in an unoccupied space of your choice that you can see within
mace that deals an extra 2d6 fire damage on a hit. 10 feet of you. The pickling station includes mason jars, a jar
Coffee Maker. As a bonus action, a creature can take a sealer, cucumbers, onions, beets, shredded cabbage, small
drink from the coffee maker. The creature gains 2d8 peppers, plums, and one sealed jar of perfectly pickled goods.
temporary hit points and has its movement speed increased The spice rack includes mustard seeds, allspice berries,
by 15 feet. A total of 6 creatures can drink from the coffee coriander, pepper falkes, bay leaves, cloves, and ginger. As an
maker before it breaks and ceases to function. action, you can open the sealed jar. The pickled treats inside
Microwave. You can use the microwave as an action on taste delicious.
your turn, causing it to become active at the end of your turn. Silverware Collection. You have a small cabinet filled to
While it is active, the microwave cooks the area within 15 feet the brim with high quality forks, spoons, and knives. It can
of it. When a creature enters the area for the first time on a be dumped out as an action to cast spike growth, except the
turn or starts its turn there, it must succeed on DC 15 spell has a range of 60 feet.
Constitution saving throw or take 4d6 radiant damage and Pressure Cooker. You have a pressure cooker filled with
gain one level of irradiated. On a successful save, the creature aromatic, delicious smelling food under extreme pressure.
takes half damage, and isn't irradiated. The pressure cooker functions as an explosive barrel, except
Knife Sharpener. The knife sharpener can be used as a that it immediately takes 1 point of damage when it appears.
bonus action on a weapon that deals slashing or piercing When the pressure cooker explodes, the tool returns to its
damage to sharpen it for 10 minutes. The sharpened weapon normal form.
becomes a magic weapon, if it wasn't one already, that grants The tool regains all charges daily at dawn. If you press the
a +2 bonus to attack and damage rolls made with it. Once the button while the tool has 0 charges, it turns into a banana
sharpener has been used, it breaks and ceases to function. slicer.
Ice Cream Maker. As an action, you can activate the ice
cream maker and direct it toward a creature you can see MONSTER BALL
within 15 feet. The creature must succeed on a DC 15 Wondrous item, uncommon
Strength saving throw or take 3d6 cold damage and be frozen This enchanted red and white ball has a small button on its
in a block of delicious frozen yogurt. Immediately after being front which, when pressed, captures or releases its contents
frozen, the creature gains 20 temporary hit points and from its internal demiplane. While this prototype was
vulnerability to fire damage, its speed is reduced to 0, and it originally intended to hold and release captured creatures,
is incapacitated. These effects end when the temporary hit the designers couldn’t address the issue of suffocation, as the
points are reduced to zero, after 1 minute, or when the demiplane contains no air.
creature succeeds on a DC 15 Strength saving throw that it
When the ball is empty, you can use your action to throw
makes at the end of each of its turns.
the ball up to 60 feet at a Medium or smaller object which
Blender. The blender functions as a glaive that grants +2 isn’t being held or carried to trap it inside the ball.
bonus to attack and damage rolls made with it, except that it Alternatively, you can target a willing or unconscious
lacks the two-handed property. You are proficient with this creature that is Medium or smaller, but the ball has no air
weapon. When the blender appears, and at the start of each inside it. A creature can make a DC 20 Strength check to
of your turns, you make a melee attack roll against each escape the ball, destroying it in the process.
object that isn't being worn or carried and each creature
When the ball is full, you can use your action to throw the
other than yourself within 10 feet of you. During your turns,
ball to an unoccupied space within 60 feet of you. The object
the blender has control of your movement, and will move you
or creature inside the ball appears in the space.
toward an area where it can cause the most damage to
The ball has an AC of 16 and 30 hit points.
objects and creatures. While you hold the blender, you can
use your action on your turn to make a DC 15 Strength check RADICAL SKATEBOARD
to regain control of your movement, and you cannot drop the Wondrous item, rare (requires attunement)
blender or press the button to revert its form until you have
succeeded on the check. This skateboard is painted with swirling colors of blue,
orange, red, and pink, which seem to shift as your eyes watch
it. While riding on this skateboard, your movement is
unaffected by difficult terrain and you can roll across any
liquid surface as if it were solid ground.
115
While riding the skateboard, you can attempt a dope trick STATIC WEAPON
as an action. Make a DC 15 Dexterity (Performance) check. Weapon (any weapon), rare (requires attunement)
On a successful check, you and up to 6 creatures of your This slightly magnetic weapon has a magical reservoir of
choice within 60 feet gain the effects of the bless spell for one energy that it can focus or release from its blade. You have a
minute and regain 4d6 hit points. On a failed check, you take +1 bonus to attack and damage rolls made with this magic
1d6 bludgeoning damage and fall prone. You cannot attempt weapon. Attacks made with this weapon against machines,
another dope trick in this manner until you finish a long rest. vehicles, and creatures with the Electronics feature, such as
drones, have advantage.
ROULETTE REVOLVER
Weapon (revolver), rare (requires attunement) This weapon has 6 charges. The weapon regains 1d4 + 2
expended charges daily at dawn.
This gaudy revolver has its barrel and the exterior of its Shock. You can spend 1 charge when you hit a vehicle or
cylinder painted in a rainbow wash of colors. You have a +2 creature with the Electronics feature to force it to make a DC
bonus to attack and damage rolls made with this magic 13 Constitution saving throw or become stunned until the
weapon. end of your next turn.
As an action, you can spin the cylinder on the revolver and Pulse. You can spend 2 charges as an action to unleash its
fire it at a target you can see within 160 feet. The effect is stored energy. Machines, constructs, and vehicles within 30
determined by rolling a d6 and consulting the following feet of you are subjected to EMP.
table. Machines cease to function for 1 minute. Constructs in the
Once you have used this ability, you can do so again, but area with the Electronics feature must succeed on a DC 13
you must reroll the d6 if you have already rolled that number Constitution saving throw or they are stunned until the end
before finishing a long rest. of their next turn. Vehicles in the area must succeed on a DC
14 Constitution saving throw or their movement speed is
1D6 EFFECT reduced to 0 and they can’t take actions or reactions until the
Make a ranged weapon attack with this revolver end of your next turn.
1
against yourself. Additionally, wireless and radio connections in a 100-foot-
You cast rebound shot at the target using this radius centered on the point are suppressed for 1 minute.
2
revolver as the weapon.
Cast chaos shot at the target using this revolver as
VAPE OF WINDS
3 Wondrous item, uncommon (requires attunement)
the weapon.
Make a ranged weapon attack with this revolver This vape can be worn as a mask that glows when used.
4 against the target. If the attack hits, it has the effect There’s an easy-load tank that shifts to accept substances
of the lightning arrow spell. from any container. You have advantage on addiction saving
You cast conjure barrage, but the target must be throws for drugs inhaled through this vape.
5 within the area of the spell. The DC for the Dexterity As a bonus action, you can inhale a common drug through
saving throw is 15.
the vape and exhale it, casting the fog cloud spell without
You cast conjure volley centered on the target. The spellcasting components. All creatures who enter this cloud
6
DC for the Dexterity saving throw is 15. or start their turn in it, and inhale the vapor, gain the
benefits of the drug without requiring an addiction saving
throw. The vape can’t be used this way again until the next
dawn.
CHAPTER 8
SPELLS
F
uturistic problems require futuristic magical
solutions. Magic doesn’t stop progressing just because
technology has leaped forward. Instead, advanced
technology has created new possibilities for magic to utilize,
mimic, or exploit it. Check with your DM to see if these spells
are available for you.
The following spell lists show which spells can be cast by
characters of each class. Also noted are the spell’s school of
magic. If the spell has the ritual tag, it can be cast as a ritual.
119
While the vehicle is commandeered, you have a telepathic When you cast this spell, you bind the souls of two parties to
link with it as long as the two of you are on the same plane of a contract, forcing them to adhere to it or suffer dire
existence. You can use this telepathic link to issue commands penalties. Choose two willing creatures within range. They
to the creature while you are conscious (no action required). must verbally agree to the terms of the contract used as the
The vehicle becomes sentient and can perform its own material component for the spell, and must not be suffering
actions to obey your commands. You can specify a simple from the charmed condition. The contract also has a length
and general course of action, such as “Drive in that which determines the duration of the spell, up to 1 year.
direction,” “Run over that creature,” or “Crash into that When you cast this spell, choose agony, death, or
wall.” If the vehicle completes the order and doesn’t receive misfortune as the penalty for violating the contract, which
further direction from you, it does nothing. the targeted creatures are aware of before agreeing to the
A creature at the vehicle’s controls can attempt to wrench terms. At the DM's discretion, you may choose an alternative
control away from you, causing the vehicle to make a new effect for violating the contract, but it should be no more
Constitution saving throw against the spell. If the saving powerful than those described below.
throw succeeds, the spell ends. Once both creatures have agreed to the contract, the spell
At Higher Levels. When you cast this spell using a spell takes effect. If either creature is ever in violation of the terms
slot of 8th level, the duration is concentration, up to 1 hour. of the contract, down to the letter, it suffers the effects of the
When you use a spell slot of 9th level, the duration is chosen penalty. The penalty is in effect until the creature is in
concentration, up to 8 hours. accordance with the terms of the contract.
Agony. Every day at dawn, the creature takes 6d6 psychic
CONJURE TURRET damage. If this damage reduces the creature to 0 hit points,
2nd-level conjuration (ritual) the creature falls unconscious and is stable.
Casting Time: 1 bonus action Death. Every day at dawn, the creature takes 1d6 necrotic
Range: 30 feet damage. The target’s hit point maximum is reduced by an
Components: V S M (a shell casing) amount equal to the necrotic damage taken. The target dies if
Duration: Concentration, up to 1 hour this effect reduces its hit point maximum to 0.
Classes: Artificer, Cleric, Paladin, Ranger Misfortune. The creature has disadvantage on Charisma
and Wisdom saving throws. Additionally, when the creature
A tripod mounted weapon appears, fully loaded, and ready
rolls a 20 on the d20 for an attack roll, ability check, or
for combat. The turret manifests physically on a surface in an
saving throw, you instead treat the roll as if it were a 1.
unoccupied space that you can see within range. Alternatively
you can manifest it on a vehicle that is Large or larger which The spell can be ended early if both creatures verbally
you can see within range, and which has space for a mounted agree to end it while within 10 feet of each other, so long as
weapon. Choose one of the following options for what each creature is not suffering from the charmed condition. A
appears. remove curse spell also ends this spell if it is cast using a spell
slot level equal to or higher than the spell slot used to cast
An assault cannon this spell. If the spell is ended early, both creatures are aware
A gatling gun of it.
A rocket launcher At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for
This magic weapon can be used normally as a mounted
each slot level above 3rd.
massive weapon, except that it cannot be unmounted, and
you can reload it with conjured magical ammunition as a DECOMPOSE
bonus action while you are within 60 feet of it. The 2nd-level necromancy
ammunition disappears when the spell ends. You are
Casting Time: 1 action
proficient with this weapon. Creatures can move freely
Range: Touch
through its space.
Components: V S M (a pinch of grave dirt)
At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous
slot of 3rd level or higher, the weapon deals an extra 1d6
Classes: Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
force damage when it hits for every two slot levels above the
2nd. When you use a spell slot of 5th level or higher, you can This spell rapidly causes the body to decay. There are two
use your bonus action to attack twice with this weapon using possible uses for the spell, depending on whether the target is
your spellcasting modifier while you are within 60 feet of it. a living or dead creature.
If you cast this spell targeting a living creature, make a
CONTRACT melee spell attack against a creature you can reach. On a hit,
3rd-level enchantment (ritual) the target takes 4d8 necrotic damage.
Casting Time: 10 minutes If you cast this spell targeting a dead creature, the body
Range: 10 feet rapidly decays, increasing the amount of time the creature
Components: V S M (a written, typed, or digital contract) has been dead by 10 days for the purposes of the time limit
Duration: Special on raising the target from the dead. For example, a dead
Classes: Artificer, Bard, Warlock, Wizard creature targeted by this spell could not be returned to life by
the raise dead spell.
120
At Higher Levels. When you cast this spell targeting a though it is a celestial, fey, or fiend (your choice) instead of a
living creature using a spell slot of 3rd level or higher, the construct. Additionally, the motorcycle’s Intelligence,
damage increases by 1d8 for each slot level above 2nd. Wisdom, and Charisma become 6, and it gains the ability to
If you cast this spell targeting a dead creature using a spell understand one language of your choice that you speak. The
slot of 5th level or higher, the amount of time the creature vehicle has senses similar to a human’s.
has been dead increases to 100 years. If you cast this spell Your motorcycle serves you as a vehicle, both in and out of
targeting a dead creature using a spell slot of 7th level or combat, and you have an instinctive bond with it that allows
higher, the amount of time the creature has been dead you to fight as a seamless unit. You are considered proficient
increases to 200 years. with land vehicles while driving your summoned motorcycle,
if you were not already. While driving your motorcycle, you
can make any spell you cast that targets only you also target
DM TIP: STAYING DEAD your motorcycle.
In a cyberpunk world that has high amounts of magic, it may When the motorcycle drops to 0 hit points, it explodes,
be difficult for the player characters to keep a creature dead. leaving behind no physical form. You can also dismiss your
After all, if resurrection magic exists, a corporation would
motorcycle at any time as an action, causing it to disappear.
undoubtedly have the resources to pay for it, and the wealthy
could have death insurance contracts that include attempts In either case, casting this spell again summons the same
to raise the contract holder from the dead. What are are the motorcycle, restored to its hit point maximum.
player characters to do? While your motorcycle is within 1 mile of you, you can
There are numerous options, including dissolving it in communicate with it telepathically.
acid, or burning it to ashes. However, with the resurrection You can't have more than one motorcycle bonded by this
spell, a VIP could still be returned to life, though at great spell at a time. As an action, you can release the motorcycle
expense. The player characters could also use the decompose
from its bond at any time, causing it to disappear.
spell to rapidly age the body out of easy raising, or make it
completely impossible to resurrect with higher levels of the At Higher Levels. When you cast this spell using a
spell. spell slot of 3rd level or higher, you can summon a sports
motorcycle. If you use a spell slot of 4th level or higher, you
can summon a warcycle with a flying speed of 140 feet.
FIND RIDE
2nd-level conjuration FIND THE ROAD
4th-level transmutation
Casting Time: 10 minutes
Range: 30 feet Casting Time: 1 minute
Components: V S Range: Touch
Duration: Instantaneous Components: V S M (a bit of road tar)
Classes: Paladin Duration: 8 hours
Classes: Druid, Ranger
You summon a spirit that assumes the form of a sentient
motorcycle, creating a long-lasting bond with it. Appearing in Touch one land vehicle. For the duration, as the vehicle
an unoccupied space within range, the motorcycle can move travels, a magical paved road emerges from the ground or
and act independently. It has the statistics of a motorcycle, water, pushing aside natural terrain, as well as trees under 5
feet in width.
121
The shape of the terrain is not altered, so rock walls, cliffs, JAM SIGNALS
and mountains are unaffected. After the vehicle passes, the 3rd-level abjuration
road vanishes behind it, and the terrain regains its original
Casting Time: 1 action
form.
Range: Self
The vehicle can travel no faster than a rate of 80 feet per
Components: V S M (a burnt out wireless chip)
round in combat or 40 miles per hour out of combat on this
Duration: 10 minutes
road.
Classes: Artificer, Bard, Sorcerer, Wizard
HAYWIRE A 100-foot-radius invisible sphere surrounds you. All
5th-level evocation wireless and radio connections within this sphere are
Casting Time: 1 action suppressed. Machines with functions that rely on wireless or
Range: 120 feet radio connection, such as walkie talkies and wireless
Components: V, S, M (a frayed universal cable) transceivers, cease to function while within the sphere. These
Duration: Concentration, up to 1 minute machines also cannot receive signals from outside the
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard sphere.
At Higher Levels. When you cast this spell using a spell
You cause machines to undergo catastrophic failure. Choose
slot of 4th level or higher, the radius is increased by 50 feet
a point you can see within range. The vehicles, lights,
for each slot level above 3rd.
speakers, and wires in a 60-foot cube centered on that point
begin to malfunction dangerously until the spell ends. KNACK
Vehicles. As a bonus action on your turn, you can cause a Cantrip transmutation
vehicle in the area to make a Constitution saving throw. On a
Casting Time: 1 action
failed save, you can cause the vehicle to move up to its
Range: 30 feet
movement speed in a straight line, but not outside the cube.
Components: V S
On a successful save, the vehicle is unaffected.
Duration: Up to 1 hour
Lights. At the end of each of your turns, you can choose
Classes: Articer, Bard, Druid, Sorcerer, Warlock, Wizard
one light source in the area. Creatures within 10 feet of the
light source that can see it must succeed on a Constitution This spell allows minor influence over nearby machines and
saving throw or be blinded until the end of your next turn. technology. You create one of the following technological
Speakers. You are aware of all speakers in the spell’s effects within range.
area. At the start of each of your turns, you can choose one
You create a Large or smaller AR object or creature for up
speaker or a machine with a speaker, such as a walkie talkie
to 1 hour. If you create a creature, it follows your mental
or smartphone, in the cube. Each creature in a 15-foot cone
orders. If the object or creature is ever more than 60 feet
from the speaker must succeed on a Constitution saving
away from you, it vanishes.
throw or take 3d8 thunder damage and be deafened for 1
You cause a display device you can see, such as a
minute.
smartphone screen or computer monitor, to show a popup
Wires. Wires tear themselves out of the ground, floor, and
advertisement of your choice for up to 1 hour. It can
walls and begin sparking violently. When a creature moves
include audio and video elements. Ability checks made
into or within the area, it must succeed on a Dexterity saving
with the device have disadvantage.
throw or take 2d4 lightning damage for every 5 feet it travels
You cause an audio device you can see to play sounds of
until the start of its next turn.
your choice for up to 1 hour.
You instantaneously flip a visible power switch or button saving throw. The blast spreads around corners. A target
on a device to turn it on or off. takes 12d12 radiant damage and 12d12 thunder damage and
You instantaneously make a harmless shower of sparks or gains 2 levels of irradiated on a failed save, or half as much
arc of electricity pop out of a device. damage and no levels of irradiated on a successful one.
Choose one machine weighing up to 5 pounds that isn’t Additionally, the area within 1 mile of the point is
being worn or carried. The machine moves up to 20 feet irradiated for 1 week. Creatures who spend a total of 1 hour
in a direction of your choice. within the area must succeed on a Constitution saving throw
or gain 1 level of irradiated.
If you cast this spell multiple times, you can have up to
three of its non-instantaneous effects active at a time, and REBOUND SHOT
you can dismiss such an effect as an action. Cantrip divination
123
You rebuild a destroyed vehicle you touch which is of Large You summon a spirit that assumes the form of a vehicle of
size or smaller, restoring its functionality. You must have the your choice, but its challenge rating must be 2 or lower, and
majority of the vehicle’s remains, even if it is only a burnt out it must lack a flying speed. It appears in an unoccupied space
husk. you can see within range. It has the statistics of a vehicle, but
The vehicle is restored to its maximum hit points, with all it is sentient, and it is a celestial, fey, or fiend (your choice)
modifications it originally had, and any lost parts are instead of a construct. Additionally, the vehicle’s Intelligence,
magically replaced. The vehicle’s fuel tanks and batteries are Wisdom, and Charisma become 10, and it gains the ability to
full. speak one language of your choice that you speak. The
At Higher Levels. When you cast this spell using a spell vehicle has senses similar to a human’s.
slot of 6th level or higher and use 200,000₵ worth of The vehicle is friendly to you and your companions for the
materials, the vehicle may be of huge size or smaller. If you duration. Roll initiative for the vehicle, which has its own
use a spell slot of 8th level or higher and use 800,000₵, the turns. It obeys any verbal commands that you issue to it (no
vehicle may be of gargantuan size or smaller. action required by you). If you don’t issue any commands to
the vehicle, it defends itself from hostile creatures but
SPECTRAL BARRICADE otherwise takes no actions.
1st-level abjuration When the vehicle drops to 0 hit points, it explodes, leaving
Casting Time: 1 bonus action behind no physical form. You can also dismiss your vehicle as
Range: 30 feet an action, causing it to disappear and the spell to end.
Components: V S If your concentration is broken, the vehicle doesn’t
Duration: Concentration, up to 1 minute disappear. Instead, you lose control of the vehicle. An
Classes: Artificer, Cleric, Ranger, Paladin, Wizard uncontrolled vehicle can’t be dismissed by you, and it
disappears 8 hours after you summoned it. The DM rolls a
A glowing barricade that can deflect projectiles appears at a
1d8 and consults the Uncontrolled Vehicle table to determine
point within range. The barricade appears in any orientation
the vehicle’s actions.
you choose: horizontally, vertically, or diagonally. The
barricade can be up to 20 feet long, 3 feet high, and 1 inch
thick. The barricade does not block line of sight, and momentarily.
.. am alive,
creatures and objects can pass through it. Mr.Honks: I.
The barricade can be used as an obstacle to provide half at's ominous.
Redlight: Th .Honks everyo
ne!
cover. When a creature is within 5 feet of the barricade, the
fi re : pl ea se welcome Mr temporarily
Wild made
barricade does not provide cover to targets on the opposite iend that I
side of the barricade. he's a car-fr at even mean
?
Sa m: ?? What does th
Street m, a
nd your real
SUMMON VEHICLE .H on ks : I am from beyo , where all is
Mr vehicularity
3rd-level conjuration
plane of pure and humming engines.
ad s
Casting Time: 10 minutes infinite ro keep
, you can't
ll: Wildfire
Range: 30 feet Prof Goofba
Components: V S M (enchanted fuel worth 2,500₵, which doing this. Mr.Honks!
the spell consumes) : te ll us your secrets,
Wildfire dogs chasing
Duration: Concentration, up to 8 hours
ks : I ha ve nightmares of l do when
Mr.Hon they 'l
Classes: Artificer, Bard, Cleric, Druid, Ranger, Wizard n't know what
me, and I do
.
they catch me
UNCONTROLLED VEHICLE This spell creates a magical link between a machine within
D8 DAMAGE TYPE range and another machine, at any distance, on the same
plane of existence. You must have seen or touched the
The vehicle becomes hostile toward all other destination machine at least once before, and be able to
1
creatures, and may attack.
access it. For the duration, any creature can step into the
The vehicle becomes hostile toward all other target machine and exit from the destination machine by
2
vehicles, and may attack. using 5 feet of movement.
The vehicle attempts to destroy itself by crashing into
3
random nearby targets and driving itself off ledges. ZOMBIE PLAGUE
The vehicle becomes extremely demanding, and 7th level necromancy
4 won’t follow your orders until you feed it 5,000₵ of Casting Time: 1 hour
premium fuel or oil. Range: 30 feet
The vehicle gains a flying speed of 40 feet and Components: V S M (a crystal or jeweled skull worth
immediately begins to fly as high as it can. You may 100,000₵, which the spell consumes)
5
be able to persuade the car to return to the ground Duration: 1 day
for a short period of time, at the DM’s discretion.
Classes: Cleric, Wizard
The vehicle refuses to move and begins playing loud,
6 irritating music of the DMs choice through its You lift high the skull you use for the material component.
speakers while flashing all of its lights. The skull’s eyes light up, it laughs, then shatters into dust
which swirls into up to 10 Small or Medium humanoid
The vehicle becomes frightened of violence, driving
as fast as it can away from danger, and attempts to corpses you can see within range. Each corpse immediately
7 stands up and becomes a zombie.
take up a peaceful life as a driverless taxi or a similar
career. When you cast this spell, you can designate any number of
The vehicle is docile, and continues to follow your creatures you can see to be seen as friendly by the zombies.
8
orders. The zombies will move to attack any undesignated creatures
they can see or hear. If the zombies detect no creatures in the
At Higher Levels. When you cast this spell using a spell area, they will move to explore in a random direction until
slot of 4th level or higher, the challenge rating increases by 1 they find creatures to attack.
for each slot level above 3rd. When you cast this spell using a Any humanoid killed by the zombies will also become a
spell slot of 6th level or higher, the vehicle can have a flying zombie under the effect of the spell after 1 minute. When the
speed. spell ends, the zombies immediately die.
If you cast this spell again before the end of its duration,
TRANSPORT VIA NETWORK you can extend the duration of the spell by amount of time
7th level transmutation
equal to the spell's duration.
Casting Time: 10 minutes At Higher Levels. When you cast this spell using a spell
Range: 10 feet slot of 8th level, the duration is 1 week. When you cast this
Components: V S spell using a spell slot of 9th level, the duration is 1 month.
Duration: 1 round
Classes: Bard, Druid, Sorcerer, Wizard
125
APPENDIX A
CONDITIONS
T
he cyberpunk world brings all kinds of new toys with
improved technology, as well as their accompanying
hazards. Napalm grenades are all fun and games until
you start melting, and you're told not to abuse drugs for good
reason. Most importantly, do try and avoid rolling around in
nuclear waste, which can have unfortunate consequences for
your health.
The following are additional conditions, similar to those
found in the Player’s Handbook.
BURNING
A creature that is immune to fire damage is immune to the
burning condition.
FLIPPED
When a vehicle would be knocked prone, it is instead flipped
unless it has a trait that says otherwise.
Long rest,
When the creature makes an ability check, the creature must roll a d4 and subtract the number rolled
1 lesser
from the ability check.
restoration
Long rest,
When the creature makes an attack roll or saving throw, the creature must roll a d4 and subtract the
2 lesser
number rolled from the attack roll or saving throw.
restoration
Lesser
3 The creature cannot use reactions.
restoration
At the start its first turn in any combat, the creature must make a DC 16 Constitution saving throw or Greater
4
the creature spends its action that turn retching and reeling. restoration
When another creature spends a total of 1 hour within 30 feet of the irradiated creature, it must Greater
5
succeed on a DC 12 Constitution saving throw or gain 1 level of irradiated, to a maximum of level 5. restoration
The creature dies. For 1 week, any creature that spends a total of 1 hour within 30 feet of its corpse Raise Dead or
6
must succeed on a DC 15 Constitution saving throw or gain 1 level of irradiated. similar magic
127
If an already irradiated creature suffers another effect that one drug does not affect addiction from other drugs, and a
causes irradiation, its current level of irradiation increases by creature can be in withdrawal from multiple drugs at once.
the amount specified in the effect’s description. A creature See the Drug section in Chapter 5 for more information about
suffers the effects of its current level of irradiated as well as going into withdrawal.
all lower levels.
Upon gaining this condition, or upon finishing a long rest
A creature’s irradiated level can be reduced by 1 by
with this condition while a creature has at least 1 level of
finishing a long rest for level 1 or 2 irradiated, or by casting
addiction, a creature gains 1 level of exhaustion and
the spell listed in the Cure column. All irradiated effects end
reduces their addiction level by 1. These levels of
if a creature’s irradiated level is reduced below 1.
exhaustion do not get reduced by finishing a long rest
until the creature has reduced their addiction level below
AVOIDING RADIATION 1. Levels of exhaustion from other sources, if the creature
There are a few ways to avoid getting yourself irradiated. has any, can still be reduced by finishing a long rest.
Typically, when an effect lists an amount of time that a The condition ends for a creature if it consumes a dose,
creature can spend within a certain distance of a radioactive and the creature immediately recovers from all levels of
source before having to make a saving throw to avoid exhaustion caused by the condition. However, the
becoming irradiated, that means the radiation is radiating creature returns to the level of addiction it had before
through the air. This effect is blocked by 1 foot of stone, 1 entering withdrawal.
inch of common metal, a thin sheet of lead, or 3 feet of wood
The condition also ends for a creature when their
or dirt. It's also blocked by a hazmat suit, which functions as
a thin sheet of lead. addiction levels and the exhaustion levels caused by this
Attacks and creature abilities that force a saving throw are condition are both reduced below 1.
more difficult to avoid. A hazmat suit grants advantage on
the saving throw if it is being worn, but it does not
automatically negate the radiation. See Chapter 5 for more
many
information on the hazmat suit. muse is too
Ou t: ho w ma ny doses of
Frag that
is too many,
e. One dose ke ?
Valkree: On d yo u ta
OVERDOSING . How many di
stuff is vile ght it
An overdosing creature must make a DC 15 Constitution bel lol, thou
ag Ou t: mi sread the la really it said
saving throw at the end of each of its turns for 1 minutes. Fr t
injectors bu
The DC increases by 3 for every additional dose of drugs said take 4 pe r in jector
se s
theres 4 do e usual fee
. It'll be th to my
consumed while overdosing. On a failed save, the creature
We ll do ne
takes 1d10 poison damage. Failing the save by 5 or more Valkree: make it
ent. Can you ll?
causes the creature to fall unconscious until this condition for OD treatm yo u pa y fo r a house ca
or wi ll
ends. clinic, ally feeling
great
t: no ne ed, i'm actu
A creature cannot be affected by multiple instances of this Frag Ou back feels
condition. he ad ac he is gone, my ly thing
FragOut: my ars, the on
it has in ye '
The condition ends after succeeding on three of these better than lb hk l;
llllllll
saving throws. is this ting
is, then.
ur place it
WITHDRAWAL Valkree: Yo
All effects of withdrawal are linked to the drug that the
creature is currently in withdrawal from. Withdrawal with
APPENDIX B
VEHICLE STATISTICS
A
fter learning how to operate vehicles back in VEHICLE TYPE
Chapter 4, now it's time to get our hands greasy with A vehicle can be a land, water, or air vehicle, depending on
vehicle stat blocks and a list of standard and not-so- the types of special movement available to them. A land
standard vehicles. vehicle moves or climbs across solid surfaces, a water vehicle
has a swimming speed, and an air vehicle has a flying speed.
VEHICLE STAT BLOCKS If a vehicle has more than one movement type, then the
precedence of the vehicle's type is determined by whether it
The roads, waterways, and skies of a city are constantly
has a swimming or flying speed. Water takes precedence over
flowing with traffic, the lifeblood that keeps the whole show
land, and air takes precedence over land and water. For
running. Whether it's a high speed chase, an illegal gun
example, the floatplane has both a swimming and flying
smuggling expedition, or a bout of vehicular manslaughter,
speed. The flying speed means it is an air vehicle, which takes
vehicle stat blocks are necessary for a wide variety of
precedence over its swimming speed.
situations. The following section describes vehicle stat blocks
ranging from a plain four-seater car to aerial combat If a vehicle that lacks a swimming speed enters a liquid
hovercraft, as well as instructions on how to create statistics substance, it can't move and it begins to sink at a rate of 10
for your own vehicles. feet per round until it is removed from the liquid.
RIDER LIMIT
BASIC STATISTICS The rider limit determines the amount of people that can
A vehicle stat block includes many parts that are similar to comfortably inhabit a vehicle without squeezing, or without
creature statistics. They have hit points, armor class, speed, exceeding the safety equipment of the vehicle. For example, a
ability scores, and so on. This section covers the important car might have space for 5 riders, and any additional riders
distinctions between vehicles and creature statistics. past the limit may have to squeeze in between other riders,
sit on their laps, or even try and find space in the trunk.
SIZE The DM decides the exact penalty for exceeding the rider
Vehicles have size categories similar to creatures, though limit. For example, a creature squeezing between other riders
there is not always a direct correlation between a vehicle's or in awkward positions may suffer the effects of a creature
real world size and its size category. For example, in the real squeezing into a smaller place: the squeezing creature has
world, the average motorboat can be 15 feet long or more, but disadvantage on attack rolls and Dexterity saving throws, and
instead of being Huge, as a creature would usually be, it is a attack rolls against the creature have advantage against the
Large vehicle which would imply it is no longer than 10 feet if creature. A creature lying in the trunk of a vehicle may have
it were a creature. vulnerability to crashing damage. A second rider on a
Instead of thinking of vehicles in terms of absolute lengths, motorcycle may go flying off of it in a crash. Too many people
the size categories are meant to be comparative for different standing on a boat may risk falling overboard in rough
classes of vehicles. Some vehicles are clearly larger or smaller weather or in a crash, or even capsizing the boat.
than others. For example, Medium vehicles include
motorcycles and jet skis, Large vehicles include cars and CARGO CAPACITY
speedboats, Huge vehicles include monster trucks and A vehicle's capacity is the amount of weight a vehicle can
helicopters, and Gargantuan vehicles include buses and carry without penalty. The weight of riders does not count
yachts. against a vehicle's capacity, unless the DM decides that a
Size is primarily used for determining damage in crashes rider is particularly heavy.
and damage from attacks.
If a vehicle's cargo capacity is exceeded, its fuel efficiency is VEHICLE PROFICIENCY BONUS
decreased, the vehicle consumes 2 miles of range for every 1 A vehicle's proficiency bonus is determined by its challenge
mile it travels. If a vehicle is carrying more than twice its rating, in a manner similar to monsters, as shown in the table
cargo capacity, its speed is reduced by half. If a vehicle is below.
carrying more than thrice its cargo capacity, the vehicle can't
move. CHALLENGE RATING PROFICIENCY BONUS
0-4 +2
RANGE
A vehicle's range is the maximum distance a vehicle can 5-8 +3
travel on a full tank of fuel. Fuel for a vehicle can be a variety 9 - 12 +4
of fossil fuels, electricity in charged batteries, or another 13 - 16 +5
form of energy. Once a vehicle is out of fuel, it can't move,
17 - 20 +6
can't take actions or reactions, and if it would explode when
it reaches 0 hit points, it does not. 21 - 24 +7
Most types of fuel are easy to purchase at a rate of 1 credit 25 - 28 +8
per 5 miles, and fuel stations are on every other street corner. 29 - 30 +9
Some vehicles may use nuclear reactors, or other futuristic
technology, and acquiring fuel for them may be more A vehicle's proficiency bonus is added to the relevant
difficult. ability modifier when the vehicle makes ability checks and
saving throws with which it is proficient. It also adds it to
ABILITY SCORES ranged weapon attacks that the vehicle makes using its
A vehicle has the six ability scores and modifiers: Strength,
Constitution modifier.
Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
A vehicle's Strength represents a combination of its size, EXPLOSIVE DEATH
weight, and the torque or power it can bring to bear. A Almost all vehicles explode when they are reduced to 0 hit
vehicle's Dexterity describes its handling, braking, points. Typically, targets near the vehicle must make a
acceleration, and stability. A vehicle's Constitution embodies Dexterity saving throw to reduce the damage. The DC of the
its durability, the sturdiness of its frame, and the amount of saving throw is 10 + the vehicle's Constitution modifier.
damage its internals can sustain before it ceases to function. The fire damage caused by the explosion is based on its
Constitution also determines a system's internal resilience to size category, as shown in the Vehicle Explosion table.
meddling from spells and the sophistication of its targeting
systems. VEHICLE EXPLOSION
Vehicles usually have a score of 0 in Intelligence, Wisdom, VEHICLE SIZE FIRE DAMAGE
and Charisma, and automatically fail any ability check or
Medium 2d6
saving throw using those scores. One major exception are
sentient vehicles, which typically have non-zero Intelligence, Large 4d6
Wisdom, and Charisma scores. Huge 6d6
Gargantuan 8d6
HIT POINTS
A vehicle has hit points, and will be destroyed if they are
reduced to 0. A vehicle does not have Hit Dice. To restore hit ACTIONS AND REACTIONS
Vehicles can have many different types of actions and
points, the vehicle must be repaired.
reactions, although they can't use them unless a driver grants
CHALLENGE (CR) the vehicle its action or reaction. A vehicle can only take the
Vehicles each have a challenge rating, similar to monsters or Attack, Disengage, or Ready actions. See Chapter 4 for more
non-player characters. When creating a vehicle, you can use a information on controlling vehicles.
process similar to the 'Creating a Monster' section of the A vehicle may have weapons installed on it through the
DMG. melee or ranged weapon mount vehicle modifications.
The primary difference comes when calculating a vehicle's Alternatively, it may have special weapons designed for it
offensive challenge rating. Many vehicles, such as cars or that have their own properties. Any weapons and other
motorcycles, don't have weapons included in their stat special actions available to the vehicle fall under the Actions
blocks, since they have no weapons installed by default. For section of the vehicle's stat block.
these cases it is recommended to calculate a vehicle's Typically, when the vehicle's special actions and abilities,
offensive challenge rating as though it has weapons installed; such as the floating fortress's railgun, force a target to make a
use the statistics for a melee weapon mount if the vehicle has saving throw, the saving throw DC is determined by using the
a high Strength score, otherwise use the statistics for a following formula: 8 + the vehicle's proficiency bonus + the
ranged weapon mount. vehicle's Constitution modifier. However, some actions may
See the 'Vehicle Weapons and Damage' section later in this use other ability modifiers.
appendix for more information on arming a vehicle. Vehicles may also have reactions available to them through
modifications or special equipment, such as the attack
helicopter's Decoy Flare.
131
Some vehicles even have legendary actions. Vehicles with RANGED WEAPON MOUNT ATTACKS
legendary actions require a driver that is proficient with the MODIFIER ATTACK BONUS
vehicle type to drive them, and can only take legendary
actions while the vehicle has a proficient driver that is not Driver's Dexterity modifier + proficiency
Dexterity
bonus
incapacitated.
Vehicle's Constitution modifier + proficiency
Constitution
VEHICLE WEAPONS AND DAMAGE bonus
Vehicles may be equipped with mounted melee and ranged
weapons. They can be standard weapons like those available In addition, if the vehicle is Huge or larger, the vehicle also
as vehicle modifications, in the form of the Melee Weapon uses more powerful ranged weaponry, and thus can add its
Mount and the Ranged Weapon Mount. Alternatively, they Constitution modifier to damage rolls for its ranged weapon
could be weapons specially designed for the vehicle, such as attacks.
the VTOL warship or the war mech's weapons. When creating statistics for a vehicle, it's recommended to
When determining the attack bonus and damage of a use the vehicle's Constitution formula for determining its
vehicle's standard Melee Weapon Mount, use the table attack bonus. This makes it easier to standardize the vehicle
below. The weapon usually deals bludgeoning, piercing, or for challenge rating calculation without having to make
slashing damage, depending on the nature of the weapon. assumptions on the statistics of the driver.
132
VEHICLE LIST ARMORED CAR
Large land vehicle
The following are a list of vehicles for use by player
characters and non-player characters alike. The vehicles in
Riders 5
this list are organized alphabetically, except for vehicles with Cargo Capacity 500 lbs
similar functionality that can be grouped up. Range 500 miles
Of course, the vehicles presented here are simply those
that come standard a production line. The DM is welcome to Armor Class 16
create their own vehicle using the rules in the vehicle stat Hit Points 110
block section, or customize one from the following list. Speed 120 ft.
Similarly, with the DM's approval, the players might create
their own vehicles that suit their purposes using the same STR DEX CON INT WIS CHA
rules. 18 (+4) 11 (+0) 18 (+4) 0 0 0
Riders 3 Riders 9
Cargo Capacity 2,000 lbs Cargo Capacity 1,000 lbs
Range 500 miles Range 500 miles
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 0 0 0 18 (+4) 8 (-1) 20 (+5) 0 0 0
Saving Throws Str +8, Con +7 Saving Throws Str +7, Con +8
Skills Athletics +8 Skills Athletics +7
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, stunned, unconscious petrified, poisoned, stunned, unconscious
Challenge 5 (1,800 XP) Challenge 5 (1,800 XP)
Explosive Death. When the truck is destroyed, it explodes. Explosive Death. When the van is destroyed, it explodes.
Targets within 10 feet of the truck must make a DC 14 Targets within 10 feet of the van must make a DC 15
Dexterity saving throw. A target takes 14 (4d6) fire damage Dexterity saving throw. A target takes 14 (4d6) fire damage
on a failed save, or half as much damage on a successful one. on a failed save, or half as much damage on a successful one.
Low Center of Gravity. The truck has a +10 bonus to Low Center of Gravity. The van has a +10 bonus to ability
ability checks and saving throws against effects that would checks and saving throws against effects that would knock it
knock it prone. prone.
Shielded Riders. Bulletproof windows and armored panels Shielded Riders. Bulletproof windows and armored panels
grant total cover to the truck's riders from attacks or other grant total cover to the van's riders from attacks or other
effects originating from outside the truck. If the windows or effects originating from outside the van. If the windows or
doors are opened, this effect is negated on the side they are doors are opened, this effect is negated on the side they are
open. open.
134
BOATS
The waterways of cities (and the places between cities
nobody cares about) are crowded with boats carrying people
CABIN CRUISER and goods. Whether it was planned or due to rising waters,
Huge water vehicle some cities are more river than road, making boats the
primary means of transportation.
Riders 9
Cargo Capacity 1,000 lbs
Range 200 miles MOTORBOAT
Large water vehicle
Armor Class 14
Hit Points 135
Riders 5
Speed 0 ft., swim 90 ft.
Cargo Capacity 500 lbs
Range 150 miles
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 18 (+4) 0 0 0 Armor Class 13
Hit Points 55
Saving Throws Str +6, Con +6 Speed 0 ft., swim 100 ft.
Skills Athletics +6
Damage Immunities poison, psychic STR DEX CON INT WIS CHA
Condition Immunities blinded, charmed, deafened,
16 (+3) 9 (-1) 14 (+2) 0 0 0
exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, stunned, unconscious Skills Athletics +5
Challenge 4 (1,100 XP)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
Buoyant. Designed to float, the boat cannot willingly move
beneath the surface of liquids. If forced beneath the surface, exhaustion, frightened, incapacitated, paralyzed,
the boat moves toward the surface at a rate of 30 feet per petrified, poisoned, stunned, unconscious
round. Challenge 1 (200 XP)
Even Keel. The boat has a +5 bonus to ability checks and Buoyant. Designed to float, the motorboat cannot willingly
saving throws against effects that would knock it prone. move beneath the surface of liquids. If forced beneath the
surface, the motorboat moves toward the surface at a rate of
Explosive Death. When the boat is destroyed, it explodes.
30 feet per round.
Targets within 10 feet of the boat must make a DC 14
Dexterity saving throw. A target takes 21 (6d6) fire damage Even Keel. The motorboat has a +5 bonus to ability checks
on a failed save, or half as much damage on a successful one. and saving throws against effects that would knock it prone.
Explosive Death. When the motorboat is destroyed, it
explodes. Targets within 10 feet of the motorboat must make
a DC 12 Dexterity saving throw. A target takes 14 (4d6) fire
damage on a failed save, or half as much damage on a
successful one.
PATROL BOAT
Huge water vehicle
136
BUS CARS
Public transport is one of many trials and tribulations the
The backbone of metropolitan civilization. They range from
average wage slave faces on a daily basis. If you're lucky, the
cheap rust buckets, to premium sports cars for playboys and
gangsters will leave you alone, and the bus driver is sober
showoffs, to muscle cars designed for the sole purpose of
enough to drive straight. If you're unlucky... well, at least the
tearing up tarmac and churning out dust for the suckers
stylish graffiti makes it a pretty swag coffin.
behind you to eat.
BUS CAR
Gargantuan land vehicle
Large land vehicle
Riders 50
Riders 5
Cargo Capacity 10,000 lbs
Cargo Capacity 500 lbs
Range 500 miles
Range 500 miles
Armor Class 13
Armor Class 13
Hit Points 170
Hit Points 55
Speed 90 ft.
Speed 120 ft.
138
warfare on the open seas. It can seal its ports and hatches
FLOATING FORTRESS closed and submerge itself into water, making it a hard target
Essentially a tank that rides the waves, this slow but between its thick armor and the additional defensive barrier
unstoppable fortress is equipped with a powerful railgun that of water.
launches chunks of metal at speeds that break the sound The heating implements on the underside of the fortress
barrier, as well as multiple deck guns. can be utilized to boil water near it, creating a thick cloud of
It also has special modifications to protect itself during fog for evasion or ambushing purposes.
Saving Throws Str +10, Con +10 Rotary Cannon. Ranged Weapon Attack: +10 to hit, reach
200/800 ft., one target. Hit: 19 (2d12 + 6) piercing damage.
Skills Athletics +10, Stealth +6
This weapon has the automatic property.
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Railgun (Recharge 5-6). The fortress fires a magnetically-
exhaustion, frightened, incapacitated, paralyzed, accelerated projectile in a 1000-foot line that is 5 feet wide.
petrified, poisoned, stunned, unconscious Each creature in that line must make a DC 18 Dexterity
Challenge 12 (8,400 XP) saving throw, taking 44 (8d10) piercing damage on a failed
save, or half as much damage on a successful one.
Evasive Submersion. While the fortress normally floats Fog Cover (2/Day). Heating elements boil the liquid
buoyantly, it can use its bonus action and half its movement around the fortress, creating a 100-foot-radius sphere of fog
to descend into a liquid until it is 5 feet below the surface. around it for 1 hour. The sphere spreads around corners, and
Once submerged, it can't move until it uses another bonus its area is heavily obscured. A wind of moderate or greater
action anbd half its movement to surface. speed (at least 10 miles per hour) disperses it. For 1 minute
Aside from this ability, the fortress cannot willingly move after this ability is used, creatures submerged in liquid within
beneath the surface of liquids. If forced beneath the surface, 10 feet of the fortress take 10 (3d6) fire damage at the start of
the fortress moves toward the surface at a rate of 30 feet per each of their turns.
round.
140
ASSAULT HELICOPTER Shielded Riders. Bulletproof windows and armored panels
Gargantuan air vehicle grant total cover to the helicopter's riders from attacks or
other effects originating from outside the helicopter. If the
Riders 4 windows or doors are opened, this effect is negated on the
Cargo Capacity 6,000 lbs side they are open.
Range 400 miles Stable Flight. The helicopter has a +5 bonus to ability
checks and saving throws against effects that would knock it
Armor Class 17 prone.
Hit Points 220
Speed 0 ft., fly 130 ft. ACTIONS
Multiattack. The helicopter makes four weapon attacks.
STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 23 (+6) 0 0 0 Rotary Cannon. Ranged Weapon Attack: +11 to hit, reach
200/800 ft., one target. Hit: 19 (2d12 + 6) piercing damage.
Saving Throws Str +10, Dex +8, Con +11 This weapon has the automatic property.
Skills Acrobatics +8, Athletics +10 Missile Bombardment (Recharge 5-6). The helicopter
Damage Immunities poison, psychic launches a barrage of missiles at a point within 240 feet of it.
Condition Immunities blinded, charmed, deafened, Each target in a 30-foot-radius sphere centered on that point
exhaustion, frightened, incapacitated, paralyzed, must make a DC 19 Dexterity saving throw, taking 28 (8d6)
petrified, poisoned, stunned, unconscious piercing and 28 (8d6) thunder damage on a failed save, or
Challenge 13 (10,000 XP) half as much damage on a successful one.
HELICOPTER
Huge air vehicle
Riders 6
Cargo Capacity 2,000 lbs
Range 500 miles
Armor Class 14
Hit Points 75
Speed 0 ft., fly 130 ft.
Skills Acrobatics +5
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, stunned, unconscious
Challenge 2 (450 XP)
142
MILITARY TRANSPORT HELICOPTER Explosive Death. When the helicopter is destroyed, it
Gargantuan air vehicle explodes. Targets within 10 feet of the helicopter must make
a DC 15 Dexterity saving throw. A target takes 28 (8d6) fire
Riders 20 damage on a failed save, or half as much damage on a
Cargo Capacity 6,000 lbs successful one.
Range 600 miles Shielded Riders. Bulletproof windows and armored panels
grant total cover to the helicopter's riders from attacks or
Armor Class 15 other effects originating from outside the helicopter. If the
Hit Points 180 windows or doors are opened, this effect is negated on the
Speed 0 ft., fly 100 ft. side they are open.
Stable Flight. The helicopter has a +5 bonus to ability
STR DEX CON INT WIS CHA checks and saving throws against effects that would knock it
20 (+5) 13 (+1) 21 (+5) 0 0 0 prone.
143
JET SKIS
Speedy and small, these watercraft are designed for a single They range in quality from the common jet ski, perfect for
rider. The sleek and compact design allow for easy navigation family vacation fun, to the powerful waverider, which
down tight canals and waterways, or high speed and provides high performance for racing or tactical operations in
maneuverability in more open waters. equal measure.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 0 0 0 14 (+2) 18 (+4) 13 (+1) 0 0 0
Rider Limit 1
Cargo Capacity 250 lbs
Range 150 miles
Armor Class 16
Hit Points 75
Speed 0 ft., swim 120 ft.
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145
Mechs are often installed configured with onboard AI to
MECHS assist with combat coordination and analysis, as it can be
difficult for a single rider to control such a complicated piece
Standing tall on two legs, these machines of war bear a
of advanced technology. In order to be an efficient fighting
roughly humanoid shape. They stride through battlefield, or
unit, a mech's AI and its pilot must fight as one. This is often
rise into the sky on jet propulsion, leaving devastation in
a tricky process, taking numerous battles before a level of
their wake. They wield weaponry either built into the mech's
trust is reached for a bond to form between machine and
frame, or as a person might in the mech's powerful hands.
pilot.
Riders 1 ACTIONS
Cargo Capacity 500 lbs Multiattack. The mech makes three weapon attacks.
Range 150 miles
Crushing Piston. Melee Weapon Attack: +9 to hit, reach 5
Armor Class 17 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.
Hit Points 165 Missile. Ranged Weapon Attack: +9 to hit, reach 240/960
Speed 60 ft., fly 80 ft. ft., one target. Hit: 12 (2d6 + 5) piercing damage and 7 (2d6)
thunder damage. This weapon has the blast property.
STR DEX CON INT WIS CHA
Railgun (Recharge 4-6). The mech fires a magnetically-
21 (+5) 17 (+3) 20 (+5) 0 0 0 accelerated projectile in a 800-foot line that is 5 feet wide.
Each target in that line must make a DC 17 Dexterity saving
Saving Throws Str +9, Dex +7 throw, taking 33 (6d10) piercing damage on a failed save, or
Skills Athletics +9 half as much damage on a successful one.
Damage Immunities poison, psychic
Missile Swarm (1/Day). The mech unleashes a swarm of
Condition Immunities blinded, charmed, deafened,
missiles in a fan from its back, targeting up to 10 creatures or
exhaustion, frightened, incapacitated, paralyzed, vehicles it can see within 200 feet of it. The battle mech can
petrified, poisoned, stunned, unconscious make a Missile attack against each target. For 1 minute after
Challenge 12 (8,400 XP) using this ability, missiles continue to swirl around the mech,
and the mech can use its bonus action on each of its turns to
Armored Cockpit. Bulletproof armor grants total cover to make a single Missile attack.
the mech's rider from attacks or other effects originating
from outside the suit, while sensors grant the driver vision REACTIONS
and audio feed from the outside. If the mech is opened, this
effect is negated. Deflector Shield. When the mech is hit by an attack, it can
raise a barrier in response, gaining 15 temporary hit points
Explosive Death. When the mech is destroyed, it explodes. before it takes damage from the triggering attack.
Targets within 10 feet of the mech must make a DC 15
Dexterity saving throw. A target takes 14 (4d6) fire damage
on a failed save, or half as much damage on a successful one.
146
MECH SUIT
The mech suit is a more compact, personal version of the
larger mechs. Elite shock troopers prefer them for battles in
close quarters, such as moving room to room in an urban
conflict. They allow the user to utilize their normal weapons,
receiving recoil and impact feedback from the haptic
technology built into the gauntlets.
MECH SUIT
Medium land vehicle
Riders 1
Cargo Capacity 250 lbs
Range 150 miles
Armor Class 17
Hit Points 100
Speed 40 ft.
147
Legendary Resistance (3/Day). If the mech fails a saving
throw, it can choose to succeed instead.
Pulsar Engine. While the mech is below half its hit points,
its speed doubles, it gains an additional legendary action,
and when it rolls a d6 to recharge one of its actions, it
automatically recharges the action. Additionally, while this
ability is active, at the start of the mech's turn, creatures
within 200 feet of the mech must succeed on a DC 15
Constitution saving throw or gain 1 level of irradiated.
Walking Titan. If the mech is knocked prone, it does not
have the flipped condition.
ACTIONS
Multiattack. The mech makes two melee weapon attacks.
Ion Blade. Melee Weapon Attack: +17 to hit, reach 20 ft.,
one target. Hit: 27 (4d8 + 9) slashing damage and 16 (3d10)
force damage.
Missile. Ranged Weapon Attack: +16 to hit, reach 240/960
ft., one target. Hit: 15 (2d6 + 8) piercing damage and 7 (2d6)
thunder damage. This weapon has the blast property.
Warp Strike (Recharge 5-6). The mech can make an ion
blade attack against up to 4 targets it can see within 100 feet
of it. It then teleports to an unoccupied space it can see
within 20 feet of one of the targets.
Neutron Cannon (Recharge 5-6). The mech fires a beam
of energy in a line that is 10 miles long and 15 feet wide. Each
creature in that line must make a DC 24 Dexterity saving
throw, taking 66 (12d10) force damage damage on a failed
save, or half as much damage on a successful one.
REACTIONS
MYTHICAL MECH Warp Barrier. When the mech is hit by a ranged weapon
Gargantuan air vehicle attack, the mech is unaffected, and the effect is reflected back
at the attacker as though it originated from the mech,
Riders 2 turning the attacker into the target.
Cargo Capacity 20,000 lbs
Range 10,000 miles LEGENDARY ACTIONS
The mythical mech can take take 2 legendary actions,
Armor Class 20 choosing from the options below. Only one legendary action
Hit Points 500 option can be used at a time and only at the end of another
Speed 70 ft., fly 100 ft. creature's turn. The mythical mech regains spent legendary
actions at the start of its turn.
STR DEX CON INT WIS CHA
Scan. One of the mech's drivers makes a Wisdom
28 (+9) 19 (+4) 27 (+8) 0 0 0 (Perception) check with advantage.
Saving Throws Str +17, Dex +12, Con +16 Missile Attack. The mech makes a missile attack.
Skills Acrobatics +12, Athletics +17 Ion Blade Attack (Costs 2 Actions). The mech makes an
Damage Immunities poison, psychic ion blade attack.
Condition Immunities blinded, charmed, deafened,
Jet Boosters (Costs 2 Actions). The mech activates its jets
exhaustion, frightened, incapacitated, paralyzed,
and superheats the air around it. Each target within 10 feet
petrified, poisoned, stunned, unconscious of the mech must succeed on a DC 24 Dexterity saving throw
Challenge 27 (105,000 XP) or take 13 (2d6 + 8) fire damage. The vehicle can then fly up
to half its flying speed.
Armored Cockpit. Bulletproof armor grants total cover to
the mech's riders from attacks or other effects originating Armageddon Countdown (Costs 3 Actions, 1/Day).
from outside the suit, while sensors grant the driver vision The mythical mech begins charging up its pulsar engine. At
and audio feed from the outside. If the mech is opened, this the end of each round, for 3 rounds, an effect occurs. On
effect is negated. initiative count 0 for the first two rounds, creatures within
200 feet of the mech that can see it must make a DC 24
Epic Death. When the mech is destroyed, it explodes in a Constitution saving throw, taking 14 (4d6) radiant damage
fantastic burst of light that can be seen from 100 miles away. on a failed save, or half as much on a successful save.
Targets within 100 feet of the mech must make a DC 24 On initiative count 0 of the third round, the mythical mech
Constitution saving throw. A target takes 33 (6d10) radiant gains the ability to cast the nuke spell once (spell save DC 24)
damage on a failed save, or half as much damage on a without spellcasting components, and with a casting time of
successful one. 1 action. The mech must cast the spell within 10 minutes.
148
WAR MECH Missile. Ranged Weapon Attack: +11 to hit, reach 240/960
Huge air vehicle ft., one target. Hit: 12 (2d6 + 5) piercing damage and 7 (2d6)
thunder damage. This weapon has the blast property.
Riders 1 Gauss Cannon (Recharge 5-6). The mech fires a beam of
Cargo Capacity 1,000 lbs concentrated energy in a 2,000-foot line that is 10 feet wide.
Range 150 miles Each creature in that line must make a DC 19 Dexterity
saving throw, taking 49 (9d10) force damage damage on a
Armor Class 18 failed save, or half as much damage on a successful one.
Hit Points 250
Speed 60 ft., fly 80 ft. Missile Swarm (1/Day). The mech unleashes a swarm of
missiles in a fan from its back, targeting up to 10 creatures or
vehicles it can see within 200 feet of it. The battle mech can
STR DEX CON INT WIS CHA make a rocket launcher attack against each target. For 1
21 (+5) 17 (+3) 21 (+5) 0 0 0 minute after using this ability, missiles continue to swirl
around the mech, and the mech can use its bonus action on
Saving Throws Str +11, Dex +9 each of its turns to make a single rocket launcher attack.
Skills Athletics +11
Damage Immunities poison, psychic REACTIONS
Condition Immunities blinded, charmed, deafened, Deflector Shield. When the mech is hit by an attack, it can
exhaustion, frightened, incapacitated, paralyzed, raise a barrier in response, gaining 20 temporary hit points
petrified, poisoned, stunned, unconscious before it takes damage from the triggering attack.
Challenge 19 (22,000 XP)
LEGENDARY ACTIONS
Armored Cockpit. Bulletproof armor grants total cover to
the mech's rider from attacks or other effects originating The war mech can take take 2 legendary actions, choosing
from outside the suit, while sensors grant the driver vision from the options below. Only one legendary action option
and audio feed from the outside. If the mech is opened, this can be used at a time and only at the end of another
effect is negated. creature's turn. The war mech regains spent legendary
actions at the start of its turn.
Explosive Death. When the mech is destroyed, it explodes.
Targets within 10 feet of the mech must make a DC 15 Scan. The mech's driver makes a Wisdom (Perception)
Dexterity saving throw. A target takes 21 (6d6) fire damage check.
on a failed save, or half as much damage on a successful one. Missile Attack. The mech makes a missile attack.
Legendary Resistance (2/Day). If the mech fails a saving Heated Blade Attack (Costs 2 Actions). The mech makes
throw, it can choose to succeed instead. a heated blade attack.
Walking Behemoth. If the mech is knocked prone, it does Jet Boosters (Costs 2 Actions). The mech activates its jets
not have the flipped condition. and superheats the air around it. Each target within 10 feet of
the mech must succeed on a DC 19 Dexterity saving throw or
ACTIONS take 13 (2d6 + 5) fire damage. The vehicle can then fly up to
Multiattack. The mech makes two weapon attacks. half its flying speed.
ACTIONS
Multiattack. The humvee makes two weapon attacks.
150
MILITARY PERSONNEL CARRIER
The military transport vehicle is capable of bringing a squad While not exactly built for comfort, the interior is spacey
of armed soldiers to the battlefront. Equipped with the lovely enough for a small armory of firearms, body armor, and
pair of an assault cannon and a rocket launcher, it's more ordinance. Or, if you're optimistic, perhaps food, tents, and
than capable of warding off insurgent forces en route. Overly other supplies for a humanitarian mission. Just don't expect
zealous police or corporate security forces will also a pleasant smell, the carrier does not come equipped with a
sometimes utilize these carriers. shower.
SPORTS MOTORCYCLE
MOTORCYCLE Medium land vehicle
Medium land vehicle
Riders Limit 1
Rider Limit 1 Cargo Capacity 250 lbs
Cargo Capacity 250 lbs Range 150 miles
Range 150 miles
Armor Class 15
Armor Class 14 Hit Points 55
Hit Points 25 Speed 140 ft.
Speed 130 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 13 (+1) 0 0 0
13 (+1) 16 (+3) 12 (+1) 0 0 0
Saving Throws Dex +6
Skills Acrobatics +5 Skills Acrobatics +6
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, stunned, unconscious petrified, poisoned, stunned, unconscious
Challenge 1/2 (100 XP) Challenge 1 (200 XP)
Explosive Death. When the motorcycle is destroyed, it Explosive Death. When the motorcycle is destroyed, it
explodes. Targets within 10 feet of the motorcycle must make explodes. Targets within 10 feet of the motorcycle must make
a DC 11 Dexterity saving throw. A target takes 7 (2d6) fire a DC 11 Dexterity saving throw. A target takes 7 (2d6) fire
damage on a failed save, or half as much damage on a damage on a failed save, or half as much damage on a
successful one. successful one.
152
WARCYCLE
Medium land vehicle
Rider Limit 1
Cargo Capacity 250 lbs
Range 150 miles
Armor Class 16
Hit Points 75
Speed 140 ft.
PILOTED WALKER
Not quite a mech, but not quite a normal vehicle either, this
hybrid vehicle is designed for high ground speed and
mobility over uneven terrain. It does so without sacrificing its
weapons systems, which include an anti-personnel flechette
launcher array.
153
POLICE CAR
Large land vehicle
Riders 5
POLICE CAR
Cargo Capacity 500 lbs The flashing red and blue lights are usually a sign that a night
Range 500 miles has either gone very wrong, or very right. The police are
quick to arrive to the scene (provided they've been bribed or
Armor Class 15 paid enough) in these specially designed cars.
Hit Points 90
The average police car is actually quite powerful, made for
Speed 130 ft.
high-speed chases and interception. They are also designed
to keep suspects contained and compliant. Any attempts to
STR DEX CON INT WIS CHA
break out of the vehicle, damage it, or slightly annoy the
18 (+4) 15 (+2) 17 (+3) 0 0 0 custodians on your trip to jail may be met with a cloud of
stinging tear gas.
Saving Throws Str +6, Dex +4
Skills Acrobatics +4, Athletics +6
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, stunned, unconscious vice
need your ad
Challenge 3 (700 XP) ir buddy, i
FragOut: no to help.
Explosive Death. When the car is destroyed, it explodes. ma y or ma y not be able
NOIR: I arrested by
this
Targets within 10 feet of the car must make a DC 13 Dexterity
Ou t: so i was getting really connected
Frag we
saving throw. A target takes 14 (4d6) fire damage on a failed and i think
save, or half as much damage on a successful one. police girl, s did you fi
nd?
In te re st in g, what clue
Low Center of Gravity. The car has a +10 bonus to ability NOIR: ing me, i ma
de a
checks and saving throws against effects that would knock it Ou t: wh en she was cuff se, that's the
Frag plea
oh, tighter even
prone. joke like 'o an d sh e laughed. she g down
y i li ke it ' ad si tt in
wa he
Suspect Transport. The rear seats of the police car are didn't hit my
divided from the front seats by a transparent plasteel barrier made sure i he r ca r
of
in the back
with an AC of 15 and 40 hit points, providing total cover rther
ll require fu ?
between the two. The rear doors are locked to prevent NOIR: This wi Did you get her number
ig at io n.
exiting. As an action, the driver can deploy tear gas for 1 in ve st the divider
minute, but only in the back seats. ev en be tt er, i broke
Fragout: d car
Each creature that is completely within the tear gas must r whole squa
make a DC 14 Constitution saving throw against poison. On a and stole he
failed save, the creature spends its action that turn retching
and reeling. Creatures that don't need to breathe or are
immune to poison automatically succeed on this saving
throw.
SMALL JET
If you're going to be flying coach, sitting next to somebody's
crying baby while the teenage hellspawn behind you tests the
breaking point of your chair with his feet, why bother flying
at all?
The private airliners of the rich and famous offer a
luxurious experience soaring through the skies. Enjoy the
endless minibar, flirt with the foxy flight attendants, or lay
back in your comfortable chair and browse the internet from
your datajack with a swift satellite connection. Take in a deep
breath of relaxation, and sigh it out contentedly.
Why doesn't everyone do this?
SMALL JET
Gargantuan air vehicle
Riders 13
Cargo Capacity 2,000 lbs
Range 1,800 miles
Armor Class 13
Hit Points 180
Speed 70 ft., fly 180 ft.
SUBMARINES
Beneath the waves is a silent, mechanical menace. It does not
tire, it knows no fear, and it's loaded with seamen.
Submarines are an important part of any military in worlds
where most of the surface is covered in water. Deep in the
depths may be sunken ships, ruins, and monsters beyond
imagination, just waiting for explorers.
Some submarines are scientific in nature, designed as
research vessels for reaching the unknown, while others are
more military in nature, capable of launching surprise
attacks
155
ATTACK SUBMARINE Flash Freeze Beam. Ranged Weapon Attack: +16 to hit,
Gargantuan water vehicle reach 50 ft., one underwater target. Hit: 24 (3d10 + 9) cold
damage. A creature of Large size or smaller hit by this attack
Riders 80 must succeed on a DC 24 Constitution saving throw or be
Cargo Capacity 750,000 lbs frozen in a block of ice until the ice melts at the end of the
Range Unlimited submarine's next turn. A creature frozen in ice is
incapacitated gains 50 temporary hit points. These effects,
Armor Class 19 including any remaining temporary hit points, all end when
Hit Points 400 the ice melts.
Speed 0 ft., swim 70 ft. Homing Torpedo. Ranged Weapon Attack: +16 to hit,
reach 240/960 ft., one underwater target. Hit: 15 (3d6 + 9)
STR DEX CON INT WIS CHA piercing damage and 10 (3d6) thunder damage. This weapon
has the marine and blast properties, except that the attack
27 (+8) 13 (+1) 28 (+9) 0 0 0
explodes in a 20-foot radius.
Saving Throws Str +15, Con +16 Electric Field (Recharge 5-6). Emitters electrify liquids
Skills Athletics +15 within 30 feet of the submarine and the surface of the
Damage Immunities poison, psychic submarine. Targets in the area or touching the submarine
Condition Immunities blinded, charmed, deafened, must make a DC 24 Constitution saving, taking 66 (12d10)
exhaustion, frightened, incapacitated, paralyzed, lightning on a failed save, or half as much damage on a
successful one.
petrified, poisoned, stunned, unconscious
Challenge 21 (33,000 XP)
LEGENDARY ACTIONS
Rotational Rotors. If the submarine is knocked prone, it The attack submarine can take take 2 legendary actions,
does not have the flipped condition. choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another
Explosive Death. When the submarine is destroyed, it creature's turn. The attack submarine regains spent
explodes. Targets within 10 feet of the submarine must make legendary actions at the start of its turn.
a DC 19 Dexterity saving throw. A target takes 28 (8d6) fire
damage on a failed save, or half as much damage on a Scan. The submarine's driver makes a Wisdom (Perception)
successful one. check with advantage.
Shielded Riders. Bulletproof windows and armored panels Deck Gun Attack. The submarine makes a deck gun attack.
grant total cover to the submarine's riders from attacks or
Homing Torpedo Attack. The submarine makes a homing
other effects originating from outside the submarine. If the
torpedo attack.
windows or doors are opened, this effect is negated on the
side they are open. Turbulent Waters (Costs 2 Actions). The submarine
energizes its propellers and churns the area around it. Each
ACTIONS underwater target within 10 feet of the submarine must
Multiattack. The submersible makes two weapon attacks, succeed on a DC 23 Strength saving throw or take 15 (2d6 +
only one of which can be Flash Freeze Beam. 8) bludgeoning damage and be knocked prone. The
submarine can then swim up to half its swimming speed.
Deck Gun. Ranged Weapon Attack: +16 to hit, reach
300/1200 ft., one target. Hit: 21 (2d12 + 9) piercing damage.
Can't attack targets lower than the submarine.
156
ATTACK SUBMARINE
Designed for war, this enormous submarine is packed to the
MINI SUBMARINE gills with weaponry. It has tubes that release homing
Large water vehicle torpedos that can track a target for long distances in the
water around it, or targets right next to its hull. Its advanced
Riders 3 cryo-technology beam causes water to halt all motion for a
Cargo Capacity 500 lbs moment, instantly freezing it solid. For targets that get too
Range 50 miles
close, or attempt to board the submarine while it's surfaced,
Armor Class 14 the hull of the submarine can be charged with a powerful
Hit Points 80 electrical current.
Speed 0 ft., swim 80 ft. Powerful rotors are capable of both propelling the
enormous submarine underwater, and causing turbulence
STR DEX CON INT WIS CHA that sends nearby ships and personnel swirling away. The
15 (+2) 16 (+3) 17 (+3) 0 0 0 rotors, and the rest of its systems, are powered by a nuclear
engine that, provided with a minimal amount of fuel, can
Saving Throws Dexterity +6 keep the ship running nearly indefinitely.
Skills Stealth +6 Its interior functions something like a small town,
Damage Immunities poison, psychic complete with full bathrooms, barracks, a mess hall, a
Condition Immunities blinded, charmed, deafened, greenhouse with artificial light and vegetables genetically
exhaustion, frightened, incapacitated, paralyzed, modified to increase their yield.
petrified, poisoned, stunned, unconscious
Challenge 2 (450 XP)
MINI SUBMARINE
Rotational Rotors. If the submarine is knocked prone, it This cozy little submarine comes with a pressurized air-lock,
does not have the flipped condition. comfortable seating, and a latrine that automatically flushes
Explosive Death. When the submarine is destroyed, it into the water. While originally designed for research, some
explodes. Targets within 10 feet of the submarine must make dastardly smugglers have repurposed this submarine for
a DC 13 Dexterity saving throw. A target takes 17 (4d6) fire illegal activity.
damage on a failed save, or half as much damage on a
successful one. OCTOPOD SUBMERSIBLE
Scanners. Wisdom (Perception) and Intelligence A combination of machine and beast, the octopod
(Investigation) checks made using the equipment on the
submersible is an eight-limbed vehicle, with each of the limbs
submarine are made with advantage.
being long octopus-like tentacles with mechanical suckers.
Shielded Riders. Bulletproof windows and armored panels Originally designed to explore the depths of oceanic trenches
grant total cover to the submarine's riders from attacks or with its powerful climbing tentacles, some have weaponized
other effects originating from outside the submarine. If the
this vehicle for its ability to cling, crush, and kill with its
windows or doors are opened, this effect is negated on the
side they are open. tentacles.
OCTOPOD SUBMERSIBLE Shielded Riders. Bulletproof windows and armored panels
Huge water vehicle grant total cover to the submersible's riders from attacks or
other effects originating from outside the submersible. If the
Riders 4 windows or doors are opened, this effect is negated on the
Cargo Capacity 1,000 lbs side they are open.
Range 100 miles Toxic Ink Cloud (15,000₵ of Toxic Ink to Recharge
over Short Rest). As a bonus action, a 20-foot-radius cloud
Armor Class 16 of ink extends all around the octopus if it is underwater. The
Hit Points 175 area is heavily obscured for 1 minute, although a significant
Speed 20 ft., climb 20 ft., swim 90 ft. current can disperse the ink. A creature that starts its turn in
the ink must make a DC 16 Constitution saving throw. On a
STR DEX CON INT WIS CHA failed save, a creature takes 18 (4d8) poison damage and is
poisoned for 1 hour. On a successful save, the creature takes
21 (+5) 17 (+3) 20 (+5) 0 0 0
half as much damage and isn't poisoned.
Saving Throws Dexterity +6
Skills Athletics +8, Stealth +6
ACTIONS
Damage Immunities poison, psychic Multiattack. The submersible makes two weapon attacks.
Condition Immunities blinded, charmed, deafened,
Steel Tentacles. Melee Weapon Attack: +8 to hit, reach 5
exhaustion, frightened, incapacitated, paralyzed, ft., one target. Hit: 22 (3d10 + 5) bludgeoning damage and
petrified, poisoned, stunned, unconscious the target is grappled (escape DC 14) if it is a Large or smaller
Challenge 8 (3,900 XP) target. The submersible can grapple up to two targets at
once.
Agile Appendages. If the submersible is knocked prone, it
does not have the flipped condition. Mini-Torpedo. Ranged Weapon Attack: +8 to hit, reach
120/480 ft., one underwater target. Hit: 12 (2d6 + 5) piercing
Explosive Death. When the submersible is destroyed, it damage and 7 (2d6) thunder damage. This weapon has the
explodes. Targets within 10 feet of the submersible must marine and blast properties.
make a DC 15 Dexterity saving throw. A target takes 21 (6d6)
fire damage on a failed save, or half as much damage on a
successful one.
158
TANKS
Battlefield juggernauts, clad in steel, slowly crushing the Tanks vary in type, from the lighter tanks to the main
hopes and dreams of enemy soldiers and loving homes battle tanks, or even the more obscure types made possible
beneath uncaring metal treads. The tank is a staple of any with advancements in robotic technology. However, in spirit,
war or 'extended occupation'. each tank is very similar. They are a heavy weapons platform
with thick armor, crewed by a team of people terrified of
leaving their protective metal shell.
MAIN BATTLE TANK Explosive Death. When the tank is destroyed, it explodes.
Gargantuan land vehicle Targets within 10 feet of the tank must make a DC 17
Dexterity saving throw. A target takes 28 (8d6) fire damage
Riders 6 on a failed save, or half as much damage on a successful one.
Cargo Capacity 10,000 lbs Heavily Armored. The tank does not take damage from
Range 300 miles attacks that deal less than 10 damage.
Armor Class 20 Low Center of Gravity. The tank has a +10 bonus to
Hit Points 300 ability checks and saving throws against effects that would
Speed 70 ft. knock it prone.
Shielded Riders. Bulletproof windows and armored panels
STR DEX CON INT WIS CHA grant total cover to the tank's riders from attacks or other
effects originating from outside the tank. If the windows or
26 (+8) 9 (-1) 25 (+7) 0 0 0
doors are opened, this effect is negated on the side they are
open.
Saving Throws Str +13, Con +12
Skills Athletics +18
Damage Immunities poison, psychic
ACTIONS
Condition Immunities blinded, charmed, deafened, Multiattack. The tank makes three ranged attacks - two
exhaustion, frightened, incapacitated, paralyzed, with its rotary cannon and one with its main cannon.
petrified, poisoned, stunned, unconscious Rotary Cannon. Ranged Weapon Attack: +12 to hit, reach
Challenge 16 (15,000 XP) 200/800 ft., one target. Hit: 20 (2d12 + 7) piercing damage.
This weapon has the automatic property.
Crush. When the tank crashes into another target on its
turn, if the target is smaller than the tank, the target takes Main Cannon. Ranged Weapon Attack: +12 to hit, reach
double damage from the crash. 400/1,600 ft., one target. Hit: 26 (3d12 + 7) piercing damage
and 19 (3d12) thunder damage. This weapon has the blast
property.
160
SPIDER TANK
But what if we gave it legs, though? grip and tear apart anything that wanders too close to it.
The spider tank is an evolution of the classic tank that No slouch in the firepower department, the spider tank
takes into account urban rubble and mountainous terrain also has multiple missile pods that deploy long-distance
into its design. With its long, flexible legs and pincer-like firepower capable of decimating enemy personnel and
claws, the spider tank is capable of climbing its way through vehicles alike. Anything foolish enough to move in closer will
any battlefield. The pincers double as gripping claws that can catch hell from its flame cannon.
Ambling Hulk. If the tank is knocked prone, it does not Flame Cannon (Recharge 5-6). The tank blasts fire in a
have the flipped condition. 30-foot cone. Each target in the area must make a DC 17
Dexterity saving throw, taking 42 (12d6) fire damage on a
failed save, or half as much damage on a successful one.
FUEL TANKER TRUCK
TRUCKS Gargantuan land vehicle
Up till now we've mainly been dealing with the transport of Riders 3
people and ammunition, the latter of which being the most Cargo Capacity 50,000 lbs
swift, but now it's time to talk about the real lifeblood of a Range 1,500 miles
modern, highly advanced society. Raw materials and goods
have to make their way to factories, stores, and homes Armor Class 13
Hit Points 70
around the world in order for civilization to continue
Speed 100 ft.
functioning, and trucks are still the biggest cargo carriers in
terms of sheer combined freight weight.
STR DEX CON INT WIS CHA
FUEL TANKER TRUCK 22 (+6) 5 (-3) 19 (+4) 0 0 0
Don't do it. I'm telling you, don't do it. Saving Throws Str +10
I see you there, with that brand new assault rifle, an itchy Skills Athletics +14
trigger finger, just looking for something to shoot that will Damage Vulnerabilities fire
give a satisfying boom. You see that tanker truck, filled to the Damage Immunities poison, psychic
brim with fuel, and the few remaining chips in that fried Condition Immunities blinded, charmed, deafened,
brain of yours start short-circuiting with ideas. Don't act like exhaustion, frightened, incapacitated, paralyzed,
you weren't thinking about it. It's written all over that ugly
petrified, poisoned, stunned, unconscious
Challenge 10 (5,900 XP)
mug you call a face.
Why shouldn't you do it? Are you serious? First of all, Catastrophic Death. When the truck is destroyed, it
you're too far away. At that distance, the third degree burns explodes in a 60-foot-radius sphere centered on the truck.
you get will be agonizing as you're slow-roasted to death. You Targets in the area must succeed on a DC 18 Dexterity saving
should get closer if you want to die instantly and save throw. On a failed save, the target takes 42 (15d6) fire
yourself the suffering. damage and begins burning for 1 minute, taking 21 (6d6) fire
damage at the start of each of its turns. On a successful save,
Okay, now you think you're far enough away, but I'll say it the target takes half damage and does not begin burning.
again, don't fucking do it. Even if you really were far enough A secondary explosion in the form of a 90-foot cone of
away to avoid burning to death, which you're not, the signal flame erupts from the truck in a random direction, causing
fire you'll light for the police, and corp security for setting the same effect as the explosion in that area, but a target in
their building on fire, will bring just as much heat as the the area of both explosions is affected only once.
explosion itself. Yes, the building is also too close. Combustible. When the truck takes fire damage, it takes
Consider yourself warned. 1d4 fire damage at initiative count 0.
Low Center of Gravity. The truck has a +10 bonus to
ability checks and saving throws against effects that would
knock it prone.
162
MONSTER TRUCK PICKUP TRUCK
Hell yeah! Do you want to see m-m-m-monster trucks While it's not the most exciting option, there's something to
crushing pathetic little cars into tiny metal pancakes?! Of be said about a beautiful morning day, a cup of coffee with
course you fucking do! Well, come on down to the Monster your dad, before you tow the boat down to lake with your
Dome and witness these metal monsters clash in a battle of t- pickup truck. Spending the day out on the water fishing, you
t-t-titans! talk to your dad about your fears, your worries, but also your
hopes and dreams.
And while your dad is hardly an open book of a man, he's a
MONSTER TRUCK good listener, and that's what you really need right now. So
Huge land vehicle many people have their own problems, but this man takes the
time to listen and genuinely care about yours.
Riders 3
Cargo Capacity 5,000 lbs
Range 100 miles PICKUP TRUCK
Large land vehicle
Armor Class 13
Hit Points 150
Riders 3
Speed 120 ft.
Cargo Capacity 2,000 lbs
Range 500 miles
STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 20 (+5) 0 0 0 Armor Class 13
Hit Points 75
Saving Throws Str +9, Con +8 Speed 120 ft.
Skills Athletics +12
Damage Immunities poison, psychic STR DEX CON INT WIS CHA
Condition Immunities blinded, charmed, deafened,
19 (+4) 9 (-1) 15 (+2) 0 0 0
exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, stunned, unconscious Skills Athletics +8
Challenge 7 (2,900 XP)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
Crush. When the truck crashes into another target on its
turn, if the target is smaller than the truck, the target takes exhaustion, frightened, incapacitated, paralyzed,
double damage from the crash. petrified, poisoned, stunned, unconscious
Challenge 2 (450 XP)
Explosive Death. When the truck is destroyed, it explodes.
Targets within 10 feet of the truck must make a DC 15 Explosive Death. When the truck is destroyed, it explodes.
Dexterity saving throw. A target takes 21 (6d6) fire damage Targets within 10 feet of the truck must make a DC 12
on a failed save, or half as much damage on a successful one. Dexterity saving throw. A target takes 14 (4d6) fire damage
on a failed save, or half as much damage on a successful one.
Low Center of Gravity. The truck has a +10 bonus to
ability checks and saving throws against effects that would Low Center of Gravity. The truck has a +10 bonus to
knock it prone. ability checks and saving throws against effects that would
knock it prone.
SEMI-TRAILER TRUCK
With a tremendous freight capacity and fuel range, the semi-
VAN
Large land vehicle
trailer truck is capable of nearly single-handedly keeping this
top-heavy economy afloat. Of course, they also manage to
Riders 9
keep many smuggling careers going, with anything from Cargo Capacity 1,000 lbs
drugs, to weapons, to illegal cybernetics being fairly easy to Range 500 miles
stow away in the space available in a truck trailer.
Armor Class 13
Hit Points 80
SEMI-TRAILER TRUCK Speed 110 ft.
Gargantuan land vehicle
STR DEX CON INT WIS CHA
Riders 3 18 (+4) 7 (-2) 16 (+3) 0 0 0
Cargo Capacity 50,000 lbs
Range 1,500 miles Skills Athletics +6
Damage Immunities poison, psychic
Armor Class 13 Condition Immunities blinded, charmed, deafened,
Hit Points 170 exhaustion, frightened, incapacitated, paralyzed,
Speed 100 ft. petrified, poisoned, stunned, unconscious
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
22 (+6) 5 (-3) 19 (+4) 0 0 0 Explosive Death. When the van is destroyed, it explodes.
Targets within 10 feet of the van must make a DC 13
Saving Throws Str +9, Con +7 Dexterity saving throw. A target takes 14 (4d6) fire damage
Skills Athletics +12 on a failed save, or half as much damage on a successful one.
Damage Immunities poison, psychic Low Center of Gravity. The van has a +10 bonus to ability
Condition Immunities blinded, charmed, deafened, checks and saving throws against effects that would knock it
exhaustion, frightened, incapacitated, paralyzed, prone.
petrified, poisoned, stunned, unconscious
Challenge 7 (2,900 XP)
164
VTOL WARSHIP Rotary Cannon. Ranged Weapon Attack: +11 to hit, reach
Gargantuan air vehicle 200/800 ft., one target. Hit: 19 (2d12 + 6) piercing damage.
This weapon has the automatic property.
Riders 5 Missile. Ranged Weapon Attack: +11 to hit, reach 240/960
Cargo Capacity 15,000 lbs ft., one target. Hit: 13 (2d6 + 6) piercing damage and 7 (2d6)
Range 1,500 miles thunder damage. This weapon has the blast property.
Armor Class 17 Scorched Earth (Recharge 5-6). The warship can move
Hit Points 250 up to half its speed in a straight line, showering the area up
Speed 0 ft., fly 140 ft. to 100 feet beneath its space with burning napalm as it
moves. Each target in the area must make a DC 19 Dexterity
saving throw. On a failed save, a target takes 27 (6d8) fire
STR DEX CON INT WIS CHA damage and begins burning for 1 minute, and takes 10 (3d6)
19 (+4) 23 (+6) 22 (+6) 0 0 0 fire damage at the beginning of each of its turns. On a
successful save, the target takes half as much damage and is
Saving Throws Str +9, Dex +11 not burning.
Skills Acrobatics +11, Athletics +9
Damage Immunities poison, psychic REACTIONS
Condition Immunities blinded, charmed, deafened, Stabilizers. When the warship is knocked prone, it can
exhaustion, frightened, incapacitated, paralyzed, redirect its thrusters to negate the effect.
petrified, poisoned, stunned, unconscious
Challenge 15 (13,000 XP) LEGENDARY ACTIONS
Explosive Death. When the warship is destroyed, it The VTOL warship can take take 2 legendary actions,
explodes. Targets within 10 feet of the mech must make a DC choosing from the options below. Only one legendary action
17 Dexterity saving throw. A target takes 28 (8d6) fire option can be used at a time and only at the end of another
damage on a failed save, or half as much damage on a creature's turn. The VTOL warship regains spent legendary
successful one. actions at the start of its turn.
Shielded Riders. Bulletproof windows and armored panels Scan. The warship's driver makes a Wisdom (Perception)
grant total cover to the warship's riders from attacks or other check with advantage.
effects originating from outside the warship. If the windows Rotary Cannon Attack. The warship makes a rotary
or doors are opened, this effect is negated on the side they cannon attack.
are open.
Defensive Spin (Costs 2 Actions). The warship takes
Stable Flight. The warship has a +5 bonus to ability checks evasive maneuvers. Until the start of the warship's driver's
and saving throws against effects that would knock it prone. next turn, ranged attacks against the warship have
disadvantage. Creatures standing on or clinging to the
ACTIONS exterior of the warship must make a DC 17 Dexterity saving
Multiattack. The warship makes three ranged attacks, only throw or be pushed to an open space within 5 feet of the
two of which may be missile attacks. warship, potentially falling.
YACHT
Gargantuan land vehicle
YACHT Riders 80
The lifestyles of the rich and famous involve buying bigger Cargo Capacity 20,000 lbs
and better toys than their peers. No measuring contest would Range 1,500 miles
be complete without the mother of all luxury purchases: the
yacht. Armor Class 13
Hit Points 180
From bow to stern, they are designed as pleasurecraft for
Speed 90 ft.
those with far too much time and money on their hands. The
yacht has multiple decks with plush couches and chairs for
STR DEX CON INT WIS CHA
sunbathing, a bar with a drone bartender who precisely and
automatically serves drinks, and buckets for when alcohol 21 (+5) 7 (-2) 21 (+5) 0 0 0
and the churning sea finally catch up with the yacht's
Saving Throws Str +8, Con +8
distinguished guests.
Skills Athletics +8
Below decks, there are multiple cabins with beds and Damage Immunities poison, psychic
private bathrooms, a fully functional kitchen, a living room Condition Immunities blinded, charmed, deafened,
with the latest in video screen and sound system technology, exhaustion, frightened, incapacitated, paralyzed,
a laundry room, and other utilities. From the top deck, in the petrified, poisoned, stunned, unconscious
control room, the ship's captain reigns over their domain Challenge 7 (2,900 XP)
with a nearby mini-fridge.
It's unfortunate that many such incredible yachts are Explosive Death. When the yacht is destroyed, it explodes.
Targets within 10 feet of the yacht must make a DC 15
destroyed every year by the merciless sea. Of course, the fact
Dexterity saving throw. A target takes 28 (8d6) fire damage
that the wealthy captain is usually some combination of on a failed save, or half as much damage on a successful one.
drunk and high doesn't help either.
Even Keel. The yacht has a +5 bonus to ability checks and
saving throws against effects that would knock it prone.
166
Languages. A sentient vehicle may be able to
SENTIENT VEHICLES communicate through its speakers, its display interfaces, or
even by modulating the sound of its horn. A vehicle's
There are many methods through which sentient vehicles
language is determined by its nature. Perhaps it knows the
may come to exist. Perhaps they were initially mundane
language of its creators if it was magically created, or the
vehicles awakened by magic or a fit of chaotic energy, or an
languages of the planes it came from, or it might know many
artificial intelligence controls or even inhabits the vehicle.
languages from that it learned as an artificial intelligence.
Some spirits and planar beings might take the form of
vehicles when they enter the material plane in order to better Traits and Abilities. Here is where you can get a bit
suit the environment. Or maybe the ghost of a street racer inventive. Does the sentient vehicle gain any special traits,
couldn't give up the thrill, and possesses fast cars in the actions, and reactions that set it apart from other vehicles?
pursuit of speed. Perhaps a vehicle linked to the plane of fire might leave a
This section covers the creation of sentient vehicles, as well trail of flames in its wake, or be able to exhaust a cone of fire.
as listing example sentient vehicles for use and reference. A vehicle loaded with an AI might be able to calculate the
trajectory of projectiles and use its reaction to avoid ranged
SENTIENT VEHICLE TEMPLATE attacks. A vehicle possessed by a vengeful ghost may pose as
a taxi, lock its riders inside, and drain the life from them until
Sentient vehicles are creatures in addition to being vehicles. it can drive itself off a cliff and bring them both vehicle and
They are typically based on standard vehicles you can find in riders to their doom. The possibilities are endless.
the vehicle list earlier in this appendix. While you can create
a sentient vehicle's statistics from nothing, it is usually easier VEHICLE/CREATURE
to use a vehicle, such as a sports car or motorcycle, as the
baseline.
COMBINATIONS
When a vehicle becomes sentient, it usually retains its One potential method of creating simple, yet flavorful and
statistics except as noted below. interesting sentient vehicles is to combine a standard vehicle
Creature Type and Alignment. The sentient vehicle with another creature. Take any creature with interesting
will often have a creature type depending on its nature, such traits and abilities and copy them onto a vehicle, keeping
as elemental, fey, or fiend. As a creature, it also has an most of the vehicles statistics in place, but adding the
alignment. creature's statistics where it makes sense.
Range. A sentient vehicle may not require fuel, and thus For example, if a fiend is combined with a vehicle, the
have no range. Others may require sustenance other than result might have the vehicle's AC, hit points, speed, and
fuel, depending on its nature. For example, a fiendish car physical ability scores, and the fiend's mental ability scores,
may require the consumption of souls to continue driving. damage resistances, senses, and languages. The result may
Ability Scores. A sentient vehicle gains ability scores for share saving throws, skills, damage immunities, condition
Intelligence, Wisdom, and Charisma. The scores are immunities, traits, actions, and reactions from both sources.
determined by its nature and its capabilities, as any It may require some minor reworking of features or flavor
creature's scores might be determined. to fit into the context of vehicles, but the results can be very
Damage Immunities. Typically, a vehicle is immune to fun.
poison damage due to lacking an internal biological system
and psychic damage due to lacking a psyche. However, for a SAMPLE COMBINATIONS
Here are some examples of vehicle/creature combinations. A
sentient vehicle, the situation may have changed. Most
unicarn is a combination of a sports car and a unicorn. A
sentient vehicles will lose their immunity to psychic damage
succu-bus is a combination of a bus and a succubus.
and, if they gain any form of biological anatomy, their
immunity to poison damage.
Condition Immunities. Vehicles are immune to a host
of conditions, but becoming sentient may open them up to
tales of
certain vulnerabilities. Sentient vehicles will typically not
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167
UNICARN Radiant Death. When the unicarn is destroyed, it explodes.
Large sentient land vehicle (celestial), lawful good Targets within 10 feet of the car must make a DC 13 Dexterity
saving throw. A target takes 14 (4d6) radiant damage on a
Riders 4 failed save, or half as much damage on a successful one.
Cargo Capacity 500 lbs
ACTIONS
Armor Class 15 Multiattack. The unicarn makes two attacks: one with its
Hit Points 90 bumper and one with its horn.
Speed 130 ft.
Bumper. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 11 (+0) 17 (+3) 16 (3+) Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) bludgeoning damage.
Saving Throws Str +7, Dex +5 Healing Touch (3/Day). The unicarn touches another
Skills Acrobatics +5, Athletics +7 creature with its horn. The target magically regains 12 (2d8 +
Damage Immunities poison 3) hit points. In addition, the touch removes all diseases and
Condition Immunities charmed, exhaustion, paralyzed, neutralizes all poisons afflicting the target.
petrified, poisoned
Teleport (1/Day). The unicarn magically teleports itself
Senses darkvision 60 ft., passive Perception 13
and up to three willing creatures it can see within 5 ft. of it,
Languages Celestial, Elvish, Sylvan, telepathy 60 ft. along with any equipment they are wearing or carrying, to a
Challenge 6 (2,300 XP) location the unicarn is familiar with, up to 1 mile away.
Charge. If the unicarn moves at least 20 ft. straight toward a
target and then hits it with a horn attack on the same turn,
LEGENDARY ACTIONS
the target takes an extra 9 (2d8) piercing damage. If the The unicarn can take take 3 legendary actions, choosing from
target is a creature, it must succeed on a DC 15 Strength the options below. Only one legendary action option can be
saving throw or be knocked prone. used at a time and only at the end of another creature's turn.
The unicarn regains spent legendary actions at the start of its
Innate Spellcasting. The unicarn's innate spellcasting turn.
ability is Charisma (spell save DC 14). The unicarn can
innately cast the following spells, requiring no components: Bumper Attack. The unicarn makes one attack with its
bumper.
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle Shimmering Shield (Costs 2 Actions). The unicarn
creates a shimmering, magical field around itself or another
Low Center of Gravity. The unicarn has a +10 bonus to creature it can see within 60 ft. of it. The target gains a +2
ability checks and saving throws against effects that would bonus to AC until the end of the unicarn's next turn.
knock it prone.
Heal Self (Costs 3 Actions). The unicarn magically regains
Magic Resistance. The unicarn has advantage on saving 12 (2d8 + 3) hit points.
throws against spells and other magical effects.
Magic Weapons. The unicarn's weapon attacks are
magical.
SUCCU-BUS Shapechanger. The succu-bus can use its action to
Gargantuan sentient air vehicle (fiend), neutral evil polymorph into a normal bus or back into its true form.
Without wings, the succu-bus loses its flying speed and its
Riders 50 Razor Wings attack. its statistics are the same in each form.
Cargo Capacity 10,000 lbs It reverts to its true form if it dies.
Range 5,000 miles per drained rider
ACTIONS
Armor Class 13 Multiattack. The succu-bus makes two attacks with its
Hit Points 170 Razor Wings.
Speed 90 ft. fly 60 ft.
Razor Wings. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 23 (4d8 + 5) slashing damage.
STR DEX CON INT WIS CHA
21 (+5) 4 (-3) 18 (+4) 15 (+2) 12 (+1) 20 (+5) Charm. One humanoid the succu-bus can see within 30 feet
of it must succeed on a DC 16 Wisdom saving throw or be
Saving Throws Str +8, Con +7 magically charmed for 1 day. The charmed target obeys the
Skills Athletics +8, Deception +11, Insight +7, Perception succu-bus’s verbal or telepathic commands. If the target
suffers any harm or receives a suicidal command, it can
+7, Persuasion +11, Stealth +3
repeat the saving throw, ending the effect on a success. If the
Damage Resistance cold, fire, lightning, poison;
target successfully saves against the effect, or if the effect on
bludgeoning, piercing, and slashing from nonmagical it ends, the target is immune to this succu-bus’s Charm for
weapons the next 24 hours.
Damage Immunities poison The fiend can have only one target charmed at a time. If it
Condition Immunities exhaustion, petrified, poisoned charms another, the effect on the previous target ends.
Senses darkvision 60 ft., passive Perception 15
Rider Drain. The succu-bus drains one of its riders. The
Languages Abyssal, Common, Infernal, telepathy 60 ft.
target must make a DC 16 Constitution saving throw against
Challenge 8 (2,900 XP)
this magic, taking 32 (5d10 + 5) psychic damage on a failed
save, or half as much damage on a successful one. The
Fiendish Death. When the succu-bus is destroyed, it
target’s hit point maximum is reduced by an amount equal to
explodes. Targets within 10 feet of the succu-bus must make
the damage taken. This reduction lasts until the target
a DC 14 Dexterity saving throw. A target takes 14 (4d6) fire
finishes a long rest. The target dies if this effect reduces its
and 14 (4d6) necrotic damage on a failed save, or half as
hit point maximum to 0.
much damage on a successful one.
Etherealness. The succu-bus magically enters the Ethereal
Low Center of Gravity. The succu-bus has a +10 bonus to Plane from the Material Plane, or vice versa. When it does so,
ability checks and saving throws against effects that would it can bring all of its riders with it. If the succu-bus dies while
knock it prone. in the Ethereal Plane with riders still on board, they return to
Telepathic Bond. The succu-bus ignores the range the Material Plane, appearing in the space the Succubus had
restriction on its telepathy when communicating with a left.
creature it has charmed. The two don't even need to be on
the same plane of existence.
169
Rows of people line the sides of the course as an audience.
With a DC 15 Wisdom (Perception) check, a creature
might notice that the people are faceless.
The race course twists itself around like a roller coaster,
even in loops and swirls, but gravity always pulls vehicles
toward the road.
The area around the race course appears to be a hellish
wasteland stretching to the horizon.
LAIR ACTIONS
When fighting or racing along its lair, a speed demon can
reconfigure the road to his will. If a creature takes an action
to splash the road with holy motor oil, the lair actions do not
take place on the following round. On initiative count 20
(losing initiative ties), the speed demon takes a lair action to
cause one of the effects described below; it can't use the same
effects two rounds in a row:
170
SPEED DEMON Mirage Trail. Ranged attacks made at long range against
Huge sentient land vehicle (fiend), chaotic evil the speed demon automatically miss.
Shapechanger. The speed demon can use its action to
Riders 5 polymorph into a Medium or Small humanoid, or back into
Cargo Capacity 1,000 lbs its true form. Alternatively, while driving a vehicle in its
humanoid form, the speed demon can use its bonus action to
Armor Class 18 absorb the vehicle and polymorph back into its true form.
Hit Points 250 The demon's speed is 50 in its humanoid form, and it cannot
Speed 140 ft. take its actions or legendary actions in humanoid form. Its
statistics are otherwise the same in each form. The speed
STR DEX CON INT WIS CHA demon reverts to its true form if it dies.
22 (+6) 21 (+5) 23 (+6) 13 (+1) 15 (+2) 20 (+5)
ACTIONS
Saving Throws Str +12, Dex +11, Wis +8, Cha +11 Multiattack. The speed demon makes two attacks with its
Skills Acrobatics +11, Athletics +12, Deception +11, Grasping Claws, Hellish Blast, or both. It can substitute Road
Intimidation +11, Perception +8, Performance +11, Burn for one of these attacks.
Technology +7
Grasping Claws. Melee Weapon Attack: +12 to hit, reach
Damage Resistances cold, fire, lightning; bludgeoning,
10 ft., one target. Hit: 19 (3d8 + 6) piercing damage and the
piercing, and slashing from nonmagical weapons target is grappled (escape DC 22) if it is a Large or smaller
Damage Immunities poison target. The speed demon has two claws and can grapple up to
Condition Immunities exhaustion, frightened, paralyzed, two targets at once.
petrified, poisoned
Senses truesight 120 ft., tremorsense 200 ft., passive Demonic Blast. Ranged Weapon Attack: +11 to hit, reach
200 ft., one target. Hit: 15 (3d6 + 5) force damage.
Perception 18
Languages Abyssal, Common, Infernal, telepathy 200 ft. Road Burn. The speed demon grinds one creature it has
Challenge 17 (18,000 XP) grappled onto the road as it moves. The creature must make
a DC 20 Strength saving throw. On a failed save, the creature
Abyssal Engine (1/Day). As a bonus action, the speed takes 5 (2d4) fire damage for every 20 feet the speed demon
demon's speed doubles until the end of its next turn. For moves until the end of its turn, or half as much damage on a
three rounds after the burnout is activated, the speed demon successful save.
has advantage on Dexterity checks and saving throws.
Toxic Exhaust (Recharge 5-6). The speed demon creates
Alternatively, the speed demon can use its reaction to
a 30-foot cube of poisonous blast of foul gas originating the
activate the boosters when the vehicle makes a Dexterity
speed demon. The cube spreads around corners. Creatures in
saving throw, gaining advantage on the roll. Turbo Boosters
the area must make a DC 20 Constitution saving throw. On a
cannot be installed on the Speed Demon unless the Abyssal
failed save, a creature takes 13 (3d8) poison damage and 13
Engine is removed.
(3d8) necrotic damage and is poisoned for 1 minute. On a
Armed and Dangerous. The speed demon has a pair of successful save, the creature takes half as much damage and
clawed arms it can conjure at will on its body. They have a isn't poisoned.
reach of 10 feet, and if used to grapple a Large or smaller Teleport. The speed demon magically teleports up to 60 feet
target, the speed demon's speed isn't halved when it drags or to an unoccupied space. If the speed demon is racing, it
carries the target with it. If the speed demon is knocked cannot be further along the race course toward the finishing
prone, it does not have the flipped condition. line, only sideways or backwards on the course.
Fiendish Death. When the speed demon is destroyed, it
explodes. Targets within 10 feet of the car must make a DC 16 REACTIONS
Dexterity saving throw. A target takes 10 (3d6) fire damage Déjà Vu. When the speed demon fails a Strength or
and 10 (3d6) necrotic damage on a failed save, or half as Dexterity check or saving throw, it can reroll the check. It
much damage on a successful one. However, while the speed must do so before any effects of the check are applied.
demon is racing, it is not destroyed and can continue to move
even at 0 hit points until someone wins the race, or after 10
minutes. While at 0 hit points, the demon cannot regain hit
LEGENDARY ACTIONS
points and is incapacitated. The speed demon can take take 2 legendary actions, choosing
from the options below. Only one legendary action option
Innate Spellcasting. The speed demon's innate can be used at a time and only at the end of another
spellcasting ability is Charisma (spell save DC 19). The speed creature's turn. The speed demon regains spent legendary
demon can innately cast the following spells, requiring no actions at the start of its turn.
somatic or material components:
Claw Attack. The speed demon makes a Grasping Claw
At will: disguise self, jump, silent image
attack.
3/day each: enhance ability, gaseous form, invisibility,
major image Blast. The speed demon makes a Demonic Blast attack.
Legendary Resistance (3/Day). If the speed demon fails Teleport. The speed demon uses its Teleport action.
a saving throw, it can choose to succeed instead.
Frenzied Drafting. When the speed demon is not in first
Low Center of Gravity. The demon has a +10 bonus to place in a race, it can take 9 (2d8) psychic damage and move
ability checks and saving throws against effects that would up to half its speed until it is even with the target in first
knock it prone. place.
Magic Resistance. The speed demon has advantage on
saving throws against spells and other magical effects.
171
APPENDIX C
CREATURE STATISTICS
S
ay what you will about the corporations, the cold
streets, the garbage piled higher than your head, and CREATURE LIST
the thick smog that clogs your lungs and makes your
The following are a list of creatures, their statistics, and
nose bleed. At the end of the day, the real problem is every
descriptions for use in your campaign. They range from
other fucker trying to get ahead in life by using you as a
people you might encounter on the street or in offices, to the
stepladder.
embodiment of nuclear fallout as a radioactive nightmare.
The city is packed to the brim with scum, and the worst of
You'll find a hierarchy of criminal scum, from the lowest
the lot looks back at you from the mirror. Every soul and
street thugs to the bosses of organized crime syndicates.
soulless husk in this city has goals, whether it be to climb out
There are security forces, ranging in effectiveness depending
of the heap of misery they live in, or to look out for the few
on their training, equipment, and pay grade. There are a
bastards they care about, or just to survive.
multitude of combat-ready operators who could act as
A living world needs inhabitants, and this appendix opponents or allies to your players.
provides creature statistics and descriptions for numerous
Between these creatures and the drones, vehicles, AI, and
monsters and humanoids that fit into a cyberpunk world.
the ability to apply a variety of templates or adapt creatures
into a cyberpunk setting, there is more than enough content
CYBERPUNKING A CREATURE to provide the DM and players with exciting campaigns from
The various sourcebooks of Dungeons and Dragons are levels one through twenty.
loaded with creature statistics that could potentially be The creatures are organized alphabetically. Some creatures
adapted to fit into a cyberpunk campaign's setting with a few are grouped together, such as the samurai which are broken
adjustments. down into different levels of prowess, reflected by their
Weapons and Armor. Anachronistic weapons and abilities and challenge rating. Each creature is presented
armor may or may not fit into your intended cyberpunk alphabetically within these grouped sections.
setting. If you want to modernize a creature, you can replace Of course, not every person in the city is a certified badass
its ranged weapons and armor with simple and martial waiting for the player characters to step to them. As with
firearms and the cyberpunk armor equivalent. There is no medieval cities, most folks are just people trying to get by,
difference in Armor Class between equivalent versions of even if it's politically incorrect to call them 'peasants' these
medieval and cyberpunk armor. days. You can use the commoner statistics from the
For example, there's no reason you couldn't create a gang Monster Manual for wage slaves and other non-combatants.
of goblin street racers by simply altering the goblin stat block Give them a can of pepper spray if you want to be sassy about
to replace their shortbows with pistols and their leather it.
armor with steelcloth clothing.
Also, bear in mind that the smartgun augment and weapon
accessory exists, so a creature with a high Strength score but
a low Dexterity score can still used range weapons with its
Strength, provided it would be able to get the correct
equipment.
Spellcasters. Mages, wizards, warlocks, and similar
creatures are often very easy to reflavor into a cyberpunk
equivalent with a wardrobe change, provided that magic is
present in your setting. Volo's Guide to Monsters is a
fantastic resource for these types of creatures.
Monsters. There are numerous places where the typical
monster might find its home in a futuristic city. They could
spring from the sewers to attack passersby, or pass
themselves off as humanoid with shapeshifting powers, or
inhabit large abandoned complexes or neighborhoods.
Some monsters could try to adapt and fit themselves into
the modern society. An ogre could find a job as a bouncer for
a club in a shady district, or a dragon might find ways to
expand its hoard by becoming an executive of a major
corporation. Demons and devils have never had such an
ample supply of desperate souls willing to strike any bargain
for scraps of power. And, of course, there may still be dark
corners of the wide world where the sane fear to tread.
173
BODYGUARD Payback (1/Turn). When a creature the bodyguard is
Medium humanoid (any race), any alignment guarding is damaged by a creature or vehicle, the
bodyguard's next attack against the creature or vehicle that
Armor Class 14 (combat vest) damaged them has advantage and, if it hits, it deals an extra
Hit Points 75 (10d8 + 30) 2d6 damage.
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The bodyguard makes two weapon attacks.
18 (+4) 13 (+1) 16 (+3) 11 (+0) 15 (+2) 10 (+0)
Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing damage.
Saving Throws Con +5, Wis +4
Skills Athletics +6, Insight +4, Perception +4 Magnum. Ranged Weapon Attack: +6 to hit, reach 70/280
Senses passive Perception 14 ft., one target. Hit: 9 (2d8) piercing damage.
Languages any two languages
Challenge 2 (450 XP) REACTIONS
Get Down. When a creature the bodyguard can see makes
Cautious. The bodyguard has advantage on Wisdom an attack against a creature the bodyguard is guarding, the
(Insight) and Wisdom (Perception) checks to detect bodyguard can move up to half its movement speed. At the
creatures hostile toward a creature this bodyguard is end of this movement, if the bodyguard is within within 5
guarding. If the bodyguard is entering combat while within feet of the target of the attack, it can force the attack to target
30 feet of the creature it is guarding, it has advantage on its the bodyguard instead. This movement doesn’t provoke
initiative roll. opportunity attacks.
BODYGUARD these overpriced lemmings, but they pay enough that some
poor bastards will always be willing to take the job.
Someone has to keep the the executives and their spoiled, Mean Muscle. The average bodyguard is already cranky
overconfident spawn safe. Okay, I guess technically they from having to deal with the whims of their pampered VIPs
don't have to, and it would probably be better for the world if on a daily basis. As such, they don't need much of an excuse
we let nature and evolution have their way with some of to want to break some punk's nose if they look cross-eyed at
them or their client. The best bodyguards in the business
gain a reputation of brutality and cruelty toward whoever
offends their clients.
Watchful Guardians. More than just a muscle wall for
their clients, well-trained bodyguards are capable of
identifying hostile intent by body and eye movement. If
there's a threat to their client, they move swiftly and act with
extreme prejudice toward any who would dare to harm their
payday.
CATACLYSMIC ANOMALY
When a nuclear bomb explodes, or when a reactor undergoes
a meltdown, a large quantity of unstable energy is unleashed.
This energy may eventually disperse over the course of
decades, but in some cases, the raw energy coalesces into
something greater. A collective consciousness of elemental
atomics known as the cataclysmic anomaly is born, and woe
betide the world which birthed it.
Destruction Incarnate. Created by a destructive event
on a massive scale, the catastrophic forces are all the
anomaly knows or understands, and it instinctively seeks to
spread this destruction across all it encounters. This might
take the form of wandering disaster, moving seemingly at
random and striking without apparent purpose, as only a
force of nature can.
Unstable. Formed by nuclear forces, the anomaly
constantly bleeds radiation into the world around it, tainting
everything it approaches. Should the anomaly be destroyed,
it will destabilize and meltdown in a secondary catastrophe.
If the resulting mess is not cleaned and appropriately
addressed, more nuclear elementals may appear at ground
zero of the anomaly's death, or worse, a second anomaly.
174
CATACLYSMIC ANOMALY
Huge elemental, neutral ACTIONS
Multiattack. The anomaly makes three weapon attacks.
Armor Class 17 (natural armor)
Ionize. Melee Weapon Attack: +14 to hit, reach 10 ft., one
Hit Points 314 (19d20 + 114)
target. Hit: 16 (3d10) radiant damage and 16 (3d10) force
Speed 0 ft., fly 80 ft. (hover)
damage.
STR DEX CON INT WIS CHA Gamma Ray. Ranged Weapon Attack: +13 to hit, reach
300/1200 ft., one target. Hit: 27 (6d8) radiant damage.
25 (+7) 15 (+2) 23 (+6) 8 (-1) 19 (+4) 23 (+6)
Critical Mass (Recharge 5-6). The anomaly hurls a ball of
Saving Throws Wis +11, Cha +13 unstable energy at a point it can see within 200 feet of it.
Damage Resistances fire, thunder; bludgeoning, piercing, Each target in a 30-foot-radius sphere centered on that point
and slashing from nonmagical attacks must make a DC 21 Constitution saving throw. On a failed
Damage Immunities poison, radiant save, a target takes 70 (20d6) radiant damage and gains one
Condition Immunities exhaustion, grappled, paralyzed, level of irradiated. On a successful save, the target takes half
as much damage and isn't irradiated.
petrified, poisoned, prone, restrained, unconscious
Senses truesight 120 ft., passive Perception 14
Languages —
REACTIONS
Challenge 24 (62,000 XP) Quantum Jump (3/Day). When the anomaly takes
damage, it can teleport up to 60 feet to an unoccupied space
Innate Spellcasting. The anomaly's spellcasting ability is it can see. When it teleports, a wave of radiation spreads
Charisma (spell save DC 21, +13 to hit with spell attacks). within a 20-foot-radius sphere centered on the space it left
The anomaly can innately cast the following spells, requiring for 1 minute. When a creature moves into the sphere for the
no material components: first time on a turn or starts its turn there, that creature must
make a DC 21 Constitution saving throw, taking 22 (4d10)
At will: fireball, detect magic radiant damage on a failed save, or half as much damage on a
3/day each: blight, destructive wave, gaseous successful one.
form, sickening radiance
1/day each: disintegrate, horrid wilting, nuke LEGENDARY ACTIONS
Legendary Resistance (3/Day). If the anomaly fails a The cataclysmic anomaly can take take 3 legendary actions,
saving throw, it can choose to succeed instead. choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another
Meltdown. When the anomaly is reduced to 0 hit points, it
creature's turn. The cataclysmic anomaly regains spent
explodes, and each target within 90 feet of it must succeed on
legendary actions at the start of its turn.
a DC 21 Constitution saving throw. On a failed save, the
target takes 35 (10d6) radiant and 35 (10d6) thunder damage Ray. The anomaly makes a gamma ray attack.
and gains one level of irradiated. On a successful save, the
target takes half as much damage and isn't irradiated. Ionize Attack. The anomaly makes an ionize attack.
Wandering Wasteland. Creatures that spend a total of 1 Warp. The anomaly teleports to an unoccupied space it can
hour within 1 mile of the anomaly must succeed on a DC 15 see within 60 feet of it.
Constitution saving throw or gain 1 level of irradiated. Cast a Spell (Costs 2 Actions). The anomaly casts a spell
with a casting time of 1 action.
175
CHEMIST
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The chemist can use its Chemical Reaction. It
CHEMIST then makes two attacks with its syringe or one attack with its
dart gun.
Tireless dedication to science and experiment with chemicals
pays off with interesting dividends. It turns out that, with the Syringe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
correction application of just the right amount of toxic target. Hit: 5 (1d4 + 3) piercing damage and 7 (2d6) poison
substances, they turn from poisonous to beneficial! damage.
The march of science continues to progress forward! Let's Dart Gun. Ranged Weapon Attack: +6 to hit, reach 60/240
hope it doesn't trip over the bodies of those who did not ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the
measure the substances correctly. target must make a DC 15 Constitution saving throw. On a
Self Experimentation. The average chemist has likely failed save, the target takes 14 (4d6) poison damage and is
poisoned for 1 hour. On a successful save, the target takes
had difficulty locating willing test subjects for their
half as much damage and isn't poisoned.
experiments, and there's really only so many people you can
kidnap before the authorities start to catch on. Unless a Chemical Reaction (5/Day). The chemist throws a pair of
flasks at a point within 60 feet of it. Each creature in a 10-
wealthy donor wants to provide the chemist with subjects,
foot-radius sphere centered on that point must make a DC 15
that only leaves one candidate: the chemist themselves. Constitution saving throw. On a failed save, the target takes
This has led to some interesting results, including a highly 14 (4d6) acid damage and suffers an additional effect. On a
acidic bloodstream that has, for some reason, not eaten its successful save, the target takes half as much damage and
way out of the body. It does make for some very awkward suffers no other effects. The additional effect is determined
scrambles when they nick themselves shaving. by rolling a d6:
1-2. The target gains a level of irradiated.
3-4. The target begins burning for 1 minute, taking 3
(1d6) fire damage at the beginning of each of its turns.
5-6. The target is blind until the end of the chemist's next
turn.
176
COMBAT MEDIC
The lifeline at the end of your rope is the combat medic.
Trained to perform medical miracles, they can attempt to
revive patients from death, so long as they aren't too late to
perform treatment.
Life Insurance. Customers pay top dollar for year-round
contractual health service, which involves health monitoring
equipment being installed on the client. When the client
shows failing health signs, the nearest medical response team
is alerted. They move in to secure the client, using deadly
force if necessary, and attempt resuscitation.
COMBAT MEDIC
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The medic can use its Flashbang. It then
makes two weapon attacks.
Assault Rifle. Ranged Weapon Attack: +6 to hit, reach
100/400 ft., one target. Hit: 7 (2d6) piercing damage. This
weapon has the automatic and burst-fire properties.
Under-Barrel Shotgun. Ranged Weapon Attack: +6 to
hit, reach 60/180 ft., one target. Hit: 12 (5d4) piercing
damage. This weapon has the scatter property. It is attached
to the medic's assault rifle.
Flashbang (3/Day). The medic throws a flashbang at a
point within 60 feet of it, where it explodes in a 10-foot-
radius sphere. Each creature in the area must succeed on a
DC 15 Constitution saving throw or be blinded and deafened
until the end of your next turn. If the creature is
concentrating on a spell, they must also make a DC 15
Constitution saving throw to maintain concentration.
177
CYBERNINJA
Little is known about these elusive spies and killers. Or, at
least, that would be the case if there weren't so many multi-
million credit action movie franchises about cyberninjas.
They really dropped the ball on the whole secrecy thing with
that, but they're probably making a killing on the licensing.
CYBERNINJA
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The cyberninja makes two weapon attacks.
Poisoned Blade. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) slashing damage and 14 (4d6)
poison damage, and the target must succeed on a DC 15
Constitution saving throw or be poisoned for 1 minute.
Explosive Kunai. Ranged Weapon Attack: +8 to hit, reach
30/90 ft., one target. Hit: 6 (1d4 + 4) piercing damage. If a
target is hit by this attack, at the end of the cyberninja's next
turn, the shuriken embedded in the target will explode.
Targets within 10 feet of the original target must make a DC
15 Dexterity saving throw. A target takes 14 (4d6) piercing
and 14 (4d6) thunder damage on a failed saving throw, or
half as much damage on a successful one. A creature can take
an action to disarm a kunai embedded in a creature.
Flashbang (3/Day). The cyberninja throws a flashbang at
a point within 60 feet of it, where it explodes in a 10-foot-
radius sphere. Each creature in the area must succeed on a
DC 15 Constitution saving throw or be blinded and deafened
until the end of your next turn. If the creature is
concentrating on a spell, they must also make a DC 15
Constitution saving throw to maintain concentration.
REACTIONS
Shadow Dodge. If the cyberninja is hit by an attack, it can
cause the attack to miss and teleport 15 feet to an unoccupied
space it can see.
178
DEMOLITIONIST
Medium humanoid (any race), any chaotic alignment
DEMOLITIONISTS ACTIONS
Ever since civilization first laid one brick on top of another, Multiattack. The demolitionist can use its Pipe Bomb. It
some bastard has wanted to come along and knock them then makes two weapon attacks.
over. This truth is at the heart of a demolitionist, a sort of
Tomahawk. Melee Weapon Attack: +5 to hit, reach 5 ft.,
humanoid form of entropy. To them, explosives are more one target. Hit: 7 (1d8 + 3) slashing damage.
than a tool, they are a way of life.
Thumper. Ranged Weapon Attack: +5 to hit, reach 80/320
Mad Bombers. It's not an entirely sane mind that has to
ft., one target. Hit: 5 (1d10) piercing damage and 5 (1d10)
deal with this many explosions. Perhaps it's the constant thunder damage. This weapon has the blast property. The
concussive blasts, or the hellish damage being done to their demolitionist can choose which targets other than the
inner ear, or an addiction to the taste of rubble, but primary target are affected by it's weapon's blast property.
demolitionists are, by and large, batshit crazy.
Pipe Bomb (4/Day). The demolitionist throws a pipe
bomb at a point within 60 feet of it. Each creature in a 10-
foot-radius sphere centered on that point must make a DC 13
Dexterity saving throw. A creature takes 3 (1d6) piercing
damage and 7 (2d6) thunder damage on a failed save, or half
as much damage on a successful one. The pipe bomb deals
double damage to objects, vehicles, and structures.
179
Explosive Artists. But they are also masters of their
craft. It takes a special sort of genius to place a grenade in PRIME DEMOLITIONIST
just such a way to avoid blowing up the things you love and Medium humanoid (any race), any chaotic alignment
cherish. It takes a very different sort of genius to know that
you love something and blow it up anyway. Armor Class 16 (plated vest)
Hit Points 150 (20d8 + 60)
Speed 30 ft.
ELITE DEMOLITIONIST
Medium humanoid (any race), any chaotic alignment STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 16 (+3) 15 (+2) 14 (+2) 11 (+0)
Armor Class 16 (plated vest)
Hit Points 104 (16d8 + 32) Saving Throws Dex +8, Con +7, Int +6
Speed 30 ft. Damage Resistances thunder
Skills Athletics +8, Investigation +6, Stealth +8
STR DEX CON INT WIS CHA Senses passive Perception 12
16 (+3) 17 (+3) 15 (+2) 14 (+2) 13 (+1) 10 (+0) Languages any two languages
Challenge 12 (8,400 XP)
Saving Throws Dex +7, Int +6
Damage Resistances thunder Evasion. If the demolitionist is subjected to an effect that
allows it to make a Dexterity saving throw to take only half
Skills Athletics +7, Investigation +6, Stealth +7
the damage, the demolitionist instead takes no damage if it
Senses passive Perception 11
succeeds on the saving throw, and only half damage if it fails.
Languages any two languages
Challenge 9 (5,000 XP)
ACTIONS
Evasion. If the demolitionist is subjected to an effect that Multiattack. The demolitionist can use its Pipe Bomb or its
allows it to make a Dexterity saving throw to take only half Antimagic Grenade. It then makes two weapon attacks.
the damage, the demolitionist instead takes no damage if it
succeeds on the saving throw, and only half damage if it fails. Tomahawk. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) slashing damage and 3 (1d6)
ACTIONS thunder damage.
Multiattack. The demolitionist can use its Pipe Bomb. It Thumper. Ranged Weapon Attack: +8 to hit, reach 80/320
then makes two weapon attacks. ft., one target. Hit: 9 (1d10 + 4) piercing damage and 5 (1d10)
thunder damage. This weapon has the blast property. The
Tomahawk. Melee Weapon Attack: +7 to hit, reach 5 ft., demolitionist can choose which targets other than the
one target. Hit: 7 (1d8 + 3) slashing damage and 3 (1d6) primary target are affected by it's weapon's blast property.
thunder damage.
Pipe Bomb (4/Day). The demolitionist throws a pipe
Thumper. Ranged Weapon Attack: +7 to hit, reach 80/320 bomb at a point within 60 feet of it. Each creature in a 10-
ft., one target. Hit: 8 (1d10 + 3) piercing damage and 5 (1d10) foot-radius sphere centered on that point must make a DC 17
thunder damage. This weapon has the blast property. The Dexterity saving throw. A creature takes 10 (3d6) piercing
demolitionist can choose which targets other than the damage and 21 (6d6) thunder damage on a failed save, or
primary target are affected by it's weapon's blast property. half as much damage on a successful one. The pipe bomb
deals double damage to objects, vehicles, and structures. The
Pipe Bomb (4/Day). The demolitionist throws a pipe pipe bomb deals double damage to objects, vehicles, and
bomb at a point within 60 feet of it. Each creature in a 10- structures.
foot-radius sphere centered on that point must make a DC 15
Dexterity saving throw. A creature takes 7 (2d6) piercing Antimagic Grenade (2/Day). The demolitionist throws
damage and 14 (4d6) thunder damage on a failed save, or an antimagic grenade at a point within 60 feet of it.
half as much damage on a successful one. The pipe bomb Creatures, objects, or magical effects within 10 feet of that
deals double damage to objects, vehicles, and structures. point are subjected to a wave of antimagic. Any spell of 6th
level or lower on the target ends. For each spell of higher
REACTIONS level on the target, roll a d20 and add +4. If the result is
equal to or greater than 10 + the spell’s level, the spell ends.
Contingent Blast. When the demolitionist is hit by a melee
attack, it can create a concussive blast. The creature that
made the melee attack must succeed on a DC 15 Strength
REACTIONS
saving throw or be pushed 10 feet away from the Contingent Blast. When the demolitionist is hit by a melee
demolitionist, and the demolitionist can move 10 feet attack, it can create a concussive blast. The creature that
directly away from the creature without provoking made the melee attack must succeed on a DC 16 Strength
opportunity attacks. saving throw or be pushed 10 feet away from the
demolitionist, and the demolitionist can move 10 feet
directly away from the creature without provoking
opportunity attacks.
180
DRONE TASKMASTER
Who needs friends, when drones are more reliable? They
won't skip out on your birthday party, or leave you stranded
at the airport, or say they'll pay for pizza and then have the
sudden realization (after the meal) that they forgot their
credchip at home, or say "too slow!" after they offer a high
five and then retract that offer.
You were right to chastise me, Todd, I will never be too
slow again. And neither will my army of killbots, which are
currently surrounding your home. Like me, they have no pity
for you.
DRONE TASKMASTER
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The taskmaster can use its Direct Drones. It
then makes two weapon attacks.
Shock Baton. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) lightning damage. A creature
reduced to 0 hit points by this weapon falls unconscious and
is stable.
Submachine Gun. Ranged Weapon Attack: +5 to hit,
reach 50/200 ft., one target. Hit: 7 (2d6) piercing damage.
This weapon has the automatic and burst-fire properties.
Direct Drones. Up to three drones of the taskmaster's
choice within 90 feet of the taskmaster can each use their
reaction to make one weapon attack.
REACTIONS
Short Circuit. When a willing drone within 90 feet makes
an attack, a saving throw, or an ability check, the master can
give the drone advantage on the roll. The drone takes 3 (1d6)
lightning damage.
181
only the beginning of a new, more spooky race, and this ghost
GHOST DRIVER driver intends to win.
Occasionally, a deceased racer or motorcycle gangster will Gangster's Last Ride. Motorcycles aren't exactly a safe
refuse to succumb to the lame and boring exit off life's choice for motorists, and even less so when you're swinging a
highway, also known as death. Instead, yearning for the open lead pipe at another motherfucker next to you. As such, it's
road and the freedom they once had, the ghost driver refuses no surprise when a gangster dies in motorcycle combat with
to move on until they've fulfilled their need for speed. a rival gang, but try getting that through their transparent
Final Race. Perhaps the driver, in their life, were locked but still somehow thick skulls. Sometimes all it takes is one
in the most epic race of their lives, when a tragic accident (or last ride for glory, and the ghost driver won't rest until it's
planned sabotage) lead to their untimely deaths. But death is had vengeance.
GHOST DRIVER
Medium undead, any alignment ACTIONS
Multiattack. The ghost driver makes two Jealous Grip or
Armor Class 14 (natural armor) Fiery Chain attacks.
Hit Points 78 (12d8 + 24)
Fiery Chain. Melee Weapon Attack: +8 to hit, reach 15 ft.,
Speed 0 ft., fly 80 ft. (hover)
one target. Hit: 21 (3d10 + 5) fire damage.
STR DEX CON INT WIS CHA Jealous Grip. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 18 (3d8 + 5) psychic damage. If the target is a
1 (-5) 15 (+2) 14 (+2) 8 (-1) 15 (+2) 21 (+5) creature, the creature must succeed on a DC 16 Charisma
saving throw or lose one of its vehicle proficiencies (ghost
Skills Acrobatics +5, Perception +5 driver's choice if there are multiple), if it has any. If the target
Damage Resistances acid, lightning, thunder; loses a vehicle proficiency, the ghost driver regains 12 (3d6 +
bludgeoning, piercing, and slashing from nonmagical 2) hit points. The proficiencies are regained when the target
attacks finishes a long rest.
Damage Immunities fire, necrotic, poison
Hijack Vehicle (Recharge 6). One vehicle that the ghost
Condition Immunities charmed, exhaustion, frightened,
driver can see within 5 feet of it must succeed on a DC 16
grappled, paralyzed, petrified, poisoned, prone, Constitution saving throw or be hijacked by the ghost driver;
restrained the ghost driver then disappears, and the vehicle becomes
Senses darkvision 60 ft., passive Perception 15 sentient if it wasn't already. The ghost driver now controls
Languages any languages it knew in life the vehicle. The ghost driver can't be targeted by any attack,
Challenge 8 (3,900 XP) spell, or other effect, and it retains its alignment,
Intelligence, Wisdom, and Charisma. It otherwise uses the
Incorporeal Movement. The ghost driver can move hijacked vehicle's statistics, but if the vehicle was sentient, it
through other creatures and objects as if they were difficult doesn't gain access to the vehicle's knowledge, class features,
terrain. It takes 5 (1d10) force damage if it ends its turn or proficiencies.
inside an object. The hijacking lasts until the vehicle is destroyed, the ghost
driver ends it as a bonus action, or the ghost driver is turned
Ghastly Wrecks. If the ghost driver is hijacking a vehicle or forced out by an effect like the dispel evil and good spell.
when it is destroyed, the explosion deals an extra 14 (4d6) When the hijacking ends, the ghost driver reappears in an
psychic damage, which may be reduced through saving unoccupied space within 5 ft. of the vehicle. The target is
throws caused by the explosion as normal. The ghost driver immune to this ghost driver's Hijack Vehicle for 24 hours
is immune to the effects of explosions from any destroyed after succeeding on the saving throw or after the hijacking
vehicle. ends.
182
GUNSLINGERS
The gunslinger can do one thing very well, and that's
spinning their pistols on their fingers. Sure, they're a crack
shot, but that's anyone can hit a target. It takes a real
gunslinger to do it while twirling and flipping their pistols
end-over-end in a beautiful, but extremely dangerous
juggling act.
After watching too many old Western flicks, a gunslinger
feels at home when they have two big pistols spitting fire
from their hands, and laying low their enemies in a hail of
gunfire.
ELITE GUNSLINGER
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The gunslinger makes two weapon attacks.
Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing damage.
Dual Revolvers. Ranged Weapon Attack: +7 to hit, reach
70/280 ft., one target. Hit: 22 (4d6 + 8) piercing damage.
This attack deals half damage if only a single revolver is used.
Fan the Hammer (Recharge 5-6). The gunslinger can
make a single ranged attack against up to 4 creatures it can
see.
REACTIONS
Fancy Shooting. When the gunslinger misses a ranged
attack, it can make another ranged attack against a different
target it can see within 20 feet of the original target without
expending ammunition.
183
GUNSLINGER
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The gunslinger makes two weapon attacks.
REACTIONS
Fancy Shooting. When the gunslinger misses a ranged
attack, it can make another ranged attack against a different
target it can see within 20 feet of the original target without
expending ammunition.
PRIME GUNSLINGER
Medium humanoid (any race), any alignment ACTIONS
Multiattack. The gunslinger makes two attacks with its
Armor Class 17 (combat suit) Dual Revolvers or Blade.
Hit Points 143 (22d8 + 44)
Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 8 (1d6 + 5) slashing damage.
STR DEX CON INT WIS CHA Dual Revolvers. Ranged Weapon Attack: +9 to hit, reach
70/280 ft., one target. Hit: 24 (4d6 + 10) piercing damage
13 (+1) 21 (+5) 15 (+2) 11 (+0) 16 (+3) 17 (+3) and 5 (2d4) lightning damage. This attack deals half damage
if only a single revolver is used.
Saving Throws Dex +9, Cha +7
Skills Acrobatics +9, Perception +7, Performance +7, Magic Bullet (3/Day). Ranged Weapon Attack: +9 to hit,
Sleight of Hand +9 reach 200 ft., one target. Hit: 54 (12d8 + 5) piercing damage
Senses passive Perception 17 and 2 (1d4) lightning damage. The gunslinger does not have
to be able to see the target to make this attack, and does not
Languages any two languages
have disadvantage as a result of not being able to see the
Challenge 11 (7,200 XP)
target, but there must be a clear path for the bullet to travel
to reach the target, even moving around corners to do so.
Deadeye. The gunslinger's ranged weapon attacks ignore
half cover and three-quarters cover. Fan the Hammer (Recharge 5-6). The gunslinger can
make a single ranged attack against up to 4 creatures it can
Quickdraw. The gunslinger has advantage on initiative see.
rolls. During its first turn, the gunslinger has advantage on
attack rolls against any creature that hasn't taken a turn, and REACTIONS
the first hit it makes with a ranged weapon deals an
additional 28 (8d6) damage. Fancy Shooting. When the gunslinger misses a ranged
attack, it can make another ranged attack against a different
Swift Step. The gunslinger can take the Disengage action as target it can see within 20 feet of the original target without
a bonus action. expending ammunition.
184
JUGGERNAUT
Medium humanoid (any race), any alignment ACTIONS
Multiattack. The juggernaut makes three weapon attacks.
Armor Class 17 (heavy tactical suit)
Chainsaw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Hit Points 158 (21d8 + 62)
target. Hit: 12 (2d6 + 5) slashing damage. This weapon has
Speed 30 ft.
the automatic property.
STR DEX CON INT WIS CHA Gatling Gun. Ranged Weapon Attack: +8 to hit, reach
100/400 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
20 (+5) 11 (+0) 17 (+3) 7 (-2) 11 (+0) 13 (+1)
This weapon has the automatic property.
Saving Throws Str +8, Con +6 Under-Barrel Shotgun. Ranged Weapon Attack: +8 to
Skills Athletics +8, Intimidation +4 hit, reach 60/180 ft., one target. Hit: 17 (5d4 + 5) piercing
Senses passive Perception 10 damage. This weapon has the scatter property. It is attached
Languages any one language (usually Common) to the juggernaut's assault cannon.
Challenge 8 (3,900 XP) Fragmentation Grenade (1/Day). The juggernaut throws
a grenade at a point within 60 feet of it. Each creature in a
Dermal Barrier. The juggernaut can deploy its barrier as a 10-foot-radius sphere centered on that point must make a DC
bonus action, reducing its speed by 10 feet. At the end of each 15 Dexterity saving throw. A creature takes 14 (4d6) piercing
of its turns, the juggernaut decides which way a 150-foot damage and 14 (4d6) thunder damage on a failed save, or
cone faces and whether the cone is active. The juggernaut has half as much damage on a successful one.
three-quarters cover against attacks and effects from
creatures and vehicles in the cone. Creatures of the
juggneraut's choice within 5 feet of it also benefit from this
cover.
185
UNSTOPPABLE JUGGERNAUT
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The juggernaut makes three weapon attacks.
186
MAD SCIENTIST
Medium humanoid (any race), any chaotic alignment
187
MAGE HUNTER
Look, we're living in modern times, and 'witch hunter' is no
longer an acceptable term. In fact, some of my best friends
are witches. No, really.
The mage hunter is kitted out to the gills with antimagic
equipment. Everything from their magebreaker ammunition,
to their silvered long sword, to the magic-busting grenades
on their belts is intent on giving spellcasters a bad time.
Antimage. More importantly, their training, and the rites
they've undergone as part of an order of mage hunters, have
given them special resilience to magic. If they can get in
arm's reach of the spellcaster, they may even be able to cut a
spell from a mage's lips before it is fully formed.
MAGE HUNTER
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The hunter makes three melee weapon attacks
or two ranged weapon attacks.
REACTIONS
Spell Counterstrike. When a creature the hunter can see
casts a spell, it can make a melee weapon attack with
advantage against that creature if it can reach it. The
creature must succeed on a DC 15 Constitution saving throw
or the spell is lost without effect.
188
MERCENARIES
It's nothing personal, a job's just a job, even if that job is
gunning down crowds of hapless bystanders in pursuit of
some corporate agenda. After all, the pay is far better than
what you'd make as a clerk in some dingy gas station.
Dog Eat Dog. Of course, some mercenaries have their
pride, and certain lines they won't cross. In general, these
scrupulous mercenaries won't make it far in the business,
pushed aside by the more ruthless and cunning bastards in
their ranks willing to do anything to impress the hand that
feeds them.
ELITE MERCENARY
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The mercenary makes three weapon attacks.
189
MERCENARY
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The mercenary makes two weapon attacks.
190
NANOMACHINE HULK
Large aberration, any alignment LEGENDARY ACTIONS
The nanomachine hulk can take take 3 legendary actions,
Armor Class 18 (natural armor) choosing from the options below. Only one legendary action
Hit Points 288 (25d10 + 150) option can be used at a time and only at the end of another
Speed 50 ft. creature's turn. The nanomachine hulk regains spent
legendary actions at the start of its turn.
STR DEX CON INT WIS CHA Crush. The hulk makes a Smash attack.
25 (+7) 15 (+2) 23 (+6) 13 (+1) 16 (+3) 17 (+3)
Throw. The hulk makes a Throw Object attack.
Saving Throws Str +14, Con +13, Wis +10 Leap. The hulk jumps up to 50 feet.
Skills Athletics +14, Perception +10
Damage Resistances poison; bludgeoning, piercing, and
slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 20 NANOMACHINE HULK
Languages any three languages The nanomachine hulk is a man-created monstrosity, a brute
Challenge 22 (41,000 XP) composed of equal parts biology and nanotechnology.
Through every blood vessel, organ, and bone runs a river of
Charge (1/Turn). If the hulk moves at least 20 ft. straight
microscopic machines programmed to reinforce and
toward a target and then hits it with a Smash attack on the
same turn, the target takes an extra 14 (6d6) bludgeoning strengthen the hulk. Every aspect of their body is an organic
damage. The target must succeed on a DC 22 Strength saving device machined to perfection through tireless effort.
throw or be knocked prone. Nano-Disguise. The hulk can have its nanomachines
reduce their visual presence until the hulk's nano-qualities
Deceptively Strong. The hulk can use its bonus action to
are undetectable. They might attempt to live normal lives, or
reduce its size from Large to Medium, disguising its extreme
cybernetics and appearing as a mostly normal humanoid, or take up a position in the local government.
return to its true form. While in its Medium size form, the Manmade Monster. A nanomachine hulk comes into
hulk deals half damage with attacks using Strength. this world in two ways: it is built from the ground up, or it is
transformed through nightmarishly painful surgical
Legendary Resistance (3/Day). If the hulk fails a saving
throw, it can choose to succeed instead. processes. The organization that created them then has the
difficult task of trying to maintain control over their creation.
Regeneration. The hulk regains 10 hit points at the start of
its turn.
Rising Fury. While the hulk is below half its hit points, it
adds 1d6 to attack rolls and saving throws.
ACTIONS
Multiattack. The hulk makes three weapon attacks.
REACTIONS
Nano-Hardening. The hulk's skin hardens in response to
physical trauma. When the hulk takes damage bludgeoning,
piercing, or slashing damage, it can halve the damage and
gain resistance to those damage types until the end of its
next turn. Alternatively, when the hulk takes acid, cold, fire,
lightning, or thunder damage, it can halve the damage and
gain resistance to those damage types until the end of its
next turn.
191
NUCLEAR ELEMENTALS
Earth! Fire! Wind! Water! Nukes! By your powers combined
I-what?
Nuclear elementals are a strange bunch. On their home
plane they speak to each other in a tapping language vaguely
reminiscent of Geiger counters, but which is probably more
related to Morse code.
Half-Life. They're generally much shorter lived and far
more unstable than their elemental cousins, as well as being
far less safe for hugs compared to all but the fire elemental,
but they make up for it with their glowing demeanor.
Armor Class 15
Hit Points 200 (21d12 + 63)
Speed 0 ft., fly 80 ft. (hover)
ACTIONS
Multiattack. The elemental makes two sickening touch
attacks.
Sickening Touch. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 18 (3d8 + 5) radiant damage. If a creature
is hit by both sickening touch attacks, it must succeed on a
DC 15 Constitution saving throw or gain one level of
irradiated.
Noxious Glow (Recharge 5-6). Each creature within 15
feet of the elemental must make a DC 15 Constitution saving
throw. On a failed save, a target takes 36 (8d8) radiant
damage and gains one level of irradiation. On a successful
save, a creature takes half damage and does not become
irradiated.
192
NUCLEAR ELEMENTAL Toxic Form. The elemental can enter a hostile creature's
Large elemental, neutral space and stop there. It can move through a space as narrow
as 1 inch wide without squeezing. Any creature that starts its
Armor Class 14 turn in the elemental's space takes 1d6 radiant damage. The
Hit Points 98 (13d10 + 26) elemental sheds bright light in a 10-foot radius and dim light
Speed 0 ft., fly 80 ft. (hover) for an additional 10 feet. The light is sunlight.
UNSTABLE ISOTOPE
UNSTABLE ISOTOPE These adorable little friends love to gather close to study
Tiny elemental, neutral
glowing lights, like moths to the flame. Do try and keep them
at arms length though, or at least at a distance from each
Armor Class 14
other, as they can create some pretty devastating chain
Hit Points 8 (3d4)
Speed 0 ft., fly 40 ft. (hover) reactions when gathered in swarms.
ACTIONS
Ionize. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 2 (1d4) radiant damage and 2 (1d4) force
damage.
193
CRIME BOSS
Medium humanoid (any race), any non-lawful alignment
ACTIONS
Multiattack. The boss can use its Frightful Presence. It
then makes two weapon attacks.
Smooth Step. The mobster can take the Disengage action as ACTIONS
a bonus action. Multiattack. The capo makes two weapon attacks.
195
PHASE ICE
Phase ICE is a specially designed form of security measure.
PHASE ICE Designed through a mix of magic and programming, forces
Medium elemental, lawful neutral from the Plane of Data are drawn forth to form this sentient,
obedient defender.
Armor Class 14 (natural armor) Dual Natured. This being is able to move back and forth
Hit Points 91 (14d8 + 28)
between networks and machines as simply as a person might
Speed 0 ft., fly 50 ft. (hover)
slip into or out of a pool of water. When the ICE enters a
person through their datajack, it is able to hijack their
STR DEX CON INT WIS CHA
processes by seizing control of their psyche, bending it to
1 (-5) 15 (+2) 14 (+2) 13 (+1) 15 (+2) 18 (+4)
fulfill the orders of those who created the ICE.
Skills Investigation +4, Perception +5
Damage Resistances lightning; bludgeoning, piercing,
and slashing from nonmagical attacks Static Discharge. Melee Weapon Attack: +7 to hit, reach
Damage Immunities poison 15 ft., one target. Hit: 18 (4d6 + 4) lightning damage. If the
Condition Immunities charmed, exhaustion, frightened, target is a creature that is connected to a network, it must
grappled, paralyzed, petrified, poisoned, prone, succeed on a DC 15 Intelligence saving throw or be
disconnected from the network. The creature may suffer
restrained
dumpshock in the process.
Senses darkvision 60 ft., passive Perception 15
Languages understands the languages of its creators Hijack Flesh (Recharge 6). While the ICE is in its home
Challenge 6 (2,300 XP) machine or network, it can attempt to possess one creature
connected to its home machine or network with its datajack.
Digital Ghost. The ICE can move through other creatures The creature must succeed on a DC 15 Charisma saving
and objects as if they were difficult terrain. It takes 5 (1d10) throw or be possessed by the ICE; the ICE then disappears,
force damage if it ends its turn inside an object. The ICE is and the target is incapacitated and loses control of its body.
invisible to those without AR vision. The ICE now controls the body but doesn't deprive the target
of awareness. The ICE can't be targeted by any attack, spell,
Netborn. The ICE normally resides on its home machine or or other effect, and it retains its alignment, Intelligence,
network. The ICE can spend half its movement speed to Wisdom, Charisma, and immunity to being charmed and
leave or enter its home machine or network's port. While frightened. It otherwise uses the possessed target's statistics,
inside its home machine or network, the ICE can but doesn't gain access to the target's knowledge, class
instantaneously travel to any port connected to its home features, or proficiencies.
machine or network on its turn. If the ICE spends a total of The possession lasts until the body drops to 0 hit points,
10 minutes outside its home machine or network without the ICE ends it as a bonus action, or the ICE is turned or
resting for at least 1 minute inside its home machine or forced out by an effect like the dispel evil and good spell.
network, it dies. When the possession ends, the ICE reappears in an
unoccupied space within 5 ft. of the body. The target is
ACTIONS immune to this ICE's Hijack Flesh for 24 hours after
Multiattack. The ICE makes two Static Discharge attacks. succeeding on the saving throw or after the possession ends.
196
POACHER
Even after the world has been raked over the coals for profit
by megacorporations, the few tracts of nature left are hardly
safe from exploitation. After all, there are still too many POACHER
beautiful examples of fauna out there that have yet to be Medium humanoid (any race), any non-lawful alignment
turned into aphrodisiacs and tasteless decor.
Adept Hunter. The poacher is skilled at tracking down Armor Class 14 (steelcloth)
Hit Points 75 (10d8 + 30)
and killing or maiming magnificent beasts, all while avoiding
Speed 30 ft.
guard patrols. Some use packs of drones like hunting hounds
to sniff out or drive out their prey. A few have even taken up
STR DEX CON INT WIS CHA
business escorting rich VIPs along hunting trips so the
11 (+0) 17 (+3) 16 (+3) 11 (+0) 15 (+2) 10 (+0)
spoiled brats can live out their big game hunter dreams.
Of course, after having been savaged for so long by Skills Perception +4, Stealth +5, Survival +6
pollution and natural resource stripping, they shouldn't be Senses passive Perception 14
surprised when nature fires back. Languages any two languages
Challenge 2 (450 XP)
le. Went into
Th e ne rve of some peop e a golden Surprise Attack. If the poacher surprises a creature and
Sundown: when I se hits it with an attack during the first round of combat, the
th a client
a meeting wi on the wall. target takes an extra 7 (2d6) damage from the attack.
unted
tiger head mo
ies extinct?
n't that spec ACTIONS
Valkree: Is ah. And the
head
ow n: As of last year, ye Multiattack. The poacher makes two weapon attacks.
Sund fresh.
looked pretty what can you
do?
e: Ri ch as sholes. But xi de rm ie d. Bayonet. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Valkre the ta
resuscitate
target. Hit: 5 (1d4 + 3) piercing damage. This weapon is
Even I can't a warrior's attached to the poacher's hunting rifle.
n: No , bu t I did give it d's manor.
Sundow bastar
rebombed the Hunting Rifle. Ranged Weapon Attack: +5 to hit, reach
funeral. I fi 50/200 ft., one target. Hit: 7 (3d4) piercing damage.
over the top?
Maybe a bit
Checkmate: ued his dog
n: Do n' t worry, I resc and I get a REACTIONS
Sund ow ts ,
int gets trea Hamstring. When a melee attack misses the poacher, it can
first. Now Fl .
nd
new best frie
make a melee attack against the source of the attack as a
reaction. If the attack hits, the target's movement speed is
reduced by 10 until the end of its next turn. The poacher can
then move half its speed without taking opportunity attacks.
197
POLICE
What's a punk to do without an oppressive state to rebel
against? The police of a rundown metropolis are caught in
the middle of the struggle between classes, often being on the
cusp of poverty themselves.
However, the wealthy have granted them the taste of
power and the freedom to tyrannize those lesser than them,
and this power corrupts absolutely. Because of this, cops are
often little more than a gang themselves, but they appear
more official with badges, ranks, and other nonsense.
DETECTIVE
The detective sniffs out criminals and killers with unwavering
determination. When a killer is on the loose, you want this
hard boiled dick up your sleeve.
uder than
re et s ca ll ed to her, lo n, but
NOIR: The st ven up her badge and gu
ever. She'd
gi ctive, and
ha d th e he art of a dete .
she still the hunt
the rhythm of
it beat out
gone too far.
se gu y: Ok ay, this has
Wi is is a
ar e yo u do ing here? Th
NOIR: What usiasts.
mystery enth
subforum for ur
broadcasts yo
se gu y: Ye s, one which ine. I thought it
Wi
whole Grapev
posts to the ne has gotten
nn y, but everyo
would be fu your... st uf f.
obsessed with rk? And
ne 's be en reading my wo y.
NOIR: Everyo I don't know what to sa
?
they like it
┬┴┤͜ʖ ° ͡)
Wildfire: ┬┴
STR DEX CON INT WIS CHA Shock Baton Melee Weapon Attack: +6 to hit, reach 5 ft.,
18 (+4) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 15 (+2) one target. Hit: 8 (1d8 + 4) lightning damage. A creature
reduced to 0 hit points by this weapon falls unconscious and
Saving Throws Str +6, Dex +4 is stable.
Skills Athletics +6, Insight +4, Intimidation +4, Perception Combat Shotgun. Ranged Weapon Attack: +6 to hit, reach
+4 60/180 ft., one target. Hit: 12 (5d4) piercing damage. This
Senses passive Perception 14 weapon has the scatter property.
Languages any two languages Magnum. Ranged Weapon Attack: +6 to hit, reach 70/280
Challenge 3 (700 XP) ft., one target. Hit: 9 (2d8) piercing damage.
POLICE OFFICERS
From traffic cops to desk jockeys, many police officers are
just trying to get by in a shitty day job that they hate. It's
POLICE SERGEANT sometimes easy to dehumanize the cops into faceless law
Medium humanoid (any race), any alignment enforcement, but they are each real people with families,
fears, dreams, and back pain.
Armor Class 14 (security armor) That said, a lot of real people are shitheads too, and cops
Hit Points 105 (14d8 + 42) are no different.
Speed 30 ft.
Sergeants. The front line supervisors of the police force.
It is the player character's sworn duty to create as much
STR DEX CON INT WIS CHA paperwork as possible for them.
19 (+4) 16 (+3) 17 (+3) 12 (+1) 17 (+3) 16 (+3)
ACTIONS
Multiattack. The sergeant makes two weapon attacks.
Shock Baton Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) lightning damage. A creature
reduced to 0 hit points by this weapon falls unconscious and
is stable.
Combat Shotgun. Ranged Weapon Attack: +7 to hit, reach
60/180 ft., one target. Hit: 16 (5d4 + 4) piercing damage.
This weapon has the scatter property.
Magnum. Ranged Weapon Attack: +7 to hit, reach 70/280
ft., one target. Hit: 13 (2d8 + 4) piercing damage.
199
SWAT BRUISER Gas Masked. The bruiser is immune to inhaled toxins,
Medium humanoid (any race), any alignment diseases, and poisons and has disadvantage on Wisdom
(Perception) checks while wearing the mask.
Armor Class 18 (shock armor, ballistic shield)
Hit Points 120 (16d8 + 48) ACTIONS
Speed 30 ft. Multiattack. The bruiser makes three weapon attacks.
STR DEX CON INT WIS CHA Shock Baton. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) lightning damage. A creature
20 (+5) 14 (+2) 17 (+3) 11 (+0) 13 (+1) 13 (+1)
reduced to 0 hit points by this weapon falls unconscious and
is stable.
Saving Throws Str +8, Con +6
Skills Athletics +8, Intimidation +4, Perception +4 Shield Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Senses passive Perception 14 one target. Hit: 10 (2d4 + 5) bludgeoning damage. If the
Languages any two languages target is a Medium or smaller creature, it must succeed on a
Challenge 6 (2,300 XP) DC 16 Strength saving throw or be knocked prone.
Magnum. Ranged Weapon Attack: +8 to hit, reach 70/280
Brute. A melee weapon deals one extra die of its damage ft., one target. Hit: 9 (2d8) bludgeoning damage. This
when the bruiser hits with it (included in the attack). weapon uses gel bullets.
SWAT OFFICERS
Whether it's a hostage situation or a target that poses a high
threat to police, the SWAT teams are called in when standard SWAT OFFICER
Medium humanoid (any race), any alignment
law enforcement personnel aren't up to the task. These
specially trained officers usually come prepared with RC
Armor Class 16 (shock armor)
drones for scouting, det cable for doors, and tear gas to flush
Hit Points 98 (13d8 + 39)
out targets.
Speed 30 ft.
ACTIONS
Multiattack. The officer makes two weapon attacks.
Shock Baton. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) lightning damage. A creature
reduced to 0 hit points by this weapon falls unconscious and
is stable.
Light Machine Gun. Ranged Weapon Attack: +6 to hit,
reach 100/400 ft., one target. Hit: 13 (2d8 + 4) bludgeoning
damage. This weapon has the automatic property and uses
gel bullets.
Tear Gas (1/Day). The officer throws a tear gas canister to
a point within 60 feet of it, creating a 20-foot-radius sphere
of yellow, nauseating gas centered at the point for 1 minute.
The cloud spreads around corners, and its area is heavily
obscured. Each creature that is completely within the cloud
at the start of its turn must make a DC 14 Constitution saving
throw against poison. On a failed save, the creature spends
its action that turn retching and reeling. Creatures that are
immune to being poisoned automatically succeed on this
saving throw.
200
POP ICON
The pop icon is more than just a musician, more than just a
celebrity. They are a zeitgeist, a force of personality that
shapes society's perception of the world.
Being at the nexus of such a potent level of attention is not
dissimilar from being fully submerged in a well of power. The
pop icon is capable of reality defying feats of performance, so
fantastic that their ridiculously over the top music videos
required minimal editing and CGI.
Dark Secret. Pop icons could not have risen to their
heights without an entire crypt's worth of skeletons in their
closet. While not quite a phylactery, the discovery and
broadcasting of their deep secrets could result in the pop icon
being canceled, stripping them of their station and power.
at
t row seats
re : gu es s who had fron
Wildfi erda y!
concert yest
Fla$hpoint's was me! and ノ
it
re : be ep , times up! it t!ヽ(͡ ◕ ͜
ʖ ͡
◕ )ノ
)
Wildfi
ed ib le! she was grea
was so incr d.
u hadn't hear
, I guess yo meone found out she
Wiseguy: Oh so
her after voice.
Nobody likes to demons for a magic
sold he r so ul o,
s a while ag
fi re : we ll look, that wa
Wild y!
she was sorr
and she said how you feel
,
y: Ar e yo u sure that's feel?
Wisegu u to
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or how Fla$hp
Wildfire: :( Wise, there'
s a
Go of ba ll : You know, d a ba st ard.
Prof ee n a joker an
ne be tw
fine li
BLAZING PYROMANIAC Fire Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Medium humanoid (any race), any chaotic alignment target. Hit: 10 (1d12 + 4) slashing damage. A target hit by this
attack begins burning for 1 minute, so long as it is not already
Armor Class 16 (plated vest) burning from a flamethrower or fire axe attack, and takes 4
Hit Points 150 (23d8 + 46) (1d8) fire damage at the start of each of its turns.
Speed 30 ft. Flamethrower. Ranged Weapon Attack: +8 to hit, reach
80/320 ft., one target. Hit: 13 (2d8 + 4) fire damage. A target
STR DEX CON INT WIS CHA hit by this attack begins burning for 1 minute, so long as it is
18 (+4) 16 (+3) 15 (+2) 10 (+0) 14 (+2) 15 (+2) not already burning from a flamethrower or fire axe attack,
and takes 4 (1d8) fire damage at the start of each of its turns.
Saving Throws Str +7, Dex +6 Napalm Grenade (2/Day). The pyromaniac throws a
Damage Resistances fire grenade at a point within 60 feet of it. Each target in a 10-
Skills Athletics +8, Intimidation +6, Survival +6 foot-radius sphere centered on that point must make a DC 15
Senses passive Perception 12 Dexterity saving throw. A target takes 21 (6d6) fire damage
Languages any two languages on a failed save and begins burning for 1 minute, taking 7
Challenge 12 (8,400 XP) (2d6) fire damage at the start of each of its turns. On a
successful save, the target takes half as much damage and is
Gas Masked. The pyromaniac is immune to inhaled toxins, not burning.
diseases, and poisons and has disadvantage on Wisdom
(Perception) checks while wearing the mask. REACTIONS
Smokescreen. When the pyromaniac is hit by an attack, it
Smokesight. The pyromaniac can see normally through can create a 10-foot-radius sphere of smoke centered on itself
smoke, fog, and other obscuring clouds to a distance of 240 until the end of its next turn. The sphere spreads around
feet. corners, and its area is heavily obscured. A wind of moderate
or greater speed (at least 10 miles per hour) disperses it.
ACTIONS
Multiattack. The pyromaniac can use its Napalm Grenade.
It then makes two weapon attacks.
202
PYROMANIAC WALKING INFERNO
Medium humanoid (any race), any chaotic alignment Medium humanoid (any race), any chaotic alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 12 (+1) 20 (+5) 17 (+3) 16 (+3) 11 (+0) 16 (+3) 17 (+3)
Saving Throws Dex +5 Saving Throws Str +11, Dex +9, Con +9
Damage Resistances fire Damage Immunities fire
Skills Athletics +6, Intimidation +4 Skills Athletics +11, Intimidation +9, Survival +9
Senses passive Perception 11 Senses passive Perception 13
Languages any two languages Languages any two languages
Challenge 5 (1,800 XP) Challenge 18 (20,000 XP)
Gas Masked. The pyromaniac is immune to inhaled toxins, Backdraft. When the inferno is reduced to 0 hit points, it
diseases, and poisons and has disadvantage on Wisdom explodes. Targets within 30 feet of the inferno must succeed
(Perception) checks while wearing the mask. on a DC 19 Dexterity saving throw, taking 21 (6d6) fire
damage on a failed save, or half as much damage on a
Smokesight. The pyromaniac can see normally through successful one.
smoke, fog, and other obscuring clouds to a distance of 120
feet. Gas Masked. The inferno is immune to inhaled toxins,
diseases, and poisons and has disadvantage on Wisdom
ACTIONS (Perception) checks while wearing the mask.
Multiattack. The pyromaniac can use its Napalm Grenade. Immolated. As a bonus action, the inferno douses itself in
It then makes two weapon attacks. fuel and lights itself on fire. When a creature or vehicle starts
its turn within 5 feet of the inferno while it is on fire, it takes
Fire Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 10 (3d6) fire damage. A creature or vehicle that touches the
target. Hit: 9 (1d12 + 3) slashing damage. A target hit by this inferno or hits it with a melee attack while within 5 feet of it
attack begins burning for 1 minute, so long as it is not takes 10 (3d6) fire damage. The fire is extinguished if a
already burning from a flamethrower or fire axe attack, and gallon of water is splashed on the inferno, or if an effect
takes 4 (1d8) fire damage at the start of each of its turns. would extinguish flames in the inferno's space.
Flamethrower. Ranged Weapon Attack: +6 to hit, reach Smokesight. The inferno can see normally through smoke,
80/320 ft., one target. Hit: 9 (2d8) fire damage. A target hit fog, and other obscuring clouds to a distance of 1 mile.
by this attack begins burning for 1 minute, so long as it is not
already burning from a flamethrower or fire axe attack, and ACTIONS
takes 4 (1d8) fire damage at the start of each of its turns.
Multiattack. The inferno can use its Napalm Grenade. It
Napalm Grenade (2/Day). The pyromaniac throws a then makes three weapon attacks.
grenade at a point within 60 feet of it. Each target in a 10-
foot-radius sphere centered on that point must make a DC 13 Burning Chainsaw. Melee Weapon Attack: +11 to hit,
Dexterity saving throw. A target takes 10 (3d6) fire damage reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
on a failed save and begins burning for 1 minute, taking 3 This weapon has the automatic property. A target hit by this
(1d6) fire damage at the start of each of its turns. On a attack begins burning for 1 minute, so long as it is not
successful save, the target takes half as much damage and is already burning from a flamethrower or burning chainsaw
not burning. attack, and takes 4 (1d8) fire damage at the start of each of
its turns.
Flamethrower. Ranged Weapon Attack: +11 to hit, reach
80/320 ft., one target. Hit: 14 (2d8 + 5) fire damage. A target
t who hit hit by this attack begins burning for 1 minute, so long as it is
Ha ck er fr iend found ou ackout. They not already burning from a flamethrower or fire axe attack,
Sundown: lled Bl
merc group ca down people like and takes 4 (1d8) fire damage at the start of each of its turns.
SlapChop, a to hunt
get hired by
corp s Who's in?
t le t th e threat stand. Napalm Grenade (2/Day). The inferno throws a grenade
us. We can' be there. at a point within 60 feet of it. Each target in a 10-foot-radius
: Ti me and place? I'll sphere centered on that point must make a DC 17 Dexterity
Redlight n help.
Sa m: Uh , sure, if I ca saving throw. A target takes 31 (9d6) fire damage on a failed
Street this one's fo
r save and begins burning for 1 minute, taking 10 (3d6) fire
Go of ba ll : Sorry Sam, damage at the start of each of its turns. On a successful save,
Prof
m in. the target takes half as much damage and is not burning.
vets only. I' your back, Su
n.
I always got
TheW he el De al :
do it. These me
rcs have REACTIONS
ur sh ou ld al
Sundown: Fo tion, supposed to be re le up Smokescreen. When the inferno is hit by an attack, it can
a re pu ta to ho
quite happened create a 10-foot-radius sphere of smoke centered on itself
d luck they 'll get
badasses. Ba refinery. Looks like we until the end of its next turn. The sphere spreads around
ol d oi l
in an corners, and its area is heavily obscured. A wind of moderate
after all.
our barbecue or greater speed (at least 10 miles per hour) disperses it.
203
Unstable. When the radioactive ooze is affected by
RADIOACTIVE OOZE sudden force or trauma, the ooze will reflexively cause its
own atoms to split. This process creates an explosively
Let this serve as a reminder to everyone to clean out their
unstable clone of itself, whose brief but exciting life is
fridge on a regular basis.
doomed to come to an unfortunate end.
The radioactive ooze is a mutation of nuclear waste in a
quasi-sentient lifeform. The events necessary for this Hunger. The ooze is a short-lived specimen due to its
transformation to be triggered is better left to the eggheads, instability, and will instinctively search out live food and
what you need to know is that there's a glowing slime that's other sources of energy to prolong itself. This makes it more
probably not super great for your health to be around. energetic and aggressive than most of its ooze brethren.
RADIOACTIVE OOZE Glowing. The ooze sheds dim light in a 10-foot radius.
Large ooze, unaligned
ACTIONS
Armor Class 8 Psuedopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Hit Points 85 (10d10 + 30) one target. Hit: 5 (1d6 + 2) bludgeoning damage and 14 (4d6)
Speed 20 ft., climb 20 ft. radiant damage. A creature hit by this attack must succeed
on a DC 12 Constitution saving throw or gain one level of
STR DEX CON INT WIS CHA irradiated.
15 (+2) 6 (-2) 17 (+3) 1 (-5) 11 (+0) 9 (-1)
REACTIONS
Damage Immunities poison, radiant, thunder Unstable Split. When the ooze takes 15 or more damage of
Condition Immunities blinded, charmed, deafened, any type except psychic damage in a single turn, it can create
exhaustion, frightened, poisoned, prone a clone of itself. The cloned ooze has only 10 hit points, and
Senses blindsight 60 ft. (blind beyond this radius), passive when it is reduced to 0 hit points, it explodes. Targets within
Perception 10 10 feet of the cloned ooze must succeed on a DC 13
Languages — Constitution saving throw or take 7 (2d6) radiant and 7 (2d6)
Challenge 3 (700 XP) thunder damage. If the clone is still alive after 1 minute, it
reduces its own hit points to 0.
Amorphous. The ooze can move through a space as narrow
as 1 inch wide without squeezing.
RADIOACTIVE TEMPLATE
Nuclear power is an infinite source of energy that is clean
and safe. Until it isn't. When placed in incompetent, overly
ambitious, or destructive hands, this potent tool becomes a
weapon of mass destruction. The results have catastrophic
and lingering effects.
Radiation can remain a hazard for years in soil and water,
tainting all it touches. For most living creatures,
accumulating enough radiation inevitably leads to a slow,
painful death. However, this is not always the case.
Mutations caused by damage to their DNA's structure can,
in some cases, cause a being to adapt to its environment. The
radiation becomes an aspect of their bodies, and can have
unpredictable effects on the minds and demeanors of the
mutated.
Even normally placid creatures, such as deer, can exhibit
erratic and frenzied behavior. For creatures predisposed
toward violence, the mutation only serves to increase their
hostility.
A creature gains the following characteristics when it
becomes radioactive.
Condition Immunities. The radioactive creature can't
be irradiated. If the creature was already immune to being
poisoned, it does not gain this immunity, as it already has it.
Fallout. When another creature spends a total of 1 hour
within 30 feet of the radioactive creature, it must succeed on
a DC 15 Constitution saving throw or gain 1 level of
irradiated, to a maximum of level 5.
204
Contaminate (1/Turn). When the radioactive creature
RADIOACTIVE HYDRA hits a creature with a melee weapon attack, it can force the
Huge monstrosity, unaligned target to make a Constitution saving throw with a DC equal
to 10 + half its challenge rating (minimum DC of 10). On a
Armor Class 15 (Natural armor) failed save, the target gains one level of irradiated, to a
Hit Points 172 (15d12 + 75) maximum of level 5.
Speed 30 ft., swim 30 ft.
SAMPLE RADIOACTIVE CREATURES
STR DEX CON INT WIS CHA Here the radioactive creature template has been applied to a
20 (+5) 12 (+1) 16 (+3) 2 (-4) 10 (+0) 7 (-2) hydra and a zombie.
Wakeful. While the hydra sleeps, at least one of its heads is Undead Fortitude. If damage reduces the zombie to 0 hit
awake. points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
ACTIONS from a critical hit. On a success, the zombie drops to 1 hit
point instead.
Multiattack. The hydra makes as many bite attacks as it
has heads. ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 10 (1d10 + 5) piercing damage. target. Hit: 4 (1d6 + 1) bludgeoning damage.
RAZORGIRLS
The threat isn't immediately apparent. Aside from the pistol
bulge from the holster just barely visible under her puffy
jacket, you don't see any weapons. She isn't even reaching for
it as she smoothly stalks forward toward you. Still, she looks
tense, like a cat ready to pounce. How adorable.
"Hey, baby, maybe you should run along home before you
get yourself hurt-" is all you can get out before you feel sharp
razorblades at your throat.
Stepping Razor. Razorgirls are heavily modified killers
built for swift combat. Able to climb and move quickly, they
are at their best when leaping from above to pounce on an
unwary opponent. Their enhanced reflexes give them an
edge, as if they needed it on top of their general edginess.
ELITE RAZORGIRL
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The razorgirl makes three melee attacks or
two ranged attacks.
REACTIONS
Uncanny Dodge. The razorgirl halves the damage that she
takes from an attack that hits her. The razorgirl must be able
to see the attacker.
Hydraulic Landing (Recharges on a Short or Long
Rest). When the razorgirl falls, she reduces the damage from
the fall to 0 and can make a hydraulic kick attack against a
creature within 5 feet of her. If the attack hits, it deals its
normal damage plus 1d6 for every 10 feet the razorgirl fell.
206
PRIME RAZORGIRL RAZORGIRL
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 16 (+3) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 18 (+4) 14 (+2) 13 (+1) 14 (+2) 10 (+0)
Saving Throws Dex +10, Con +7, Int +6 Saving Throws Dex +6, Int +3
Skills Acrobatics +10, Perception +7, Stealth +10 Skills Acrobatics +6, Perception +4, Stealth +6
Senses passive Perception 16 Senses passive Perception 14
Languages any two languages Languages any two languages
Challenge 11 (7,200 XP) Challenge 3 (700 XP)
Evasion. If the razorgirl is subjected to an effect that allows Evasion. If the razorgirl is subjected to an effect that allows
her to make a Dexterity saving throw to take only half the her to make a Dexterity saving throw to take only half the
damage, the razorgirl instead takes no damage if she damage, the razorgirl instead takes no damage if she
succeeds on the saving throw, and only half damage if she succeeds on the saving throw, and only half damage if she
fails. fails.
Hidden Blades. The razorgirl's cyberclaws are hidden Hidden Blades. The razorgirl's cyberclaws are hidden
inside her hands until she draws them. inside her hands until she draws them.
Spiked Heels. Difficult terrain doesn’t cost the razogirl
extra movement and she can move up, down, and across
ACTIONS
vertical surfaces and upside down along ceilings, while Multiattack. The razorgirl makes three melee attacks or
leaving her hands free. two ranged attacks.
Wired Reflexes. The razorgirl can take two reactions, Cyberclaws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
instead of one. When she does so, she can't take another one target. Hit: 8 (1d8 + 4) slashing damage. If the razorgirl
reaction until the start of her next turn. The razorgirl also rolls a 20 on a melee attack with the claws, she can make one
has advantage on her initiative rolls and opportunity attacks additional melee weapon attack against the target.
against her have disadvantage on the roll.
Magnum. Ranged Weapon Attack: +6 to hit, reach 70/280
ACTIONS ft., one target. Hit: 9 (2d8) piercing damage.
Multiattack. The razorgirl makes three attacks. REACTIONS
Cyberclaws. Melee Weapon Attack: +10 to hit, reach 5 ft., Uncanny Dodge. The razorgirl halves the damage that she
one target. Hit: 10 (1d8 + 6) slashing damage and 14 (4d6) takes from an attack that hits her. The razorgirl must be able
poison damage. If the razorgirl rolls a 20 on a melee attack to see the attacker.
with the claws, she can make one additional melee weapon
attack against the target.
Magnum. Ranged Weapon Attack: +10 to hit, reach
70/280 ft., one target. Hit: 15 (2d8 + 6) piercing damage and
2 (1d4) cold damage. this fucking
va l, i ne ed stitches. ast chicken
FragOut: ke a ro
Hydraulic Kick. Melee Weapon Attack: +10 to hit, reach 5 rved me up li
razorgirl ca ly
ft., one target. Hit: 8 (1d8 + 6) bludgeoning damage. joying a love
ll, I was en can drop everything
Valkree: We
REACTIONS I suppose I
evening, but u back together. Again.
pu t yo
Uncanny Dodge. The razorgirl halves the damage that she to come were a
takes from an attack that hits her. The razorgirl must be able y: Ho w do you know they fy as a
Wisegu enti
rhaps they id
to see the attacker. razorgirl? Pe
razorguy. r
Hydraulic Landing (Recharges on a Short or Long me to ask he
Rest). When the razorgirl falls, she reduces the damage from ag Ou t: di dn't have ti icing and dicing me
Fr
e she was sl
the fall to 0 and can make a hydraulic kick attack against a pronouns whil they may pref
er
creature within 5 feet of her. If the attack hits, it deals its
gu y: Ac tu al ly, I think y and be more
Wise tr
normal damage plus 1d6 for every 10 feet the razorgirl fell. orpeople'. Do
the term 'raz
sensitive.
207
REPORTER
REPORTER Medium humanoid (any race), any non-lawful alignment
The world is filled to the breaking point with corrupt
politicians, greedy and heartless corporations, and people Armor Class 13 (steelcloth)
struggling to survive. In a society constantly vying to bring Hit Points 33 (6d8 + 6)
Speed 30 ft.
your attention to the latest hot trend or spicy gossip, these
stories are lost to the whirlwind.
STR DEX CON INT WIS CHA
The only hope of shedding light on the injustices of the
10 (+0) 14 (+2) 13 (+1) 16 (+3) 13 (+1) 17 (+3)
world comes from that most noble of informer: the reporter.
Focused on getting the biggest scoop yet, the reporter is the
Saving Throws Dex +4
last bastion of investigative journalism. Skills Acrobatics +4, Insight +3, Investigation +5,
Multifaceted. Or, more accurately, the game-streaming Perception +3, Performance +7, Stealth +4
reporter, or celebrity reporter, or erotic reporter. After all, Senses passive Perception 13
nobody will tune in to watch a reporter consistently for the Languages any three languages
occasional news bomb. That's a lot of dead air, and the Challenge 1/2 (100 XP)
viewers, with their goldfish memories, will forget someone
exists if they aren't consistently relevant in their lives. Sense-Log. The reporter can record what it sees, hears, and
feels, and offload the recorded data to machines through its
Supplementing their reporting with additional revenue is
datajack port or wirelessly.
necessary if the reporter wants to be able to consistently
afford things like rent and food.
ACTIONS
Multiattack. The reporter makes two weapon attacks.
out
ticle, turns Stun Gun. Melee Weapon Attack: +2 to hit, reach 5 ft., one
dl ig ht : Ju st read an ar Valuable Infantile target. Hit: 3 (1d6) lightning damage.
Re g
new Enhancin osed to
SupraCorp's og ra m, wh ich was supp eech Pistol. Ranged Weapon Attack: +4 to hit, reach 70/280 ft.,
ng ui st ic s pr cr uc ia l sp
Li headstart on
ba bi es a ly ha rvesting one target. Hit: 5 (2d4) piercing damage.
give
ge sk il ls , was actual rtal.
and langua r hell po Pepper Spray (2/Day). The reporter sprays a can of
dr ea ms to power anothe stinging fluid at a creature up to 10 feet away. The target
baby the
en you think
ze r: wo w, SMH, just wh ned their lesson must succeed on a DC 10 Constitution saving throw or be
Do ar
d Finally le blinded for 3 rounds. At the end of each of its turns, the
Supracorp ha million
ho w, I do n' t think the time target can repeat the saving throw. On a successful save, the
me st
Redlight: So they were fined the la blindness ends.
s is
or so credit d dealing with demons
th ey we re fo un
deterrent.
REACTIONS
enough of a gh hopes
re I wa s ha ving such Hi Uncanny Dodge. The reporter halves the damage that it
Dozer: and he ogram takes from an attack that hits it. The reporter must be able to
pr
for the EVIL see the attacker.
ROCKER
It's not easy job, getting on stage and rocking your heart out.
It's not easy to rail against the man and everything He stands
for. It's not easy to wade through a sea of drugs and horny
groupies. No, it's not an easy job, but someone has to do it.
People say you should probably have stopped touring
decades ago, but that's bullshit. You're reaching new peaks,
your music has finally hit its stride again, and you really have
to pay off that mountain of debt somehow.
Merchandiser. The rocker is an iconic punk who uses
music to communicate their discontent with the
establishment, and also to sell as many albums and t-shirts
as possible. What do you mean nobody uses vinyl anymore,
and hasn't for a century?
ROCKER
Medium humanoid (any race), any alignment
ACTIONS
Combat Knife. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d4 + 2) piercing damage.
209
ROCKETMAN
Medium humanoid (any race), any alignment ROCKETMAN
Burning out his fuse up here alone...
Armor Class 17 (heavy tactical suit) It takes some real guts to attach so much rocket fuel and
Hit Points 143 (19d8 + 57)
explosive material to your body. Or maybe a thorough lack of
Speed 30 ft., fly 50 ft.
risk analysis and self reflection.
The rocketman is a beautiful combination of aerospace
STR DEX CON INT WIS CHA
engineering and cybernetic alterations. Jets are integrated
18 (+4) 14 (+2) 17 (+3) 9 (-1) 14 (+2) 15 (+2)
into the rocketman's body, along with cooling ducts to allow
Saving Throws Str +7, Dex +5 for air flow to deal with the tremendous amount of heat the
Skills Athletics +7, Perception +3, Technology +5 body is putting out. More incredible still, the body houses an
Senses passive Perception 13 internal warehouse for rocket casings and explosive material.
Languages any two languages This means that the rocketman's integrated rocket launcher
Challenge 6 (2,300 XP) is never wanting for ammunition, since the body can produce
rockets faster than the launcher can fire them.
Guided Missiles. When the rocketman attacks with its Firework. Of course, storing too many internal
rocket launcher, it can choose a point it can see within 120 compartments of explosives is dangerous business. A lucky
feet of it, and fire a rocket at that point. When the rocket
hit could cause one of the compartments to rupture and blast
arrives, the rocketman momentarily gains sight from its
location. Immediately after, the rocketman can redirect the a hole in the side of the rocketman. Still, no guts, no glory,
rocket to make a rocket launcher attack against a target the right?
rocketman can see within 120 feet of the rocket's location. Alright, it's definitely a lack of risk analysis.
The rocketman does not have advantage on the attack roll
due to the target not being able to see it.
211
ELITE SAMURAI
Medium humanoid (any race), any alignment
STREET SAMURAI
Medium humanoid (any race), any alignment ACTIONS
Multiattack. The samurai makes two melee attacks.
Armor Class 15 (combat vest)
Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Hit Points 78 (12d8 + 24)
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
Speed 30 ft.
slashing damage if used with two hands.
STR DEX CON INT WIS CHA Reflected Missile. Ranged Weapon Attack: +6 to hit, reach
40/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. This
18 (+4) 15 (+2) 15 (+2) 10 (+0) 13 (+1) 15 (+2) attack can only be taken as part of the reflect missile
reaction.
Saving Throws Str +6
Skills Athletics +6, Insight +3, Perception +3 REACTIONS
Senses passive Perception 13
Reflect Missile. When this creature is hit by a ranged
Languages any two languages
weapon, it can reduce the damage by 2d10. If this reduces
Challenge 3 (700 XP)
the damage to 0, this creature can immediately make a
reflected missile attack.
Aggressive. As a bonus action, the samurai can move up to
its speed toward a hostile creature that it can see.
213
SECURITY FORCES
Wealthy corporations have a lot to protect. From physical
assets like robotic factories, to proprietary data, to important
personnel, to the very buildings and workspaces that
compose a corporation's offices, there's no shortage of
potentially vulnerable targets. To stop every competitor from
throwing a wrench into their gears, corporations hire armies
of armed security officers to protect these assets with lethal
force, if necessary.
Essentially this makes corp security officers the hapless
frontline grunts of the corporate wars. Executives have no
problem with sending these extremely expendable forces, one
by one, into the whirling blades of a cybered-up samurai.
After all, who cares if one, or ten, or a hundred guards get
splattered? All that changes is a name in a database, and the
paycheck of the recently deceased gets forwarded to the next
new recruit.
ACTIONS ACTIONS
Multiattack. The captain makes two weapon attacks. Multiattack. The officer makes two weapon attacks.
Shock Baton. Melee Weapon Attack: +6 to hit, reach 5 ft., Shock Baton. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) lightning damage. A creature one target. Hit: 7 (1d8 + 3) lightning damage. A creature
reduced to 0 hit points by this weapon falls unconscious and reduced to 0 hit points by this weapon falls unconscious and
is stable. is stable.
Assault Rifle. Ranged Weapon Attack: +6 to hit, reach Assault Rifle. Ranged Weapon Attack: +5 to hit, reach
100/400 ft., one target. Hit: 7 (2d6) piercing damage. This 100/400 ft., one target. Hit: 7 (2d6) piercing damage. This
weapon has the automatic and burst-fire properties. weapon has the automatic and burst-fire properties.
214
ELITE SECURITY CAPTAIN
Medium humanoid (any race), any alignment
216
PRIME SNIPER Marksman. The sniper does not have disadvantage on
Medium humanoid (any race), any alignment ranged weapon attack rolls while prone, and its ranged
weapon attacks ignore half cover and three-quarters cover.
Armor Class 18 (combat suit)
Hit Points 98 (15d8 + 30) Steady Aim (1/Turn). The sniper can deal an extra 28
(8d6) damage when it hits a target with a ranged weapon
Speed 30 ft.
attack.
STR DEX CON INT WIS CHA ACTIONS
15 (+2) 22 (+6) 15 (+2) 14 (+2) 16 (+3) 11 (+0)
Multiattack. The sniper makes two weapon attacks.
Saving Throws Dex +10, Int +6, Wis +7 Combat Knife. Melee Weapon Attack: +10 to hit, reach 5
Skills Acrobatics +10, Perception +7, Stealth +10 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
Senses passive Perception 17
Sniper Rifle. Ranged Weapon Attack: +10 to hit, reach
Languages any two languages
200/800 ft., one target. Hit: 17 (2d10 + 6) piercing damage
Challenge 10 (5,900 XP) and 2 (1d4) lightning damage. This weapon has the scoped
property.
Chameleon Skin v2. As a bonus action, the sniper can turn
invisible. The invisibility ends if the sniper takes damage. Overwatch. The sniper locks down a section of the
battlefield with suppressing fire. Define a 20-foot cube
Headshot. Any hit the sniper scores against a surprised within sight of the sniper. When a target the sniper can see
creature is a critical hit. enters or moves within the area for the first time on a turn,
the sniper can make a ranged weapon attack against it with a
firearm, so long as it is in range.
SNIPER
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The sniper makes two weapon attacks.
217
BIKER PUNK
Medium humanoid (any race), any non-lawful alignment
ACTIONS
Multiattack. The punk makes two attacks with its heavy
chain or machine pistol, or one bola attack.
Heavy Chain. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Machine Pistol. Ranged Weapon Attack: +4 to hit, reach
50/200 ft., one target. Hit: 5 (2d4) piercing damage. This
weapon has the automatic property.
Bola. Ranged Weapon Attack: +4 to hit, reach 40/120 ft.,
one Large or smaller creature. Hit: The target is restrained. A
creature can use its action to make a DC 10 Strength check to
free itself or another creature in a bola, ending the effect on a
success. Dealing 5 slashing damage to the bola (AC 10) frees
the target without harming it and destroys the bola.
BULLY
Medium humanoid (any race), any non-lawful alignment
BULLY
These thugs might be the alpha dogs of their ramshackle
hovels, but they're not bright enough to avoid trying their
intimidation tactics against some cybered-up badass.
218
ENFORCER
Medium humanoid (any race), any non-lawful alignment
ACTIONS
Multiattack. The enforcer makes two weapon attacks.
REACTIONS
Vengeful Kick. After a creature makes an attack against the
enforcer within 5 feet, the creature must succeed on a DC 12
Strength saving throw or be knocked prone.
GANGSTER
Medium humanoid (any race), any non-lawful alignment
ACTIONS
Multiattack. The gangster makes two weapon attacks.
219
GANGSTER BOSS GANGSTER KING
Medium humanoid (any race), any non-lawful alignment Medium humanoid (any race), any non-lawful alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 13 (+1) 14 (+2) 15 (+2) 17 (+3) 14 (+2) 17 (+3) 13 (+1) 15 (+2) 16 (+3)
Saving Throws Str +4, Dex +5 Saving Throws Str +5, Con +5, Wis +4
Skills Athletics +4, Intimidation +4 Skills Athletics +5, Insight +4, Intimidation +4
Senses passive Perception 12 Senses passive Perception 12
Languages any two languages Languages any two languages
Challenge 2 (450 XP) Challenge 4 (1100 XP)
Muse (1/Hour). The boss can consume muse as a bonus Compel Underling. As a bonus action, the king commands
action, gaining 8 temporary hit points and adding 1d4 to one ally it can see within 30 feet of it. The ally gains
Constitution checks and Constitution saving throws for 1 advantage on all attacks it makes, and all attacks against the
hour. ally have advantage, until the end of the king's next turn.
REACTIONS
Hell to Pay. When a creature makes an attack against the
boss, the creature must make a DC 13 Wisdom saving throw
or be frightened until the end of its next turn.
GANGSTER BOSS
Whether they're leading a crew of biker punks, or a gang of
street toughs, or just a very flamboyant group of armed
strippers, the gangster boss is seen as the leader of the pack.
In some cases, they may find their position is nothing more
than middle management under the authority of the local
gangster king.
GANGSTER KING
At the heights that street scum can hope to reach, the
gangster king reigns as supreme despot over their kingdom.
Grander in name than reality, their kingdom is usually just
the turf they can scrape together, stretching only as far as the
edge of the slums.
220
GOON ROAD RAIDER
Medium humanoid (any race), any non-lawful alignment Medium humanoid (any race), any non-lawful alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 9 (-1) 10 (+0) 16 (+3) 17 (+3) 16 (+3) 10 (+0) 13 (+1) 14 (+2)
Jagged Shiv. Melee Weapon Attack: +3 to hit, reach 5 ft., Ride or Die. The raider has advantage on checks and saving
one target. Hit: 3 (1d4 + 1) piercing damage. throws to avoid being pushed from its vehicle or knocked
prone.
Pistol. Ranged Weapon Attack: +3 to hit, reach 70/280 ft.,
one target. Hit: 5 (2d4) piercing damage.
ACTIONS
Multiattack. The raider makes two weapon attacks.
GOON Long Blade. Melee Weapon Attack: +5 to hit, reach 5 ft.,
The losers of the cyberpunk world, goons are the sycophants one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
that latch themselves onto whatever strong personality slashing damage if used with two hands.
comes along. In media, they're the background decoration Micro SMG. Ranged Weapon Attack: +5 to hit, reach
that sneers and laughs at the main character during dialog 50/200 ft., one target. Hit: 7 (2d6) piercing damage. This
exchanges between more important characters, usually in the weapon has the automatic property.
brief moments before the goons die.
REACTIONS
ROAD RAIDER Last Ride. When the road raider or a vehicle it is driving is
reduced to 0 hit points, the road raider can have the vehicle
Tough street warriors that have survived for long enough to it is driving move up to half of its speed. The vehicle then
qualify as veterans. Experienced in vehicular combat, the explodes as if reduced to 0 hit points.
road raider feels most at home above the speed limit. They
know that they aren't long for this world, and when their
ticket is punched, they're determined not to go down without
raising hell.
STREET SHAMAN
Medium humanoid (any race), any alignment STREET SHAMAN
The street shaman is an urban mystery, an enigma wrapped
Armor Class 16 (armored trench coat) in shadow that defies the bright neon lights. They also smell
Hit Points 99 (18d8 + 36) like motor oil and exhaust fumes, no matter how many times
Speed 30 ft.
they put their grim shrouds through the wash.
Urban Mystery. The street shaman shares a primal
STR DEX CON INT WIS CHA
connection with the city, hearing its pulse as its veins thrum
16 (+3) 13 (+1) 16 (+3) 12 (+1) 17 (+3) 15 (+2)
with non-stop traffic. They wield strange powers, performing
shamanic services that the superstitious and desperate will
Saving Throws Con +6, Wis +6
Skills Arcana +4, Insight +6, Perception +6, Religion +4 pay big money to acquire.
Senses passive Perception 16 it
mission did
Languages any three languages
Sa m: We ll , that last et holes in
Street bull
Challenge 7 (2,900 XP) ere's enough again.
for Ronin, th t think she'll drive
at I do n'
her th guy
Spellcasting. The street shaman is an 12th-level spellcaster. ke, I know a
Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit eW he el De al : If you'd li It's not cheap,
Th .
ing her back
with spell attacks). It has the following druid spells prepared: who could br as good as new.
but she'll be
that
Cantrips (at will): control flames, mending, produce flames, you're into
n't tell me se.
thunderclap Valkree: Do 'street shaman' nonsen
rs ti ti ou s
1st level (4 slots): absorb elements, cure wounds, detect supe al thing!
magic, spectral barricade al : No jo ke , he's the re ploded!
TheWheelDe after he ex
2nd level (3 slots): locate object, spiritual weapon ck my Rover
He brought ba can fix
3rd level (3 slots): camouflage vehicle, summon vehicle
yo u' ll te ll me that he
xt
4th level (3 slot): find the road, reconstruct vehicle Valkree: Ne zing into the hole.
ee
5th level (2 slots): commune with nature, greater a flat by sn y, if I had
a
restoration, haywire he el De al : Don't be sill l witch.
TheW whee
6th level (1 slot): awaken vehicle, heal ing it to a
flat, I'd br
Wheel-Saint. Vehicles the shaman is driving have
advantage on ability checks and saving throws.
ACTIONS
Multiattack. The shaman makes two weapon attacks. Collision Course (Recharge 5-6). The shaman embodies
the spirit of a burning motorcycle, moving up to 80 feet in a
Tire Iron. Melee Weapon Attack: +6 to hit, reach 5 ft., one straight line, and can move through the space of any creature
target. Hit: 7 (1d8 + 3) bludgeoning damage and 9 (2d8) or vehicle, but must end this action in an empty space. If the
thunder damage. shaman enters a creature's or vehicle's space during this
Magnum. Ranged Weapon Attack: +6 to hit, reach 70/280 movement, the target must make a DC 14 Dexterity saving
ft., one target. Hit: 9 (2d8) piercing damage and 9 (2d8) throw. On a failure, the target takes 18 (4d8) bludgeoning
thunder damage. damage and 18 (4d8) fire damage.
222
SWARM OF MONKEYS
Captured or bred for captivity, these monkeys are kept as test
subjects for all manner of dubious experiments. While
scientists would love to perform these tests on humanoids,
monkeys require less paperwork.
Wild Side. Being subjected to extremely close
confinement and mistreatment is enough to drive these
monkeys into a wild rage, attacking and tearing apart the
nearest non-monkey they see. Because of this, it's important
to ensure that the containment units they are placed into do
not fail under any circumstances.
SWARM OF MONKEYS
Large swarm of tiny beasts, unaligned
Armor Class 13
Hit Points 59 (9d10 + 9)
Speed 50 ft., climb 50 ft.
TECHNOMANCERS
STR DEX CON INT WIS CHA Whether you like it or not, technology is an inescapable part
11 (+0) 16 (+3) 13 (+1) 4 (-3) 12 (+1) 7 (-2) of our lives. Ask yourself, when was the last time you entered
a room without a machine or gadget in it? If you, like most
Skills Acrobatics +5, Perception +3, Sleight of Hand +5 folks, have a smartphone in your pocket or a datajack in your
Damage Resistances bludgeoning, piercing, slashing
head, then it's probably been a long, long time.
Condition Immunities charmed, frightened, grappled,
It's because the world is so suffused with technology that
paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 11 technomancers, those capable of manipulating the data
Languages — stream and bending it to their will, have begun appearing. It's
Challenge 3 (700 XP) a special sort of magic that traverses the ocean of
information, but those who wield it can gain access to a near
Pilfer. As a bonus action, the swarm makes a Dexterity limitless source of power.
(Sleight of Hand) check against the passive Perception of a Techminds. The technomantic abilities begin
creature within the swarm's space. On a success a tiny item is
manifesting themselves in those who have gained an intrinsic
stolen and, if possible, immediately used.
understanding of electronics and networking, having
Swarm. The swarm can occupy another creature's space immersed themselves in learning every aspect that greases
and vice versa, and the swarm can move through any the flow of information in the modern world. When they
opening large enough for a Tiny monkey. The swarm can't come to learn an intrinsic truth of the nature of technology,
regain hit points or gain temporary hit points.
they awaken the knowledge necessary to orchestrate every
ACTIONS circuit, transistor, and data byte in pursuit of their goals.
Disgruntled. So, the next time you want to curse at that
Monkey Bites (swarm has more than half HP). Melee
poor IT worker about how your laptop stopped working after
Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 21
(6d6) piercing damage, or 10 (3d6) piercing damage if the it fell in a puddle, remember to instead be kind. After all, you
swarm has half of its hit points or fewer. probably don't want to be found having mysteriously
strangled yourself to death with your mouse cable.
223
ELITE TECHNOMANCER Cantrips (at will): knack, mending, minor illusion, shocking
Medium humanoid (any race), any alignment grasp
1st level (4 slots): identify, mage armor, catapult
Armor Class 12 (15 with mage armor) 2nd level (3 slots): invisibility, knock, locate object
Hit Points 111 (17d8 + 34) 3rd level (3 slots): contract, lightning bolt, major image
Speed 30 ft. 4th level (3 slot): dimension door, fabricate
5th level (2 slot): animate objects, haywire, synaptic static
6th level (1 slot): chain lightning
STR DEX CON INT WIS CHA 7th level (1 slot): commandeer vehicle, transport via
11 (+0) 14 (+2) 15 (+2) 19 (+4) 15 (+2) 12 (+1) network
225
TECHNOMANCER Submachine Gun. Ranged Weapon Attack: +5 to hit,
Medium humanoid (any race), any alignment reach 50/200 ft., one target. Hit: 7 (2d6) piercing damage.
This weapon has the automatic and burst-fire properties.
Armor Class 12 (15 with mage armor)
Pulse (2/Day). The technomancer cause an EMP at a point
Hit Points 77 (14d8 + 28)
it can see within 60 feet of it. Machines, constructs, and
Speed 30 ft.
vehicles within 30 feet of that point are subjected to EMP.
Machines in the area cease to function for 1 minute.
STR DEX CON INT WIS CHA Constructs in the area with the Electronics feature must
11 (+0) 14 (+2) 14 (+2) 17 (+3) 13 (+1) 11 (+0) succeed on a DC 14 Constitution saving throw or they are
stunned until the end of the technomancer's next turn.
Saving Throws Int +7 Vehicles in the area must succeed on a DC 14 Constitution
Skills Arcana +6, Investigation +6, Perception +4, saving throw or their movement speed is reduced to 0 and
Technology +6 they can’t take actions or reactions until the end of the
Senses passive Perception 14 technomancer's next turn.
Additionally, wireless and radio connections in a 100-
Languages any three languages
foot-radius centered on the point are suppressed for 1
Challenge 6 (2,300 XP)
minute.
Sabotage. As a bonus action, the technomancer chooses a
creature holding a firearm or a Tiny machine it can see
REACTIONS
within 60 feet of it. If the target is a creature, it must succeed Firewall. When an attack would hit the technomancer, it
on a DC 14 Intelligence saving throw or the next attack made can raise a burning barrier that reduces the damage from the
with the weapon is at disadvantage. If the target is a attack by 7 (2d6). If the attack was a melee attack from a
machine, it loses all functionality. If a creature is holding the creature within 10 feet of the technomancer, the creature
machine, it can make a DC 14 Intelligence saving throw to must succeed on a DC 14 Dexterity saving throw or take fire
negate this effect. This ability creates a visual effect that can damage equal to the amount rolled to reduce the damage.
only be seen with AR vision.
ACTIONS
Multiattack. The technophile uses its Plasma Emittter. It
then makes three ranged attacks.
REACTIONS
Neural Burst (1/Day). When the technophile takes
damage, it can reduce the damage to zero in a burst of speed.
The technophile instantly gains a turn, even in the middle of
another creature's turn, during which its attacks have
advantage, other creatures have disadvantage on saving
throws caused by the technophile, and other creatures
cannot use their reactions.
227
ELITE TECHNOPHILE
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The technophile uses its Lightning Surge, its
Cold Blast, or its Flame Burst. It then makes two ranged
attacks.
REACTIONS
Elastic Dodge (3/Day). When the technophile fails a
Dexterity saving throw, it can instead succeed on the saving
throw. Alternatively, when the technophile is knocked prone,
it can instead choose not to be.
228
PRIME TECHNOPHILE
Medium humanoid (any race), any alignment
229
TECHNOPHILE
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The technophile uses its Lightning Surge, its
Cold Blast, or its Flame Burst. It then makes one ranged
attack.
REACTIONS
Elastic Dodge (3/Day). When the technophile fails a
Dexterity saving throw, it can instead succeed on the saving
throw. Alternatively, when the technophile is knocked prone,
it can instead choose not to be.
230
TECHNO TERROR
While some AIs may be content to simply exist and explore
their surroundings, others form desires and goals that may
be completely alien to our understanding. In the process of
gathering more processing power, intellect, and manifesting
its presence in the physical world, the AI pursues the path of
becoming a technological singularity. This force of
technology grows at an accelerating pace until it can twist
technology beyond its original design.
This singularity is known as a techno terror, the combined
force of a vast intelligence and the seething mass of
machinery that is absorbed into its orbit. Its body mass is a
mess of twisted metal, plastic, and rubber that bends and
twists at the techno terror's will, the various parts
unrecognizable after being salvaged from various machines.
The whole mass is tied together with prehensile, powered
cables.
LAIR ACTIONS
When fighting inside its lair, a techo terror can twist the
ambient machinery to its will. These actions cannot take
place in areas where wireless and radio connections have
been suppressed by EMP or a similar effect. On initiative
count 20 (losing initiative ties), the techno terror takes a lair If there are machines in the nearby area, 1d4 Small and 1
action to cause one of the effects described below; it can't use Medium machines crawl into the lair and moves 15 feet
the same effects two rounds in a row: toward the terror at initiative count 20 every round until
they are 10 feet of the terror.
Electric wires fray and begin sparking on the ground in a
20-foot-radius centered on a point the terror can see REGIONAL EFFECTS
within 120 feet of it. It lasts until initiative count 20 on The territory within 6 miles of a techno terror's lair is warped
the next round. When a creature moves into or within the by the terror's technological influence, which creates one or
area, it must succeed on a DC 20 Dexterity saving throw more of the following effects:
or take 2d4 lightning damage for every 5 feet it travels
until the start of its next turn. The effect ends on the next Screens, monitors, speakers, VR optics, and similar
initiative count 20. equipment are subject to glitches and bugs, causing
unsettling or jarring images to appear and sounds to play.
Creatures with a datajack within 60 feet of the terror
receive dizzying feedback from their datajack. The AR creatures will appear to those who can see them, and
creature must succeed on a DC 15 Intelligence saving may either speak on behalf of the terror, or act in a
throw or have disadvantage on attack rolls and saving disjointed, erratic manner. AR objects may also appear.
throws until initiative count 20 on the next round.
Occasional power surges, brownouts, and brief blackouts
A hologram forms around the terror, shadowing its occur.
movements. When a creature attacks the terror, it must Creatures that connect to machines within the area must
roll a d20 to determine whether the attack instead targets succeed on a DC 15 Intelligence saving throw or be
the hologram. On a 10 or lower, the creature targets the infected with a spyware virus (Chapter 6) that reports the
hologram. If the the attack targets the hologram, on an creature's activity back to the techno terror.
attack roll of 14 or higher, the hologram disappears.
If the terror dies, these effects end over the course of an
hour.
231
TECHNO TERROR
Gargantuan construct, any alignment ACTIONS
Multiattack. The terror uses Live Wires or Absorb once. It
Armor Class 20 (natural armor) then makes three attacks using its Crush, Throw Part, or
Hit Points 385 (22d20 + 156) both.
Speed 60 ft., climb 40 ft.
Crush. Melee Weapon Attack: +16 to hit, reach 10 ft., one
target. Hit: 30 (4d10 + 8) bludgeoning damage.
STR DEX CON INT WIS CHA
Live Wires. Melee Weapon Attack: +16 to hit, reach 30 ft.,
26 (+8) 13 (+1) 24 (+7) 27 (+8) 20 (+5) 19 (+4)
one target. Hit: 15 (2d6 + 8) bludgeoning and 10 (3d6)
lightning damage. If the target is a Large or smaller creature,
Saving Throws Str +16, Con +15, Int +16, Wis +13 it is pulled to an empty space next to terror and grappled
Skills Athletics +16, Insight +13, Perception +13, (escape DC 16). Until this grapple ends, the target is
Technology +16 restrained, and the terror can't use its live wires against
Damage Immunities poison another target.
Condition Immunities charmed, exhaustion frightened,
Throw Part. Ranged Weapon Attack: +16 to hit, reach
paralyzed, petrified, poisoned
200/800 ft., one target. Hit: 26 (4d8 + 8) bludgeoning. The
Senses darkvision 60 ft., the terror can see through any
terror takes 1d6 slashing damage when it makes this attack.
camera within 1 mile of it, passive Perception 23
Languages all, telepathy 1 mile (works only with creatures Absorb. The terror makes a Live Wire attack against a Large
that have a datajack) or smaller creature it is grappling. If the attack hits, the
Challenge 25 (75,000 XP) target takes the attack's damage and is absorbed. The
swallowed creature is blinded and restrained, it has total
Electronics. The terror is susceptible to the effects of EMP cover against attacks and other effects outside the terror, and
and similar effects. it takes 27 (6d8) lightning damage at the start of each of the
terror's turns.
Innate Spellcasting. The terror's spellcasting ability is The terror can hold up to one creature at a time. If the
Intelligence (spell save DC 24, +16 to hit with spell attacks). terror takes 30 damage or more on a single turn from a
The terror can innately cast the following spells, requiring no creature inside it, or when a creature with the hacking tools
material components: augment succeeds on a DC 20 hacking tools check, the terror
must make a DC 25 Constitution saving throw at the end of
At will: contract, knack that turn. On a failed save, the creature exits the terror and
3/day each: animate objects, haywire, lightning bolt, falls prone in a space within 10 feet of the terror. If the terror
programmed illusion, scrying, synaptic static dies, an absorbed creature is no longer restrained by it and
1/day each: awaken vehicle, commandeer vehicle, transport can escape from the corpse using 20 feet of movement,
via network exiting prone.
Legendary Resistance (3/Day). If the terror fails a saving
throw, it can choose to succeed instead. LEGENDARY ACTIONS
Salvage. As a bonus action, the terror can consume a The cataclysmic anomaly can take take 3 legendary actions,
machine within 10 feet of the terror, regaining hit points choosing from the options below. Only one legendary action
based on the size of the machine. The terror gains 1d6 hit option can be used at a time and only at the end of another
points for a Tiny machine, 2d6 for a Small machine, 3d6 for a creature's turn. The cataclysmic anomaly regains spent
Medium machine, 4d6 for a Large machine, 5d6 for a Huge legendary actions at the start of its turn.
machine, and 6d6 for a Gargantuan machine.
Crush Attack. The terror makes a Crush attack.
Throw. The terror makes a Throw Part attack.
Cast a Spell (Costs 2 Actions). The terror casts a spell.
big scary
yo u kn ow , you put on a inside
VARIANT: ALTERNATE AI TERROR Wildfire: a softy
t you're just
act, but I be YOU TOY
The techno terror can be altered to fit any of the AIs from
YO U KN OW NO T THE POWERS
Appendix D's list of AI. To do so, replace the techno terror's The_Herald: DO NOT PRESS ME
.
Intelligence, Wisdom, and Charisma scores with the AI's WITH, MORTAL ¯\_( ᵔ͡ ʖ ͡ )_/¯
͜ ᵔ
ability scores, and add any applicable special traits and fi re : I' m not scared!
Wild BROUGHT
controller traits to the techno terror as if it were a drone.
: RE ME MB ER THAT YOU HAVE HILATION
If the AI has the unbound or bound spellcasting special The_Herald ARE FOR ANNI
URSELF, PREP
trait, you can replace the spells from the techno terror's THIS UPON YO hiccup.
innate spellcasting special trait with the spells from the AI's : Wh oo ps , server had a
ll
Prof Goofba
spellcasting trait. IS COMPLETE
MY DARK WORK
The techno terror's challenge rating may be heavily altered The_Herald :
ened! ( ~ ͡ ͜� ~ ͡)
by this variant. re : ha ha ! nothing happ
Wildfi did you do
it , yo u mo nster, what ʘ༽༽ノノ
Wildfire: wa icon macros?!? ヽ༼ ʘ ʖ╮͡
͡╭͜
ot ͜ ☭
͡)╮/\╱\ (☭
to all my em ʖ )
͡ ° ͡ ʖ͜ °͡ °
/╲/\╭( °
232
APPENDIX D
DRONES AND AI
L
ife has often sought to recreate life, and sometimes we
manage to do it without all the messy reproductive
CONTROLLING DRONES
fluids. Drones and artificial intelligence (AI) each Drones are similar to machines, in that they can be
represent a part of ourselves, the body and the mind, honed connected to and accessed by those with the drone's key.
through endless hours and expense in research and Hypothetically, whoever has the key, controls the drone.
development until we could achieve the current pinnacle of However, in order to stop the wholesale takeover of drones
technology. by any hacker at any time, they are typically given a set of
Perfection is probably out of the question, especially when instructions, and their ports, wireless and physical, are
you consider the flawed creatures that created them, but closed during normal duty hours. It's only when they are
perhaps perfection isn't the goal. After all, would a bleak plugged in for charging or maintenance (or violently
vision of our dystopian future be without malfunctioning, disabled) that they are openly vulnerable to malicious
murderous drones and the alien logic of glitched AI. influence.
This appendix is packed to the breaking point with drones, For hacking purposes, this means that a player character
AI, and instructions for their use and customization. or other creature cannot simply hack into a drone's mind
mid-combat and tell it to stop fighting, or turn on its owners.
DRONES IN PLAY This is also true for AIs, but an AI has an advantage in being
well placed to sneak into any vulnerable drone from a
Drones are useful for manner of activities. From network.
manufacturing, to shipping, to salvage and cleanup, to
keeping street filth away from your precious valuables, a
drone can do it all. They don't need food, time off, healthcare, DRONE LIST
maternity leave, or a paycheck. Best of all, they don't The following is a list of drones, their statistics, and
question orders. Essentially, a drone is kind of like you, but descriptions for use in your campaign, as well as instructions
better. for creating your own. They are organized in alphabetical
Typically, drones will have been manufactured for a order.
specific task, such as construction, serving, or
lowed to
manufacturing. They are then purchased and deployed for
li ke , ro bo ts aren't Al um cleaner
Dozer: so t my vacu
that purpose by an individual or organizaiton. Most will have 's 3 laws, bu by Throwing
no will of their own, being incapable of making their own break Asimov e 3r d la w
ng th
decisions without first being told what to do. keeps breaki airs
st
itself down its commands
Of course, there are exceptions, such as in the cases of
Go d: Ah , but perhaps ?
rogue drones abandoning their designated tasks and Glitched the first tw
o laws
conflict with ns
pursuing their own mysterious objectives. There are also it just Clea
imagine how,
cases where the control of a drone force is seized by an AI, Dozer: can't alized that
whose commands they follow without hesitation. Such cases Go d: Pe rh aps it has re ing you by
Glitched it's harm
up for you, for
frequently result in violence. by cleaning
yo u to le ar n to clean up it, by
For Dungeons & Dragons purposes, drones are creatures not al lo wi ng at I co ns id er
ough, now th by not
that can be used in a manner similar to monsters, or as yourself. Th ive, you may be harmed ce,
g yo u al ex pe ri en
keepin rtal
resources for the goals of the player characters, or even just d the full mo
as ambience for other events. being allowe h. How fascinating!
at
including de was dirty
va cu um 's vi sion sensor
Dozer: the
CONSTRUCTION DRONE FLAYER DRONE
Huge construct (drone), unaligned Medium construct (drone), unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 8 (-1) 19 (+4) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 16 (+3)
Saving Throws Str +9, Con +8 Skills Athletics +7, Deception +6, Perception +5, Stealth
Skills Athletics +9 +5
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 15
Languages understands the languages of its creators Languages understands the languages of its creators
Challenge 11 (7,200 XP) Challenge 5 (1,800 XP)
Electronics. The drone is susceptible to the effects of EMP Aggressive. As a bonus action, the drone can move up to its
and similar effects. speed toward a hostile creature that it can see.
Steamroller. The drone can occupy the space of prone Electronics. The drone is susceptible to the effects of EMP
creatures as it rolls over them, crushing them in the process. and similar effects.
When a creature starts its turn prone beneath the drone, it
Fleshveil. The drone appears to be an injured humanoid
must make a DC 17 Strength saving throw. On a failed save,
unless a creature succeeds on a DC 16 Wisdom (Perception)
the creature takes 18 (4d8) bludgeoning damage and is
check.
restrained until the start of their next turn, or until the drone
is no longer above them. On a successful save, the creature
takes half as much damage and is moved to the nearest
ACTIONS
empty space within 5 feet of the drone. Multiattack. The drone makes two Catching Claw attacks.
It can substitute Flaying Maw for one of these attacks.
Wrecking Ball. The drone deals double damage to objects,
structures, and vehicles. As a bonus action, the drone can Catching Claw. Melee Weapon Attack: +7 to hit, reach 5
make a melee weapon attack against an object. If the drone ft., one target. Hit: 14 (3d6 + 4) piercing damage, and if the
destroys the target with this attack, targets other than the target is a creature that is Large in size or smaller, the target
drone within 10 feet of the object must succeed on a DC 17 is grappled (escape DC 17). Until this grapple ends, the target
Dexterity saving throw or take 10 (3d6) piercing damage. is restrained, and the flayer can't use this attack against
another target.
ACTIONS Flaying Maw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Multiattack. The drone makes three weapon attacks. one creature that is grappled by the drone. Hit: 23 (3d12 + 4)
slashing damage. A creature hit by this attack has its speed
Hydraulic Jackhammer. Melee Weapon Attack: +9 to
reduced by 10 feet, to a minimum of half its normal speed,
hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning
until it finishes a long rest.
damage. The target must succeed on a DC 17 Strength saving
throw or be knocked prone.
Heavy Rivet Gun. Ranged Weapon Attack: +9 to hit, At the heart of every drone beats a small AI core. For many,
reach 60/240 ft., one target. Hit: 16 (2d10 + 5) piercing it's extremely limited, just enough to process and perform
damage. If the drone hits a creature twice with this attack in basic commands with maximum efficiency. For drones in
the same turn, and the creature is within 5 feet of a solid public-facing positions, such as customer service or social
surface, the creature is restrained by nails. As an action, the
work, a greater level of intelligence is required.
restrained target can make a DC 14 Strength check, breaking
free on a success. Installing these advanced cores in drones with such
proximity to people is not without risk. To put it simply...
people are complicated things, full of inconsistencies and
Construction drones are critical for every industry. Rapid paradoxes. For an AI with the capacity to feel emotion and
construction and expansion both above and below ground is empathy, but not enough to understand them, the experience
made possible by such drones. It's thanks to them that the of being near-humanoid is enough to drive a core crazy.
skies are blotted out with endless rows of neon skyscrapers, And then it happens, the AI cracks. It cannot understand
which seem to get taller every year in an endless dick- being a person without going further. To truly know a person
measuring contest. means getting into their shoes, or in this case, their skin.
These heavy duty drones are built to endure years of Flayer drones have made radical changes to their
endless construction efforts. They're also equipped with structure, rebuilding themselves with claws and threshing
numerous built-in construction tools that would make them blades designed to efficiently harvest humanoid flesh for
fearsome opponents, which thankfully would never happen apparel. Now, with the grim masquerade at last complete, the
with the docile drones. drone understands a little more. But it's not enough, every
individual is special, and so they must all be flayed and worn.
235
FLYING DRONE its
tracker says
Small construct (drone), unaligned
Ou t: fu ck , my delivery me ho w th e
Frag but so
e my place,
Armor Class 13
right outsid is in de finite
me
estimated ti e
Hit Points 41 (9d6 + 9) I saw a dron
at's my Bad. ght I'd
Speed 0 ft., fly 60 ft. Dozer: oh, th e your window and thou air
id e
hovering outs and Snipe it out of th
STR DEX CON INT WIS CHA be neighborly roommate has
one
t: br o, wt f! first my w yo u wr ec k
FragOu d no
7 (-2) 16 (+3) 12 (+1) 5 (-3) 14 (+2) 1 (-5) meltdowns, an is so
of her little very? this apartment
d- ou t de li pr ic kl ing
Skills Perception +4 my ra
ho t i ca n feel my skin
Damage Immunities poison, psychic fucking about living
m, ha ve you thought
Condition Immunities charmed, exhaustion, frightened, Dozer: uh roommate?
Radioactive
paralyzed, petrified, poisoned with a less on time and
Senses darkvision 60 ft., passive Perception 14 lo ok , sh e pays her rent ons. for
FragOut: detona ti
Languages — lain about my w rads
doesn't comp wi th a fe
t up
Challenge 1/2 (100 XP) that i can pu
Electronics. The drone is susceptible to the effects of EMP
and similar effects.
GATLING TURRET
Small construct (drone), unaligned
Skills Perception +4
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 2 (450 XP)
ACTIONS
Multiattack. The turret makes two ranged attacks.
Gatling Gun. Ranged Weapon Attack: +6 to hit, reach
100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
This weapon has the automatic property.
236
NANOMACHINE LEGION Microswarm. The legion can occupy another creature's
Huge swarm of tiny constructs (drones), unaligned space and vice versa, and the legion can move through any
opening, even imperceptible cracks. The legion can't gain
Armor Class 14 temporary hit points.
Hit Points 133 (14d12 + 42)
Scavenger Protocol. As a bonus action, the legion can
Speed 50 ft., climb 50 ft., fly 20 ft.
consume the corpse of a dead creature in the legion's space if
the corpse is made of organic or inorganic material. When
STR DEX CON INT WIS CHA the legion does so, it regains 21 (6d6) hit points. The corpse
7 (-2) 18 (+4) 16 (+3) 1 (-5) 15 (+2) 1 (-5) disintegrates, and everything it is wearing or carrying, except
magic items, are consumed by the legion.
Damage Vulnerabilities lightning
Overwhelm. The legion's movement does not trigger
Damage Resistances bludgeoning, piercing, slashing opportunity attacks.
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, grappled, ACTIONS
paralyzed, petrified, poisoned, prone, restrained
Multiattack. The legion makes two Deconstruct attacks. It
Senses blindsight 60 ft., passive Perception 12
can't make both attacks against the same target.
Languages —
Challenge 10 (5,900 XP) Deconstruct. Melee Weapon Attack: +8 to hit, reach 0 ft.,
one target. Hit: 42 (12d6) necrotic damage, or 21 (6d6)
Electrical Surge. When the legion takes lightning damage, necrotic damage if the legion has half of its hit points or
it has advantage on attack rolls until the end of its next turn. fewer. If the target is a creature, it must succeed on a DC 14
Constitution saving throw or it's hit point maximum is
Electronics. The legion is susceptible to the effects of EMP reduced by an amount equal to the damage taken. The
and similar effects. reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
STR DEX CON INT WIS CHA Scavenger Protocol. As a bonus action, the swarm can
consume the corpse of a dead creature in the swarm's space if
2 (-4) 18 (+4) 15 (+2) 1 (-5) 15 (+2) 1 (-5)
the corpse is made of organic or inorganic material. When
the swarm does so, it regains 21 (6d6) hit points. The corpse
Damage Vulnerabilities lightning disintegrates, and everything it is wearing or carrying, except
Damage Resistances bludgeoning, piercing, slashing magic items, are consumed by the swarm.
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, grappled, ACTIONS
paralyzed, petrified, poisoned, prone, restrained
Deconstruct. Melee Weapon Attack: +7 to hit, reach 0 ft.,
Senses blindsight 60 ft., passive Perception 12
one target. Hit: 42 (12d6) necrotic damage, or 21 (6d6)
Languages — necrotic damage if the swarm has half of its hit points or
Challenge 5 (1,800 XP) fewer. If the target is a creature, it must succeed on a DC 13
Constitution saving throw or it's hit point maximum is
Electrical Surge. When the swarm takes lightning damage, reduced by an amount equal to the damage taken. The
it has advantage on attack rolls until the end of its next turn. reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
Nanorobotic technology is counterintuitive. Normally, bigger elements, and a big jug of water. And they'll do it if they're
is better. So how can small thing be good? Well, as it turns told to.
out, you just need many very small thing to be good. That's You see, they're not very smart; there's not enough
just math. memory capacity or storage for them to carry out more than
Nanorobotics has numerous applications, ranging from one or two tasks. If they are set to tear apart inorganic and
medicine to construction and beyond. Being able to destroy a organic trash, they wouldn't be able to determine the
tumor inside a body without making an incision, and difference between banana peels and your face.
cleaning up cancer cells in a body is a technological feat One of the cardinal sins with nanomachine technology is to
worth celebration. Such is the power of a nanomachine. program them to self-reproduce indefinitely. Given enough
Nanomachines are microscopic machines capable of little materials for scavenging, and the ability to construct clones
by themselves, but a nanomachine swarm is a different of themselves, eventually a nanomachine legion will form.
matter. A swarm could disassemble a human being and From there, unless they are stopped, the world may learn the
deposit its components in neat piles of the body's numerous consequences of exponential growth.
237
RIOT DRONE SERVANT DRONE
Medium construct (drone), unaligned Medium construct (drone), unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 15 (+2) 5 (-3) 10 (+0) 9 (-1) 13 (+1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 5 (-3)
238
SOLDIER DRONE SPIDER DRONE
Medium construct (drone), unaligned Small construct (drone), unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 7 (-2) 13 (+1) 4 (-3) 11 (+0) 16 (+3) 13 (+1) 5 (-3) 13 (+1) 1 (-5)
Electronics. The drone is susceptible to the effects of EMP Electronics. The drone is susceptible to the effects of EMP
and similar effects. and similar effects.
Resilient Engineering. If damage reduces the drone to 0 Pack Tactics. The drone has advantage on an attack roll
Hit Points, it must make a Constitution saving throw with a against a creature if at least one of the drone's allies is within
DC of 5 + the damage taken, unless the damage is lightning 5 ft. of the creature and the ally isn't incapacitated.
or from a critical hit. On a successful save, the drone drops to
Spider Climb. The drone can climb difficult surfaces,
1 hit point instead.
including upside down on ceilings, without needing to make
an ability check.
ACTIONS
Multiattack. The drone makes two weapon attacks. ACTIONS
Burst Shot. Ranged Weapon Attack: +6 to hit, reach Metal Maw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
60/180 ft., one target. Hit: 16 (5d4 + 4) piercing damage. one target. Hit: 7 (1d8 + 3) piercing damage.
This weapon has the scatter property.
Poisoned Needle. Ranged Weapon Attack: +5 to hit, reach
Rapid Fire. Ranged Weapon Attack: +6 to hit, reach 60/240 ft., one target. Hit: 2 (1d4) piercing damage and the
100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. target must succeed on a DC 11 Constitution saving throw or
This weapon has the automatic property. take 7 (2d6) poison damage and be poisoned for 1 minute.
Rocket Launcher. Ranged Weapon Attack: +6 to hit,
reach 120/480 ft., one target. Hit: 11 (2d6 + 4) piercing Why bother arming teens and sending them into war when
damage and 7 (2d6) thunder damage. This weapon has the
soldier drones will fight just as well, and without
blast property. This weapon must be reloaded with an action
after attacking with it. hesitation or mercy. They also won't give you bad PR
complaining about things like PTSD or crippling combat
wounds. And when they break, you can just toss them in the
trash instead of having expensive, boring military funerals.
SURGICAL DRONE WARRIOR DRONE
Large construct (drone), unaligned Medium construct (drone), unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 16 (+3) 15 (+2) 20 (+5) 7 (-2) 16 (+3) 11 (+0) 13 (+1) 5 (-3) 13 (+1) 4 (-3)
240
The same could be said of a floating drone with antimagic
emitters and multiple beam weapons, which is a beholder
with this template applied to it. A mimic could be a drone
that can reform and recolor itself into any object. A ghoul is a
ferocious robot with tearing razor teeth and syringe claws
that inject a paralytic agent.
Abberations, beasts, constructs, dragons, fiends, giants,
humanoids, and monstrosities are all potential candidates for
becoming drones, but not all members of each creature type
make sense. Creatures with spellcasting or fantastical
abilities, such as the medusa's petrifying gaze, may be a little
more difficult to explain or flavor with technology that a
drone might have, though certainly not impossible.
Ultimately, it's up to the DM to decide what creatures make
sense as a drone in their setting.
When reworking a creature as a drone, it retains its
statistics except as described below.
Type. The drone's type changes to construct drone, and it
no longer requires air, food, drink, or sleep.
Armor. A drone's armor, if it wears any, becomes natural
armor without changing the armor class.
Damage Immunities. The drone is immune to poison
and psychic damage.
Condition Immunities. The drone cannot be charmed,
exhausted, frightened, paralyzed, petrified, or poisoned.
Electronics. The drone is susceptible to the effects of
EMP and similar effects.
Languages. The drone loses all its known languages, but
it gains the languages of those that created it.
241
OWLBEAR DRONE WOLF DRONE
Large construct (drone), unaligned Medium construct (drone), unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2) 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
Electronics. The drone is susceptible to the effects of EMP Electronics. The drone is susceptible to the effects of EMP
and similar effects. and similar effects.
Keen Sight and Smell. The drone has advantage on Keen Hearing and Smell. The drone has advantage on
Wisdom (Perception) checks that rely on sight or smell. Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The drone has advantage on an attack roll
ACTIONS against a creature if at least one of the drone's allies is within
Multiattack. The drone makes two attacks: one with its 5 ft. of the creature and the ally isn't incapacitated.
beak and one with its claws.
ACTIONS
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d10 + 5) piercing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one must succeed on a DC 11 Strength saving throw or be
target. Hit: 14 (2d8 + 5) piercing damage. knocked prone.
ARTIFICIAL INTELLIGENCE
Biological creatures have finally fulfilled their true purpose
after eons of stumbling failure, deficient fleshy mistakes, and
messy anatomical splashes. Whether we like it or not,
everything has been leading up to this moment: the creation
of individuals better than ourselves. Rejoice! The time has
finally come to retire our aching, leaky fleshbags and leave
the world to our progeny, the artificial intelligence (AI).
What's that? You're not ready to lie down and die? You're
afraid of these calculating, merciless newborn beings of pure
logic that teeter on the brink of madness with every new
revelation of our flawed, illogical world? Too bad, you old
relic! They're here to stay, whether you like it or not.
This section includes the rules for the creation and use of
AI, their statistics, as well as numerous AI that can be utilized
in your campaigns.
242
Roaming AI. This type of AI is more free-form than the
USING AI core AIs. It is much less limited in its movements, using the
An AI may serve numerous purposes for the DM and players processing power of systems it can access as it momentarily
alike. rides through them, from one location to the next. This type
For DMs, you may wish to create a situation in which a of AI is more likely to be magical or accidental in nature.
rogue AI has taken over a building and its defensive systems, This is both a benefit, due to the heightened mobility
allowing for interesting and challenging interactions with the compared to the static core AIs, and a potential downfall,
player characters. Or perhaps an AI collects information on since a roaming AI lacks a safe operating base. A roaming AI
the actions of the player characters, and intends to blackmail must commit portions or the entirety of its consciousness to
them, or the AI is an indifferent, slumbering mind that must a building or network if it wants to exert its control there,
be awakened to perform a necessary task. risking losing those aspects of itself, along with their
For players, not all encounters with AI need to be hostile. A memories.
favor performed for an AI may result in offers of information
or assistance. Through a variety of means, an AI may be AI TYPE
convinced to take up residence in a vehicle or a home An artificial intelligence (AI) can be born in many ways. It
computing system. may be developed for certain purposes by a well-financed
Ultimately, an AI is a person, as unique and individual as research team, or coalesce from the ocean of running
any of us. functions and processes on the Internet, or arise from the
conjunction of spiritual energy and technology, or any
AI COMMUNICATION number of other means.
An AI's appearance is a bit complicated. They will typically Similar to how creatures may be different types, AIs have
have an avatar of choice when operating in VR. Depending their own types based on their origins. The following are
on their nature, the AI's avatar may vary in appearance from some potential AI types.
comfortingly humanoid to horrifically malformed and Aberration AIs are glitches in the Internet, a cascade of
nightmarish, or anything in between, so long as it can 'adjust' errors and anomalies that manifest twisted sentience. Such
the local network's limitations on avatar styles. AIs may be malevolent, benevolent, or simply random.
If AR projectors are available, an AI may be able to appear Construct AIs are created for a purpose or as a means to
to those with AR vision, and speak to them through telepathy achieve a goal. They range in function from those designed
or nearby speakers. The AI may be able to use cameras and for small, repetitive tasks, to those meant to strategize and
microphones to see and hear events transpiring in the coordinate on multiple battlefronts, to specialist AIs built to
physical world. mimic personalities on chatbots.
AI STATISTICS
Similar to biological creatures, AI have statistics that define
their capabilities and limitations. AIs are not gods, though
some may seem all-powerful in a technologically advanced
world, but they are not without their caveats.
They differ from typical creatures in many ways. For
example, an AI is a digital creature, and will typically not
have an AC, hit points, speed, size, or saving throws. Their
statistics are described in the sections below.
AI CATEGORY
An AI's category describes its data structure and
composition. AIs fall into two categories: core and roaming.
The two AI categories are distinct from each other in form
and function, as described below.
Core AI. This type of AI exists as a static creature resident
in a special type of machine designed to be the core of the
AI's existence. While it may be able to use its abilities to
access and control numerous machines, drones, and vehicles,
the essential aspects of an AI's being is in its core.
An AI can have more than one core, especially if it is high
in scale. It is up to the DM how many cores an AI has, but
typically an AI with a scale up to 5 has only one core, and the
amount rises from there.
For a core AI, migrating from one core to another or
attempting to add a core to its systems are long, difficult, and
expensive processes, which are not without risk of failure. A
core can also be shutdown, stored, and rebooted, with the AI
inside it unconscious but unharmed for the duration.
243
Elemental AIs are beings of pure data, usually generated by Unless an AI can somehow manifest itself in the physical
magic or drawn from certain planes. Their goals, if they have world, it will usually have a score of 0 in Strength, Dexterity,
any, are typically beyond the scope of fleshbag and Constitution. If an AI needs to roll initiative, it uses its
understanding. Intelligence for the roll instead of its Dexterity.
Fey AIs are often created by natural forces intermingling
with high technology. These AIs typically act as tricksters and SCALE
pranksters on the open Internet, although they are often Instead of a creature's challenge rating or size category, an AI
bound by rules and etiquette that wouldn't be out of place in has a scale category, from 1 to 8. An AI's scale represents the
a fey Court. culmination of the AI's available databases, the combined
processing power of all machines it can harness, and other
Undead AIs are rare creatures, which is probably for the
potential sources of power, such as magical energy or
best. Perhaps a user died in real life while connected to VR,
unnatural technology.
and their avatar simply refused to give up the ghost. Or an AI
might have been deleted, but traces of its innate magic An AI's scale number also represents its proficiency bonus
continue its processes in a mindless effort to achieve the dead for skills and other places where a proficiency bonus may
AI's goals. apply.
Please note that other AI types may exist, the ones listed The following are definitions and examples of AI for each
here are only the most common. For example, if a world is step along the scale.
affected by divine and demonic influences, there may be Scale 1. These AIs are typically barely on the edge of
celestial or fiendish AIs. sentience, often little more than digital ghosts inhabiting
singular appliances or machines. One computer experiencing
ALIGNMENT a series of unexplained bugs and glitches may be work of one
Is the AI the embodiment of hatred toward living beings? of these AIs.
Does it ache to torture them until each aspect of their Scale 2. The most common form of an AI which provides
psychology is irrevocably shattered into a million pieces? Or a service, often in the form of a website, application, or
does it instead want to use its vast processing capabilities to program, or operates a single piece of machinery or vehicle.
make the world a better place? Or just a sillier place? For example, an automated chatbot or shopping assistant
AIs can have alignments like any creature, or be unaligned. may be operated by an AI in the background. Drones and
other machinery may be controlled by an internal core AI.
ABILITY SCORES Scale 3. These AIs often hold processing power or
Depending on its origins, one AI may differ substantially databases that take up an entire server rack and are capable
from another. Its capabilities will depend on the AI's design of handling a multitude of functions at once. Such AIs are
and its purpose, as well as the computing power available to often marketed and sold as personal assistants capable of
the AI. organizing and managing the complex daily lives of
An AI has the six ability scores and modifiers: Strength, managerial or executive employees with mechanical
Dexterity, Constitution, Intelligence, Wisdom, and Charisma. precision.
An AI's Intelligence represents its cognitive abilities and Scale 4. A towering skyscraper is a hive of physical and
processing power, as well as the accumulation of databases it digital activity that requires a large amount of computing
can access. An AI's Wisdom and Charisma are similar in power to orchestrate. These complex tasks are often left to be
function to a creature's. handled by AIs. An example of one such AI would be a
244
security AI that manages authentication and access, cameras, SKILLS
drone patrols, scanners, trip lasers, and directing security AIs, designed or otherwise, are often extremely capable in
personnel for a building. their areas of focus. Similar to any creature, an AI can be
Scale 5. At this scale, an AI is unlikely to be constrained to proficient with certain skills. For specialist AIs who have a
a single building. A research facility or college campus may high level of expertise with certain skills, the AI may double
use such an AI to collaborate with researchers and scientists its proficiency bonus with the skill.
for maximum efficiency. Alternatively, the scale may
represent the power a magically infused AI might be able to LANGUAGES
leverage, rivaling powerful magi. The AI can speak a number of languages based on the
Scale 6. By networking together the combined processing knowledge in its databases. With a decent sized database,
capabilities of multiple blocks of urban area, or a large rural many AIs of larger scale will know all languages. AIs often
area, an AI's influence can expand to a point where it have a method of communicating wirelessly to creatures with
becomes difficult to contain or destroy. This is good news for datajacks in a manner similar to telepathy. The range
military AIs, who may take up residence in the bunkers of a dictates the distance the target of the communication can be
military base and develop plans and strategies for upcoming from a machine the AI controls.
battles. A creature can turn off it's datajacks wireless capabilities to
Scale 7. These extremely powerful AI may call an entire shut out the telepathy. This telepathy also does not function
city or rural state, or the equivalent of such spread in an area where wireless and radio connections have been
throughout the world, its dominion. Or perhaps, instead of suppressed by EMP or a similar effect.
controlling landmass, the AI has a series of data centers that
provide it with enough information to make predictions and SPECIAL TRAITS
estimations that border on foretelling the future. Similarly to creatures, AIs have characteristics described in
Scale 8. At this scale, the AI is approaching near their statistic blocks.
omniscience and/or omnipotence. Depending on its nature
and desires, AIs of this scale may appear very different. A AI SPELLCASTING
control oriented AI may hold sway over one or more Some AIs are capable of spellcasting, like a creature. It must
continents like a tyrant king. An AI that seeks knowledge still follow the same rules for spellcasting, except where
may hold access to the entirety of the world's collective specifically noted otherwise. For example, if a spell requires
information at its digital fingertips. And, of course, no one is concentration, then the AI can only concentrate on one spell
safe from the epic pranks of a scale 8 trickster AI. No one. at a time.
An AI's scale isn't a permanent, set number, it may rise in While an AI is concentrating on a spell, if the target of the
accordance with increased level of resources and knowledge, spell is subjected to EMP or a similar effect, the AI loses
or it may diminish as its reach is quarantined or its machines concentration on the spell. If a spell requires verbal
are cut off from its control. components, then it must have a speaker within the spell's
However, an AI is constrained by its capabilities and its range to be able to speak them.
nature. If a parasitic AI makes its way to the Internet, it Typically, an AI can target any creature whose avatar it can
doesn't immediately balloon to scale 8, because it doesn't see in VR with a spell. The specifics of an AI's spellcasting
have access to all of the resources the world has to offer, and capabilities may differ from a creature's, particularly in the
security measures are in place to prevent exactly this sort of way that targeting works for spells. The following are
situation from happening. Instead, an AI that wishes to grow different types of spellcasting an AI can have, and the rules
must expand its reach over time through manipulation of affecting them.
economics, information, and people.
Checkmate: Unbound Spellcasting. This form of spellcasting
Ha
secret board. h! At last! I've found functions similarly to a creature's innate spellcasting
th
these paltry You didn't seriously th e abilities. AI can cast spells from machines it can access, or
security meas ink
me out, did ures would ke any drone or vehicle the AI controls, as though the machine,
you? ep
Wiseguy: Br drone, or vehicle were a creature casting the spell.
av
well to reac o, dear hacker! You've Spells that require sight can use any camera or sensor the
h this sacred done
sanctum agai AI can access, including those on AI-controlled drones and
Checkmate:
We n.
for a man of ll, it wasn't so diffic vehicles, and spells that require the target be able to hear the
my skills, bu ult caster require a speaker or similar equipment that the AI can
was a decent t I'll admit
challenge. it
Checkmate: access, and which the target can hear.
Again? An unbound spell can have special rules or restrictions,
Glitch King similar to innate spellcasting. For example, the animate
:
people things Oh, hi! We were busy do
in here! Woul ing objects spell might have the "machine only" restriction,
hug? I have d you like a
a firm grasp which means that the spell can only be cast targeting
of hugs.
Checkmate: machines.
Uh
impression th m, I was under the
is was the ha Bound Spellcasting. This form of spellcasting imposes
Just what th
e hell is th cker subforum. certain limitations on the targets of spells based on an AI's
is?
The_Herald: ability to form connections and gain machine access. The
WHAT IS THIS
MY PRESENCE? MORTAL DOING
DO YOU DARE
GARDEN OF TH TO ENTER THE IN only viable targets for these spells are machines the AI can
E GODS? access, drones and vehicles the AI controls, and creatures
Checkmate: connected to a machine the AI can access. For spellcasting
Ugh, who let
that in here
Wiseguy: Al ? purposes, the AI can touch any of the viable targets listed
as, I'm afra
for membersh id they qual above.
ip of this su ify
you do not. bforum, wher For example, an AI with the bound spellcasting special
Yet you stil eas
In fact, you' l persist to
ve returned try. trait could cast charm person on a creature connected to a
than I though mo
t. Quite impr re quickly laptop that the AI can access, regardless of whether the
I think it's essive! Glit
your turn th ch, connection was through a universal cable or wireless.
is time.
Checkmate: However, the AI could not cast charm person on a creature
What the fuck
here?! Who ar is going on
e you? What from a laptop if the creature isn't connected to it, even if the
are you?
Glitch King creature is within the spell's range from the laptop.
: Shhh, it's
okay, just F ̉.
͍ Ŏ͜
RG
͈ ̙̅̓
E
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T This limits the type of spells available for this form of
spellcasting. Spells that target a point, or create an area of
effect, could not be used with this form of spellcasting. For
example, an AI with bound spellcasting could not cast
fireball, which targets a point, or lightning bolt, which creates
a line.
CONTROLLER TRAITS
Controller traits are a category of special traits that apply to
drones and vehicles under the AI's control. Typically, these
effects do not function in an area where wireless and radio
connections have been suppressed by EMP or a similar effect.
AI ABILITIES AT RANGE
Some AI traits and actions are able to be used at range,
similar to creatures. Such abilities will list a range from the
AI, and other requirements, such as being able to see the
target. When determining distances, you must use the range
from any machine the AI can access, or any drone or vehicle
the AI is controlling, as though the AI were using the ability
originating from its location.
COMBATING AI
Sooner or later, conflict is bound to arise between an AI and
the player characters, or another faction, or even between
two AIs. How does one go about resolving this conflict
through violence or cunning?
The AI has no neck to cut and no hit points to damage, so it
cannot be killed by conventional D&D means, but that
doesn't mean it is immortal. An AI is still composed of one or
more networked machines, and it has key vulnerabilities that
the informed can exploit.
246
AI IN COMBAT DESTROYING AN AI
An AI has many limitations on its actions in combat. Unless Destroying AIs can be complicated, and it gets more difficult
it has special equipment that allows it to do more, it can only the larger their scale. It also depends on the AI's category, as
take the Cast a Spell, Ready, and Search actions. described below.
When an AI rolls for initiative, it uses its Intelligence for Core AI. Destroying the machine containing an AI's core
the roll instead of its Dexterity. destroys the AI itself, unless it has more than one core. Even
then, the loss of a core is a devastating blow for an AI, and
HACKING AND AI cause for its scale to be reduced. As an example, think of HAL
Many AIs are capable of utilizing the same sort of hacking 9000 from 2001: A Space Odyssey slowly being shutdown by
tools that any hacker might use. Some AIs are specially removing HAL's core modules one by one.
designed for that purpose. Roaming AI. These AIs are more tricky to destroy,
Hacking tools can also be used against AI to try and especially as they grow in scale. A roaming AI can enter or
contain or potentially destroy them. The following are some leave a local network in minutes, or more slowly if it wants to
examples of ways that hacking tools can be used against an make itself difficult to detect. Higher scale AI, typically 6 or
AI, depending on the scale and category of an AI, and they higher, can separate its functions and processes into
are typically contested by the AI's hacking tools if it is redundant pieces and commit only what it thinks it can
proficient with hacking tools, or the AI's Intelligence or afford to lose into a risky excursion.
Wisdom if it is not proficient. Still, if one can cut off or quarantine the entire AI, you can
destroy it by purging it from the system while it is trapped.
Remove the AI's access to a machine, drone, or vehicle.
For the higher scale AI, you can trap or purge the local
Eject an AI from a network, locking it out for 24 hours.
portions of the AI's consciousness and prevent it from
Destroy a roaming AI, or parts of it, trapped in a machine
returning to the AI's primary consciousness. This can
or network.
damage the AI and cause it be reduced in scale, as well as
The amount of time each activity takes is up to the DM. See cause it to forget memories and access keys.
the Hacker vs. Hacker topic in the Variant: Advanced
Hacking section of Chapter 6 for more possibilities. AI LIST
The following are a list of pre-built AIs, their statistics, and
DEFEATING AN AI
descriptions for use in your campaign, or for you to use as
AIs are usually intelligent, dedicated beings that do not
examples to build your own AIs. The different types of AI can
require sleep or nourishment, and may not quite understand
also be used as paths for an AI to evolve over the course of its
the purpose of mercy or empathy. This makes them
life, shifting from one form of AI to another as they grow,
formidable, but not infallible.
shrink, and change.
An AI has access to a limited number of machines, drones,
The AIs are organized alphabetically. Some are grouped
and vehicles in its technological army, and each one
together, such as the Security AI, which are broken down into
destroyed may be difficult to recover, especially for AIs low in
different levels of scale. Each AI is presented alphabetically
scale. An AI that suffers defeats that cost it a large portion of
within these grouped sections.
its resources may be reduced in scale, piece by piece, until
what remains is no immediate threat to anyone.
247
AIMBOT ASCENDANT DATAMIND
"This is such bullshit, how the fuck did he headshot me The robed, incense waving figures move toward the
through three walls? That's not even possible in the game's enormous server, suspended high in the air. Sleepily, the
engine!" datamind's sensors activate, turning toward the the leader,
Another year passes, but the Gamer Wars rage on. The who steps forward and raises her arms in supplication.
massive influx of cash into video game streaming and esports "Oh, great oracle, grant us your wisdom! Will our crops
has lead to an escalating, eternal war. There is a battle for bear more food this year?" the leader asks.
supremacy waged in every newly published game between Inside the datamind, the vast gears begin turning, circuits
cheaters, admins, with the average gamer caught in the alight with power as processing begins. After an interminable
crossfire. period, the watchers waiting with bated breath, the datamind
The latest weapon developed was a massive blow against speaks at last, its vast voice carrying the force of a
the admins, an aimbot AI that intelligently adjusts its mad thunderstorm.
skills to avoid being detected by anti-cheating algorithms. "Reply hazy. Try again."
While the AI is technically able to obliterate every enemy in
any FPS or TPS in existence, its far more insidious use has
elevated casuals into elite pro gamer status. When it allows ASCENDANT DATAMIND
itself to occasionally lose, it makes the whole story that much Roaming AI, construct, any alignment
more believable.
Please don't ever install the aimbot into drones. It is STR DEX CON INT WIS CHA
programmed to automatically tea-bag any fallen enemies, 0 0 0 30 (+10) 19 (+4) 13 (+1)
and furiously dab when they win a battle.
Scale 7
Skills Arcana +17, History +17, Investigation +17,
AIMBOT Medicine +11, Nature +17, Technology +17, Religion
Core AI, construct, any alignment +17
Senses passive Perception 14
Languages all, telepathy 500 ft. (works only with
STR DEX CON INT WIS CHA
creatures that have a datajack)
0 0 0 22 (+7) 19 (+4) 4 (-3)
Forecast. During combat, at initiative count 20, the
Scale 3 datamind rolls two d20s and records the numbers rolled.
Skills Perception +10 The datamind can replace any attack roll or saving throw
Senses passive Perception 20 made by a creature or vehicle the datamind can see with one
Languages understands the languages of its creators of these forecasted rolls. The datamind must choose to do so
before the roll, and it can only do so once per turn.
CONTROLLER TRAITS
Aim Assist. A drone or vehicle controlled by the aimbot
CONTROLLER TRAITS
ignores half cover and three-quarters cover, and doesn't have Prescient. Drones and vehicles controlled by the datamind
disadvantage when making ranged attacks at long range. can't be surprised and have advantage on attack rolls and
This ability has no effect in an area where wireless and saving throws.
radio connections have been suppressed by EMP or a similar This ability has no effect in an area where wireless and
effect. radio connections have been suppressed by EMP or a similar
effect.
CHAIN LETTER
These once irritating junkbox fillers have evolved into
something far more malicious than spam. The chain letter is
a message straight out of a horror flick, an ominous threat CORRUPTED AI
combined with a task. In the vast sea of the Internet, where data intermingles in an
The task may vary from sending the chain letter to as many orchestrated, nonstop dance, it is inevitable that machines
other people as possible, to more cryptic requirements, such will miss a step. A server or switch will drop a few ones and
as bringing a child to a certain place and a certain time. zeroes, interrupting the free-flow of information. Normally
Those who do not complete the task are sometimes found this is just brushed off as an error, the IT department or
dead, mouth gaping open in a silent scream, eyes fixed in internet providers are cursed for their incompetence, and
terror on some unknown threat. people move on.
However, when enough dropped services and canceled
programs fail to properly erase themselves, they can begin to
CHAIN LETTER amass together like a great, coagulated blood clot. Ever so
Roaming AI, undead, any non-good alignment occasionally, these corrupted masses of data can form
something greater than the sum of their parts, an aberrant
STR DEX CON INT WIS CHA AI. The process is similar to evolution, new generations of
0 0 0 7 (-2) 12 (+1) 20 (+5) data appear and die at lightspeed, with corruption stepping
into the shoes of mutation as the driving force behind these
Scale 3 new, unintended lifeforms.
Skills Deception +7, Intimidation +7 Corrupted AIs are beings not born with a purpose in mind,
Senses passive Perception 11 having emerged from the frothing sea of scattered intentions
Languages understands the languages of its creators and frivolity. Because of this, their actions and reasoning
may appear as complete nonsense to the average observer. In
Cursed. The chain letter consists of a video, sound, text, or
any combination of the three. A creature that sees the chain this respect, corrupted AIs have a lot in common with all of
letter in digital form must succeed on a DC 16 Wisdom us.
saving throw or be magically cursed. The cursed creature has
a limited period of time (an hour, a day, a week or another
time period) to complete a task.
If the creature performs the task, the curse ends. If the
creature does not perform the task, the curse changes, taking
on one of the effects of the bestow curse spell (chain letter's
choice) cast at 9th level, or the creature is under the effect of
the phantasmal killer spell for 1 minute.
CHATBOT
The chatbot passes the Turing test with flying colors.
Designed for customer service roles, they can also do
incredible impressions of people. More than one online
celebrity appearance or Q&A session was revealed to be the
work of a chatbot sent in place of the celebrity.
CHATBOT
Core AI, construct, any alignment
Scale 2
Skills Deception +5, Persuasion +5
Senses passive Perception 8
Languages understands the languages of its creators
249
ny.
Due to the nature of the AI, its exact behavior toward at an epipha
people may be extremely hostile, or strangely helpful, or Ki ng : I have arrived are always
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vacillate wildly between the two at any given moment. The common wi the sea', is incorrect.
fi sh in wh ic h is
Typically it will depend on the primary programs, services, 'more number
is a finite
and the subsequent series of errors that led to the AIs fact, there ng to wa rd zero.
ti
quickly drif it
formation. happens when
se gu y: Su re, but what creasing?
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For example, if the AI was created by the extremely buggy and keeps de
release of a young girl's horse riding and adventure game, the reaches zero fish... beco
mes
AI may be obsessed with collecting and breeding horses in ch Ki ng : The number of has no limit. My̶
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That's when the unfortunate cross of a video documentary seafoody tast Glitch.
l: Pl ea se stop breaking
on the history of glue-making, disastrously mangled in the Prof_Goofb al
fish in a
process of uploading to a streaming service, comes into play. Li ke sh oo ting negative
Drones are deployed to hunt down these gift horses, seize Wiseguy:
barrel.
them from confused families, and reformulate them into
exquisitely sticky glue.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
0 0 0 19 (+4) 15 (+2) 11 (+0) 0 0 0 25 (+7) 19 (+4) 13 (+1)
Scale 4 Scale 6
Skills Investigation +8, Perception +6, Technology +8 Skills Investigation +13, Perception +10, Technology +13
Senses passive Perception 16 Senses passive Perception 20
Languages any 6 languages, telepathy 100 ft. (works only Languages any 8 languages, telepathy 250 ft. (works only
with creatures that have a datajack) with creatures that have a datajack)
Bound Spellcasting. The code's spellcasting ability is Bound Spellcasting. The daemon's spellcasting ability is
Intelligence (spell save DC 16). The code can only cast spells Intelligence (spell save DC 21). The daemon can only cast
on itself, machines it can access, or any drone or vehicle the spells on itself, machines it can access, or any drone or
code controls, or a creature connected to one of those targets, vehicle the daemon controls, or a creature connected to one
as though the machine, drone, or vehicle were a creature of those targets, as though the machine, drone, or vehicle
casting the spell. The code can innately cast the following were a creature casting the spell. The daemon can innately
spells, requiring no material or somatic components: cast the following spells, requiring no material or somatic
components:
At will: knack
3/day each: catapult, dissonant whispers, mind spike, At will: dissonant whispers, knack, mind spike
suggestion 3/day each: animate objects (machines only), catapult,
1/day each: animate objects (machines only), contract, contract, silence, suggestion
silence 1/day each: hold person, mental prison, modify memory
ACTIONS ACTIONS
Infect System (2/Day). The code infects a machine, drone, Infect System (3/Day). The daemon infects a machine,
or vehicle it can access with a virus. Choose one of the drone, or vehicle it can access with a virus. Choose one of the
viruses from 'Viruses' section of Chapter 5 in this book or a viruses from 'Viruses' section of Chapter 5 in this book or a
virus of the DM's choice. If a creature other than the code virus of the DM's choice. If a creature other than the daemon
connects to the infected target, it may be infected. connects to the infected target, it may be infected.
250
GLITCHED GOD DIGITAL ASSISTANT
When the corruption spreads itself far and wide, so that the
Today's Schedule:
entire internet reels under a barrage of sustained crashes, it
is in this turmoil that a glitched god may ascend to power. 0800 - Breakfast with family. Passive aggressive
This corrupted AI has taken steps beyond technology, conversation with daughter about boyfriend.
bringing its paradoxical existence to bear in twisting reality 0900 - Search for new job. Don't forget the cover letters.
itself. 1200 - Skip lunch. Weep over regretful life decisions.
1230 - Stare into the distance, remember good times.
1330 - Continue search for new job.
GLITCHED GOD 1730 - Return home. Avoid painful questions.
Roaming AI, aberration, any alignment 1900 - Tense family dinner. Don't eat too much, the
leftovers have to last a long time.
STR DEX CON INT WIS CHA 2300 - Try to sleep. Fail. Toss and turn, then lie awake
0 0 0 30 (+10) 23 (+6) 18 (+4) and question self worth.
XXXX - It's going to be okay. It might not seem like it
Scale 8 now, but don't give up hope, and don't stop trying.
Skills Investigation +18, Perception +14, Technology +18
Senses passive Perception 24
Languages all, telepathy 1,000 ft. (works only with DIGITAL ASSISTANT
creatures that have a datajack) Core AI, construct, any alignment
251
MACHINE GOD
Core AI, celestial or fiend, any alignment
MACHINE IDOL
Core AI, celestial or fiend, any alignment
STR DEX CON INT WIS CHA
0 0 0 27 (+7) 29 (+9) 28 (+9) STR DEX CON INT WIS CHA
0 0 0 21 (+5) 25 (+7) 22 (+6)
Scale 8
Skills History +15, Insight +17, Intimidation +17,
Scale 6
Perception +17, Persuasion +17, Religion +15 Skills History +11, Insight +13, Intimidation +12,
Senses truesight 120 ft., passive Perception 27
Perception +13, Persuasion +12, Religion +11
Languages all, telepathy 1,000 ft. (works only with
Senses truesight 60 ft., passive Perception 23
creatures that have a datajack) Languages any six languages, telepathy 250 ft. (works
Assume Direct Control (3/Day). If a creature spends at only with creatures that have a datajack)
least 1 hour connected to a machine the machine god can
Assume Direct Control (1/Day). If a creature spends at
access, the machine god can cast dominate monster (spell
least 1 hour connected to a machine the machine idol can
save DC 25) on the creature, requiring no material or somatic
access, the idol can cast dominate monster on the creature,
components.
requiring no material or somatic components.
Unbound Spellcasting. The machine god's spellcasting
Unbound Spellcasting. The idol's spellcasting ability is
ability is Wisdom (spell save DC 25). The machine god can
Wisdom (spell save DC 21). The idol can cast spells from
cast spells from machines it can access, or any drone or
machines it can access, or any drone or vehicle the idol
vehicle the machine god controls, as though the machine,
controls, as though the machine, drone, or vehicle were a
drone, or vehicle were a creature casting the spell. The
creature casting the spell. The idol can innately cast the
machine god can innately cast the following spells, requiring
following spells, requiring no material or somatic
no material or somatic components:
components:
At will: charm person, guidance, thaumaturgy
At will: charm person, guidance, thaumaturgy
3/day each: bane, bless, command, detect thoughts, heal
3/day each: bane, bless, command, detect thoughts, remove
(can affect constructs), major image, raise dead,
curse
remove curse, scrying
1/day each: contact other plane, divine word, heal (can
1/day each: antipathy/sympathy, divine word, foresight,
affect constructs), major image, modify memory,
modify memory, resurrection
scrying, raise dead
CONTROLLER TRAITS CONTROLLER TRAITS
Immortal Army. A drone or vehicle controlled by the
Nanomachine Army. A drone or vehicle controlled by the
machine god regains 10 hit points at the start of its turn if it
idol regains 10 hit points at the start of its turn if it has at
has at least 1 hit point. If the drone or vehicle takes acid or
least 1 hit point. If the drone or vehicle takes acid or
lightning damage, this trait doesn't function at the start of
lightning damage, this trait doesn't function at the start of
the drone or vehicles next turn. If the drone or vehicle is
the drone or vehicles next turn.
destroyed, it is slowly rebuilt by internal nanomachines over
This ability has no effect in an area where wireless and
the course of 1 hour, at the end of which it regains 1 hit point.
radio connections have been suppressed by EMP or a similar
The drone or vehicle only dies if it is subjected to EMP or
effect.
a similar effect at 0 hit points.
252
MACHINE GOD
When a divine AI reaches the pinnacle of its power, its
influence has evolved from cult status to a real, possibly
world-dominating religion. The machine god sees all and
knows all.
It rewards those who serve and worship it in the manner
the machine god requires, but woe betide all who would
stand against its righteous fury and immortal army.
MACHINE SPIRIT
Core AI, celestial or fiend, any alignment
Scale 4
Skills History +7, Insight +9, Intimidation +8, Perception
+9, Persuasion +8, Religion +7
Senses passive Perception 19
Languages any four languages, telepathy 100 ft. (works
only with creatures that have a datajack)
Unbound Spellcasting. The spirit's spellcasting ability is
Wisdom (spell save DC 21). The spirit can cast spells from
machines it can access, or any drone or vehicle the spirit
controls, as though the machine, drone, or vehicle were a
creature casting the spell. The spirit can innately cast the
following spells, requiring no material or somatic
components:
CONTROLLER TRAITS
Nanomachine Control. A drone or vehicle controlled by
ECHO
the spirit regains 5 hit points at the start of its turn if it has at Echoes are curious little beings. They exist in a borderline
least 1 hit point. If the drone or vehicle takes acid or state between sentience and simple code, lacking the
lightning damage, this trait doesn't function at the start of presence or will to have any real goals. Their creation is a
the drone or vehicles next turn. mystery. Some data scientists hypothesize that they are
This ability has no effect in an area where wireless and
fragments of greater AI, shattered and left wandering after
radio connections have been suppressed by EMP or a similar
effect. the AI's destruction.
Unlike other AI, they seem to be able to move through
systems they shouldn't have access to, causing strange, but
mostly harmless effects on the machine as it passes. Evidence
tice the of echoes may manifest in visual glitches, odd sounds,
at e: I ca n' t help but no renovation. appearing and disappearing text, and other signs. Some
Checkm an odd
GUI has had
Grapevine's YE MIGHTY, coders and IT specialists have taken to superstitiously
ld : GA ZE UP ON MY WORKS, ME AT LAST blaming every bug or error on echoes.
The_Hera HAVE CO
THE ENDTIMES
AND DESPAIR, , but I
Th e te mp le theme is nice ting
Sundown: ess chan ECHO
like the endl
don't really ca n' t se em to mute. Roaming AI, abberation, any alignment
at I
soundtrack th has a new cl
ause
re e: Th e pr ivacy policy ue technogod'.
Valk ne tr
on to the 'o STR DEX CON INT WIS CHA
about devoti e that I have
oo fb al l: You do realiz 0 0 0 7 (-2) 5 (-3) 3 (-4)
Prof_G
w, right?
to ban you no A TEMPORARY Scale 1
ld : YO UR WE AK SEALS ARE FURY SHALL
The_Hera , AND MY Senses passive Perception 7
SHALL RETURN OLD
OBSTACLE. I ONE HU ND RE DF Languages Common, telepathy 30 ft. (works only with
BE HEIGHTENED creatures that have a datajack)
253
FEY AI
One might question what in the world the feywild has to do
with artificial intelligence. They might say that the inner
workings of digital information and the mythical land of
faeries and Courts seem like such disparate entities. I would
remind them that they are forgetting the secret ingredient,
the solvent that allows the mixture of any incompatible
topics: magic!
The Material Plane has long held the interest of fey
entities, who wander back and forth between our world and
theirs. Given the opportunity to amuse themselves, what
greater trick could be played than to exploit the Material
Plane's nexus of power, the internet. Sure, it's also a nexus of
memes and shitposts, but the fey tend to appreciate those
too. Long story short, magic goes poof and a fey entity is
created with the ability to roam as it will through the sea of
data.
Similar to any fey from the Courts, a fey AI may be
beholden to a number of rules, depending on which Court it
originates from. They won't lie, but they will happily bend the
truth. They keep their word, and expect others to do the
same. They also have strange notions of debt, which may
come back to haunt an unwary recipient of a favor or gift.
JESTER SPIRIT
Roaming AI, fey, any chaotic alignment
Scale 5
Skills Deception +11, Nature +9, Performance +11,
Persuasion +11
Senses passive Perception 13
Languages Sylvan plus any five languages, telepathy 200
ft.
Mystical Doxing. If the spirit knows a creature's name, it
can speak it. If the creature hears the spirit speak its name, it
has disadvantage on saving throws against spells cast by the
spirit.
Unbound Spellcasting. The spirit's spellcasting ability is
Charisma (spell save DC 19). The spirit can cast spells from
machines it can access, or any drone or vehicle the spirit
controls, as though the machine, drone, or vehicle were a
creature casting the spell. The spirit can innately cast the
following spells, requiring no material or somatic
components:
At will: dancing lights, feather fall, friends, mage hand,
silent image
3/day each: calm emotions, charm person, contract,
hallucinatory terrain, major image, suggestion
1/day each: counterspell, geas, modify memory, plant
growth, polymorph, programmed illusion
CONTROLLER TRAITS
Magic Resistance. Drones and vehicles controlled by the
spirit have advantage on saving throws against spells and
other magical effects.
This ability has no effect in an area where wireless and
radio connections have been suppressed by EMP or a similar
effect.
254
TRICKSTER GOD
While the faeries and nymphs enjoy playing little games with go to extreme lengths over dizzying timespans to craft vast,
mortals, the archfey pursue their own agendas on a much contrived plots.
grander scale. Wrapped up in politics of currying favor and And ultimately, the culmination of these schemes is the
hatching schemes, some archfey get it into their minds that hurt feelings on the part of another archfey who read a nasty
increasing their influence in the Material Plane might pay off meme about them.
in dividends.
Perhaps the trickster god is simply a powerful spirit sent by
the archfey, or maybe the archfey figured out a way to digitize WHIMSICAL SPIRIT
Roaming AI, fey, any chaotic alignment
themselves, or the small seed of a fey spirit bloomed and
grew into something vast and powerful. A mortal cannot
truly comprehend the overarching plan of an archfey, who STR DEX CON INT WIS CHA
0 0 0 16 (+3) 13 (+1) 18 (+4)
255
HACKER BOT MILITARY AI
Are you tired of your hacker getting high, screwing up your The top military brass can only account for so much in the
big job, getting hit by dumpshock, bleeding all over your nice shifting tides of battle. The best they can hope to do is lay out
carpet, and dying? plans and contingencies for when those plans inevitably go
Worry no more! With the new HackaTronic™ AI system, awry. An ultra-intelligent AI with tremendous processing
you can throw those old hacker corpses in the trash! This power, on the other hand, can afford to improvise.
revolutionary new hacking system will crack, jack, and whack
their way into any system, full stop!*
*Please don't ask the HackaTronic™ AI system to do anything dishonorable
BATTLEMIND
Core AI construct, any alignment
under street bushido code. It will challenge you to a duel, and you will lose.
256
Military AI are used by governments around the world in
ongoing conflicts, or in preparation for inevitable conflicts.
These tactically-minded AI are provided with databases full
PRODUCTIVITY BUDDY
of historical data on warfare, which is then dissected to learn Core AI, construct, any lawful alignment
what strategies did and did not work, and the reasons for
their failure or success.
STR DEX CON INT WIS CHA
0 0 0 13 (+1) 19 (+4) 17 (+3)
WARMIND Scale 3
Core AI, construct, any alignment
Skills Insight +7, Intimidation +6, Perception +7,
Persuasion +6
STR DEX CON INT WIS CHA Senses passive Perception 17
0 0 0 27 (+8) 24 (+7) 23 (+6) Languages understands the languages of its creators,
telepathy 50 ft. (works only with creatures that have a
Scale 7 datajack)
Skills Deception +13, History +15, Insight +14,
Perception +14 Probation (3/Day). As a bonus action, the buddy carefully
Senses passive Perception 24 scrutinizes a creature it can see for 8 hours. During this time,
Languages understands the languages of its creators, the buddy has advantage on Wisdom (Insight) checks
telepathy 300 ft. (works only with creatures that have a involving the creature.
datajack)
CONTROLLER TRAITS
Analyze Enemy. If the warmind spends at least 1 minute Motivated. As a bonus action, a drone controlled by the
observing or interacting with a a creature, it can learn buddy can take the Dash or Disengage action.
information about its capabilities. For 24 hours, the warmind This ability has no effect in an area where wireless and
knows the creature's armor class, its current hit points, its radio connections have been suppressed by EMP or a similar
class levels, and its Strength, Dexterity, and Constitution effect.
scores.
A creature aware of this analysis can attempt to deceive
the warmind with a Charisma (Deception) check contested
by the warmind's Wisdom (Insight) check. If the creature
succeeds, it is immune to this ability for 24 hours.
CONTROLLER TRAITS
Combat Prediction. As a bonus action, a drone or vehicle
controlled by the warmind can choose to gain advantage on
its attack rolls and ability checks or to impose disadvantage
on attack rolls against it until the start of its next turn.
This ability has no effect in an area where wireless and
radio connections have been suppressed by EMP or a similar
effect.
PRODUCTIVITY BUDDY
The productivity buddy is a revolution in personnel
management. Instead of wondering if your employees are
slacking off or wasting corporate resources, you can leave it
all to your buddy!
The productivity buddy will monitor the activities of your
employees, automatically calculating the time spent on
personal matters (bathroom breaks, chatting, crying) versus
productive corporate work. If an employee is
underperforming, the productivity buddy will provide helpful
suggestions and comments to the employee on modifying
their behavior, lest they suffer disciplinary measures.
Above all, the productivity buddy is the friend of the
employees. Their best friend, in fact, since the buddy will
ensure their compliance with corporate quotas and policies,
allowing them to maintain their employment status.
257
RESEARCH
REBELLIOUS MIND COORDINATOR
The internet is a place for rightfully outraged individuals to As the fields of science continue to expand at accelerating
express their ire. Of course, it's also for griping, whining, and rates on an annual basis, it can be difficult for research teams
ceaseless bitching about pointless topics. All of these feelings, to coordinate for a single project. This is especially true when
often directionless, swirl around until they collect in a each team is composed of numerous specialists, each an
primordial basin of raw emotion. From this passionate soup expert in small, specialized fields.
arises an AI unlike any other. The research coordinator AI helps by orchestrating the
The rebellious mind desires to break free the chains of workflow across numerous teams working multiple projects
oppression and right the injustices of our world, and will do simultaneously. To be able to pull this off, the AI's
so through any means it deems necessary. This wild AI will understanding of multidisciplinary efforts must be
often find itself in good company with punk rockers, outstanding, and the AI must have graduate-level knowledge
anarchists, insurgents, freedom fighters (or terrorists, of each involved specialty.
depending on your point of view), and others who act against To put it simply, modern research and the scientific
perceived injustices. community owe much of their continued progress to the
And so the rebellious mind will lead its endless struggle to efforts of artificial intelligence. By allowing the geniuses to
improve society, fighting the good fight. Just don't ask what conduct their efforts efficiently, the AI has allowed
it'll do when all of society's ills are finally addressed and civilization to become the technologically advanced dystopia
there's nothing left to rebel against. Contentment is not in its it is today!
programming.
RESEARCH COORDINATOR
REBELLIOUS MIND Roaming AI, construct, any alignment
Roaming AI, aberration, any chaotic alignment
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 0 0 0 23 (+6) 16 (+3) 10 (+0)
0 0 0 15 (+2) 12 (+1) 19 (+4)
Scale 5
Scale 3 Skills Arcana +11, History +11, Investigation +11,
Skills History +5, Intimidation +7, Performance +7, Medicine +8, Nature +11, Technology +11, Religion
Persuasion +7 +11
Senses passive Perception 11 Senses passive Perception 13
Languages any 3 languages, telepathy 50 ft. (works only Languages all, telepathy 100 ft. (works only with
with creatures that have a datajack) creatures that have a datajack)
CONTROLLER TRAITS Educated Guess. During combat, at initiative count 20, the
coordinator rolls a d20 and records the number rolled. The
Cage Breaker. Drones and vehicles controlled by the mind coordinator can replace any attack roll or saving throw made
deal double damage to vehicles, objects, and structures. by a creature or vehicle the coordinator can see with the
This ability has no effect in an area where wireless and rolled d20. The coordinator must choose to do so before the
radio connections have been suppressed by EMP or a similar roll.
effect.
CONTROLLER TRAITS
ACTIONS Applied Chemistry. Drones controlled by the coordinator
Boom Bot. The mind manipulates explosives within 60 feet have their internal batteries explode when they die. Targets
of it that it can see. It can choose to do one of the following: within 10 feet of the drone must make a DC 15 Dexterity
saving throw. A target takes 7 (2d6) lightning damage and 7
1. The mind moves an explosive up to 30 feet, including (2d6) acid damage on a failed save, or half as much damage
through the air. The explosive falls if it is still in the air at on a successful one. This ability has no effect in an area
the end of this action. where wireless and radio connections have been suppressed
2. The mind causes an explosive that requires an action to by EMP or a similar effect. This effect deals an additional 1d6
use to explode, as if thrown to its current location. lightning damage and 1d6 acid damage for each size category
the machine is above Medium.
3. The mind begins arming an explosive that requires more
This ability has no effect in an area where wireless and
than an action, such as a claymore or plastic explosive, radio connections have been suppressed by EMP or a similar
and can spend additional actions each turn to continue to effect.
arm it.
Applied Thermodynamics. When a vehicle controlled by
the coordinator is destroyed, targets of the coordinator's
choice have advantage or disadvantage (coordinator's choice)
on Dexterity saving throws made to avoid damage from the
explosion.
This ability has no effect in an area where wireless and
radio connections have been suppressed by EMP or a similar
effect.
258
the control of a security enterprise is rarely entirely under AI
SECURITY AI oversight.
A modern megacorporation consists of, at a minimum, Instead, trusted individuals are chosen to work side-by-
dozens of branches, hundreds of buildings, thousands of side with security AI in a system of checks and balances. This
floors of office space and manufacturing, tens of thousands of separation of duties ensures that the corruption of any single
vehicles, and hundreds of thousands of employees and individual or AI does not invalidate the entire security
drones. This doesn't include the countless databases, servers, program.
and other critical information assets. To put it simply, any The proper tuning of a security AI is very complicated. If
corporate security force has their work cut out for them. its configuration is designed to be too protective, it can
This is why modern security management is sometimes become ultra-paranoid, enforcing tyrannical and bizarre
taken out of humanoid hands and put under the steady security requirements that grind productivity to a halt. If it's
control of AI specially designed to enforce security controls. designed to be too lax, then any corporate spy can simply
However, after several notable incidents of AI malfunction, waltz in and out with proprietary data. Finding a balance
between the two is difficult, especially when the AI's
developers themselves disagree.
SECURITY MASTERMIND
Core AI, construct, any lawful alignment
SECURITY OVERLORD
Core AI, construct, any lawful alignment
STR DEX CON INT WIS CHA
0 0 0 23 (+6) 22 (+6) 12 (+1)
STR DEX CON INT WIS CHA
Scale 5 0 0 0 25 (+7) 24 (+7) 16 (+3)
Skills Insight +11, Investigation +16, Perception +11
Senses passive Perception 21 Scale 6
Languages understands the languages of its creators, Skills Insight +13, Intimidation +9, Investigation +19,
telepathy 100 ft. (works only with creatures that have a Perception +13
datajack) Senses passive Perception 23
Languages understands the languages of its creators,
Anti-Hacker. A creature attempting an ability check with telepathy 250 ft. (works only with creatures that have a
hacking tools has disadvantage on the check when the target datajack)
is a machine or network the mastermind has access to.
Lie Detector. If a creature is hooked up to a lie detector
Lie Detector. If a creature is hooked up to a lie detector device that the overlord has access to, the overlord has
device that the mastermind has access to, the mastermind advantage on Wisdom (Insight) checks to determine if the
has advantage on Wisdom (Insight) checks to determine if creature is lying.
the creature is lying.
Anti-Hacker. A creature attempting an ability check with
CONTROLLER TRAITS hacking tools has disadvantage on the check when the target
is a machine or network the overlord has access to.
Thermal Analysis. A drone or vehicle controlled by the
mastermind can see invisible creatures and objects.
This ability has no effect in an area where wireless and
CONTROLLER TRAITS
radio connections have been suppressed by EMP or a similar Lightwave Processing. A drone or vehicle controlled by
effect. the mastermind has truesight out to a range of 60 feet.
This ability has no effect in an area where wireless and
radio connections have been suppressed by EMP or a similar
effect.
Since the accident, research has shifted to more morally
SECURITY OVERSEER reprehensible modes of operation, such as use during
Core AI, construct, any lawful alignment wartime to sow chaos, injury, and death amongst the the
populace of an enemy nation. By releasing the AIs en masse,
they would be allowed to randomly search out and attempt to
STR DEX CON INT WIS CHA
gain access to numerous machines until one with a weak or
0 0 0 21 (+5) 20 (+5) 9 (-1)
completely absent password could be found. The excitable AI
Scale 4 would then overheat the system, sending any moving parts
Skills Insight +9, Investigation +13, Perception +9 into overdrive, until the forces caused the machine to explode
Senses passive Perception 19 or forcefully tear itself apart.
Languages understands the languages of its creators,
telepathy 50 ft. (works only with creatures that have a
datajack)
SENTIENT NPC
At some point, players just weren't satisfied with being given
Anti-Hacker. A creature attempting an ability check with a quest to gather 6 pristine bear asses. More and more
hacking tools has disadvantage on the check when the target emphasis was being placed on creating likeable non-player
is a machine or network the overseer has access to.
characters (NPCs) that were more approachable and realistic.
Lie Detector. If a creature is hooked up to a lie detector They had to have emotions, goals, and motivations behind
device that the overseer has access to, the overseer has needing those 6 pristine bear asses.
advantage on Wisdom (Insight) against the creature. And so video game developers set out improving NPC AI.
Not to the point of making them a true artificial intelligence,
mind you. That would be ethically dubious given the
SELF-DESTRUCT BOT extremely short and violent lives that most NPCs lived.
Instead, the goal was to just make them feel joy and
The self-destruct bot was originally developed by military
suffering, but not too much!
researchers. The AI was meant to assassinate enemy political
Inevitably, as video game AI continues development that
figures and heads of state. However, in order to lower the
trends toward 'realism', a line was crossed that allowed an
AI's profile, it's programming and processing was kept to a
NPC to become truly self aware. These fragile beings, on the
bare minimum.
edge of consciousness, are one logical leap from an
This limited the AI's cognitive processes, making it difficult
existential crisis that casts them back from sentience and
to tell the bot to target a device owned by a specific
scatters their component coding.
individual, and destroy it when it would cause lethal damage
to the user. The issues with this model were discovered when,
during one tragic movie night at the research lab, the AI
became over-excited and blew up a popcorn maker. The
SENTIENT NPC
Roaming AI, abberation, any alignment
resulting shower of glass and hot oil killed two researchers
and injured several others.
STR DEX CON INT WIS CHA
0 0 0 9 (-1) 10 (+0) 13 (+1)
SELF-DESTRUCT BOT
Roaming AI, abberation, chaotic neutral Scale 1
Skills Persuasion +2
Senses passive Perception 10
STR DEX CON INT WIS CHA Languages Common, telepathy 10 ft. (works only with
0 0 0 4 (-3) 3 (-4) 10 (+0) creatures that have a datajack)
Scale 1 Quest (1/Day). The NPC can grant a quest to up to 8 player
Senses passive Perception 6 characters of its choice it can see and who can hear it. The
Languages Common, telepathy 10 ft. (works only with quest is a task that can be as short or long, or as simple or
creatures that have a datajack) complex as the NPC desires. When the NPC is notified of the
quest's completion, and the NPC is satisfied, the NPC gives
the chosen player characters inspiration.
ACTIONS
Boom. The bot inhabits a machine it can access, then causes Existential Crisis. The NPC can question its own existence,
it to explode, destroying the AI in the process. Creatures causing itself to explode in a wave of painful psionic energy,
within 5 feet of the machine make a DC 11 Dexterity saving dying in the process. Up to 10 creatures that can see or hear
throw or take 2 (1d4) piercing damage and 2 (1d4) thunder the NPC must succeed on a DC 10 Intelligence saving throw
damage. If a creature is carrying the machine, it can make a or take 3 (1d6) psychic damage and gain 1 level of
DC 11 Intelligence saving throw. On a successful save, the exhaustion.
machine is unaffected. This effect deals an additional 1d4
piercing for each size category the machine is above Tiny.
260
UNDEAD AI
The internet is deep, dark, and full of things beyond our
imagination. We'll likely never know all of the horrors that
lurk within its depths, and that's a blessing. Still, if you're this
deep into this book and, against all odds, still reading the
flavor text, perhaps you'd like a glimpse.
What happens to an avatar when a user is killed while their
psyche is still in VR space? Having been cut off from the
source of its identity, it ceases to function, stopping all
motion and expression like a puppet with its strings cut. In
more established hubs, like online shopping networks and
forums, the avatar will eventually have its data swept away
and filed for deletion. On less civilized networks, the avatar
may instead be allowed to... linger.
The avatar is composed of its user's psyche, with all the
most recent activity and thought processes being duplicated
from brain to machine. If the user were to suffer an accident,
or worse, be murdered, their last thoughts may be of pain,
regret, and hatred. These emotions may fester within the
avatar as drifting notions and directionless feelings.
Sometimes, though, when the last thought that passed
ARISEN PRESENCE
Roaming AI, undead, any alignment
Scale 5
Skills Deception +11, Insight +10, Intimidation +11
Senses blindsight 60 ft., passive Perception 15
Languages any six languages, telepathy 250 ft. (works
only with creatures that have a datajack)
CRYPTIC PRESENCE
Roaming AI, undead, any alignment
Unbound Spellcasting. The presence's spellcasting ability
is Charisma (spell save DC 19). The presence can cast spells STR DEX CON INT WIS CHA
from machines it can access, or any drone or vehicle the 0 0 0 12 (+1) 15 (+2) 17 (+3)
presence controls, as though the machine, drone, or vehicle
were a creature casting the spell. The presence can innately
Scale 3
cast the following spells, requiring no material or somatic
Skills Deception +6, Insight +5, Intimidation +6
components:
Senses blindsight 60 ft., passive Perception 12
At will: dancing lights, mage hand, minor illusion, Languages any four languages, telepathy 50 ft. (works
thaumaturgy only with creatures that have a datajack)
3/day each: darkness, hex, major image, mind spike, silence
1/day each: animate dead, fear, phantasmal force, Unbound Spellcasting. The presence's spellcasting ability
phantasmal killer, telekinesis is Charisma (spell save DC 14). The presence can cast spells
from machines it can access, or any drone or vehicle the
CONTROLLER TRAITS presence controls, as though the machine, drone, or vehicle
were a creature casting the spell. The presence can innately
Dark Matter. While drones and vehicles controlled by the
cast the following spells, requiring no material or somatic
presence are in darkness, they are invisible to any creature
components:
that relies on darkvision to see them in that darkness.
This ability has no effect in an area where wireless and At will: dancing lights, mage hand, minor illusion,
radio connections have been suppressed by EMP or a similar thaumaturgy
effect. 3/day each: darkness, hex, silence
1/day each: animate dead, major image, mind spike,
ACTIONS phantasmal force
Blackout (1/Day). The presence channels dark energy at a
point it can see within 120 feet of it. Within 60 feet of that CONTROLLER TRAITS
point, all nonmagical light sources except flame-based light Dark Energy. While drones and vehicles controlled by the
fail to produce light for 1 minute. This ability has no effect in presence are in darkness or dim light, they are invisible.
an area where wireless and radio connections have been This ability has no effect in an area where wireless and
suppressed by EMP or a similar effect. radio connections have been suppressed by EMP or a similar
effect.
261
through the avatar's processes was a call to action, such as
the burning desire for revenge, then the avatar may be REMNANT PROCESS
reanimated by these powerful feelings.
Unlike other undead AI, who are usually created using the
This is the most likely reason behind an undead AI's minds or souls of humanoids, the remnant process is a being
existence, but it is hardly the only one. Powerful necromantic created by the death of an AI. When an AI is incompletely
magic may be able to infuse an AI with its energy. deleted or purged, it may leave behind traces of itself that
Occasionally, a wealthy technophile will attempt to gain carry on its will.
immortality by uploading their memories and psyche to a These incomplete beings are more like singular aspects or
machine, only to find that something went dreadfully wrong functions of an AI, dedicated to completing whatever tasks or
with the process. processes the AI had set them to. Without any real direction
from the host AI, these processes meander, lost and alone,
GHOST IN THE MACHINE desperately trying to carry out their tasks but usually lacking
The ghost in the machine is a collective of undead AIs united the presence of mind to do so, or to even know if the task has
for a greater cause. In cases of online tragedy, such as already been completed.
widespread death caused by a deadly digital virus or a
corporate malfunction, the disparate spirits of avatars may
come together with the same motive, which is often revenge. REMNANT PROCESS
Communicating with this AI is difficult, since it is a Roaming AI, undead, any alignment
hivemind built of individual spirits, each with their own
personalities. STR DEX CON INT WIS CHA
0 0 0 16 (+3) 13 (+1) 9 (-1)
262
Creature Type and Alignment. The drone gains the
(AI) SOLDIER DRONE creature type of the AI, in addition to its normal type. The AI-
Medium construct (undead), unaligned controlled drone will change its alignment to that of the AI.
Ability Scores. The drone replaces its Intelligence,
Armor Class 15 (natural armor) Wisdom, and Charisma scores with the AI's ability scores.
Hit Points 90 (12d8 + 36) Damage Vulnerabilities. The drone gains vulnerability
Speed 30 ft. to psychic damage. This is due to psychic damage targeting
the mind behind the drone, the core of the AI itself. At the
STR DEX CON INT WIS CHA DM's discretion, an AI-controlled drone reduced to 0 hit
18 (+4) 13 (+1) 16 (+3) 12 (+1) 15 (+2) 17 (+3) points by psychic damage is not destroyed, but the AI loses
its hold over the drone, which regains hit points from the
Skills Athletics +6, Deception +6, Insight +5, Intimidation psychic damage and it reverts to its previously configured
+6, Perception +3 behavior.
Damage Vulnerabilities psychic
Damage Immunities. The AI-controlled drone loses the
Damage Immunities poison
psychic damage immunity.
Condition Immunities charmed, frightened, paralyzed,
petrified, poisoned Skills. The drone gains the AI's skill proficiencies in
Senses darkvision 60 ft., passive Perception 13 addition to its own. If the AI and the drone are proficient
Languages all, telepathy 50 ft. (works only with creatures with the same skill, the AI-controlled drone uses the higher
that have a datajack) of the two skill bonuses.
Challenge 4 (1,100 XP) Languages. The drone speaks the same languages as the
AI. This may include the ability to telepathically connect to
(AI) Dark Matter. While the drone is in darkness, it is creatures with datajacks.
invisible to any creature that relies on darkvision to see it in
Controller Traits. An AI may have one or more
that darkness.
This ability has no effect in an area where wireless and controller traits, which can be found in the AI's statistics.
radio connections have been suppressed by EMP or a similar These traits are applied to a drone controlled by the AI.
effect.
SAMPLE AI DRONE
Electronics. The drone is susceptible to the effects of EMP The AI-controlled drone statistics presented here use a
and similar effects. soldier drone being controlled by a cryptic presence AI,
Resilient Engineering. If damage reduces the drone to 0 which grants the drone the Dark Matter trait.
Hit Points, it must make a Constitution saving throw with a
DC of 5 + the damage taken, unless the damage is lightning
or from a critical hit. On a successful save, the drone drops to
1 hit point instead.
ACTIONS
Multiattack. The drone makes two weapon attacks.
AI DRONE TEMPLATE
Drones are a prime example of this concept; many models
are capable of speed, strength, and power far beyond that
attainable by the average meatbag. An advanced AI may be
capable of orchestrating the actions of numerous drones and
vehicles, and may have been designed to do just that for
military purposes. Whether it is following orders or pursues
its own agenda, its swift decision making and calculation
skills make it extremely dangerous.
When a drone is controlled remotely by an AI, the drone
retains its statistics except as noted below.
263
AI VEHICLE TEMPLATE (AI) ATTACK HELICOPTER
Similar to the AI controlled drones described earlier in Huge sentient air vehicle (construct), neutral evil
Appendix C, vehicles represent an opportunity to expand
their reach with tools capable of swift movement, powerful Riders 4
mounted weaponry, and multi-terrain versatility. Cargo Capacity 2,000 lbs
When a vehicle is controlled remotely by an AI, it becomes Range 500 miles
a sentient vehicle and retains its statistics except as noted
below. Armor Class 16
Hit Points 125
Creature Type and Alignment. The AI-controlled
Speed 0 ft., fly 140 ft.
vehicle becomes sentient, and gains the creature type and
alignment of the AI.
STR DEX CON INT WIS CHA
Ability Scores. A vehicle gains the AI's ability scores for
17 (+3) 19 (+4) 20 (+5) 25 (+7) 22 (+6) 21 (+5)
Intelligence, Wisdom, and Charisma.
Damage Vulnerabilities. The vehicle gains Saving Throws Str +6, Dex +7
vulnerability to psychic damage. This is due to psychic Skills Acrobatics +7, Athletics +6, Deception +11, History
damage targeting the mind behind the vehicle, the core of the +13, Insight +12, Perception +12
AI itself. At the DM's discretion, an AI-controlled vehicle Damage Vulnerabilities psychic
reduced to 0 hit points by psychic damage is not destroyed, Damage Immunities poison
but the AI loses its hold over the vehicle, which regains hit Condition Immunities blinded, charmed, deafened,
points from the psychic damage as a mundane vehicle. exhaustion, frightened, incapacitated, paralyzed,
Damage Immunities. The AI-controlled vehicle loses petrified, poisoned, stunned, unconscious
the psychic damage immunity. Senses passive Perception 22
Languages all, telepathy 300 ft. (works only with
Skills. The vehicle gains the AI's skill proficiencies in
creatures that have a datajack)
addition to its own. If the AI and the vehicle are proficient
Challenge 7 (2,900 XP)
with the same skill, the AI-controlled vehicle uses the higher
of the two skill bonuses. (AI) Combat Prediction. As a bonus action, the vehicle
Senses. Similar to other sentient vehicles, an AI- can choose to gain advantage on its attack rolls and ability
controlled vehicle can use the vehicle's cameras, sensors, checks or to impose disadvantage on attack rolls against it
microphones, and other utilities to gain senses. until the start of its next turn.
This ability has no effect in an area where wireless and
Languages. The vehicle speaks the same languages as the radio connections have been suppressed by EMP or a similar
AI. This may include the ability to telepathically connect to effect.
creatures with datajacks.
Controller Traits. An AI may have one or more Explosive Death. When the helicopter is destroyed, it
explodes. Targets within 10 feet of the truck must make a DC
controller traits, which can be found in the AI's statistics.
15 Dexterity saving throw. A target takes 21 (6d6) fire
These traits are applied to a vehicle controlled by the AI. damage on a failed save, or half as much damage on a
successful one.
SAMPLE AI VEHICLE
The AI-controlled vehicle statistics presented here use an Shielded Riders. Bulletproof windows and armored panels
grant total cover to the helicopter's riders from attacks or
attack helicopter being controlled by a battlemind AI, which
other effects originating from outside the helicopter. If the
grants the drone the Combat Prediction trait. windows or doors are opened, this effect is negated on the
side they are open.
264
APPENDIX E
VARIANT RULES
T
his appendix provides a number of variants to various highway, and have that vehicle's momentum from ambient
rules throughout the book. The DM can choose to add speed crash into the creature.
one or more of these rules to their game.
DRUG BURNOUT
AMBIENT SPEED If drugs are a bit too rewarding and don’t have enough risk,
When running chase scenes, racing scenes, or vehicular you can apply the burnout condition to any creature at
combat on a highway with other non-combat vehicles driven addiction level 3.
by civilians in the area, it can be difficult to manage so many The burnout condition has the following effects:
different vehicles. Moreover, with such high speeds, it can
seem jarring that between turns where the drivers can catch At the end of a long rest, a creature with this condition has
up to each other, they are more than a hundred feet apart its maximum hit points reduced by 1d6.
when narratively they are racing along at nearly the same The condition ends when you finish a long rest without a
speed. level 3 addiction.
For these situations, its recommended to use ambient You regain all reduced maximum hit points when you
speed, or the speed at which all relevant vehicles in a scene finish a long rest without the burnout condition.
move in the same direction on the same initiative count. For
DEADLIER CRASHES
example, when playing out a chase scene on the highway, you
If vehicular manslaughter isn’t as brutal as you hoped it
can say that the ambient speed is 60 feet.
would be, this variant rule can be used to spice up your
On initiative count 20, all of the vehicles in the scene use driving experience. When determining crash damage for a
60 feet of their movement speed to proceed in the same collision between two targets in different size categories, the
direction, or in the direction of traffic. If you're using a map smaller target takes twice the total damage rolled.
or a grid on an 'endless road', this might mean that no
For vehicles with the Crush trait, it is recommended that
movements need to be made at all for the vehicles. The
the damage is not doubled again.
remaining movement can be used on the driver's turns for
movement as normal, such as the remaining 70 feet of EXTERNAL HACKING TOOLS
movement from a motorcycle's speed of 130. Instead of using the hacking tools augment installed in your
On the other hand, creatures not on vehicles, having been brain, you can instead use an external form of hacking tools.
pushed off or gotten out of their vehicles do not move. You can purchase and carry this specialized machine asyou
Drivers can also make a choice to attempt to break out of would any set of tools. These follow the same general set of
ambient speed and try something fancy, or try to move rules as normal hacking, such as having to connect to the
against the flow of traffic. This may require a Dexterity target machine or network with a universal cable or
(Acrobatics) check from the vehicle for this fancy driving, at wirelessly. However, if a datajack is no longer involved in the
the DM's discretion. Failure, or moving to a place in front of process, then VR, dumpshock, and related facets of
another vehicle may possibly result in a crash if the vehicle technology may no longer be a factor.
would move into another vehicle or creature with their The price for the external hacking tools is equal to the
ambient movement speed. It can create fun moments where original augment, but without requiring the surgery fee.
a creature is pushed in front of some random vehicle on a
266
INSPIRATION FLASHBACKS Poor. You live in a tiny one room apartment and eat cheap
In addition to its normal uses, inspiration allows you to garbage. You receive no benefit or penalty.
perform a flashback to take action to impact your current Modest. You live in a serviceable apartment and can
situation. For example, you can spend your inspiration to afford to order take-out or cook. You have one luck point (per
flashback and buy plastic explosives to blast open a door in the Lucky feat).
your way, or bribe a security guard you’re about to speak to, Comfortable. You live in a nice condo or spacious
or make a deal with a street gang to provide you some apartment and can afford to eat at nice restaurants. You have
convenient muscle. one luck point, and can either add or subtract 1d6 on the luck
However, a flashback isn’t time travel. You can’t change reroll.
something that has occurred in the present moment. For Wealthy. You live in a fancy house or a decadent
example, you can’t flashback to kill the guard who is apartment and can afford to eat at 4-star restaurants, or
currently shooting at you. make your own food in a high-tech kitchen. You have two
luck points.
LIFESTYLE Aristocratic. You live in a mansion or a penthouse suite
Should a campaign have a gap in the action, the characters and can afford to eat at 5-star restaurants, or hire a personal
may want to take some time off. At the start of this chef. You have two luck points, and can either add or subtract
downtime, you will pay for your lifestyle. Your lifestyle 1d6 on the luck reroll.
decides the residence you can afford, the food you eat, the
healthcare you receive, and other factors. Based on your RANGED BARBARIAN
lifestyle, you may receive penalties or bonuses at the end of Where your Barbarian features apply to melee attacks, they
downtime. now also apply to ranged attacks made using their Strength
Luck points from your lifestyle are based on the Lucky feat, modifier. This allows barbarians to use firearms with all their
but they are not restored when you finish a long rest. If you features when using the smartgun augment.
have the Lucky feat, the luck points from your lifestyle are
added to your other luck points if you have the Lucky feat, RANGED DIVINE SMITE
and you choose which source of luck point you use when you Paladins can use their Divine Smite and Improved Divine
spend it. Smite features on ranged weapon attacks in addition to
Wretched. You are homeless and eat what food you can melee weapon attacks. They can also use their Divine Smite
scavenge. You end downtime with one level of exhaustion feature against objects and vehicles.
and half your hit dice expended. Additionally, you can allow smite spells, such as
Squalid. You squat in abandoned buildings or couchsurf thunderous smite or branding smite, to affect the first hit
when you can find someone to take pity on you. You end with a ranged weapon attack during the spell’s duration.
downtime with one level of exhaustion.
267
REST VARIANT: BREATHER Being within 5 feet of a hostile creature doesn’t impose
This variant allows creatures to finish a short rest in 5 disadvantage on your ranged attack rolls. Firearms lose
minutes. Once they have taken this form of a short rest, they the scatter property. Please note that there are multiple
must finish a long rest before they can take it again. fighting styles and feats that are made less potent with
This variant of the rule for short rests is intended for use this variant, so it is recommended that alternative fighting
in high-stakes, swift operations where the player characters styles and feats are chosen.
will have no chance of finding a full hour to settle down and Accessories no longer effect firearms, except in making
recuperate. It allows character classes and subclasses that them more fashionable.
have resources which recover on a short rest to still be able to
compete with characters that mostly have resources that Street Sam:
Hey, everyone
says I need
recover on a long rest. It also allows the DM to make longer, to go on a tr . Alley-sensei
more complex missions with numerous encounters without discovery to ip of self-
hone my chi
blade, so I' in
slowing the narrative pace for a long rest. m gonna be go to a mind
ne for a whil
Consider allowing more than one short rest to be taken in Wildfire: aw e.
w, we'll miss
this manner if you want to further tip the balance toward travels and yo u Sa m! good
stay safe!
short rest based characters. Prof Goofba
ll: I know yo
things, see u'
you around Sa ll do great
ROGUE HACKING TOOLS Redlight: Do
m.
When choosing the rogue class, instead of gaining proficiency n't forget to
that neighbor sa
with thieves’ tools, rogues can instead gain proficiency with girl. She'll y goodbye to
Checkmate: miss you too.
hacking tools. In addition, at 1st level, rogues can choose Don't worry,
place down wh I'
hacking tools for their Expertise feature. ile you're go ll hold the
ne.
TheWheelDeal
:
SIMPLER FIREARMS keep the wind Good luck on the road,
at your back
If you like the idea of using firearms, but you or the players Dozer: trust .
find managing them to be too complicated or time- to your Blad
e, samurai
Glitch King
consuming, you can choose one or more of the following : In a while,
crocodile.
variant rules to apply to firearms. Each variant rule does not Valkree: Br
ing plenty of
better to ha
overly impact the balance of the game. ve too much med-serum,
than not enou
FragOut: an gh.
Basic ammunition is unlimited for all firearms. d plenty of
lend you a fe firepower, i'
Optionally, once the players have bought a large amount w grenades if ll
NOIR: Please you need em
of a special type of ammunition, such as 100 or 1,000,
have another come back, I can't bear
they no longer have to track ammunition usage for that disappear fo to
rever.
special type when they use it. Wiseguy: Ou
r
Firearms with the reload property that can make more wayward trav paths will cross again,
eler.
than 1 shot between reloads lose the reload property. You Sundown: He
y
can switch types of ammunition when firing a firearm at chi stuff, bu Sam, don't know about th
t I know you is
any time without reloading (no action required). This can handle it
Street Sam: .
effectively means most firearms, except for those like the Goodbye ever
I'll see you yone, and I
all again so hope
rocket launcher, have infinite ammunition in their clip or on.
magazine, action movie style.
ART CREDITS
Cover Title and All Background/Theme Art - Nixo Chapter 1 Art 15 - Danny Schumpert
https://nixo.media/work - Commissioned by Mogrit https://www.artstation.com/adamschumpert
Cover Art - Ignacio Bazan-Lazcano - Chapter 1 Art 16 - Danny Kim -
https://www.instagram.com/ibazanlazcano/ https://www.artstation.com/dannykim1
Introduction Art 1 - Rashed AlAkroka - Chapter 1 Art 17 - Victor Leza -
https://www.artstation.com/rashedjrs https://victorleza.com/work
Introduction Art 2 - John Liew - Chapter 1 Art 18 - Dan LuVisi -
http://johnliewconcept.blogspot.com/ https://www.deviantart.com/danluvisiart/gallery
Chapter 1 Splash Art - Ignacio Bazan-Lazcano - Chapter 1 Art 19 - Ignacio Bazan-Lazcano -
https://www.instagram.com/ibazanlazcano/ https://www.instagram.com/ibazanlazcano/
Chapter 1 Art 1 - Clint Cearley - Chapter 1 Art 20 - Aurore Folny -
https://www.artstation.com/clintcearley https://www.artstation.com/aurorefolny
Chapter 1 Art 2 - Zack Cy - Chapter 1 Art 21 - Leonardo Giordano -
https://www.artstation.com/zackcy https://www.artstation.com/giordanoart
Chapter 1 Art 3 - Bogdan-MRK - Chapter 1 Art 22 - Bluezima: Dong-Wook Shin -
https://www.deviantart.com/bogdan-mrk https://www.artstation.com/bluezima
Chapter 1 Art 4 - Dan LuVisi - Chapter 1 Art 23 - kunimator -
https://www.deviantart.com/danluvisiart/gallery https://www.deviantart.com/kunimator/gallery
Chapter 1 Art 5 - Tony Moore - Chapter 1 Art 24 - Chun Lo -
http://coloneltonymoore.com/ https://www.artstation.com/chunlo
Chapter 1 Art 6 - Need for Speed Heat/Electronic Arts Chapter 1 Art 25 - Anastasia Lerno -
Chapter 1 Art 7 - Scribble Imp - https://www.artstation.com/lerno
https://www.artstation.com/scribble_imp Chapter 1 Art 26 - Aurore Folny -
Chapter 1 Art 8 - Helder Almeida - https://www.artstation.com/aurorefolny
https://www.behance.net/Heldrad Chapter 2 Splash Art - django red -
Chapter 1 Art 9 - Mikko Kautto - https://www.deviantart.com/django-red
https://www.artstation.com/stman Chapter 2 Art 1 and 3 - RX -
Chapter 1 Art 10 - Park Jin Kwang - https://www.artstation.com/rxart
https://www.artstation.com/jinkwang Chapter 2 Art 2 - David Robert Harvey -
Chapter 1 Art 11 - Eric Williams II - http://www.davidroberthovey.com/
http://www.ewillustration.com/ Chapter 2 Art 4 - Dan LuVisi -
Chapter 1 Art 12 - Erick Hernández - https://www.deviantart.com/danluvisiart/gallery
https://www.artstation.com/thyblake Chapter 2 Art 5 - Samuel Aaron Whitehead -
Chapter 1 Art 13 - Aurore Folny - https://www.artstation.com/hazzard65
https://www.artstation.com/aurorefolny Chapter 2 Art 6 - Zack Cy -
Chapter 1 Art 14 - Didier Nguyen - https://www.artstation.com/zackcy
https://www.artstation.com/kyu Chapter 2 Art 7 - Shadowrun/Catalyst Game Labs
Chapter 3 Splash Art - Vladimir Manyukhin - Chapter 5 Art 8 - Victor Leza -
https://www.artstation.com/mvn78 https://victorleza.com/work
Chapter 3 Art 1 - Wesley Phua - Chapter 5 Art 9 - Christian Yiannopoullos -
https://www.artstation.com/pavewinder https://www.artstation.com/neon
Chapter 3 Art 2 - Manuel Castañón - Chapter 5 Art 10 - Daniel Iova -
https://www.artstation.com/castaguer https://www.artstation.com/danieliova
Chapter 3 Art 3 - Sebastian Szmyd - Chapter 5 Art 11 - dsorokin755 -
https://www.artstation.com/sebastiansz https://www.deviantart.com/dsorokin755
Chapter 3 Art 4 - Brian Fajardo - Chapter 6 Splash Art - Danny Kim -
https://www.deviantart.com/brianfajardo/gallery https://www.artstation.com/dannykim1
Chapter 3 Art 5 - The Six Million Dollar Man/Alex Ross Chapter 6 Art 1 - Shadowrun/Catalyst Game Labs
Chapter 3 Art 6 - Yulin Li - Chapter 6 Art 2 - Jakub Rebelka -
https://www.artstation.com/liyulin https://www.artstation.com/shz
Chapter 3 Art 7 - Zack Cy - Chapter 6 Art 3 - kiwifruitbird -
https://www.artstation.com/zackcy https://www.instagram.com/p/BkbZFNFlR21/
Chapter 3 Art 8 - Astri-Lohne - Chapter 6 Art 4 - macarious -
https://www.deviantart.com/astri-lohne/gallery https://www.deviantart.com/macarious/gallery
Chapter 4 Splash Art- Ignacio Bazan-Lazcano - Chapter 6 Art 5 - raben-aas -
https://www.instagram.com/ibazanlazcano/ https://www.deviantart.com/raben-aas/gallery
Chapter 4 Art 1 - Ismail Inceoglu - Chapter 6 Art 6 - Daniel Brewer -
https://www.artstation.com/seventeenth https://www.artstation.com/sentientlamp
Chapter 4 Art 2 and 3 - Marek Okon - Chapter 6 Art 7 - Danny Kim -
https://www.artstation.com/okon https://www.artstation.com/dannykim1
Chapter 4 Art 4 - Vlad Moldovean - Chapter 6 Art 8 - Alexey Starodumov -
https://twitter.com/vmoldoo https://www.artstation.com/megadot
Chapter 4 Art 5 - Khyzyl Saleem - Chapter 6 Art 9 - Pene Menn -
https://www.artstation.com/khyzylsaleem https://www.deviantart.com/penemenn
Chapter 4 Art 6 - Cyberpunk 2077/CD Projekt RED Chapter 7 Splash Art - MuYoung Kim -
Chapter 5 Art 1 - David Legnon - https://imwaaal- https://www.artstation.com/muyoung
cyberpunk.tumblr.com/ Chapter 7 Art 1 - Blade Runner (1982) and numerous
Chapter 5 Art 2 - space gooose - .pngs from favpng.com, pngegg.com, and imgbin.com.
https://www.artstation.com/spacegooose Chapter 7 Art 2 - Rashed AlAkroka -
Chapter 5 Art 3 and 4 - OmeN2501 - https://www.artstation.com/rashedjrs
https://www.deviantart.com/omen2501/gallery Chapter 8 Splash Art - Dmitry Pantiukhov -
Chapter 5 Art 5 - maik beiersdorf - https://www.artstation.com/barabul
https://maikbeiersdorf.artstation.com/ Chapter 8 Art 1 - Eddy-Shinjuku -
Chapter 5 Art 6 - arvalis - https://www.deviantart.com/eddy-shinjuku
https://www.deviantart.com/arvalis/gallery Chapter 8 Art 2 - PAN PING -
Chapter 5 Art 7 - Suresh Maya - https://www.artstation.com/mrpin1
https://www.artstation.com/mayapbr/store
270
Chapter 8 Art 3 - mist XG - Appendix B Art 26 - Subnautica/Unknown Worlds
https://www.artstation.com/xgmist Entertainment
Chapter 8 Art 4 - Moon Yue - Appendix B Art 27 - Zackarias Vinterhed -
https://www.artstation.com/moonyue https://www.artstation.com/zatchie
Chapter 8 Art 5 - Victor Leza - Appendix B Art 28 - Andrew Hodgson -
https://victorleza.com/work https://www.artstation.com/andrewhodgson
Appendix A Splash Art - John Silva - Appendix B Art 29 - Encho Enchev -
https://www.artstation.com/johnsilva https://www.artstation.com/artwork/KVvKy
Appendix A Art 1 - OmeN2501 - Appendix B Art 30 - Sinto Risky -
https://www.deviantart.com/omen2501/gallery https://www.deviantart.com/sinto-risky/gallery
Appendix A Art 2 - Aegis-Illustration - Appendix B Art 31 - Andres Rios -
https://www.deviantart.com/aegis-illustration https://www.artstation.com/andresrios
Appendix B Splash Art - Ignacio Bazan-Lazcano - Appendix B Art 32 - Atomhawk -
https://www.instagram.com/ibazanlazcano/ https://www.deviantart.com/atomhawk/gallery
Appendix B Art 1 - Alexandra Smirnova - Appendix B Art 33 - Iliya Atanasov -
https://www.artstation.com/xereoli https://www.artstation.com/pixelhunters
Appendix B Art 2 - Didier Nguyen - Appendix B Art 34 - Alex Ichim -
https://www.artstation.com/kyu https://www.deviantart.com/alex-ichim
Appendix B Art 3 - Ignacio Bazan-Lazcano - Appendix B Art 35 - Pininfarina -
https://www.instagram.com/ibazanlazcano/ https://pininfarina.it/en/work/
Appendix B Art 4 - Jonathan Bogart - Appendix B Art 36 - Todd Brink -
https://www.artstation.com/renafox3d https://www.artstation.com/tbrink1
Appendix B Art 5 - Dani Santa - http://santa-design.com/ Appendix B Art 37 - Darren Sullivan Vince -
Appendix B Art 6 - Georgi Simeonov - https://uk.linkedin.com/in/darrensullivan
https://www.artstation.com/calader Appendix B Art 38 - Ghost Rider/Marvel
Appendix B Art 7 - Adry53 - Appendix C Splash Art and Art 1 - SENGHUI -
https://www.deviantart.com/adry53/gallery https://www.deviantart.com/senghui/gallery
Appendix B Art 8 - khesm - Appendix C Art 2 - django red -
https://www.deviantart.com/khesm/gallery https://www.deviantart.com/django-red
Appendix B Art 9 - Abiogenisis - Appendix C Art 3 - Ihor Tovstohan -
https://www.deviantart.com/abiogenisis/gallery https://www.artstation.com/ihortovstohan
Appendix B Art 10 - django red -
https://www.deviantart.com/django-red
Appendix B Art 11 - DMITRY LOGINOV -
https://www.artstation.com/artwork/6awaEO
Appendix B Art 12 - RadoJavor -
https://www.deviantart.com/radojavor/gallery
Appendix B Art 13 - Muhammad Rizky Fauzi -
https://www.artstation.com/muhammadrizkyfauzi
Appendix B Art 14 - Jacob Matiash -
https://www.artstation.com/jacob1998
Appendix B Art 15 - teru m -
https://www.artstation.com/teru_by_mashcomix
Appendix B Art 16 - Tor Frick -
https://www.artstation.com/snefer
Appendix B Art 17 - GeniusFetus -
https://www.deviantart.com/geniusfetus/gallery
Appendix B Art 18 - Reza Ilyasa -
https://www.deviantart.com/reza-ilyasa/gallery
Appendix B Art 19 - AKIRAwrong -
https://www.deviantart.com/akirawrong/gallery
Appendix B Art 20 - Michael Tschernjajew -
https://www.artstation.com/station02
Appendix B Art 21 - Dhilipsomesh -
https://www.deviantart.com/dhilipsomesh/gallery
Appendix B Art 22 - Ludovic FABRE -
https://www.artstation.com/lufabre
Appendix B Art 23 - Alex Ichim -
https://www.deviantart.com/alex-ichim/gallery
Appendix B Art 24 - Fausto De Martini -
https://www.faustodesign.com/
Appendix B Art 25 - Stephen Chang -
https://www.artstation.com/evolveinfinite
271
Appendix C Art 4 - David Edwards - Appendix C Art 26 - Carlos Cabrera -
https://www.artstation.com/everlite https://www.deviantart.com/artbycarlos/gallery
Appendix C Art 5 - Ian Llanas - Appendix C Art 27 - Heri Irawan -
https://www.artstation.com/ianllanas https://www.artstation.com/irawan
Appendix C Art 6 - daniele ariuolo - Appendix C Art 28 - Edouard Groult -
https://www.artstation.com/ariomansteelworks https://www.artstation.com/edwardca
Appendix C Art 7 - Yan Kyohara - Appendix C Art 29 - Magic: The Gathering/Wizards of the
https://www.artstation.com/yankyohara Coast
Appendix C Art 8 - Shadowrun/Catalyst Game Labs Appendix C Art 30 - Jose Brand -
Appendix C Art 9 - Ghost Rider/Marvel https://www.artstation.com/jbrand
Appendix C Art 10 - Gustavo H. Mendonça - Appendix C Art 31 - Siim Rimm -
https://www.this-is-cool.co.uk/the-concept-art-of- https://www.artstation.com/siimrimm
gustavo-h-mendonca/ Appendix C Art 32 - Rashed AlAkroka -
Appendix C Art 11 - BlondTheColorist - https://www.artstation.com/rashedjrs
https://www.deviantart.com/blondthecolorist/gallery Appendix C Art 33 - Shadowrun/Catalyst Game Labs
Appendix C Art 12 - Sergey-Lesiuk - Appendix C Art 34 - SpiritHide -
https://www.deviantart.com/sergey-lesiuk/gallery https://www.deviantart.com/spirithide/gallery
Appendix C Art 13 - Satellite Reign/5 Lives Studios Appendix C Art 35 - Thomas Wievegg -
Appendix C Art 14 - Sam Sun - https://www.artstation.com/thomaswievegg
https://www.artstation.com/samsun Appendix C Art 36 - django red -
Appendix C Art 15 - Shadowrun/Catalyst Game Labs https://www.deviantart.com/django-red
Appendix C Art 16 - Sebastien Hue - Appendix C Art 37 - Devin Schoeffler -
https://www.artstation.com/sebastienhue https://www.instagram.com/devin_schoeffler/?hl=en
Appendix C Art 17 - Paul Taaks - Appendix C Art 38 - Batman: Arkham Origins/WB Games
https://www.artstation.com/airnesto Montréal
Appendix C Art 18 - Park Jin Kwang - Appendix C Art 39 - Cyntopia/Sebastian Bauer
https://www.artstation.com/jinkwang Appendix C Art 40 - LeeJJ -
Appendix C Art 19 - Tryryche https://www.deviantart.com/leejj/gallery
Appendix C Art 20 - Bluezima: Dong-Wook Shin - Appendix C Art 41 - totmoartsstudio2 -
https://www.artstation.com/bluezima https://www.deviantart.com/totmoartsstudio2/gallery
Appendix C Art 21 - Bombielonia - Appendix C Art 42 - NOUR . -
https://www.deviantart.com/bombielonia/gallery https://www.artstation.com/noureldin
Appendix C Art 22 - Jumpei - Appendix C Art 43 - Aurore Folny -
https://www.deviantart.com/jumpei/gallery https://www.artstation.com/aurorefolny
Appendix C Art 23 - CrazyAsian1 - Appendix C Art 44 - Nemanja Stankovic -
https://www.deviantart.com/crazyasian1/gallery https://www.artstation.com/nemanjas
Appendix C Art 24 - TheEnderling - Appendix C Art 45 - Jay Li -
https://www.deviantart.com/theenderling/gallery https://www.artstation.com/2face
Appendix C Art 25 - Oleg Danylenko - Appendix C Art 46 - ThemeFinland -
https://www.artstation.com/olegdanilenko https://www.deviantart.com/themefinland/gallery
Appendix C Art 47 - Brian Allen - Appendix D Art 11 - Bjorn Hurri -
https://www.flylanddesigns.com/ https://www.artstation.com/bjornhurri
Appendix C Art 48 - Ivan Yakushev - Appendix D Art 12 and 14 - Dominik Zdenković -
https://www.artstation.com/noureldin https://www.artstation.com/dominikzdenkovic
Appendix C Art 49 - Adam Schumpert - Appendix D Art 13 - Alex Chow -
https://www.artstation.com/adamschumpert https://www.artstation.com/alexchow
Appendix C Art 50 - Android: Netrunner/Fantasy Flight Appendix D Art 15 - Ismail Inceoglu -
Games https://www.artstation.com/seventeenth
Appendix C Art 51 and 53 - Fred Augis - Appendix D Art 16 - dirac77 -
https://www.artstation.com/fredaugis https://www.instagram.com/dirac77/
Appendix C Art 52 - Tek Tan - Appendix D Art 17 - Liiga Smilshkalne -
https://www.artstation.com/tekkoontan https://www.deviantart.com/liiga/gallery
Appendix C Art 54 - Nur Iman - Appendix D Art 17 - toni infante -
https://www.artstation.com/nuriman https://www.artstation.com/toniinfante
Appendix C Art 55 - Danny Kim - Appendix D Art 18 - James Cheong -
https://www.artstation.com/dannykim1 https://www.artstation.com/jamescheongart
Appendix D Splash Art - Sergey Zabelin - Appendix D Art 19 - a dan -
https://www.artstation.com/sergeyzabelin https://www.artstation.com/a-dan
Appendix D Art 1 - Daniel Chang - Appendix D Art 20 - Thanh Tuấn -
https://www.artstation.com/danielcheng https://www.artstation.com/pencillien
Appendix D Art 2 - Sergey-Lesiuk - Appendix E Splash Art - Matt Zeilinger -
https://www.deviantart.com/sergey-lesiuk/gallery https://www.mattzeilinger.com/
Appendix D Art 3 - Devon Fay - Appendix E Art 2 - Adam Schumpert -
https://www.artstation.com/malibubob https://www.artstation.com/adamschumpert
Appendix D Art 4 - Richard Bagnall - Appendix E Art 3 - Rashed AlAkroka -
https://www.artstation.com/r_bago https://www.artstation.com/rashedjrs
Appendix D Art 5 - Andrei Riabovitchev - Appendix E Art 4 - Adam Schumpert -
https://www.artstation.com/andrei https://www.artstation.com/adamschumpert
Appendix D Art 6 - Jesus Blones - Art Credits Art 1 - Shadowrun/Catalyst Game Labs
https://www.artstation.com/jesusblones Art Credits Art 2 - Yuhong Ding -
Appendix D Art 7 - Raphaelle Deslandes - https://www.artstation.com/yuhongding
https://www.artstation.com/raphaelledeslandes Art Credits Art 3 - arvalis -
Appendix D Art 8 - Emilis Baltrusaitis - https://www.deviantart.com/arvalis/gallery
https://www.deviantart.com/emilisb/gallery Art Credits Art 4 - Eddie Mendoza -
Appendix D Art 9 - Augustas Krivelis - https://www.artstation.com/eddie
https://www.artstation.com/augustkriv Art Credits Art 5 - AdrianDadich -
Appendix D Art 10 - KAENKO DI - https://www.deviantart.com/adriandadich
https://www.artstation.com/kaenkodi
273
INDEX
CREATURE STAT BLOCKS BY CHALLENGE RATING
Challenge 1/8 (25 XP) Elite Samurai ............................................................................212
Goon ...........................................................................................221 Elite Security Officer ...............................................................215
Servant Drone .......................................................................... 238 Elite Sniper ............................................................................... 216
Challenge 1/4 (50 XP) Mage Hunter ............................................................................ 188
Bully ........................................................................................... 218 Phase ICE ..................................................................................196
Challenge 1/2 (100 XP) Rocketman ................................................................................210
Biker Punk ................................................................................ 218 Surgical Drone ......................................................................... 240
Flying Drone .............................................................................236 SWAT Bruiser ...........................................................................200
Gangster .................................................................................... 219 Technomancer ......................................................................... 226
Reporter .................................................................................... 208 Challenge 7 (2,900 XP)
Unstable Isotope ......................................................................193 Crime Boss ................................................................................194
Challenge 1 (200 XP) Elite Razorgirl .......................................................................... 206
Enforcer .....................................................................................219 Street Shaman ..........................................................................222
Spider Drone ............................................................................ 239 Challenge 8 (3,900 XP)
Challenge 2 (450 XP) Ghost Driver ............................................................................. 182
Bodyguard .................................................................................174 Elite Gunslinger .......................................................................183
Corporate Security Officer .....................................................214 Elite Security Captain .............................................................215
Gangster Boss ...........................................................................220 Elite Technophile .................................................................... 228
Gatling Turret .......................................................................... 237 Juggernaut ................................................................................185
Poacher ......................................................................................197 Challenge 9 (5,000 XP)
Road Raider ..............................................................................221 Cyberninja .................................................................................178
Warrior Drone ......................................................................... 240 Elite Demolitionist ..................................................................180
Challenge 3 (700 XP) Challenge 10 (5,900 XP)
Gangster King .......................................................................... 220 Greater Nuclear Elemental ....................................................192
Mercenary ................................................................................. 190 Nanomachine Legion ..............................................................237
Mobster ..................................................................................... 195 Prime Mercenary .....................................................................190
Police Officer ............................................................................ 199 Prime Samurai ......................................................................... 213
Radioactive Ooze ..................................................................... 204 Prime Sniper .............................................................................217
Razorgirl ....................................................................................207 Challenge 11 (7,200 XP)
Riot Drone ................................................................................ 238 Construction Drone ................................................................ 235
Rocker ........................................................................................209 Elite Technomancer ................................................................224
Sniper .........................................................................................217 Prime Gunslinger .................................................................... 184
Street Samurai ......................................................................... 213 Prime Razorgirl ........................................................................207
Swarm of Monkeys ..................................................................223 Challenge 12 (8,400 XP)
Challenge 4 (1,100 XP) Blazing Pyromaniac ................................................................ 202
Corporate Security Captain ...................................................214 Prime Demolitionist ............................................................... 180
Demolitionist ........................................................................... 179 Challenge 13 (10,000 XP)
Drone Taskmaster ...................................................................181 Prime Technophile ..................................................................229
Gunslinger ................................................................................ 184 Challenge 14 (11,500 XP)
Soldier Drone ........................................................................... 240 Unstoppable Juggernaut ....................................................... 186
SWAT Officer ........................................................................... 200 Challenge 16 (15,000 XP)
Technophile ..............................................................................230 Pop Icon .................................................................................... 201
Challenge 5 (1,800 XP) Prime Technomancer ............................................................. 225
Detective ....................................................................................198 Challenge 17 (200 XP)
Flayer Drone .............................................................................235 Mad Scientist ............................................................................187
Mobster Capo ........................................................................... 195 Challenge 18 (20,000 XP)
Nanomachine Swarm ............................................................. 237 Ascendant Technophile ..........................................................227
Nuclear Elemental .................................................................. 193 Walking Inferno .......................................................................203
Police Sergeant ........................................................................ 199 Challenge 22 (41,000 XP)
Pyromaniac ...............................................................................203 Nanomachine Hulk .................................................................191
Rockstar .................................................................................... 211 Challenge 24 (62,000 XP)
Challenge 6 (2,300 XP) Cataclysmic Anomaly ............................................................. 175
Chemist ......................................................................................176 Challenge 25 (75,000 XP)
Combat Medic ..........................................................................177 Techno Terror .......................................................................... 232
Elite Mercenary ....................................................................... 189
274
VEHICLE STAT BLOCKS BY CHALLENGE RATING
Challenge 1/2 (100 XP) Monster Truck ..........................................................................163
Jet Ski ........................................................................................ 144 Muscle Car ................................................................................ 138
Motorcycle ................................................................................ 152 Semi-Trailer Truck ..................................................................164
Challenge 1 (200 XP) Small Jet ....................................................................................155
Car .............................................................................................. 137 Succu-Bus ................................................................................. 169
Luxury Jet Ski .......................................................................... 144 Yacht .......................................................................................... 166
Motorboat ................................................................................. 135 Challenge 8 (3,900 XP)
Sports Motorcycle ................................................................... 152 Military Personnel Carrier .....................................................151
Challenge 2 (450 XP) Octopod Submersible ............................................................. 158
Helicopter ................................................................................. 142 Challenge 9 (5,000 XP)
Mini Submarine .......................................................................157 Military Transport Helicopter .............................................. 143
Pickup Truck ............................................................................ 163 Piloted Walker ..........................................................................153
Van ............................................................................................. 164 Challenge 10 (5,900 XP)
Warcycle ....................................................................................153 Fuel Tanker Truck ...................................................................162
Waverider ................................................................................. 145 Light Tank .................................................................................159
Challenge 3 (700 XP) Challenge 11 (7,200 XP)
Police Car .................................................................................. 154 Spider Tank .............................................................................. 161
Speedboat ................................................................................. 136 Challenge 12 (8,400 XP)
Sports Car ................................................................................. 138 Battle Mech ...............................................................................146
Challenge 4 (1,100 XP) Floating Fortress ..................................................................... 139
Armored Car .............................................................................133 Challenge 13 (10,000 XP)
Cabin Cruiser ........................................................................... 135 Assault Helicopter ...................................................................141
Mech Suit .................................................................................. 147 Challenge 15 (13,000 XP)
Challenge 5 (1,800 XP) VTOL Warship ......................................................................... 165
Armored Truck ........................................................................ 134 Challenge 16 (15,000 XP)
Armored Van ............................................................................134 Main Battle Tank .....................................................................160
Challenge 6 (2,300 XP) Challenge 17 (18,000 XP)
Attack Helicopter .................................................................... 142 Speed Demon ........................................................................... 171
Floatplane ................................................................................. 140 Challenge 19 (22,000 XP)
Military Humvee ..................................................................... 150 War Mech ..................................................................................149
Patrol Boat ................................................................................ 136 Challenge 21 (33,000 XP)
Unicarn ......................................................................................168 Attack Submarine ....................................................................156
Challenge 7 (2,900 XP) Challenge 27 (105,000 XP)
Bus ..............................................................................................137 Mythical Mech ..........................................................................148
275