Cyberdungeons

by TipperO1

Search GM Binder Visit User Profile
Cyberdungeons

Changelog

Version 1.0.1

Changelog

Created a changelog.

New Weapons

Added in the flare gun, compound bow, net cannon, & the cable, electrified, and grav nets.

To-do

  • create a spell that lets you connect to the internet - something like plane shift or astral projection
  • find a place to explain the internet & reference it in the monster chapter under the new locations section - the internet is a plane that can only be accessed mentally. It has two layers: the Surface - place where everyone goes to shop, watch videos, play games, etc. has a vaporwave and retrowave asthetic. Underneath the Surface (needs name) - is a dark place only skilled tech peeps know how to enter, basically the dark web. Populated with monsters that have the virus subtype, and is actually dangerous (damage done in this level will hurt you outside of the internet)
  • Add in a template for converting already existing monsters into the program type in the monsters chapter
  • Add in rules for inebriation from alcohol in the drugs section
  • revamp spell lists completely -- include artificer
  • Spells: healing spells that don't heal but instead repair machinery, computers, robots/drones, cybernetics, and other tech
  • Emphasize that if cybernetics are damaged, they must be repaired with a mechanics skill. Healing magic doesn't work on them and new technology based repair skills must be used instead
  • Revamp constitution cost system.
  • Worldbuilding section: cultural impact for cybernetics. Perhaps they're rare, they might be illegal or frowned upon by society, or they might be common and deeply desired by almost everyone in society. Perhaps corporations require their workers to "purchase" or rent certain cybernetics. Whenever that individual dies, quits, is fired, or stops working for the company in any other way the cybernetics are repossessed. If the worker attempts to run away, the corporations could have a program that automatically shuts down the cybernetics and sends off their current location. One corporation could secretly force workers to rent cybernetic hearts, which are shut down when the worker stops working in any way.
  • rules for homemade explosives, drugs, and other goodies (like cybernetics or firearms)
  • crashing air and water vehicles - falling damage for air and swimming/drowning for water.
  • military grade vehicles
  • spells that allow for cool space stuff (such as walking in any direction in space, communication, and easier space combat). These spells shouldn't use verbal components, because they were designed for use in a vacuum.
  • proficiency in each vehicle type for proficency in vehicle handling checks, and many vehicles require their own proficency
  • conditions for headshots, mutations, and more devastating explosives (being too close to an explosive destroys the body so throughly regular revival spells don't work and medicne/technology skills cannot be used)
  • Also create a price chart for drugs per ounce or dose
  • Create overdose rules for drugs and rewrite the descriptions of older ones.
  • cybernetics - silver tongue - tounge replacement that makes it easier to lie to people. it produces a soothing soundwave when speaking that makes people's brains more trustworthy. Enhancement that lets user speak all languages, even with machines. the addiction suppressor. neuralware that allows connection to the internet. servo skulls - gives the feature of having two heads (ettin), may also give boost to wisdom or memorize a few skills for user. xray vision. crab claws. also something that weaponizes sound in the mouth. call it the Banshee Box or something.
  • Better humanoid npcs - henchmen rules, pain and dismemberment rules, advanced optional rules for explosives and firearms. Rules that can make regular humanoids without powers threatening and the like. Example: holding down a player with henchmen so the enemy can break their hand with a hammer or sum. Limbs and appendages have hp and can be broken or outright removed with enough damage.
  • New skill -- willpower. Ties into Constitution. Portrays how much pain (as above), torture, or other a creature can take before breaking down, causing them to do whatever the person inflicting pain wants (such as revealing secrets, becoming subservient, or simply giving up and dying).
  • New skill -- something in wisdom that allows for knowledge to find things (like shops or drug dealers) on the streets

Table Of Contents

Topic Page
Part 1 - Races 4
  A.I. Robots 5
  Wirewreck 8
  Gricknack 9
Part 2 - Subclasses 10
  Barbarian: Path of the Dreadnaught 11
  Barabaian: Path of the Wrecker 11
  Bard: College of Fame 12
  Bard: College of Metal 12
  Cleric: City Domain 13
  Cleric: Technology Domain 14
  Druid: Circle of Civilization 15
  Druid: Circle of the Sewers 16
  Fighter: Commando 17
  Fighter: The Tactician 17
  Monk: Way of the Gun Fu 18
  Monk: way of the Squared Circle 18
  Paladin: Oath of Logic 19
  Paladin: Oath of the Vigilante 20
  Ranger: Shadow Hunter Conclave 21
  Ranger: Urban Warrior Conclave 21
  Rouge: Infiltrator 22
  Rouge: Decker 23
  Sorcerer: Radiation Freak 23
  Sorcerer: The Network 24
  Warlock: Digi-Lords 24
  Warlock: The Superintelligence 25
  Warlock: Pact of the Gun 26
  Warlock: Eldritch Invocations 26
  Wizard: School of the Battle Magi 27
  Wizard: School of Technomancy 27
Part 3 - Backgrounds 29
  Celebrity 30
  Corporate 31
  Crafter 32
  Drifter 32
  Media Investigator 34
  Mercenary 35
  Officer 36
  Patrician 37
  Pilot 37
Topic Page
  Smuggler 38
  Sprawl Ganger 39
  Techie 40
Part 4 - Equipment 42
  Armor 43
  Weapons 45
    Weapon Properties 46
    Melee Weapons 47
    Ranged Weapons 48
    Explosive Devices 49
    Firearms Accessories 50
  Gear Tables 51
  Gear Descriptions 52
    Special Ammunition 53
    Detonators 53
    Utilities 53
    Tools 58
Part 5 - Shady Activities 59
  Disabling Devices 60
  Disarming an Explosive 60
  Repairing Devices 60
  Restricted Objects 60
    Purchasing a License 60
    The Black Market 60
    Using Electronic Devices 60
    Defeat the Device Security 60
    Degrade Programming 61
    Find File 61
    Operate Remote Device 61
    Additional Hacking Options 61
  Drugs 61
    Addiction 61
    Narcotics 62
Part 6 - Cybernetics and Bionics 65
  Cybernetics 66
  Bionics 66
  Constitution Cost 66
  Cyber-Sickness Table 66
  Effects on Magic 66
  Gadgets 67
    Booby Trapped 67
    Compact 67
Topic Page
    Sensor Baffling 67
    Storage Compartment 67
  Cybernetics and Bionics 67
  Body Replacements Table 68
  Cybernetic and Bionic Descriptions 71
    Basic Parts 71
    Body Plating 72
    Cerebral Implants 72
    Cyberaudio 73
    Cyberoptics 73
    Cyberweapons (Body) 74
    Fashionware 74
    Hands and Feet 75
    Implants 75
    Limb Upgrades 77
Part 7 - Vehicles 78
  Vehicle Rules 79
    Acceleration 79
    Controlling the Vehicle 79
    Losing Control 79
    Crashing 79
    Crash Damage 79
  Vehicle Combat 80
    Ramming 80
    Vehicle Hit Points 80
    Repairing a Vehicle 80
  Vehicle Accessories 80
  Vehicle Accessory Table 80
  Vehicle Table 81
  Vehicle Descriptions 81
Part 8 - Feats 82
  Racial Feats 84
Part 9 - Conditions and Skills 85
  Conditions 86
  Skills 89
Part 10 - Spells 91
  Modern Spells 92
  Spells by Class 92
  Spell Descriptions 94

PART 1

Races

A.I. Robots

NOW THOSE ARE EXCELLENT QUESTIONS I FIND most people don't truly know the correct answers for. You see, the only real difference between drones and robots is that robots, intentionally or otherwise, are sapient. Now as to if a robot has a soul ... I honestly can't say. I've been designing them for decades now and I've never heard of someone actually bringing a robot back from the dead, and we certainly don't utilize souls in the creation of robots. It's possible they may have developed some kind of technological soul over time, but for the moment I don't think anyone can say for sure.

- Chip, renowned roboticist and philosopher

Robots are artificially created constructs designed with the use of advanced engineering and computer science. Originally, robots were simple, nonsapient machines called drones created to carry out tasks that were deemed too mundane or dangerous for humanoids to accomplish. As time drew on, advancements in technology allowed drones to become more and more advanced, eventually developing into the sapient beings known today as robots.

Artificial Beings

The artificial developmental process robots went through to become sapient left many wondering the all essential question as to whether they had a soul or not. Unlike other sapient construct races like the warforged, the development of robots never relied on the usage of magic or pre-existing souls, but rather through a lengthy period of scientific trial and error.

This unanswered question leaves robots open to potential discrimination by many humanoids who consider robots to be inferior for their lack of proof of a soul.

Purpose Built Beings

Truly sapient robots are costly to manufacture, and are never created without a calculated purpose in mind. This pre-existing purpose defines the robots existence, going far enough to define their physical purpose -- which is always designed to best enable them to fulfill their purpose.

This "designed for purpose" mindset towards creating truly sapient beings draws a lot of strife from both robots and humanoids alike, who may band together to advocate for better robot creation rights. A plethora of politicians and organizations claim to advocate for similar terms, but usually have hidden agendas in doing so.

A Fight for Acceptance

Though sapient robots were seen as a scientific marvel and was largely applauded by society, not everyone was pleased. To this day there exists several different "interest groups" that continue to undermine the efforts towards more widespread robot sapience, lobbying governments, falsifying reports, or even resorting to physical violence to undermine the integration of robots into society.

Despite these forms of abuse from others, the most common form of attack robots tend to face is verbal. Those who hate or fear them frequently lash out with name calling, the most common name being drone -- which carries the implication that robots aren't even sapient beings, but are rather unthinking machines.

AI Robot Names

All robots have a model type that designates what their physical form is, and a serial number that can be used to identify each individual robot. Once sent out into the world, robots tend to learn the naming conventions of their local area and choose a name that fits in better with their environment.

AI Robot Traits

Drones were originally designed to have specific traits, and the manufacturers kept these traits in robots after they gained sapience.

Ability Score Increase. Your Constitution increases by 2.

Age. Robots are usually built into intellectual adulthood. Because they aren't made of flesh, they don't age in any standard way. Though their systems can break down over time, the process generally takes hundreds to thousands of years.

Alignment. For ease of use, most robots are hardcoded to have a true neutral alignment, though with significant effort a robot can break out of this mindset and develop their own alignment.

Constructed Nature. Being a construct instead of a humanoid comes with several advantages, specifically the ones listed below.

  • You have the Construct type instead of the Humanoid type.
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
  • Checks made to heal you must be made with the Mechanics skill (outlined in Part 9) rather than the Medicine skill.
  • When you take a long rest you enter a low power mode instead of sleeping as described below.

Low Power Mode. Instead of sleeping, you enter an inactive state for 4 hours each day to recharge your system. You do not dream in this state, and you are fully aware of your surroundings and notice approaching enemies and other events as normal. However, if your rest is interrupted at any point, you must restart the 4 hour period.

Languages. You can speak, read, and write Common and Cybernetic. Cybernetic is explained more in depth in Part 9.

Build Type. Thanks to their nature of being "designed for purpose", there's a near unlimited amount of robot build types designed to specialize in every ability imaginable. Below are the most common.

Android

Unlike other robots, the interiors of androids are made of millions of nanites. This allows them to have more organic appearing movement. Androids were originally designed for use in the service industry, having exterior appearances that are indistinguishable from normal humanoids meant to keep patrons from feeling uncomfortable.

Ability Score Increase. Your Charisma increases by 1.

Size. Androids are typically human sized, weighing on average 270 pounds. Your size is medium.

Speed. Your base walking speed is 30.

Nanite Surge. You may focus the power of your body’s nanites to improve your abilities. You may add your proficiency bonus to any attack roll, ability check or saving throw. You may decide to use this ability after rolling the die, but before the outcome is determined. Once you use this ability, you can’t use it again until you finish a short or long rest.

Humanoid Form. Androids are created to appear and act exactly like humanoids, you have advantage on all Deception checks to hide your true form.

Combat Unit

The elite combat units are used as soldiers in wars and security agents or enforcement for corporations and those whoever can afford them. They are constructed to be impenetrable, with a physical design more focused on destructive power than intelligent processing.

Ability Score Increase. Your Strength increases by 1.

Size. Combat drones are typically bigger and bulkier than other builds, ranging between 7 feet and 8 feet tall and averaging 600 pounds. Your size is medium.

Speed. Your base walking speed is 30.

Fortified Exterior. Combat units are built with extra bulky and heavy plating designed to protect them during attacks, giving you a tough natural armor but making you ill-suited when it comes to wearing extra armor. You have a natural AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Modular Weaponry. Thanks to your combat focused design, you can attach any weapon to your form, allowing you to equip weapons that have the two-handed property as if they didn't, and all versatile weapons are treated as being held with two hands. Additionally, you cannot be disarmed.

Oracle Unit

Oracle units were a failed experiment in trying to predict future events by designing a robot that could read every part of a situation, compile and analyze the data about a situation, and use said data to spit out an accurate prediction of the future. Few were made, and fewer remain. While ultimately failing to reach their goals, the designers did succeed in creating robots with immense sensory precision and unprecedented logical processing capabilities.

Ability Score Increase. Your Wisdom increases by 1.

Size. Oracle units are typically human sized, weighing on average 350 pounds. Your size is medium.

Speed. Your base walking speed is 30.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Situational Awareness. Reading situations is one of the prime directives of any oracle unit. You gain proficiency in the Perception and Insight skills. You also determine the nature of the stimuli you receive from Perception and Investigation. For example, you can tell what chemicals are producing specific smells, or you can determine all of the ingredients in a food or drink by taste.

Repair Protocols. Whenever you spend Hit Dice at the end of a short rest to heal, you heal an additional amount of hit points equal to your character level. You may use this ability once per long rest.

Reconnaissance Unit

Small and stealthy, the reconnaissance droid was designed for clandestine operation, originally used by government agencies, but more often used by corporations or private parties in the modern day. Unlike other robots, reconnaissance units are built entirely without metal, their manufacturers choosing to utilize hard plastics and carbon fiber instead.

Ability Score Increase. Your Dexterity increases by 1.

Size. Reconnaissance units are typically smaller and built from lighter material than other robots, ranging from 2-4 feet tall and averaging 50 pounds. Your size is small.

Speed. Your base walking speed is 25.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Light Materials. You gain proficiency in the Stealth skill. Additionally, you do not appear on radar or thermal based surveillance systems.

Grappling Module. All reconnaissance units are built with grappling modules. As an action you may shoot up to 50 feet of heavy-duty cable, with either a grappling hook or suction cup at the end (you choose which when you use the ability), that can attach to any solid surface that can hold your weight, or that is light enough for you to drag.

As a bonus action you can retract your rope and pull yourself to a surface you have attached to, at a speed equal to your walking speed. After retracting fully, you may choose to stay connected, which gives you advantage on any saving throws made to prevent being moved, as well as allowing you to stick onto walls.

Replicant

Robot masters of disguise and subterfuge, replicants are liquid-state robots comprised of a viscous gelatinous paste contained within an incredibly thin synthetic membrane. The paste is a soft pink, and contains a number of molecular processors that maintain and operate the various systems of the replicant.

Replicants are rarely seen in their native form however, preferring to employ their ability to change their physical appearance to blend in. The original creator of the replicants is unknown and the methods to make them have been lost to time, making them incredibly rare.

Ability Score Increase. Your Charisma increases by 1.

Size. Replicants are built to have a similar stature to humans, weighing on average 230 pounds. Your size is Medium.

Speed. Your base walking speed is 30.

Shapechanger. Over the course of a short or long rest, you can change your appearance and voice to match that of one

humanoid you've seen before. you can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a humanoid you've never seen, and your clothing and equipment aren't changed by this trait. You must adopt a form that has the same basic arrangement of limbs that you have.

You stay in this new form until you revert to your true form or a different form (a process that the course of a short or long rest), or until you die.

Amorphous. Your liquid-state allows you to to move through a space as narrow as 1 inch without squeezing. Your equipment is not amorphous.

Supercomputer

Supercomputing robots were designed to complete complex problem solving tasks through adaptive programming, utilized for sorting data into patterns that humanoids cannot naturally see. Supercomputer robots normally are lightly armored naturally, so that their processing units receive better airflow.

Ability Score Increase. Your Intelligence increases by 1.

Size. Supercomputers are typically human sized, weighing on average 350 pounds. Your size is medium.

Speed. Your base walking speed is 30.

Adapting Mind. You gain two more languages of your choice. Additionally, whenever you take a long rest, you may change these languages to any other language (except secret languages such as druidic or thieves’ cant).

Predictive Analysis. You can analyze patterns of movement in other creatures, using your analysis to predict how the creature will attack and defending yourself as needed before it does. While you are not wearing medium or heavy armor, you may choose to add your Intelligence modifier to your AC instead of Dexterity.

Hunters

Hunters are robots designed specifically for tracking and hunting down other robots. Their physical design places special emphasis on health and damage, utilizing a built in self healing system and preset programs that allows them to exploit all of a robot's weaknesses. Hunters are expensive to manufacture, and are typically only sent out to "deal" with particularly troublesome robots.

Ability Score Increase. Your Constitution increases by 1.

Size. Hunters are generally taller and heavier than humans, standing about 7 feet tall and weighing on average 550 pounds. Your size is Medium.

Speed. Your base walking speed is 30.

Rescheduled Maintenance. While engaged in combat, you can use an action to spend one of your hit dice from your hit dice pool and use it as you normally would over the course of a short rest. You still regain your hit dice in the standard way. You can use this ability a number of times equal to half your level (rounding down to a minimum of 1) per combat. You can't use this ability if you've taken lightning damage or if you've been struck with an EMP blast within the last turn.

Construct Hunter. You've been specially designed to attack and destroy robots. You have advantage on attacks you make against constructs with the robot tag.

Gricknack

YEA I HAD A GRICKNACK WHEN I WAS A RUNT. MA mah ended up getting it for me on ma 5th birthday, and it's probably the only good thing that woman ever did for me while I was growin up. If it weren't for Teddy I'd probs be following in ma mah's footsteps shooting Hog up ma mouth in an ally somewhere.

- Faisa Vosh, Half-Orc bouncer for Club Grace

Gricknacks are small animated stuffed animals created with the purpose of watching over young children and being their companions while they grow up. Initially, Gricknacks had limited mental capacities and were simply animated toys, but as the years went on more intelligent and sentient models were produced. The toys were eventually designed with complete sapience as it made communication with the parents and interaction with the children easier. Gricknacks are always stuffed animals, though what type of animal they represent greatly varies. Ducks, dragons, dogs, and rarely even corporate mascots are created, but the most common form by far is the teddy bear.

Hardy Protectors

One of the key ideas behind the Gricknacks is their ability to protect the children they look after. Despite their tiny physical size, Gricknacks excel at attacking would-be aggressors by actively targeting vulnerable low spots such as ankles, Achilles tendons, and kneecaps. In case their child is afraid of the dark, all Gricknacks are equipped with an internal light that activates and allows them to glow brightly upon request. Additionally, their form as a stuffed animal allows them to be easily overlooked should they try and hide. Finally, Gricknacks have an inbuilt empath ability to read the emotional state of those they care about, and alter any affects that might be controlling their emotions.

Charismatic and Attached

Gricknacks are naturally designed to be charismatic and charming with children, and conversing with them and persuading them to do tasks comes naturally to them. Their tiny size also benefits them by making them seem "cute and trustworthy" to adults. Many Gricknacks become very attached to their children throughout the years, but know that all good things must come to an end eventually. As the years go on, children grow older and begin to spend less and less time with them. They'll still listen and offer advice when asked, but by the time their children reach maturity, most will go their separate ways, keeping in touch but living life for themselves. Very rarely some will become bitter and envious, and lash out by using their charismatic abilities to manipulate others into doing their bidding.

Gricknack Names

Most Gricknacks tend to keep the names they were given by their children, which tend to reflect their physical appearance or a cute sounding series of words.

Names. Fluffy, Hugsalot, Tie Dye, Sir. Roughagins, Lotso, Commodore Fluffy Pants, Quizly, Lumpy Head

Gricknack Traits

Gricknacks have the following racial traits.

Ability Score increase. Your Charisma increases by 2, while your Strength decreases by 1.

Age. To better care for children, Gricknacks are built into intellectual adulthood, and their construct nature prevents them from aging. Gricknacks have no determined age, and theoretically could persist for hundreds of years.

Alignment. Gricknacks tend to be neutral in all affairs, seeking only to protect their ward. Rarely however, one or two Gricknacks will become obsessed with the fact that their ward has grown up and doesn't want to play with them anymore. These individuals often become obsessed with the idea they were "abandoned", and use their charismatic ability to manipulate and abuse others into staying with them. Gricknacks who devolve into this mindset become neutral evil.

Size. Your kind are adorable, which is a blessing and a curse. Your kind average between 1½ and 2 feet tall, and weigh between 5 to 8 pounds. Your size is Tiny. Additional rules for tiny races can be found in Part 9.

flipping between parts is annoying. input tiny size rules here instead.

Speed. Due to your incredibly short stature, your kind move slower than the norm. Your base walking speed is 20 feet.

Languages. You can speak, read, and write Common and one other language of your choice.

Manufactured Resilience. You were manufactured in a factory, and have the following traits because of it:

  • You have the Construct type instead of the Humanoid type.
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
  • Checks made to heal you must be made with the Mechanics skill (outlined in Part 9) rather than the Medicine skill.
  • When you take a long rest, you must spend at least six hours in an inactive, motionless state rather than sleeping. In this state you appear inert but aren't actually unconscious, and you can see and hear as normal.

Night-Light. Gricknacks possess an inbuilt light source. As a bonus action, you can cause light to emanate from your entire body, causing it to shine bright light of a color you choose in a 10-foot radius and dim light for an additional 10 feet. If your body is completely covered, the light is blocked. You can also use a bonus action to emanate only dim light in a 10-foot radius, or to deactivate the light entirely.

Cute and Adorable. The incredibly small size and intentionally adorable design of your kind is both a blessing and a curse. You have a +2 bonus to Charisma (Persuasion) checks and a -2 penalty to Charisma (Intimidation) checks. Additionally, any Charisma based checks you make towards children are made with advantage.

Takedown. You can take advantage of your nimble maneuvers to bring down opponents that tower over you. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level.

Once you use this trait, you can't use it again until you finish a short or long rest.

Calm Down. Gricknacks have an empathic sense of the emothions and feelings of others, and can use their willpower to change the feelings of those they touch. You are magically aware of the emotional state of any creature you touch, and you can tell if a creature is under the magical influence of a foreign entity. This include effects such as the charmed and frightened conditions, and the exertion of magical control such as the geas spell and similar effects. As an action, you can remove one of these conditions from a willing creature you touch.

Once you remove a condition in this way, you cannot do so again until you finish a short or long rest.

Wirewreck

RECENTLY, IT WAS BROUGHT TO MY ATTENTION     that a group of individuals calling themselves "Wirewrecks" have been claiming that Palm Cybernetics unlawfully took these individuals against their will and subjected them to inhumane experimental tests for weeks, months, or even years in an effort to test new cybernetic parts. Let me be clear. Palm Cybernetics and all of its subsidiaries do not participate in the actions portrayed by these claims. While Palm Cybernetics does use humanoid test subjects to ensure the quality of our products, we do so in a humane manner described by the law, and fairly compensate our willing participants. Thank you, no further questions.

- Howard Byrd, CEO and Founder of Palm Cybernetics

Scientific advancements require experimentation, and experimentation requires testing on appropriate subjects to ensure one is getting the desired results. As demand increases for newer and better cybernetics, so too does the demand for test subjects that can be used to verify various cybernetics work in the way they're supposed to before being released to the consumer market. This is the origin of the wirewrecks. Once ordinary humanoids, wirewrecks are individuals who (willingly or not) became test subjects for a vast amount of different cybernetic parts, getting torn apart and stitched back together again countless times in the process. The end result of this lengthy period of testing leaves the wirewrecks something more, yet at the same time less than what they once were.

Outcasts

Wirewrecks are a sad sight to behold. Those that survive the experimentation that created them and are no longer considered adequate test subjects are usually thrown out to the streets without a second thought, leaving them to wander aimlessly as they attempt to recover their now shambled life. The whole ordeal causes many wirewrecks to forget who they once were, losing memories of their identities, relationships, and even their own names.

Maimed and Scarred

The most unsettling part of the wirewrecks however is their physical appearance. Over the course of experimentation, various cybernetic parts are left within the body of the test subject. Many of these leftover pieces eventually fuse with the subject on a cellular level, turning them into something between a construct and a humanoid. The microscopic fusion of metal and flesh has bizarre and painful outcomes that are unique for each wirewreck. Jutting metal, exposed wiring, misaligned limbs, extremely stunted height, and a general breakdown of the skin are all common symptoms of everyday life for wirewrecks.

To add to their misery, these "symptoms" leave many wirewrecks crippled, too badly damaged for even the advances of modern medicine or magic to fix. Merely existing is a painful feat for these beings, and those that do manage to carve out a place they can exist within society can be easily identified by their odd proportions, and the cybernetic implants that have escaped from beneath their skin to fuse with its surface.

Wirewreck Names

Wirewrecks have two main names. The first name they go by is whatever their name was before they underwent the experimentation that created them, usually a name that matches with the race of their parents -- provided they remember it that is. The second name is called an "experimental name". Experimental names are whatever they were called during their stint as a lab rat. Many wirewrecks hate their experimental names and consider them to be an artifact from a sour time in their lives, but it remains ingrained in their brains regardless.

Experimental Names. Alpha, Experiment 1, Trial 73, Subject 4, Test Subject 7895B

Wirewreck Traits

As a wirereck, you have the following racial traits.

Ability Score Increase. Your Wisdom score increases by 2.

Age. Wirewrecks are plagued by poor health from creation, and rarely live more than 50 years after they're released back into the wild. Before their creation they have the standard age of whatever race they were previously.

Alignment. The constant agony wirewrecks live with causes most of them to become calloused beings uncaring of any problem that doesn't immediately involve them, causing them to develop a truly neutral alignment.

Size. Wirewrecks tend to be shorter and more hunched than humans, standing on average 4 to 4.5 feet tall. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Cybernetic. Cybernetic is explained in more depth in part 9.

Homocyborgus. The process that created you has left you a strange mixture of humanoid and construct, giving you the following traits below.

  • When it comes to the purpose of spells, items, feats, or anything else that has some form of creature type requirement, you count as a humanoid and a construct. If this feature would conflict with itself (such as a spell that harms constructs but heals humanoids), roll a d2 to determine what you count as for that particular effect.
  • You no longer require food or drink to survive, but still get hungry and thirsty.
  • Checks made to heal you can be made with the Mechanics skill (outlined in Part 9), or the Medicine skill.

Subrace. Each wirewreck is unique in how their deformations effect them, technically creating a near limitless amount of subraces within the parent race. For the most part though, these deformities can usually be summed up into three general subraces: Disassembled, Malfunctions, and Shifters.

Disassembled

Disassembled wirewrecks have been torn apart and stitched back together countless times over the course of their pitiful lives. Having been "disassembled" in such a way so many times has eventually caused them to get used to being torn apart, allowing them to develop a unique connection between them and their limbs. These connections allow the disassembled to maintain control over their limbs after they're physically disconnected from the body, allowing them to see, hear, and even attack with their own severed limbs.

Disassemble. Over the course of your life, you've learned from the experiments conducted on you to disassemble yourself at will and control your limbs independently of your body. You suffer no injuries when you disassemble a limb. If you and your limbs are separated by more than a mile, you lose control over your limb and must either purchase a new one or find and reattach your current limb. If you buy a new limb, you permanently lose control over the previous limb the replacement is for. Disassembled limbs act on your initiative, and can take the following actions listed in the table below.

You can reattach one of your limbs to your body as a free action. If you have an arm disassembled, your speed is halved. You fall prone if both your legs are disassembled but can crawl if you have both arms, or crawl at half speed if you only have one arm attached. When all your arms and legs are disassembled, your speed is 0 and you can't benefit from bonuses to speed.

Spells or other effects that originate from you originate from your body, not your disassembled limbs.

Limb Speed Action
Arm 5ft A disassembled arm can crawl, make an unarmed attack, or attempt to grapple with disadvantage. It can also use any cybernetic attachments or upgrades it has.
Leg 5ft A disassembled leg is unable to take actions other than moving, but it can use any cybernetic attachments or upgrades it has.
Hand 10ft, climb 5ft A disassembled hand can crawl, climb, or attempt to grapple with disadvantage. The hand can take other actions a hand would otherwise normally be able to take, such as picking a lock, opening a door, or pickpocketing someone, taking disadvantage with each try. If the hand has cybernetic attachments or upgrades it can use them as well.
Foot 5ft A disassembled foot is unable to take actions other than moving, but it can use any cybernetic attachments or upgrades it has.
Eye 0ft As a constant passive ability, you can look through a disassembled eye and see everything it sees. If they eye has any cybernetic attachments or upgrades, you can also use those as well. If both of your eyes are disassembled, you are considered blinded (though you can still see out of your eyes).
Ear 0ft As a constant passive ability, you can hear through a disassembled ear and see everything it sees. If the ear has any cybernetic attachments or upgrades, you can also use those as well. If both of your ears are disassembled, you are considered deafened (though you can still hear from your ears).

Fragile. Your nature makes you susceptible to falling apart when struck with enough force. If you take more than 20 damage from a single physical source in one turn, roll a d20 and consult the table below.

d20 Result
1 Two limbs are knocked off of your body. Roll twice on this table, rerolling results of 1 or 20.
2-6 One of your arms is knocked off.
7-11 One of your legs is knocked off.
12-15 One of your hands is knocked off.
16-18 One of your feet is knocked off.
19-20 None of your limbs become detached.

When a limb is knocked off, flip a coin to determine if it's from the right or left side of your body. Heads is the right side and Tails is the left side. You must spend an action to reattach a limb to your body.

Used to it. You do not need to apply the Constitution Cost when purchasing and installing the basic cybernetic arms, legs, hands, feet, ears, or eyes. You still need to apply the Constitution Cost for any upgrades to said limbs or other cybernetic implants. Additionally, you do not take damage if any of your limbs are removed from your body in some way (such as from an explosion).

Malfunctions

The majority of the testing malfunctions went through involved installing circuitry inside the humanoid form. The circuitry installed is generally left inside the subject, eventually building up to the point where it begins to break through their skin and scrape against their insides. Wirewrecks are survivors however, and malfunctions are those that have eventually learned throughout their lives to dominate their circuitry, shifting it around inside them by sheer force of will to produce devastating weaponized effects.

Cybernetic Circuitry. You have cybernetic circuitry thanks to your unfortunate origin. Choose one type of circuitry from the circuitry table. Your Focused Overload weapon and damage resistance are determined by the circuitry type. Over the course of a short or long rest you can force the circuitry inside you to shift around, allowing you to choose a different type of circuitry from the table.

Circuitry Damage Type Focused Overload
Lithium Fire 10 ft. sphere centered on yourself (Dex save)
Copper Lightning 5 by 30 ft. line (Dex save)
Nickel Acid 15 ft. cone (Dex save)

Focused Overload. You can use your action to exert destructive energy. Your cybernetic circuitry determines the damage type, shape, and reach of the exertion. When you use your focused overload, each creature in the area of the blast must make a saving throw, the type of which is determined by your circuitry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your focused overload, you can’t use it again until you complete a short or long rest.

Installed Resistances. You have resistance against the damage type your Focused Overload ability deals.

Shifters

Cybernetic attachments require wires that either run to the brain or connect to nerves to allow fine control from the user. Shifters are the leftover test subjects used to test these wires, and as a result are filled to the brim with wires in a manner that resembles how stuffed animals are filled with fluff. Because all of these wires (or at least most of them) are connected to either the brain or nervous system, shifters can control these wires to erupt out of their body by bursting through their own skin in a process known as "shifting". Though painful, shifting proves advantageous by giving wirewrecks an upper hand in fighting or escaping combat.

Cybernetic Shift. On your turn, you can shift as a bonus action, allowing the mess of wires within you to burst through your skin and envelop your body. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. While shifted, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). Your speed increases by 5 feet, and you gain a climb speed equal to your walking speed.

As an action you may make a melee attack with a sharp tangle of wires that erupts out from your mouth, stomach, eyes, or some other place on your body. If you hit with the attack, you deal 2d6 piercing damage + your strength modifier. If the attack hits a target that is medium sized or smaller, the target is also grappled. You can grapple as many targets as you hit with this attack before a minute elapses, but all grappled creatures are freed when a minute passes. The attack has a 10 foot reach.

You must finish a short or long rest before you can shift again.

Ability Score Increase. Your Strength score increases by 1.

PART 2

Subclasses

Subclasses

Society and culture changes over time, becoming more and more "advanced" as time progresses. As culture evolves and new technology is developed, the people within society are forced to change and adapt as well. One of the best ways to represent this is with new subclasses that reflect the ways in which society changed over time. Within this section, you'll find drugged out barbarians, freaks who gain magical powers from radiation, artificers who augment flesh with mechanical parts, warlocks making pacts with corporate entities, and much much more. Three subclasses that represent the ways individuals adapt to a cyberpunk reality are included for every class -- for a grand total of 39 subclasses.

Artificer Specializations

Masters of ingenuity, artificers specialize in attaching the potent forces of magic to normally mundane objects. As technology becomes more sophisticated however, technological objects that would be considered magical in the past become mundane, giving artificers a larger inventory of items to tinker with. The three subclasses listed within -- the Augmenter, the Drone Mason, and the Mechanic -- are all centered around this more modern technology.

Specialty: Augmenter

Flesh is weak. As the ceaseless passage of time marches onwards, it swiftly withers and rots, bruising like an apple and sloughing off with disease in the process. Augmenters understand this weakness, and seek to prevent the decay of the body by replacing the imperfections flesh with the certainty of machinery. Masters of this specialty typically lead the development of new cybernetics and sell their designs to the highest bidder, or work to better their community by (sometimes quite literally) giving the unfortunate a leg up to function better in an increasingly demanding world.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with engineering kits and surgical tools. If you already have proficiency with one or both of these, you gain proficiency with a different type of tool set of your choice in lieu of the one you have proficiency in.

Augmenter Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augmenter Spell table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

New spells introduced for this Specialty are marked with an asterisk and detailed in the “New Spells” section of this compendium. For all other spells, see the Player’s Handbook.

Augmenter Spells
Artificer Level Spells
3rd Weld*, Mage Armor
5th Prosthesis*, Alter Self
9th Disarm*, Polybrachia*
13th Encrust*, Fabricate
17th Impulse's Golden Cybernetics*, Shutdown*

Augmented Cybernetics

Starting at 3rd level, your obsession with improving the humanoid form has rewarded you with the advanced knowledge necessary to create potent cybernetics, and attach them to yourself or others. When you finish a long rest, you can use your engineering kit to magically create any basic cybernetic part. Additionally, when you finish a short or long rest you can use your surgical tools to magically attach one cybernetic part (either your own or a standard one) to any willing creature.

Alternatively, instead of creating a basic cybernetic part, you may "augment" a basic part with one with your own custom improvements. You can augment a number of cybernetics equal to your Intelligence modifier +1 (to a minimum of 1), and can only augment a basic part a single time in this manner. If you augment a number of parts greater than your Intelligence modifier, the oldest augmentation vanishes, causing the cybernetic part to lose all effects of the augmentation. Augmentations and their effects can be seen in the Augmentations table.

Augmentations you create last indefinitely, until you choose to remove them, or until you surpass the number of augmentations allowed by your Intelligence modifier. If you choose to remove an augmentation, you can do so at any time, regardless of your distance from the piece with the augmentation.

Augmentations
Name Effect
Arcanology You implant a small computer into this cybernetic, allowing it to help the user maintain concentration on a spell. So long as the user has a cybernetic part augmented in this manner, they have advantage on all checks to maintain concentration on spells.
Optimization You spend your long rest fine tuning a basic part, optimizing it for maximum productivity. Cybernetics with this augmentation have an additional accessory slot. If this augmentation is removed, the creature using the cybernetic chooses which accessory is removed (assuming they have more than the maximum number of accessories if this happens).
Remote Control You enable the basic cybernetic to be functional even when detached from the user. Detached legs, feet, and arms have a movement speed of 0, and cannot attack, though they can use any accessories they have at the command of the owner (arms have a movement speed of 5 if they're detached with a remote control hand). Detached hands have a movement speed of 20 feet, and can use any accessories they have at the command of the owner. Detached ears and eyes have a movement speed of 0, but their owner can hear through the ears and see through the eyes, and they can use any accessories they have at the command of the owner. This augmentation does not work on neuralware. The owner must be within 1 mile of the cybernetic part to use this augmentation. Parts augmented in this way follow the rules for damaging cybernetics as described in the cybernetics section.
Sparks You intentionally knock some of the wiring inside the basic part out of alignment, causing it to occasionally emit dangerous sparks. Twice per long rest, when a creature makes a melee attack while having a basic part with this augmentation, they can cause it to emit a shock of electricity towards their target dealing an additional 2d8 lightning damage with their attack.
Upgrade You greatly enhance the capabilities of a basic part, giving noticeable boons to the owner. Feet and hands with this augmentation give the user an additional +1 to their Dexterity score. Arms give the owner a +1 to their strength, and legs give the owner a +5 bonus to their speed. Eyes and ears increase the owner's Perception by +1, and neuralware gives the owner a +1 to Intelligence.

You are encouraged to create further Augmentations, checking with your DM to ensure they allow them and consider them balanced.

Augmented Conduits

When you reach 5th level, you learn to augment cybernetics in ways that benefit you while also benefiting others by crafting potent arcane conduits into each of your augmentations. When you cast an artificer spell within 60 feet of one of your augmentations, you can instead have the spell originate from that augmented part.

When you cast a spell through your augmentations, roll a d8. You gain a bonus to one of the spell's damage rolls equal to the number rolled.

Augmentation Master

At 9th level, you have become a veritable master of creating and augmenting cybernetics. When you finish a long rest, you can use your engineering kit to magically create any cybernetic with a Constitution Cost equal to or less than 1.

Additionally, you can now install up to two augmentations into a single basic cybernetic part, and can augment a cybernetic piece over the course of a short or long rest. The number of augmentations you can have active at once has increased as well. You can now have a number of active augmentations equal to twice your Intelligence modifier +1 (still to a minimum of 1).

Beyond Humanoid

At 15th level, you have finally learned to break free from the frail shackles of flesh, allowing you to elevate yourself and others into something more than human with your augmentations. Creatures gain the following benefits based on the number of your active augmentations they have applied to them at any given time.

  • If a creature has two or more of your augmentations applied to them, they gain resistance to poison damage and psychic damage, and they are immune to the poisoned condition.
  • If a creature has four or more of your augmentations applied to them, the cybernetics enhancing their body makes them stronger and less susceptible to flesh wounds, giving them a +4 bonus to their AC.
  • If a creature has six or more of your augmentations applied to them, they start to become more machine than flesh, and can choose to consider themselves a construct instead of your other creature types when targeted by spells or other magical effects.

Specialty: Drone Mason

Tool Proficiency

Drone Mason Spells

Drone Mason Spells
Artificer Level Spells
3rd ,
5th ,
9th ,
13th ,
17th ,

further subclasses: drone mason (lots of tiny drones), demolitionist (explosives), & mechanic (vehicles)?

Primal Path

Rage burns in every barbarian's heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however.

Path of the Dreadnought

You are a merciless, destructive and unstoppable force. When it comes to fighting, you are at the forefront. A dreadnought generally approach combat in the most direct way possible, rarely carrying only one gun and leaving a path of devastation behind.

In the midst of battle, you are capable to take a great deal of punishment while dealing out far more to any who dares to go against you.

Juggernaut

Starting when you select this path at 3rd level, when you are targeted by an attack or a spell while you're raging, you can use your reaction to gain a bonus to your Armor Class equal to your rage damage until the end of this turn.

Additionally, you gain advantage in saving throws against being knocked prone or moved against your will.

Draw Fire

At 6th level, you can use your reaction to distract opponents and convince them that you are the most dangerous target in the area. Choose one creature that you can see within 15 feet of you which is attacking one friendly creature. If the creature can see or hear you, it must succeed on a Charisma saving throw (DC equals to 8 + your proficiency bonus + your

Charisma modifier) or attack you instead.

Body Gaurd

At 10th level, while you're raging, any creature within 5 feet of you that's hostile to you have disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Devastating Rage

At 14th level, when you have half or less hitpoints while raging, you can add your Rage Damage bonus to attack rolls.

Path of the Wrecker

Muscle breaks Steel; Rage defeats Machines; Strength beats Systems; such is the creed of the Wrecker. True barbarians learn this creed quickly when set adrift in the so-called civilized world of blinking lights and metal walls. People have lost their way in this universe, trusting their lives to machines and algorithms instead of the reliability of their own might. Setting upon the Path of the Wrecker means tearing down the machines and buildings of the mechanized world and letting your bottomless rage guide you when the universe itself seems upside-down.

Dismantle

By 3rd level, ripping apart machines, piece by piece, comes second nature to you. While you're raging, you ignore the damage threshold of nonmagical objects. Additionally, you can add twice your rage bonus damage when you deal damage to constructs.

Percussive Maintenance

Starting at 6th level, you understand that smashing something usually makes it work better. You can attempt to hack a device that could normally be hacked, such as a door control panel or an arcane terminal, by breaking it. Make a Strength (Athletics) check in place of an Intelligence (Technology) check. On a success, you perform one operation on the system of your choice as if you had full access, just as if you successfully hacked the system. The machine breaks immediately after this and can't be used afterwards without repair, whether or not you succeeded on the check.

Disarm Foe

By 10th level, you've become quite skilled in the time tested tactic of ripping off an enemy's limb and swinging it like a weapon against them. You gain proficiency in improvised weapons.

You can rip a limb off a humanoid creature when you reduce it to 0 hit points with a melee weapon or unarmed attack, or you can rip a limb off a Large or smaller construct creature within 5 feet of you by making an opposed Strength (Athletics) check against it as an action. If the construct has half its hit points or more, it automatically succeeds on this check. If you succeed on this check, you rip off one of the creature’s limbs, which you can immediately use to make an attack as a bonus action. A construct that has had a limb removed can't make attacks using that limb and has disadvantage on ability checks that involve using their limbs. You can only remove one limb from a creature.

make it so you can rip cybernetics out of creatures of the same size.

A severed limb is an improvised melee weapon which deals 1d6 bludgeoning damage on a hit. If removed from a Large creature, it deals 1d8 bludgeoning damage instead.

Crush, Smash, Bash

Starting at 14th level, your strikes land with such ferocity that you tear armor and armor plating asunder with your attacks. While raging, when you deal damage with a melee weapon attack to a construct or a creature wearing armor, you can cause the armor or construct to take a cumulative -1 penalty to the AC it offers, to a maximum penalty of -4 AC. A construct or suit of armor damaged by this ability can be repaired in 1 hour for 100 gp per point of AC penalty taken.

Further subclasses: drugs (path of the stimmer) & shotguns (path of the ?)

Bard College

The way of the bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

College of Fame

Bards of the College of Fame are in the publics eye by day, while working for an agency or organization by night. These bards might simply be famous because of who they are, or they may have earned their status because what they've done.

Bonus Proficiencies

When you join the College of Fame at 3rd level, you gain proficiency with the Deception, Performance and Persuasion skills.

Winning Smile

Also at 3rd level, while you are not wearing any armor, your AC equals to 10 + your Dexterity modifier + your Charisma modifier. Additionally, choose one skill from Deception, Performance or Persuasion. You add twice your proficiency bonus to any check you make with that skill.

You learn the enthrall and suggestion spells.

Compelling Performance

At 6th level, as a bonus action, you can expend one use of Bardic Inspiration. If you do so, for the next minute you can cast the command spell at 1st level as a bonus action on each of your turns without using a spell slot a number of times equal to your Charisma modifier.

Additionally, whenever any of your charm spells ends while using this feature, the creature or creatures affected don't realize they were charmed by you unless you want to.

Utterly Convincing

Starting at 14th level, when you make a Charisma-based ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add twice the number

rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Additionally, when a creature use one of your Bardic Inspiration dices to improve some Charisma-based ability check, it also adds twice the number rolled to its ability check.

College of Metal

The system is broken. It's built to defend corporations and wage slaves, who throw the downtrodden masses under the yoke of oppression, grinding them into corn meal that they feed into their money machines. No one understands that better than you do. But you don't need guns or drones to fight this war. You know that the power of music can move mountains, and you use the expression of your rock to drive the chained masses forward. As individuals, you will fall. But as a group, you can create a powerful noise.

Defiance

Starting at third level, the power of your music compels your allies to stand up and fight. Spend a minute playing music for your allies. For the next hour, they may spend Hit Dice to regain their hit points as an Action. You may use this ability once per long rest.

Uprising

Also at 3rd level, with a chant you inspire you allies to rise up and rally forward. Using a bonus action and a Bardic Inspiration die, all of your allies that can hear you can add 10 feet to their movement on the following turn, as long as that movement ends with them closer to an enemy than they were when their movement started. Additionally, if that ally makes a melee attack at the end of their movement, then they may make that attack with advantage.

Deafening Chord

Starting at 6th level, you gain the ability to play deafening music. Choose a creature within 60 feet of you that is not deafened, and spend a Bonus Action to play the Deafening Chord. The target succeed on a Constitution saving throw against your spell DC, or they lose concentration on a spell or concentration ability of your choice and become deafened. Regardless of the result of the saving throw, that creature's speed is reduced to 0 until the start of your next turn. This ability can only be used a number of times equal to your Charisma modifier per long rest (a minimum of once).

Rise Up

At 14th level, the sheer magnitude of your spirit for rebellion and defiance emboldens your allies to rise up and challenge the authority around them. Spend an Action to roll your Bardic Inspiration dice. All allies that can hear you within 60 feet gain a number of temporary hit points equal to your proficiency modifier + your Charisma modifier + the result of your Bardic Inspiration dice. You can use this ability a number of times equal to your Charisma modifier (minimum 1) per Long Rest.

further subclasses: college of politics (specializes in charm) & college of party (specializes in group tactics?)

Divine Domain

In a pantheon, every deity has influence over different aspects of a mortal life and civilization, called a deity's domain. All the domains over which a deity has influence are called the deity's portfolio. As a cleric, you choose one aspect of your deity's portfolio to emphasize, and you are granted powers related to that domain.

City Domain

The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.

New spells introduced for the City domain are marked with an asterisk and detailed in the “New Spells” section at the end of this book. For all other spells, see the Player’s Handbook.

City Domain Spells

Cleric Level Spells
1st comprehend languages, remote access*
3rd find vehicle* , heat metal
5th lightning bolt, protection from ballistics*
7th locate creature, synchronicity*
9th commune with city*, shutdown*

Bonus Cantrip

When you choose this domain at 1st level, you gain the on/off cantrip see “New Spells" in addition to your chosen cantrips.

Bonus Proficiencies

Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land).

Heart of the City

From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier a minimum of once . You regain any expended uses when you finish a long rest.

Channel Divinity: Spirits of the City

Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice.)

Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.

This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.

Block Watch

Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.

Express Transit

At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.

Technology Domain

Gods of technology promote the ideals of invention, city building and science. Cities, electronic and mechanical devices are the example of their ideals, empowering everyone who uses the technology in their name.

Technology Domain Spells

Cleric Level Spells
1st grease, power device*
3rd arcane lock, relay text*
5th electromagnetic pulse*, lightning bolt
7th fabricate, wire walk*
9th instant connectivity*, synchronicity*

Bonus Cantrip

When you choose this domain at 1st level, you gain the haywire cantrip if you don't already know it.

Channel Divinity: Recharge

Starting at 2nd level, you can use your Channel Divinity to power electrical devices.

As an action, you touch your holy symbol and evoke pure energy. You gain a number of energy points equal to five times your cleric level that last for 2 hours or until you finish a short or long rest.

As an action, you can touch an electrical device and transfer energy points from your pool to power it. Expending 1 energy point you can power a medium or smaller electrical device for 10 minutes, and expending 4 energy points you can power a Large or Huge-sized electrical device for 10 minutes. You can increase the duration expending more energy points, up to the maximum amount remaining of your energy points.

Urban Builder

Beginning at 6th level, while in an urban environment, you are considered proficient with the engineering kit and the mechanic tools, and you add double your proficiency bonus to checks using those tools instead of your normal proficiency bonus.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach 14th level, the extra damage increases t

Techpriest

At 17th level, you gain resistance to lightning damage and you learn the spell chain lightning, which is always prepared and count as a domain spell for you.

Additionally, all electric devices that require batteries don't expend charges when you use it.

Further subclasses: corporate domain and ?

Druid Circle

Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they never seen any high-ranking members of the society or participated in druidic gatherings.

At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.

Circle of Civilization

Also called Urban Druids, or Iron Druids, those who enter the Circle of Civilization learn to see the world of man not as a scourge upon nature, but an extension of it. these druids see beauty in the resilient ecosystems of humanoid cities, and so serves as a guide and protector to their inhabitants. such druids appear at all levels of society, be it as a vagabond amongst their homeless charges, or liaison between the aristocracy and the fey court. Regardless of your station, as a member of this circle your magic is bound to the streets beneath your feet, and the thousands of people who walk them alongside you.

Bonus Cantrip

When you choose this circle at 2nd level, the cantrips from the following list are added to the druid spell list for you, and you may learn a cantrip from the list: prestidigitation, minor illusion, message, friends.

Civil Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting quietly and listening to the sound of the city. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

City Spells

Your mystical connection to the city infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to city spells connected to the metropolis where you live. Once you gain access to a city spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Civilization Spells
Druid Level Spells
3rd alter self, shatter
5th tiny servants (XGE), hypnotic pattern
7th fabricate, compulsion
9th passwall, animate object

Social Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. Furthermore, your spiritual place within humanoid society allows you to easily insert yourself into any social groups. As an action you may approach a group of three or more non-hostile humanoids who are within 10 feet of you and have a CR of 1/2 or lower, forcing them to make a WIS saving throw. the humanoids who fail the save instinctually cluster together with you, and the following things happen:

  • The effected creatures perceive you as part of their group and treat you as a friendly acquaintance.
  • The creatures instinctively cluster together, staying within 5 feet of each other wherever possible.
  • You may use your bonus action to have your group of influenced creatures move up to 15 feet in the direction of your choice. they will not move into an obviously hazardous location, such as a sheer drop or a patch of flame.
  • You have advantage on deception checks to pass yourself off as a member of that group to outside observers.

This effect ends when you are no longer within 10 feet of the group, if you or any member of the group sustain damage, or after 10 minutes. When you use this ability you may not do so again until you have completed a long rest.

Iron Druid

When you reach 10th level you bind your magic to the bones of the city, surpassing your aversion to Iron and other metals. While you are wearing significant amounts of cold iron about your body (for instance in the form of heavy piercings, jewelry, or metallic tattoos.) you are immune to poison and disease, as your iron aura grants you construct like resilience. Your iron magic also wards you against the influence of fiends and fey, making it impossible for them to frighten or charm you. if you are wearing metal in your humanoid form, you retain the benefits while wild shaped.

Urban Shape

At 14th level, you may shape yourself into an avatar of your urban home. While you retain the benefits of your Iron Druid ability, you may expend a use of your wild shape and gain the following benefits for 1 minute:

  • Mortar and Debris coat your body, doubling your weight and granting you resistance to non- magical piercing bludgeoning and slashing damage.
  • You radiate an aura bearing the essence of cold iron 10 feet from yourself. Whenever a fiend or fey creature enters your aura, or begin their turn there, they take Radiant damage equal to half your druid level, as the metal’s touch burns them.
  • You may use two feet of your movement to walk through 1 foot of carved wood, packed dirt, or worked stone. If at the end of your turn you are inside a surface that this ability had allowed you to enter, you are harmlessly ejected from that material at the point where you entered.

Circle of Pollution

Druids in the Circle of Pollution look at the megacities in the world and obsess over how they destroy the environments around them without a second thought. Disgusted by the pollution of the natural world, these druids use perverse and dangerous magic to pollute water sources, rot food, and rust metal in an attempt to fight fire with fire by harnessing the power of pollution to destroy these cities. Perhaps due to their extremism, usage of perverse pollution magic, or a mixture of both, these druids are often outcast from regular society in addition to druidic society and often live in small groups of like minded extremists.

Bonus Cantrip

2nd Level

Spell List

6th Level

10th Level

14th Level

Circle of the Sewers

Like a barnacle clutched to a belly of a ship, druids of the sewers aren't bothered by their reputation. Where there is an ecosystem, you can be sure there is at least one druid maintaining it, and under the rustle and bustle of any Waterdeep or Silverymoon there is an ecosystem—one of vermin and filth, but an ecosystem nonetheless.

Druids of the sewer promote the vermin that stalk the cold stone passageways that snake below the cities of the material plane. These druids promote their inhabitants' existences whether to keep the companionship of the fellow squalid lifeforms or to keep the balance of the gorgeous cities by tending to the wretched world below.

Circle Spells

Your connection to the fetid sewers infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the wretched depths below the cities.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle Spells
Druid Level Circle Spells
3rd spider climb, web
5th gaseous form, stinking cloud
7th blight, dimension door
9th cloudkill, contagion

Skittering Forms

Starting when you pick this circle at 2nd level, your wildshape options are expanded by the fact that most sewer creatures have a common goal. When you use your action to wildshape you can instead turn into a swarm of tiny beasts, following all other normal wildshape restrictions.

Starting at 6th level in this class, when you are in the form of a swarm of tiny beasts you can use your bonus action to scatter in every direction. You become incapacitated and immune to all damage that doesn't fully engulf the entire swarm (the swarm when scattered has a radius equal to it's fastest movement speed).

If you are scattered, your swarm form loses stability at the start of your next turn. You become a single instance of the tiny creature in an unoccupied space within the reach and movement speed of the orignial swarm. All other instances of the unstable swarm die and rot into grey ash.

Infesting Friends

Starting at 6th level, you can call fourth any community of vermin that skulk the shadows looking to eat all they can. When you kill a creature within 10 feet of you with a spell or attack, you can cause a swarm of tiny beasts to burst fourth from the corpse. These tiny beasts obey your verbal and mental commandss. The swarm of tiny beasts must be a swarm you are able to turn into with your wildshape feature. The swarm scatters when they enter direct sunlight or until 8 hours has passed.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Blood to Ichor

Starting at 10th level, the disease and toxic sewers are inert to your form. You become immune to the effects of poisons and disease.

You can expened a use of your wild shape to transform into an ooze of challenge rating 2 or lower instead of a beast.

Blessing of the Sewers

Starting at 14th level, You can cast detect poison and disease at will as your senses grow honed to the presence of rot and decay.

All creatures of your choice within 10 feet of you are immune to contracting diseases or becoming poisoned, including yourself. If the creature is already poisoned or diseased the effects of the poison or disease are suppressed while they remain within 10 feet of you.

further subclasses: circle of energy (venerates the natural state of power. can specialize in tech creatures and computers?)

Martial Archetype

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Commando

A commando is a soldier of an elite light infantry or special operations force specialized in assault or unconventional high-value targets. Commandos differ from other types of special forces in that they primarily operate in overt combat, front-line reconnaissance, and raiding, rather than long range reconnaissance and unconventional warfare.

Tactical Aid

Beginning when you choose this archetype at 3rd level, as a bonus action, you can give advantage to an ally on the next ability check or attack roll versus an opponent you can see within 30 feet of you. You can use this feature a number of times equal to your proficiency bonus before finishing a short or long rest.

Pre-Planning

Starting at 7th level, after spending 1 hour studying a map, plan or similar of an 8-mile area, you learn something about two of the following points of your choice:

  • Access (the password for entering a restricted area, the location of a keycard, an unlocked entry door or window)
  • Alternative routes (the ventilation system, the basement access, roof access and such)
  • Dead Drop (an insider drops off up to 20 lb. of equipment in a location you choice. The equipment can be both yours or from your allies)
  • Surveillance (location of cameras, the security room, number of guards, metal detectors and such)

Additionally, while you are in the area you've studied, you have advantage on initiative rolls for the next 12 hours or until you use this feature again.

Additional Fighting Style

At 10th level, you can choose a second option for the Fighting Style class feature.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

First Contact

At 18th level, if you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.

The Tactician

Tacticians view the battlefield as a game of chess, using techniques passed through war logs and following their gut instincts.

The knowledge or bravura of a Tactician can be the defining element of a battle that gives the final push towards victory in a small skirmish or a long campaign. Not every fighter learns from every fight, mugging, or gang war throughout history like the Tactician does.

Master Tactician

At 3rd level, when you take the attack action, you can forego your attack to allow one ally within 30 feet that can see and hear you to make one weapon attack. If you are able to make multiple attacks with the Attack action, this attack replaces one of them. On a hit, they add your Intelligence Modifier to the damage roll.

Battlefield Wit

At 3rd level your knowledge of tactics helps you move quicker through the cacophony of battle. You add your Intelligence modifier to your Initiative rolls.

Student of War

Starting at 7th level, your knowledge of military history is unrivaled. You gain proficiency in History. Your proficiency bonus is doubled for any ability check you make attempting to recall military events.

Inspiring Word

At 10th level, when you use your Second Wind, Action Surge or Indomitable feature you can instead provide the benefits to a friendly creature that can see and hear you within 30 feet.

Castling

At 15th level, you can position a number of friendly creatures equal to your Intelligence modifier (minimum of +1) within 60 feet that can see and hear you, as a bonus action. These creatures can use their reaction to move up to their speed. This movement does not provoke opportunity attacks. Once you use this feature you cannot do so again until you finish a short or long rest.

Fearless Rescue

At 18th level, when an enemy reduces an ally to 0 hit points within 30 feet, you can use your reaction to move up to 5 feet near the enemy that reduced the ally’s hit points and make a weapon attack. Your ally is immediately stabilized and can spend a hit die to regain health, in addition they regain another 1d6 hit points for each opportunity attack you provoked in your movement. Once you use this feature you cannot do so until you finish a long rest.

further subclasses: bodyguard (specializes in protection) & scrapper (specializes in dirty fighting and improvised weapons)?

Monastic Tradition

Most monasteries practice one tradition exclusively, but a few honor the traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

Way of Gun Fu

Monks of the Way of Gun Fu are masters in the sophisticated close-quarters gunplay resembling a martial arts battle played out with firearms instead of traditional weapons.

The focus of gun fu is both style and the usage of firearms in ways that they were not designed to be used. Shooting a gun from each hand (usually paired with jumping to the side at the same time), shots from behind the back, as well as the use of guns as melee weapons are all common.

Gun Fu Technique

When you choose this tradition at 3rd level, you gain proficiency with heavy pistols and machine pistols. These weapons are monk weapons for you, and you gain the following benefits:

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.
  • Immediately after you take the Attack action on your turn to make an unarmed strike, you can spend 1 ki point to make an additional ranged weapon attack with a firearm as a bonus action.

Countershot

At 6th level, as a reaction when an enemy misses you with a melee attack roll, you can make a single ranged weapon attack with a firearm against the attacker. Once you use this feature, you can't use it again until you finish a short or long rest.

Gun Fu Mastery

At 11th level, you gain proficiency with submachine guns and tactical shotguns.

These weapons are also considered as monk weapons for you.

Additionally, when you hit a target with a firearm which is a monk weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Bullseye

At 17th level, your mastery of firearms grants you extraordinary accuracy. If you make an attack roll with a firearm which is a monk weapon for you and miss, you can reroll it. You can use this feature only once on each of your turns.

Way of the Squared Circle

Monks of the Way of the Squared Circle have become masters of showmanship and grappling. Colorful and loud by nature, these monks are often found far and wide as performing combatants searching for fame and fortune. They learn techniques to throw and restrain their opponents, manipulate ki to release devastating attacks, and practice advanced meditation to shrug off harm.

Superstar

Your training and experience has granted you a uniquely entertaining approach to combat. When you choose this tradition at 3rd level, you gain proficiency in Acrobatics and Performance, if you haven't already gained them.

Additionally, you learn Kayfabe, the secret language of Monks within the Way of the Squared Circle discipline.

Superior Grappling Technique

Starting when you choose this tradition at third level, your expertise allow you to use your Dexterity (Acrobatics) to make a Grapple. Additionally, you may use one of your Flurry of Blows attack to attempt a grapple. When you have a creature grappled, you may spend one ki point to use an attack action to do one of the following.

  • Suplex Throw The creature must make a Dexterity saving throw against your monk DC or take damage equal to your Martial Arts die + Dexterity modifier and land prone. Additionally, you may also throw it up to 10 feet away from you in any direction, however this will release the grapple
  • Submission Hold The creature must make a Dexterity saving throw against your monk DC. If it fails, it is restrained. On the start of its next turn, if it is still restrained, it must make a Strength saving throw or take damage equal to two rolls of your Martial Arts die + Dexterity modifier. On subsequent turns, if still restrained, you may use an action to do this damage again. When you use an action or bonus action other than Submission Hold they are no longer restrained, however they are still grappled.

Devastating Finishing Maneuver

At 6th level, your training and experience has allowed you to develop a Devastating Finishing Maneuver. As an action, you can spend 3 ki points to perform a unique attack as per your Martial Arts feature. On a hit, you deal bludgeoning damage equal to 6 rolls of your Martial Arts die + your Dexterity modifier. You must finish a short or long rest before you can use this feature again.

No Selling

At 11th level, you manipulate your ki to shrug off damage. As a reaction when you take bludgeoning, piercing, or slashing damage, you may spend one ki point to resist this damage and any further bludgeoning, piercing and slashing damage until your next turn. Additionally, when you use your Slow Fall feature, if the remaining damage after the reduction is

less than your hit point total, you have resistance to this damage.

Main Eventer

At 17th level, your experience and prowess has granted you the endurance of a Main Eventer. When your ki points reach 0 in combat, you regain 3 ki points and another use of your Devastating Finishing Maneuver feature. You have two uses of this ability and you regain all expended uses of it when you finish a short or long rest.

Further subclasses: Light [ie neon] bender & ?

Sacred Oath

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training.

Oath of Logic

In the far future, the beliefs in the gods have dwindled and many paladins serve under a new power: Technology, and the logic that is used alongside it. Instead of a Paladin worshipping the technology that surrounds them, they draw on its power using it to assist them in and outside of battle. A Paladin who has taken the Oath of Logic strives to bring order through knowledge, utilizing the urban world around them.

Tenets of Logic

The tenets of the Oath of Logic shows a willingness to understand the laws and reasonings in a modern age.

Everything Has a Reason. Logic dictates that something will always happen for a given reason. Even if it isn’t immediately visible.

Science Overcomes All. When something cannot be explained, science usually is the best way to start looking into the reason.

Occam's Razor. The simplest answer is the most logical and is usually correct.

Oath Spells

You gain oath spells at the paladin levels listed

Oath of Logic Spells
Paladin Level Spells
3rd identify, remote access
5th find vehicle, silence
9th haywire, protection from ballistics
13th synchronicity, system backdoor
17th modify memory, shutdown

Proficiencies

When you take this oath at third level, you gain proficiency in land vehicles

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Info Leak. As a bonus action, you can use your Channel Divinity to tap into an electrical device with a screen within

30 feet of you and view what is on that screen at that time. You can use your action to delve deeper into the devices files and memory. The device must make a DC 10 saving throw. On a failed save, device becomes unusable for the next minute

Electromagnetic Strike. As an action, you can Channel Divinity to make an attack with a magnetized strike, increasing your attack by a certain amount based on the armour the opponent is wearing.

  • Heavy: +10 (+8 for Splint)
  • Medium: +6 (+5 for Hide)
  • Light: +3 (+4 for Studded Leather)
  • Natural/No Armour: +0/+1 (at the DM's Discretion)

Firewall Aura

Starting at 7th level, yours and any friendly creature's devices within 20 feet of you are protected from hacking, magical or otherwise.

At level 18, the range of this aura increases to 50 feet

Conductive Discharge

At 15th level you become resistant to lightning damage. Whenever you are hit with anything that deals lightning damage your next attack using deals half of the damage you took as additional lightning damage.

Technological Singularity

At 20th level, you consume the power of the technology around you. Electrical sparks flicker across your body and your hair stands straight on end.

Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • Your strength, dexterity and constitution increase by 1.
  • You gain an extra attack each round.
  • On your next attack you can charge 15 feet without expending movement. As well as sending out an Electromagnetic Pulse that disables all devices not affected by Firewall Aura within a 10 foot radius of you.
  • You emit an electrical field 10 feet around you, any enemy that starts their turn inside the field takes 15 lightning damage.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of the Vigilante

The Oath of the Vigilante is focused on eliminating targets in the name of justice. Although the common folk might call them assassins, they prefer to have some vigilantes in the city.

Tenets of the Vigilante

The following virtues are common to all paladins, even though the situations and laws might be different on each case:

Justice in Your Hands. Sometimes you must step outside the law to exact justice for keeping peace.

Hunt. Seek out those who might do harm to the innocent, even if they hide.

Eliminate the Guilty. The guilty must be destroyed in order for the innocent to live in peace.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Vigilante Spells
Paladin Level Spells
3rd bane, detect evil and good
5th hold person, zone of truth
9th haste, speak with dead
13th otiluke's resilient sphere, locate creature
17th dominate person, hold monster

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Hunter of the Evil. You can use your Channel Divinity to strike with divine accuracy upon a creature. When you make an attack roll, you can also use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Smite the Guilty. As an action, you present your holy symbol and speak a prayer, using your Channel Divinity. Choose one creature within 30 feet of you that you can see. That creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on its attack rolls until the end of your next turn. Additionally, the creature can only take an action or bonus action on its next turn.

Vigilant Aura

By 7th level, you and all friendly creatures within 10 feet of you cannot be surprised. At 18th level, the range of this aura increases to 30 feet.

Street Watch

Starting at 15th level, while in an urban environment, you can't be charmed and you have advantage on initiative rolls.

Eternal Vigilant

At 20th level, as an action, you become an entity of true and divine judgment. For 1 minute, you gain the following benefits:

  • You have advantage on attack rolls you make against creatures which have attacked you or a friendly creature in the last minute.
  • You can use Smite the Guilty once per round as a bonus action without using your Channel Divinity.

further subclasses: oath of the clean (abilities against drugs)? & oath of luddite (no technology)? maybe these are the same things?

Ranger Conclave

Across the wilds, rangers come together to form conclaves— loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.

Shadow Hunter Conclave

The Shadow Hunter is a tracker, a stalker, a finder of lost things and people—particularly those that do not want to be found. The Shadow Hunter is familiar with all the modern forensics methods of tracking a subject, but places equal faith in magic and supernatural methods.

Target Creature

At 3rd level, you may designate a creature as your target. You don't need to know the target personally and you may know the creature only through her actions or description, such as "the orc from the bank heist" or "the gnoll who led the jail breakout". You cannot designate a creature while you or the target is in combat, and once you choose a target you must wait 24 hours before choosing another.

The creature you target counts as a favored enemy for you.

No Trace

At 7th level, you have advantage on checks you make to hide and avoid being detected while you are in your favored terrain or an urban environment.

Additionally, while you are tracking your target, you can move stealthily at a normal pace and enemies have disadvantage on Perception checks to track you.

Revised Ranger

If you're playing the revised ranger introduced in Unearthed Arcana, you also gain the Extra Attack feature. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Play A Hunch

At 11th level, you can use your action and expend one ranger spell slot to determine whether an assumption, hunch, or guess is correct. When you do so, you must state the assertion (such "He has left the building", or "The mayor is an evil man"). Then, the GM rolls a percentile dice. There's a 70% + 1% per ranger level chance of getting a response on the hunch.

If the roll is a success, the GM lets the player know if the hunch is true, false, both or neither. A "both" response is possible for vague assumptions such as "the mayor is an evil man" can be both true and false (he is evil, but not human). An "unknown" response is for questions with no immediate answer.

The DM may determine that the hunch is so obvious that it does not require a roll, or that is so vague that there is no chance for success.

A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Shadow Hunter alone. Finding proof of an assumption such as "the mayor is a mind flayer" would require additional work.

You can use this feature a number of times equal to your Wisdom modifier and you regain any expended uses when you finish a long rest.

Locate Target

At 15th level, you gain the supernatural ability to know where your target is. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense your targeted creature's location if it is within 3 miles of you, and if it's moving, you know the direction of its movement. This ability applies only on the target, and does not reveal attitude, status, or the presence of others around the target.

After you use this ability, you must finish a sort or long rest to use it again.

Urban Warrior Conclave

To embody the Urban Warrior is to have your knowledge of the city reach out limitlessly. To traverse the city scape how nobody else can, and be ready to tackle anything within is what it means to be an urban warrior. The towering complexes and endless alleyways are your jungle, the roads are your rivers, and skyscrapers are your mountains; all of it channels through you and gives you strength. Different urban warriors may have different motivations as to why they fight. Some are vigilantes that wish to keep peace in the city, some are outlaws who look out for nobody but themselves, but nomatter who they are the city is their domain and they fight there like no other.

Traversal

At 3rd level, you mentally decode the world around you into simple geometry, andcan traverse it in ways that might seem to defy physics. You gain the following benefits:

  • You gain a climbing speed equal to your movement speed.
  • You can fall up to twice as far without taking any falling damage.
  • You can leap up to twice as far.
  • You can move through a space that is one size category smaller than you without squeezing.
  • You can move down a vertical space at a speed equal to double your base movement speed, assuming you have a firm vertical surface to utilize. If you stop moving before reaching the bottom of the vertical space, you start falling.

Combat Opportunist

Starting at 7th level, you gain exceptional knowledge on how to use the world around you to your advantage; choose one of the following features:

High Ground. Attacks you make against creatures standing on ground at least 10ft lower to you have advantage.

Line of Sight. Creatures gain no benefit from using cover against weapon attacks you make, unless it is full cover.

Lone Target. You have advantage on attacks against creatures that are at least 5 feet away from any other target, cover, or creature, excluding yourself

You can choose another one of these features at 11th level and 15th level.

Weapon of Choice

At 11th level you understand as much about the weapons you use as the environment. The weapon, in part, becoming a component of your ever-growing equation of combat and survival.

Over a period of 1 hour, which can be done over a short rest, you expend a spell slot and analyze every critical and finite detail of your weapon, as you attempt to bond with it. The process is temperamental, and the weapon may reject the process, depending on certain variables. At the end of the period, you must make a Wisdom check with a DC of 20 minus the level of the spell slot you used initially. Add your Proficiency bonus to this roll.

Certain variables can affect the DC. Refer to the chart below for relevant information: (DC Mods do stack)

Weapon of Choice Mods
Variable DC Mod
Weapon is Magical +2
Weapon is Sentient +3
Weapon is Light -1
Weapon is Ranged -1
Weapon has permanent Bonuses/Penalties +2
Weapon is Simple -1
Weapon is Martial +1
Weapon has been physically modified +2
The bond with this weapon has before been broken +3

On a failed check, the weapon is not bound, and the spell slot and attempt has been wasted.

On a success, the weapon becomes bound to you and it gains the following benefits:

  • The weapon cannot receive modifier penalties.
  • You add your wisdom modifier to attack and damage rolls made with the weapon.
  • You cannot be disarmed of this weapon while you are conscious.
  • This weapon’s attacks are considered magical for the purpose of overcoming resistances and vulnerabilities to non-magical attacks.

If any changes are made to the weapon, such as any of the factors mentioned in the variable table (except changes granted by this feature, and spells that grant a temporary bonus), the bond is broken, and you must reattempt bonding if you are to re-establish your bond.

You may only have one bonded weapon at any given time and you can willingly break your bond at any time (no action required).

Street Ninja

Starting from 15th level, Your Movement speed increases by 20 feet. You can use the Dash, Dodge, Disengage, and Hide action as a bonus action on your turn. Finally, as a reaction you take directly after another creature’s action or movement, you can use any unspent movement to move and/or utilize the Traversal feature.

further subclasses: neon samurai (specializes in manipulating light or something?) & sniper (specializes in distance attacks)

Roguish Archetype

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetype. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Infiltrator

An infiltrator can break into places others wouldn't dream of, find what it's looking for, and get back out again while eluding or evading anyone who would try to stop him. An infiltrator is a master of stealth, breaking and entering, and second—story work.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and hacking tools.

Sweep

Starting at 3rd level, you know how to size up an area and get the lay of the land in a single sweep of your eyes that often isn't perceptible to those around you.

You can use your bonus action granted by your Cunning Action to make the Search action. You also gain advantage on the check when looking for alarms, surveillance devices, escape routes and any expensive objects that can easily be concealed and carried away.

Infiltration Adept

At 9th level, you have a number of infiltration dice equal to your Dexterity modifier, which are d8s. You regain all of your expended infiltration dice when you finish a long or short rest. You can expend an infiltration dice and add it to the result for the following checks after you roll, but before the DM says whether the roll succeeds or fails.

  • Whenever you make a Dexterity (Stealth) check.
  • Whenever you make an attack roll while hiding.
  • Whenever you make a check using, disarming or repairing an electrical or mechanical device.

Engineer

At 13th level, you understand how machines and electrical devices work. You gain advantage on checks to use, disarm or repair an electrical or mechanical devices.

Additionally, when you fail to deactivate a trap, explosive or

alarm, you can use your reaction to avoid triggering the effect (activating the trap, detonate an explosive or trigger an alarm). You can use this feature once per short or long rest.

Master Infiltrator

At 17th level, your infiltration dice are now d10s, and you can expend up to two infiltration dices for each check instead of only one.

Additionally, whenever you make a check using tools you are not proficient, you can add half your proficiency bonus to the check.

Decker

Almost all rogues are competent hackers, but a Decker can pull information out of the internet in their sleep. Named for the large keyboard ‘decks’ that used to be their tool of choice, a skilled Decker is always in demand to act as information brokers, identity thieves, or simply private investigators.

Bonus Proficiencies

Starting at 3rd level when you choose this archetype you gain proficiency with checks made using computers and you also gain a set of Hacking Tools (see items) and become proficient with them.

Quick Subroutine

Also starting at 3rd level, you may use your Hacking Tools to make a hacking attempt as a bonus action.

Browser History

When you reach 9th level, you may spend an hour researching a particular person to find out one piece of information about them. This research may be carried out while interacting with them, e.g. while interviewing a client or suspect. Typical information can include (others at GM discretion):

  • wealth
  • affiliation with groups such as corporations, political parties, etc
  • home address (if listed officially)
  • marital status, children, and next of kin, etc
  • criminal record

I Saw a Video About This...

At 13th level, whenever you could make an Intelligence skill check (Arcana, History, Investigation, Nature, Religion or Tech), you may spend one minute researching the internet to give yourself advantage on the roll.

Ctrl+Alt+Del

By 17th level you know how to disable simple security devices and drones quickly and quietly. If you are within 5 feet of a non-organic creature (drone, droid, turret, etc) you may use your action to force it to make a Constitution saving throw (DC 8+Int+Prof) or be immediately disabled/deactivated. The creature has disadvantage on this save if it is surprised.

further subclasses: getaway driver (specializes in vehicles) & ?

Sorcerous Origin

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into some bigger categories.

Radiation Freak

The depths of space hold terrible forces that can warp and twist a man irreparably. Radiation, for example, normally offers a cruel, agonizing death, but can sometimes fundamentally alter those subjected to its strange energies.

Those which emerge from this process alive are deemed “radiation freaks” for the horrible physical deformities that accompany their transformation, but some are changed in even stranger ways. Radiation has the potential to alter a creature at the magical level as well, resulting in mutated sorcerers wielding horrific power.

Radioactive

Starting at 1st level, your body is saturated with harmful residual radiation. You can use your action to activate or suppress a radioactive aura. While active, your body glows with a bright light in a 10-foot radius and
dim light for an additional 10 feet. Addition-
ally, each creature which comes within 5
feet of you or ends its turn in that area takes
1d6 radiant damage. At 6th level, this damage increases to 1d8 and at 14th level this damage increases to 1d10.

High Power

Also at 1st level, whenever you deal cold, fire, lightning, or poison damage, you can replace the damage type with radiant damage.

Adaptive Resistance

By 6th level, the tumors within your body can of rapidly shift your magical metabolism. Immediately after you take damage, you can use your reaction and spend 1 sorcery point to gain resistance to that damage type until you take a short or long rest, or until you use this ability again.

Glow Cloud

Starting at 14th level, you can use your action to transform your entire body, along with everything you’re wearing and carrying, into a cloud of dangerous radioactive material. This effect acts as the gaseous form spell, with the following differences:

  • Your flying speed is equal to half your movement speed.
  • If another creature enters your space or ends its turn there, it takes 2d10 radiant damage.
  • You can cast cantrips while you’re in this form.

Once you use this ability, you can’t use it again until you finish a long rest.

Isotope Poisoning

At 18th level, you can spend 3 sorcery points to bombard a creature you touch with a near lethal amount of radioactivity. At the beginning of each of the targets turns, it must make a Constitution saving throw. On a failed save, the target is poisoned until the beginning of its next turn and takes 4d10 radiant damage.

If a target fails three times, it remains poisoned for one hour, and takes 1d10 radiant damage at the beginning of each of its turns. If it succeeds three times, this effect ends.

Radiation Damage

An alternate damage type possibility for radiation could be either necrotic or poison, rather than radiant. Consult your DM before changing the damage type.

change this one to match improved radiation rules?

The Network

Your innate magic comes from the energy of the massive network around the world where every device is connected. Perhaps the constant exposure to this network through using devices connected to the internet gave you your powers.

Social Network

Starting at 1st level, your innate connection allows you to get information easily. Whenever you make an Intelligence check to learn or get information about someone or something, you may use your Charisma modifier instead.

Network Strikes

When you choose this origin at 1st level, as a bonus action you gain the following benefits for 1 minute:

  • Whenever you deal damage with a spell, you can replace the damage type to lightning damage.
  • Any creature within 30 feet of you that you can see that hits you with an attack takes lightning damage equal to your Charisma modifier.

Once you use this feature, you must finish a short or long rest to use it again.

Arcane Firewall

At 6th level, whenever you are targeted by an spell that makes you roll a saving throw, you can use your reaction and spend 1 sorcery point to gain advantage on that roll.

If you are targeted by a ranged spell attack, you can use your reaction and spend 1 sorcery point to impose disadvantage on that roll.

Metamagic Glitch

At 14th level, when you cast a spell using a 4th level slot or higher, you can choose one metamagic option you know from Careful, Distant, Empowered, Extended or Subtle spell. You use that metamagic option at no cost.

Network Overload

Beginning at 18th level, when you cast a spell that requires a single attack roll against a single target, you can expend up to 4 sorcery points to deal an additional 1d10 lightning damage for each sorcery point you expend.

further subclasses: something about the hopelessness of society & supersoldier/experiment?

Otherworldly Patron

A modern warlock channels the unseen randomness of urban life, tapping into the energy of technology in unimagined ways.

Digi-Lords

With the integration of modern technology in a world of magic, the Digi-Lords rose. None are certain what they arean AI, machine spirit, or something else- but their intentions are clear: Human Capital.

The DIGISCAPE is a plane of existence dependent on others, spanning across networks through any and all connections, it only exists so long as the worlds infrastructure stands. While this may seem like a collaborated peaceful effort it's not unusual at all for DigiLords to war with one other in board room meetings between followers; shutting down and integrating other Digital Domains to become the most powerful entity of the DIGISCAPE.

Expanded Spell List

The Digi-Lord lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the Warlock spell list for you.

Digi-Lords Expanded Spells
Spell Level Spells
1st detect machine, electrify metal
2nd find vehicle, spark
3rd nondetection from sensors, paralyzing rebuke
4th signal jam, system hack
5th conjure machine, create sentience

Firewall

Starting at 6th level, you can digistruct cover as a bonus action within the same space as yourself. This cover is 5 feet wide and 3 feet tall, made of hard-light and works effectively at stopping bullets. This cover remains for one minute. Once you have used this feature you must finish a long or short rest before you can use it again.

Battery.exe

Starting at 10th level, you have resistance to lightning damage. Additionally, when you take lightning damage you can store the damage you resisted and add the damage to your next attack with a melee weapon or a pact weapon. You must use the extra damage in your next turn or it is lost, if you receive multiple attacks dealing lightning damage before your turn you combine the totals and add the result to the next applicable attack.

After using battery.exe to increase your attack you can not use it again until you finish a long rest.

Digitize

Starting at 14th level, during a short rest you can cast astral projection as if it were a ritual which requires no materials except your digital focus. This only affects you and you must project to the plane of your patron. While in this plane you can use it to access private networks, complex systems, or access your Digi-Lords domain. To access protected or private networks you must use an access point connected directly to the network.

The Megacorporation

The clerics and paladins of the modern age may try and deny it, but the truth remains: the reign of the gods is coming to an end. In their absence the megacorporations will (or perhaps already have) rise up and replace them. Those that forge packs with a megacorporation have enough wits about them to throw in their chips with the new rulers before they fully settle into power, hoping to trade off constant hard work with a roughly equal payback of magical ability that will enable them to survive in the new world.

Abilities granted in pacts with various megacorporations tend to revolve around increasing the warlocks ability to influence those around them into doing their bidding. Whether or not it's truly the bidding of the warlock, or actually the desires of the megacorporation that employs them is largely unknown, perhaps even to the warlocks themselves.

Expanded Spell List

The megacorporation lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

All spells you take from this list are (if possible) themed towards the benefit of your patron. For example, if you take Dissonant Whispers, the discordant melody you whisper might be a jingle from one of the many ads or commercials of a competing megacorporation. This only impacts the aesthetic portrayal of the spells, not the overall function.

The Megacorporation Expanded Spells
Warlock Level Spells
1st command, dissonant whispers
2nd detect thoughts, pyrotechnics
3rd fast friends, motivational speech
4th compulsion, confusion
5th dominate person, geas

Advertise

At 1st level, your advanced knowledge about effectively spreading word of your patron's goals and products has left you with an enhanced ability to persuade others into doing your bidding. Your proficiency bonus is doubled for any ability check you make that uses the Persuasion or Deception skills if you are proficient in that skill.

Additionally, you can choose to automatically succeed in casting a spell that would charm or otherwise control a humanoid or construct. This ability can also be used against a creature who tries to make an attempt to break free of the spell (such as a target using a Wisdom saving throw to break free of the dominate person spell after taking damage) to cause them to fail the saving throw. The spell works as normal after it takes hold of the target.

Once you use this feature, you can't use it again until you finish a long rest.

The Nuclear End

The Superintelligence

Your patron is a very powerful and independent Artificial Intelligence. You are not completely sure how it’s originated: some warlocks say it was created as an overlord for the network, and others say it was created by the massive interactions through the digital world.

Expanded Spell List

The Superintelligence lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Modern spells can be found later in this compendium.

The Superintelligence Expanded Spells
Warlock Level Spells
1st degauss, machine invisibility
2nd dataread, relay text
3rd electromagnetic pulse, shutdown
4th arcane eye, wire walk
5th instant connectivity, synchronicity

Supernatural Hacker

Starting at 1st level, you gain proficiency with hacking tools and when you make an Intelligence roll to use an electronic device, you can use your Charisma modifier instead.

AI Servant

Also at 1st level, you gain the service of a mechanical construct powered by a basic AI sent by the Superintelligence to aid you. This AI assumes an humanoid form and it follows game statics, and it always obeys your commands, which you can give through any electronic device you own.

As a bonus action, you can command your AI to leave its physical form and travel to an electronic device within 100 feet from you that you can see, allowing your AI to use that device. The AI can add your proficiency bonus on any Intelligence check related to using an electronic device.

You can read more about connecting and using a device under the "Using Electronic Devices" section of this supplement.

If the AI is killed, you can build a new one with 8 hours of uninterrupted work and and 10 gp of raw materials.

Digital Connection

At 6th level, you can use your action and concentrate for 1 minute to merge your mind with your AI, allowing you to travel to and use an electronic device within 100 feet from you that you can see for the duration or until your concentration is broken (as if you are concentrating on a spell). You must finish a short or long rest before you can use this feature again.

Additionally, you can also cast any spell with the technomagic tag through your AI.

Spell Hacking

At 10th level, as a bonus action, you can spend one spell slot and gain resistance against damage dealt by spells for 1 minute.

Creature Hacking

Starting at 14th level, you hack a creature you can see within 30 feet of you to weaken its defenses and make it more vulnerable to magic. The creature you choose must make an Intelligence saving throw. On a failed save, it has disadvantage on saving throws against spells and it takes double damage dealt by spells for 1 minute. The creature can make another saving throw at the end of each of its turns to end this effect.

Once you use this feature, you can't use it again until you finish a long rest.


AI Servant

Tiny construct, neutral


  • Armor Class 13
  • Hit Points 5 (2d4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 11 (+0) 10 (+0) 15 (+2) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 10
  • Languages common
  • Challenge 0 (10 XP)

Actions

Shock. Melee Weapon Attack: +2 to hit, reach 5ft., one creature. Hit: 1d4 lightning damage, and the target must succeed on a DC 10 Constitution saving throw or be paralyzed for 1d4 rounds.

further subclasses: the nuclear end (radiation) & the megacorporation (something with money?)

New Warlock Features

Digital Focus

A digital focus works as an arcane focus if your patron is modern or tech themed. Required to use certain class features. Most commonly a cell phone or other portable communications device.

Pact Boon: Pact of the Gun

You can use your action to create a pact weapon in your empty hand. You are proficient with it while you weild it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. These weapons do not consume ammo, but they do follow the rules for bullet capacity and reloads with capacity +1 being lost and reloads decreased by two steps to a minimum of a bonus action.

Pact guns do not use racial traits and instead gain extra abilities, modifications, and traits according to patrons:

Archfey- Pact guns granted by Fey deal poison damage in place of piercing damage. Additionaly, when applicable according to the modification, Archfey pact guns can use either a scope or RDS.

Digi-Lord- Pact guns granted by Digi-Lords deal lightning damage in place of piercing damage. Additionally, when applicable according to the modification, it gains the ShortStroke Gas System modification.

Fiend- Pact guns granted by a Fiend deal fire damage in place of piercing damage. Additionally, when applicable according to the modification, Fiend pact guns can use either the extended magazine or compensator.

Great Old One- Pact guns granted by Great Old Ones deal psychic damage in place of piercing damage. Additionally they count as suppressed automatically.

Supeintelligence- Pact guns granted by the Superintellegence deal lightning damage in place of piercing damage. Additionally, they count as compact automatically.

You must perform a ritual on a physical gun during a long rest to assign it as your pact weapon, the gun cannot carry over any modifications and the weapon is destroyed at the end of the ritual. Warlocks may only have one gun assigned at a time with the only exception being through Eldritch Invocations.

Eldritch Invocations

An expanded list of eldritch invocations.
Additional Pact Gun

Prequisites: Pact of the Gun, 7th level
You can perform the Pact of the Gun ritual on one additional gun, and you can switch between the two as a free action.


Akimbo

Prequisites: Pact of the Gun
Two sidearms count as one gun for the Pact of the Gun feature, you can summon them simultaneously as long as both hands are empty or switch between the two pistols in your main hand as a free action. You do not suffer any penalties caused by dual-wielding when using your pact weapons.


Bramble Shot

Prequisites: Archfey patron, Pact of the Gun, 7th level
Each bullet of your pact gun casts Entangle, without using components or spell slots, instead of dealing poison damage. Effect does not stack on targets and casts the spell as if it were 1st level.

Code Walker

Prerequisites: Digitize, 18th level
Your patron's favor allows you to travel through wired or wireless connections a distance up to five times your warlock level. You must be able to physically touch an access point to the connection- computer, modem, cell phone, outlet, etc.- and exit through another access point in the same turn or be forced out through the entry point. This counts as your move action.


Endless Whispers

Prequisites: Great Old One patron, Pact of the Gun, 7th level
Your pact gun(s) never require reloading.


Extra Security

Prequisites: Digi-Lord patron, Firewall
You can use Firewall a number of times equal to half your warlock level before needing to rest, the cover it provides is no greater than half.


Hellfire

Prequisites: Fiend patron, Pact of the Gun, 7th level
Pact Gun bullets can explode on impact instead of dealing fire damage, dealing force damage instead per bullet to the target and half as much force damage to creatures within 5 feet of the target.


Overcharge

Prequisites: Digi-Lord patron, Battery.exe
Allows you to use Battery up to double your warlock level between rests, the damage bonus is instead +1 for every 5 points of damage absorbed.


Torrent Stream

Prequisites: Eldritch Blast cantrip, Digi-Lord patron
When casting Eldritch Blast you can choose instead to reduce the damage to 1d4, turn 1 beam into 3, which target the same creature, and change the damage type to lightning.


Energy Nexus

Superintellegence patron, Pact of the Blade
A pact weapon that you create that has the energy tag has unlimited energy and does not require a battery.


Tech Phantom

Superintellegence patron, 13th level
You are undetectable to non-magical technology. You are invisible to machines, cameras, and other forms of surveillance, such as radars, infrared, microphones, laser trip wires, and certain types of mines. You have no thermal signature, and thus certain targeting and tracking devices are impossible to use against you. Robots can still perceive you.


Touch of the Machine

Superintellegence patron
You can operate computing devices at five times the usual speed, you have advantage on checks and saving throws while operating or using computerized devices, and devices you are holding cannot be disabled or deactivated by spells and other negative effects.

Arcane Tradition

The most common arcade traditions in the multiverse resolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into categories called schools.

School of the Battle Magi

Battle Magi are trained professionals in the art of ballistic combat. Weaving magic into their defence as much as their assault, a battle mage is truly a force to be reckoned with on the battlefield.

Misfire

Starting at 2nd level when you choose this archetype you know how to cause a gun to misfire with an arcane word and flick of the wrist. You use your attack action to cause an enemy's firearm within 60 feet, which you can clearly see, to have a misfire; causing their next attack to automatically fail.

You can only use this feature a number of times equal to half your wizard level rounded down between long rests.

Battle Savant

Beginning when you select this school at 2nd levei, the gold and time you must spend to copy a modern spell into your spellbook is halved.

Catch

Starting at 6th level you can spend a reaction to catch 1 projectile attack made against you. Doing so catches all bullets that would hit you normally, leaving you unscathed. This only stops one attack if an extra attack is used.

You must finish a long or short rest before you can use this feature again.

Magic Ammo

Starting at 10th level you can spend your short rest imbuing 1 magazine's worth of ammo with magic. Each bullet imbued deals an extra amount of damage equal to half your intelligence modifier rounded down.

The magic lasts for one week and you can imbue up to 3 magazines at a time. Anyone can use this ammo.

Redirect

Starting at 14th level when you use Catch you may also send the bullets that would hit you back at the attacker as part of your reaction. You will treat this as a regular attack using your dexerity modifier and the projectiles deal the amount of damage they normally should.

School of Jamming

School of Technomancy

A new world brings new opportunities as the magical and the mundane fuse into novel patterns. The technomage combines the rising power of magic with a deep understanding of technology. The technomage has a roster of spells that she may cast, and in addition gains new powers that meld magic and machinery.

Technomancy Savant

Beginning when you select this school at 2nd level, you change your spellbook into a E-book device infused with magic, allowing you to save spells on it in a special format called "spellfiles". The gold or the time you must spend to copy a spell in your E-book device is halved (your choice).

Machine Empathy

Also at 2nd level, you gain proficiency with one of the following tools: engineering kit, hacking tools or mechanic tools. In addition, whenever you make an ability check using the chosen tool, you can twice your proficiency bonus to that roll.

Program Spell

At 6th level, you can cast a 5th-level spell or lower while touching an electronic device. When you do so, you expend the spell slot, but none of the spell's effects occur. Instead, the spell is programed into the device for later use if the item doesn't already contain a spell from this feature. When you program it, you determine the method of activating the spell, such as typing a specific word, flicking a switch or similar.

After that, a creature that has an Intelligence score of at least 6 can use an action to activate the spell and cast the programmed spell in the device. The creature must know the method of activation to cast the spell (for example, you can program the haste spell to be casted in a creature when it hits Control-Alt-H in the keyboard). A concentration spell placed in a device cannot be activated while you are concentrating on another spell.

When you program a spell in this way, it must be used within 8 hours. After that time, the magic fades and is wasted. The programmed spell is also lost if the device is destroyed or after you finish a long rest.

Once you use this feature, you can't use it again until you finish a short or long rest.

Online Casting

At 10th level, you can cast spells through electronic devices, including cameras, smartphones, tablets and computers. If a spell requires the caster to be seen, the target must see you, and if it requires the caster to be heard, then the target must be able to hear you.

The range is determined from the caster to the device and then from the device to its target. You must be able to see or otherwise be able to determine the location of your target.

You can only use this feature to cast spells that target a specific creature.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain expended uses when you finish a long rest.

Chained Device

By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can’t use it again until you finish a long rest.

further subclasses: arcane tradition: jamming (specializes in disrupting network and magic)? & urban wizard?

who has 4 subclasses?

class check
artificer XX?
barbarian XX
bard XX
cleric X?
druid XX
fighter X?
monk ??
paladin ?X
ranger XX
rogue X?
sorcerer X?
warlock XX
wizard X?

PART 3

Backgrounds

Modern Backgrounds

Every story has a beginning. Every person comes from somewhere and has things in their past that either come directly into light or demand constant effort to keep in the shadows. Your character’s background reveals where you came from, how you became who you are today, and how you see your place in the world. Your fighter might have been a courageous pilot or a grizzled soldier. Your wizard could have been a scholar or an investigator.

Choosing a background provides you with important story cues about your character's identity. The most important question to consider when choosing a background for your character is what changed to bring them from who they were to who they are today. If you're a Gricknack, what happened to the child you watched over? Who (if anyone) actually cares about your existence? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

At the time of writing, DND 5e has ~57 officially published backgrounds to help give your characters diversity. The ones in here are designed to focus on a more technologically advanced world and society.

Credits

Cyberdungeons operates on a new form of currency called credits. Credits are exclusively digital, and 1 credit is equal to 1 Silver Piece.

Celebrity

To some extent, you are famous. A significant number of the population knows your name and what you do. You have a knack for attracting public attention and know how to work a crowd. Most of your life has been spent in the limelight, whether you liked it or not.

Skill Proficiencies: Insight, Performance

Tool Proficiencies: Disguise kit, one type of musical instrument or gaming set

Languages: One of your choice

Equipment: Fancy outfit, recording unit, and 400 credits

Feature: “Hey, isn’t that….”

You are often recognized by the public no matter where you are. While it can sometimes be a chore, it also has its perks. So long as you stick to your skit, you can gain favor quickly in a crowd, often granting you advantage on Charisma checks with the locals, up to the DM’s discretion. You can also use your clout to occasionally get discounts on goods and services, so long as it’s not in excess. Fans are fickle you know.

Suggested Characteristics

Celebrities are often able to captivate an audience, so they tend to have flamboyant or forceful personalities. Their goals tend to vary from spreading awareness around a topic or art to simply using their charisma to gain money. Regardless of their true intentions, they're often skilled at masking their emotions whenever they're in the spotlight.

d8 Personality Trait
1 I have a list of one-liners ready anytime I’m in the spotlight or on camera.
2 Whenever I get to a new place, I collect local rumors and spread gossip.
3 I’m a hopeless romantic, always searching for that “special someone”.
4 Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5 I love a good insult, even one directed at me.
6 I get bitter if I’m not the center of attention.
7 I’ll settle for nothing less than perfection.
8 I change my mood or my mind as quickly as I change key in a song.
d6 Ideal
1 Beauty. When I perform my art, I make the world a little brighter. (Good)
2 Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3 Rebellion. Society is corrupted and in need of revolution to change, I can use my fame to encourage this. (Chaotic)
4 Greed. I’m only in it for the money and fame. (Evil)
5 People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)
6 Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
d6 Bond
1 My instrument is my most treasured possession, and it reminds me of someone I love.
2 I want to regain all the fame I used to have.
3 I want to be famous. I will keep striving until I get there.
4 I have a celebrity idol that I’m always measuring myself against.
5 I will do anything to prove myself superior to my hated rival.
6 I would do anything for the other members of my group/band.
d6 Flaw
1 I’ll do anything to win fame and renown.
2 I’m a sucker for a pretty face or a cute smile.
3 A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4 I always assume people are nice to me simply because of my fame and status.
5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6 Despite my best efforts, I am unreliable to my friends.

Corporate

In a world ruled by corporations to the extent that even entire nations have turned into industrial conglomerates, you are one of the few lucky ones to have a solid job as a junior executive. Being a corporate means that you have to contact the right people and move your pawns correctly, since anyone underneath you would kill to take your place.

Skill Proficiencies: Insight, Persuasion

Languages: Two of your choice

Equipment: A fine set of clothes, laptop computer, briefcase, a land vehicle (sedan, sports car, or SUV), and 150 credits

Feature: Resources

You have the access to the subsidiaries of the corporation you work for. That means you can request some minor resources such as vehicles, shelters, money, bodyguards, etc. As long you provide results to your company. You can also gain access to powerful figures through the company, and a least one corporate contact inside the subsidiaries of your division. However, such connections might ask some favors in exchange for their help.

Suggested Characteristics

Corporates are shaped by their experience in the business world. Their personality, ideals and bonds reflect the competitive and privileged nature of their position. Their flaws might be related to a luxury lifestyle or an excessive (or defective) corporate trait.

d8 Personality Trait
1 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
2 I take great pains to always look my best and follow the latest fashions.
3 I always talk as if I were at a business meeting.
4 I choose my allies based on what they can serve me.
5 I genuinely believe corporatocracies to be the best form of government.
6 I believe that anything worth doing is worth doing right. I can’t help it – I’m a perfectionist.
d8 Personality Trait
7 I ask a lot of questions to get information about those I'm working and dealing with.
8 I’ve always lived in a secure arcology. I have little practical experience in dealing with the outside world.
d6 Ideal
1 Work. I keep my position through dedication and hard work. (Lawful)
2 Society. I use my position to make the world a better place. (Good)
3 Wealth. I work to make money, that’s all! (Neutral)
4 Ruthless. I would kill for a promotion, or to keep my position. (Evil)
5 Reputation. My reputation inside the corporation is my only concern. (Any)
6 Unfair. I only make deals that benefit me at most. (Chaotic)
d6 Bond
1 I will fight to rise in the hierarchy of my corporation.
2 Some prominent figures inspire me – I try to follow their footsteps.
3 I have to secure a wealthy future for my family
4 I am forever competing against a long-time rival.
5 I seek to maintain a record label (or other business) that others find unprofitable.
6 I must build a successful legacy for myself.
d6 Flaw
1 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
2 I spend too much money on parties on skyscraper rooftops.
3 I value money more than anything else, and spare as much as I can.
4 I prefer a quick response rather than planning my actions.
5 I never get my hands dirty if someone can do it for me.
6 I secretly plan to destroy the corporation I work for.

Crafter

You are an artisan and excel at both practicing and selling your craft. You are part of some inner circles depending on your profession. Gunsmiths, Swordsmiths, tailors, chefs, and mechanics all fall under your list of contacts in a major or minor way, as trade across the globe requires both knowhow and know-whos.

Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: An artisan tool of your choice, Vehicles (Land)

Languages: One of your choice.

Equipment: Your choice of one set of artisan’s tools, basic clothes, and 80 credits.

Feature: Vendor

As a member of the trading community, your goods and craft are registered on the market and in the local networks. In many locations across the globe, you know what costs what and are good at not getting stiffed on goods, food, or lodgings. You can sometimes trade your own craft in exchange for others, as well as find people willing to work for you in exchange for trade or training.

Suggested Characteristics

Crafters seem just as down to earth and ordinary as any other working person, though very few share the same habits and hobbies in their off-time. They often take pride in their work and know the value of good business and community. They are however, susceptible to greed and the alluring promises of unscrupulous megacorporations.

d8 Personality Trait
1 I am a perfectionist, believing that anything worth doing should be done the right way.
2 I can be fairly critical of someone who can’t appreciate fine craftsmanship.
3 I always want to know how things work and what makes people tick.
4 I like to talk at length about my profession.
5 I love a good insult, even one directed at me.
6 I get bitter if I’m not the center of attention.
7 I don’t part with my money easily and will haggle tirelessly to get the best deal possible.
8 My mood is unpredictable, changing quickly and often.
d6 Ideal
1 Generosity. My skills are best used to make the world a better place. (Good)
2 Teamwork. It is important that people bring their talents together for the benefit and advancement of their community. (Lawful)
3 Freedom. Everyone should be free to use their talents however they choose. (Chaotic)
4 Greed. I’m only in it for the money. (Evil)
5 People. My life and those closest to me are all that truly matter. Everything else is optional. (Neutral)
d6 Ideal
6 Pride. You should always strive to be the very best at what you do. (Any)
d6 Bond
1 My job/profession is the most important thing in my life.
2 My greatest creation was wasted on the undeserving. I will not stop until I create something even greater.
3 I lost my mentor to tragedy and wish to honor them by taking on their mantle.
4 I was tricked into creating something that fell into malicious hands. I wish to atone for my foolishness.
5 I was socially cast out by others in my profession, but one day I will be back and clear my name.
6 Everything I create is in the name of someone that I love.
d6 Flaw
1 I’ll do anything to get my hands on rare or priceless material.
2 I often think someone is trying to cheat or deceive me.
3 I must never let anyone know the truth behind the biggest mistake of my career.
4 I never have enough. I always need more.
5 I would do anything to be the head of a powerful corporation.
6 I never give credit to those whose skills rival my own. I must always prove myself to be the best.

Drifter

You are used to hearing the phrase, “You’re not from around here, are you?” The truth is, you aren’t. You’re from nowhere. You’ve spent most of your life wandering from place to place, earning your keep when need be and moving on when it’s time. You have your reasons. Maybe you were forced to leave. Maybe you just wanted to go. You keep moving, but always plan to stop someday… maybe…

Skill Proficiencies: Perception, Survival

Tool Proficiencies: One instrument or gaming set of your choice. One vehicle proficiency of your choice.

Languages: One of your choice.

Equipment: Traveler’s outfit, musical instrument or gaming set of your choice, electronic journal, trinket from a backwater area, and 50 credits.

Origin:

Though you’ve been to a lot of places, everyone comes from somewhere. Consider who you were before you left all that time ago. You should also consider all the places, cities and countries you’ve wandered through in your day and what you did to keep yourself warm and fed during those days.

d8 Origin
1 Courier
2 Bounty Hunter
3 Guide
4 Nomad
d8 Origin
5 Corporate Grunt
6 Mercenary
7 Vagrant
8 Transporter

Feature: Explorer

You’ve been to many different cities from the backwater to the megacities. You have a general sense of direction and can usually recall the layout of any wilderness or urban terrain. You can always manage to scrounge up some food and some makeshift shelter for you and a few of your companions.

Suggested Characteristics

Not used to being anywhere for any lengthy period of time, Drifters do not keep many attachments, and are often viewed as little more than a friendly stranger in each place they visit. Though they tend to keep others at an arm’s length, they are always bound to run into people or places that remind them of where they came from, or the few places where they were made to feel at home before moving on.

d8 Personality Trait
1 I’m driven to wander because I have nowhere to belong.
2 I lived a sheltered life and am desperate to see what the world has to offer.
d8 Personality Trait
3 I have a story for every situation, taken from my many travels.
4 I treat my companions as if they were my little siblings.
5 I care little for excessive wealth. It will not bring you true happiness in the end.
6 I love blending in with a crowd because it prevents me from having to open up one on one.
7 I pick up worthless trinkets from places I visit, often losing them and replacing them with others.
8 I lose patience with self-important people who think they are any different than anyone else.
d6 Ideal
1 Greater Good. It is the responsibility of individuals to work for the betterment of all. (Good)
2 Honor. By dishonoring myself, I dishonor my friends and companions. (Lawful)
3 Change. Times change. Things change. And so do we all. (Chaotic)
4 Might. Only the strongest come out on top. (Evil)
5 Eternity. No matter what we do, life and the universe will go on without us. (Neutral)
6 Glory. I must claim honor and respect for my name and those of my homeland. (Any)
d6 Bond
1 My family and homeland are the most important things to me, even if I am far away from them.
2 I will bring terrible wrath to those who destroyed my homeland.
3 I brought shame to my people and will reclaim my place among them someday.
4 I am the last of my people, and it is up to me to make sure they are never forgotten.
5 I suffer from visions of a coming disaster and must do whatever it takes to prevent it.
6 I have been sent away from my home to fulfill a promise I do not know I can keep.
d6 Flaw
1 I am enamored with alcohol and other addictive pleasures.
2 There is no room for caution in a life lived to the fullest.
3 I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
4 I am slow to trust members of other races or societies.
5 I have little control over my temper sometimes.
6 I hold little respect for the customs and practices of others, often to the point of rudeness.

Media Investigator

You’ve made your career out of getting the latest scoop, piece of gossip, or finding just the right contact to get you hard evidence on a story. You may be doing it because you like it, or perhaps it’s the only thing you’re good at. Or maybe you’re looking for that really big story, the one that’ll either set you up for life or prove whatever you believed all along was actually true.

Skill Proficiencies: Technology, Investigation

Tool Proficiencies: Disguise Kit, Cameras

Equipment: Fancy clothing, Recording Unit, and 150 credits.

Feature: Media Contacts

Information is the currency of your trade, and you have a network of resources and contacts that you use to find out something new and verify what you know. Whenever you need to find information or the latest rumors on a particular person, place, or event, you know who to talk to and may even get some bonus information not normally obtainable.

Suggested Characteristics

To a media investigator, there’s nothing more important than the scoop. Many investigators feel the weight and responsibility of delivering the truth, or at least their view of it, to the rest of the world. This sometimes causes them to have a cynical view of people, as sometimes even the simplest of truths can be made hard to uncover. There are also unfortunately those who have fallen down the slope of peddling opinions over actual facts.

d8 Personality Trait
1 I need to know everything about anyone I meet.
2 I run towards danger if it can get me a story.
3 Whenever I’m somewhere new, I try to dig up the best rumors from the locals.
4 I am very private about myself. I know the cost of putting your business out in the public eye.
5 I am not easily intimidated by anyone.
6 I like to be, or at least be with, the smartest person in the room.
7 I share my cynical point of view in most conversations.
8 I find that flattery often wins over insults when dealing with a confrontation.
d6 Ideal
1 Business. Everyone can go about their business so long as it doesn’t affect me. (Neutral)
2 Noble Cause. Truth and justice are the foundations of a good community. (Good)
3 Professional. I take pride in my work and refuse to have it corrupted with dishonesty. (Lawful)
4 Manipulation. The only truth is the one which has the greatest influence. (Evil)
d6 Ideal
5 Freedom. Free speech and freedom of information surpasses any established regulation. (Chaotic)
6 Responsibility. It is my responsibility to keep all those within my circle of influence informed and educated. (Any)
d6 Bond
1 I’m hiding a secret that could topple governments and megacorps if it's found out.
2 I lost someone I loved due to mysterious circumstances. I will not stop until I find the truth.
3 Everything I do is to honor an idol or icon in my profession who came before me.
4 I have a rival who will stop at nothing to ruin my credibility.
5 My friends and allies are the only things more important to me than the story.
6 My selfish actions have ruined the lives of many. Everything I do from now on is to redeem myself.
d6 Flaw
1 I often assume that I know more about a situation than others.
2 I often speak to people as if they are children that need to be educated.
3 I have trouble determining the line that goes too far with people’s privacy.
d6 Flaw
4 I’m quick to assume people are lying to me.
5 I have no problem making money off of the misery of others.
6 I will do anything to protect my reputation. Anything.

Mercenary

Mercenaries trade their skills, usually combat related, for money. They work as hired guns on underground corporate operations, criminal syndicates, or for a single executive. They can also be bounty hunters.

Skill Proficiencies: Intimidation, Perception

Tool Proficiencies: Two types of vehicles (land, water, or air)

Equipment: A set of common clothes, smartphone, falsified shepherd's chip, 3 chemicals plastiflesh, and 100 credits

Feature: Mercenary Life

You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems and mannerisms, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the hideouts where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see Practicing a Profession under Downtime Activities in chapter 8 of the Player’s Handbook).

Suggested Characteristics

A mercenary’s sole purpose is to get the money from their jobs, but some of them might have their own interests in the jobs they get other than cash. Those who follow this life can be quiet, taciturn individuals as readily as they can be savage brutes living not for the pay, but for the thrill of pursuit.

d8 Personality Trait
1 I enjoy peaceful music and relaxing downtime activities.
2 Nothing is more important than a job well done.
3 I have a crude sense of humor.
4 I speak in a cold and emotionless way.
5 I always have a plan for what to do when things go wrong.
6 I'm rather adept at games of skill like throwing darts or knives.
7 I’ve a great deal of practical experience from contracts and can relate to almost any situation.
8 I'm not prone to idle chatter, and prefer keeping to myself unless the topic's business.
d6 Ideal
1 Freedom. The only path to freedom is having enough money to do as you will. (Chaotic)
2 Ambiguity. This job is just a job, like any other. Nothing personal against my targets. (Neutral)
3 Punishment. I avenge for those who cannot avenge for themselves. (Lawful)
4 Reputation. I will be known for my deeds, sooner rather than later. (Any)
5 Wealth. I fight for money, and nothing else. (Neutral)
6 Brutality. I’m in it for the killing. (Evil)
d6 Bond
1 I always finish the jobs that are given to me.
2 I seek to protect something of great importance to me by keeping it a secret.
3 I was inspired by a great hero to become a mercenary.
4 Others weigh me down. I have no need for such restraints.
5 I became a mercenary to support my family, who would have probably starved in a slum somewhere if not for me.
6 Though my friends are few, I owe them my life and would happily die for them.
d6 Flaw
1 I have crippling debts that my work barely pays off.
2 I never fail at my tasks, even if I have to resort to less honorable means to complete them.
3 Other mercenaries (or someone powerful) would do anything to have my head.
4 Not only am I good at what I do, but I love what I do – and I hate myself for it.
5 I can’t sleep peacefully. My job has made me paranoid.
6 I underestimate or overestimate the risks a job.

Nobody

There are billions of people in the world, making it virtually impossible to stand out in a crowd or be noticeable in any significant manner. You are one of these billions of people who slipped through the cracks of society, granting you the title of a nobody. If you were to die today, you would leave no legacy, your job would replace you in an instant, and people would forget about you almost immediately.

Skill Proficiencies: Stealth, Survival

Languages: One of your choosing

Equipment A set of common clothes, lighter, smartphone, wristwatch, and 50 credits

Feature: Nameless

You can count on your hands the number of people who actually know you, and probably only have to use one hand to count the number of people who actively care about you. To the rest of the world, you're just another face in the crowd spending your life in the rat race until you die. Being so easily forgettable and inconsequential does have its perks though. Blending in with the crowd -- literally in busy streets or packed modes of public transport -- is as easy as breathing for you, making it hard for people to pursue or find you in these types of areas. People also tend to forget about your existence easily, making it easy to avoid suspicion.

Suggested Characteristics

Nobodies are the most common type of people in the world. Very few people care about them, and fewer still will remember them when they inevitably die. Some nobodies hate this position, and crave to break free and make themselves recognizable. Others recognize how forgettable they are, and use it to their advantage. Most of them though don't even realize what they are, and simply live out their lives in monotony.

d8 Personality Trait
1 I'm not used to people talking to me, and have developed a habit of asking questions like "Me?" when someone I don't know tries to talk to me.
2 I've given up on trying to correct people when they inevitably get my name wrong.
3 It's unusual for me to be in the spotlight, and I instinctively try to avoid it if possible.
4 I'm easily awestruck when in the presence of famous people.
5 I don't like to talk to people for long periods of time.
6 I like to be alone.
7 Forgetting people is only natural, so I easily forgive people when they forget me.
8 I've developed a habit of pretending to know what I'm talking about to try and fit in.
d6 Ideal
1 Hope. I want to try and change society for the better. (Good)
2 Recognizability. I hate being a nobody, and will do anything and everything to not be forgotten. (Chaotic)
3 Apathy. I'm fine with where I am in life, and don't have any higher aspirations. (Neutral)
4 Resentment. I despise those who are more memorable than me, and strive to bring them down. (Evil)
5 Order. The best way to be successful is to stick to the rules and climb societies ladder. (Lawful)
6 Potential. I have the potential to do or be anything I want. (Any)
d6 Bond
1 I have a family I need to provide for.
2 I need my job to help me survive. If I work hard enough, maybe I can even get a promotion.
3 I'm attempting to get a higher education so I can get a better job.
4 In the past I've borrowed money from some people that I still need to pay back.
5 I have no family or friends, don't have any major life experiences, and all of my possessions can be replaced. I have no bonds.
6 I am in love with a higher member of society that doesn't even know I exist.
d6 Flaw
1 I easily become persuaded with the promise of fame or riches.
2 In an attempt to heighten the quality of my life, I have a habit of engorging myself on sensual pleasures.
3 After a life of being forgotten, I've become suspicious of those who try and act friendly towards me.
4 If I'm to become somebody in my life, I have no room for caution or hesitation.
5 I'm tired of living life in the rat race, and accept death when it should come for me.
6 Some part of me deep down is afraid of doing something significant with my life, causing me to avoid opportunities that would otherwise bring me success.

Officer

Keeping the law in a world where crime proliferates at the same pace as the urban sprawl is an ungrateful work, yet that is the job of an officer. You face criminals and terrorists often better armed and equipped than you, and when things get off the rails, the people quickly turn against you.

Skill Proficiencies: Athletics, Intimidation

Tool Proficiencies: Forensics kit, vehicles (land or air, choose one)

Equipment: A police uniform, badge, flashlight, forensics kit, 2 chemicals plastiflesh, and 100 credits

Feature: Authority

Both citizens and criminals are afraid of your reputation. Neither will report if you overstep the legal lines a bit (such as by not paying for your food, or bruising a captive), and both kinds will be more likely to spill the beans just to get rid of you (or in the case of criminals, to keep you from beating the beans out of them). Those who have some standing in the community will not be so easily impressed by some dingy officer, but maybe their employees will speak freely to you if you block their way in the right dark alley.

Suggested Characteristics

Officers end up in their line of work for all manner of reasons so their personalities and flaws are often as varied as the citizens whom they should protect.

d8 Personality Trait
1 I'm always polite and respectful.
2 I speak with a deep, raspy voice.
3 After all the strange things I've seen in the streets, nothing can surprise me.
4 I’ve lost too many friends, and I’m slow to make new ones.
5 Thinking is for other people. I prefer action.
6 I don’t know much, but my hunches have never led me wrong in the past.
7 I have a fixation on determining the motives and psychology of others, even my closest friends.
8 I am always on the lookout for criminal activity.
d6 Ideal
1 Respect. People deserve to be treated with dignity and respect. (Good)
2 Control. I enforce the law only where it benefits me. (Evil)
3 Justice. No one should get preferential treatment before the law. (Lawful)
d6 Ideal
4 Reform. Laws can be corrupt, and I strive to free people from the bad ones. (Chaotic)
5 City. I love my city, and I will do anything to protect it. (Any)
6 Conformity. There will always be crime, as sure as there will be guards. (Neutral)
d6 Bond
1 A brutal murder marked my early career. I won’t let it happen again.
2 It is my duty to protect the city and its citizens.
3 My fellow guards are my brothers in arms.
4 I need to prove my worth to my fellow officers.
5 I took a bribe to tank an investigation and I would do anything to keep it secret.
6 Someone saved my life on patrol, and I still owe them to this day.
d6 Flaw
1 For me, violence is often the best way to solve things.
2 I can be bribed easily – help me to help you.
3 I care only for my own authority.
4 My hatred for outlaws is blinding and furious.
5 I obey the law, even if the law causes misery.
6 I know the common people are criminals, and it is only by my harsh hand that they are controlled.

Patrician

You are one of the societal elite. You may have been born into wealth as part of a megacorporation or a famous family. Perhaps you fell into the life of political favor. Either way, you are considered within the upper class and have the connections and clout to prove it.

Skill Proficiencies: History, Persuasion

Tool Proficiencies: One instrument and one gaming set of your choice.

Languages: One of your choice.

Equipment: Fancy outfit, a piece of jewelry or clothing with your family/company symbol, and 200 credits

Feature: Power and Entitlement

You are well bred and know how to function in high society. You are often able to use your title and status to find your way into the backrooms where only the chosen sort of people can get into. You may also choose to throw your privilege around for a few benefits such as upgrades to lodgings, moving to the front of the line or getting a few trade discounts from merchants looking to get into your good graces.

Suggested Characteristics

Patricians are born into a lifestyle that most other people will never experience or understand in their lifetime. A position of power and status comes with wealth and privilege, but also comes with a wealth of responsibility. Many patricians are often part of a family dynasty or have to jump through many hoops to maintain their status amongst others within their circle. They must also surround themselves with people they can trust, something often harder to find than one would think.

d8 Personality Trait
1 I like to make those I talk to feel like the most important people in the whole world.
2 I am often admired for my kindness and generosity.
3 Anyone can tell just by looking at me that I’m a cut above the uncultured “regular” people.
4 The most important thing to me is to look my best and keep up with all the latest fashion trends.
5 I’m not one to get my hands dirty and wouldn’t be caught dead in anything less than luxury accommodations.
6 My position and social standing is simply a way of life, no more important or better than anyone else’s.
7 Once you betray my trust, I never forgive or forget.
8 If you cross me, I will socially and professionally destroy both you and your entire family.
d6 Ideal
1 Respect. I give people the same amount of respect they give me. (Neutral)
2 Responsibility. Being someone of my status requires a strong sense of responsibility that I need to uphold at all times. (Lawful)
3 Independence. I will prove to my friends and family that I can take care of myself. (Chaotic)
4 Power. Those at the top can’t be told what to do. (Evil)
5 Family. No bond is stronger than blood. (Any)
6 Obligation It’s my duty to use my position to help those less fortunate. (Good)
d6 Bond
1 I will do anything to win the love and support of my family.
2 My family’s status must be maintained at all costs.
3 Nothing is more important to me than my family and friends within my circle of privilege.
4 I am in love with someone who my friends and family insist is not good enough for me.
5 My loyalty to the company I work for is unwavering.
6 I would do anything to be seen as a hero over a snob.
d6 Flaw
1 I secretly believe that I am more important than everyone else.
2 I’m hiding a secret that could bring down my family and those closest to me.
3 I tend to look for insults in every word when spoken to.
4 I have a “bad” side, tending to secretly enjoy vulgar practices and carnal pleasures.
5 I act like I’m the center of the universe.
6 I purposely do things to bring shame to my friends and family.

Pilot

There isn’t anything you can’t fly. When you’re in a vehicle, you’re a diamond in the sky, a star blazer, a leaf on the wind… you get the idea. You might be a retired fighter jock, a commercial pilot, mercenary ace, or maybe you learned how to fly your family's aircraft when you were small.

Skill Proficiencies: Vehicle Handling, Mechanics

Tool Proficiencies: Land and air vehicles

Equipment: A flight suit and 150 credits. One air vehicle (DM's discretion)

Feature: Knowing the Craft

You know your way around a ship and are part of a select crew that can speak technical jargon that may as well be another language. You find it easier to figure out the type and purpose of most vehicles. You can often find safe and affordable passage for you and your group between megacities and around the globe. You are also welcome at most airports when landing your own aircraft.

Suggested Characteristics

Pilots are just as comfortable, if not more so, behind the controls of any vehicle as they are on their own feet. Their experiences have led them to live life by the seat of their pants and grow frustrated whenever they are stuck in any one spot.

d8 Personality Trait
1 I do not want to stop until I get to wherever I’m going.
2 I grow bored whenever I’m in the same place for too long.
3 I’m always ready with a daring tale of my escapades for any situation.
4 Anytime I see a new vehicle, all I can do is think about what makes it tick and how to operate it.
5 I have a very vivid imagination and am not afraid to share it with others.
6 I tend to gravitate toward other pilots, regardless of their scruples or morality.
d8 Personality Trait
7 I live my life for the excitement. No danger is too great compared to the thrill.
8 I’d like to settle down with a special someone someday. Just not today.
d6 Ideal
1 Greater Good. I perform at my best when it’s for a good cause. (Good)
2 Impartiality. I’ll take on any cause, just as long as I get to fly. (Neutral)
3 Professional. Nothing is worse than abusing your skills or taking them for granted. (Lawful)
4 Greatness. I’ll take out anyone that gets in my way at becoming the best. (Evil)
5 Freedom. No one owns the sky. We’re free to go wherever we choose. (Chaotic)
6 Glory. Through study and practice, I’ll be the greatest pilot there ever was. (Any)
d6 Bond
1 I want to own and command my own ship one day.
2 No one is more important to me than my ship and my crew.
3 I was stripped of my rank and want to prove my worth to those I once worked for.
4 I have a friendly rivalry with another pilot who I used to fly with.
5 I am the last survivor of my crew. I am very protective of any new friends I make.
6 I did a job for the wrong people and wish to find a way to clear my name.
d6 Flaw
1 I often like to be in control under any circumstances.
2 I tend to do something drastic or get distracted by the wrong thing if I spend too long in one place.
3 I tend to take needless risks with my own life and the lives of my companions.
4 I have no social graces outside of my profession.
5 I will sacrifice my companions for the sake of the ship.
6 I often treat those who have never traveled the skies as if they are primitive barbarians.

Smuggler

Supply and demand is one of the most fundamental laws in economics, making it one of the most important laws in any civilized society. Every now and then there's a demand for items one can't legally supply, and that's where smugglers come in. Drugs, weapons, people, vehicles, and even exotic pets all need a method to have the supply reach the demand, and as a smuggler you can fill this roll, for a price of course.

Skill Proficiencies: Choose two from Deception, Sleight of Hand, and Stealth

Tool Proficiencies: Forgery kit

Languages: One of your choice

Equipment: One set of common clothes, backpack with hidden compartment, falsified shepherd's chip, forgery kit, and 100 credits

Specialty

Most smugglers aren't skilled or equipped enough to smuggle every item under the sun, causing them to specialize in smuggling different things. You can use the table below to decide what you specialize in, or come up with your own idea.

d6 Specialty
1 People
2 Addictive substances
3 Cybernetics
4 Weaponry
5 Antiquities
6 Magic raw materials

Feature: Careful Selection

Some close brushes with the law have taught you that not every cop can be bribed, and some people are simply too keen to miss minute discrepancies. You know how to study a person and gain insight into whether or not they would accept a bribe, or to pick up on whether they are exceptionally more perceptive than you. It does not reveal how expensive a bribe may have to be for a given situation, however.

Suggested Characteristics

Smugglers are a highly charismatic and highly diverse bunch. They cover a wide variety of personalities, ranging from the boisterous street hawkers with a “special selection” to the burly sailor who brazenly sells his wares after bribing the guards to look away. Your traits should reflect the tactics you see yourself using.

d8 Personality Trait
1 I am extremely sociable, especially over a mug of ale.
2 I don’t mind fleecing someone if they don’t know the true price of what they seek.
3 I would rather make a new friend than a new enemy.
4 I act irrationally confident in the face of danger, nobody suspects anything when you seem like you know what you're doing.
5 I have dozens of identities and live in constant fear of answering to the wrong name.
6 Deflecting questions has become second nature to me, so I rarely answer straight.
7 Being seen with any unsavory figures is a sure way to undermine my work. I only associate with my business partners behind locked doors.
8 I always keep my wares close to me, you never know who might stumble across them otherwise.
d6 Ideal
1 Morale. I only smuggle things to improve the lives of my common fellows. (Good)
2 Survival. I only want to make a living for myself. (Neutral)
3 Ruthless. I will rise to the top of the heap by any means necessary. (Evil)
4 Dauntless. No border crossing or bribe is too difficult - that's just the coward's way of saying exciting! (Chaotic)
5 Cause. I work for a greater cause, and ply my trade only in service to it. (Lawful)
6 Friendship. My associates are dear to me, and I want them to rise with me when I hit it big. (Any)
d6 Bond
1 A corrupt guard put me out of business back when I was running an honest business. I aim to show him a thing or two about recovery.
2 I never wanted to be a criminal, but it puts bread on my family's table.
3 My business partners are closer to me than my family.
4 I guard my wealth jealously.
5 Someone once tricked me into smuggling something I didn't agree with for them. I'll never let it happen again.
6 I keep careful track of who moves what in an attempt to find something that was stolen from me.
d6 Flaw
1 I detach myself from the results of my actions in order to sleep better at night.
2 I would betray anyone to save my own skin.
3 I only relate to those with the same interests as mine, trust is for the naive.
4 When faced with a choice between money and my friends, I usually choose the money.
5 When something goes wrong, it’s never my fault.
6 I eat and drink to excess.

Sprawl Ganger

Robbery, extortion, drug dealing, you specialize in all the elements of a healthy and thriving gang. Though there's many different types of crime, you weren't lucky enough to be a corporate white collar, nor did you have the patience to become an expert in cyberspace. You do however know the good old fashioned rules of the street like nobody else.

Skill Proficiencies: Deception, Intimidation

Tool Proficiencies: Thieves’ tools, vehicles (land)

Equipment: A set of dark common clothes (or your gang distinct clothing), thieves’ tools, a chemical boost, and 100 credits

Feature: Bad Reputation

No matter where you go, people are afraid of you thanks to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Suggested Characteristics

Sprawl gangers are criminals that don’t care for the property or welfare of others or, at the best, they are modern day savages – seeking to live by themselves without the intervention of society and law. Only a few can have some endearing or redeeming characteristics.

d8 Personality Trait
1 I always have a plan for what to do when things go wrong.
2 The first thing I do in a new place is note the locations of everything valuable – or where such things could be hidden.
3 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
4 I don’t pay attention to the risks in a situation. Never tell me the odds.
5 The best way to get me to do something is to tell me I can’t do it.
6 I blow up at the slightest insult.
7 I enjoy being strong and like breaking things.
8 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
d6 Ideal
1 Anarchy. Laws are meant to be broken. (Chaotic)
2 Community. We have to take care of each other, because no one else is going to do it. (Lawful)
3 Hypocrisy. I try and justify my crimes to myself by giving back to the community, even though I stole everything from that same community. (Neutral)
4 Greed. Anything that isn't mine soon will be. (Evil)
5 Redemption. There’s a spark of good in everyone. (Good)
6 Fear. I want people to tremble at the sound of my name. (Evil)
d6 Bond
1 I owe my survival to another ganger who taught me how to live on the streets.
2 I always remember my first crimes.
3 Another gang murdered my comrades, plundered our hideout, and left me to die. Vengeance will be mine.
4 My name will be feared on the streets.
5 I was cheated out of my fair share of the profits, and I want to get my due.
6 I have the chance at a new life and this time I am going to do things right.
d6 Flaw
1 When faced with a choice between money and my friends, I usually choose the money.
2 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
3 I turn tail and run when things look bad.
4 I have difficulty trusting strangers. Anyone could be a spy for the authorities.
5 I'm an informant for the cops. They let me continue my activities, so long as I pass them information about illegal activity in my neighborhood.
6 When I see something valuable, I can’t think about anything but how to steal it.

Techie

You’re a whiz when it comes to anything technical. Computers and machines are your forte and also your favorite topic of discussion. You’ve got connections of the digital sort who are often the source of useful information. If the “mundanes” out there knew what you did, their brains would probably melt away.

Skill Proficiencies: Technology, Mechanics

Tool Proficiencies: Hacker’s kit or Mechanics Tools

Languages: ALOMU (universal programming code), one other language of your choice.

Equipment: Basic clothes, hacking tools, laptop computer, smartphone, and 150 credits.

Feature: Industry Professional

You are an expert on the quality and rarity of electronics and mechanical devices. You can easily identify the make and model of certain computers and machines. You also know various contacts that can find you deals on decent tech gear and gear upgrades.

Suggested Characteristics

Techies have a deep love and understanding for machines, which often reflects in their personality. They tend to approach most situations analytically, and often find trouble communicating with different people. They also carry a sense of imagination and wonder for the future advancements of society.

d8 Personality Trait
1 I need to know how everything works, down to the last circuit.
2 I am much better at dealing with machines than I am with people.
3 I often feel the need to explain everything to everyone down the most minute detail.
4 I love showing off my work to all of my friends and companions.
5 I do not like social confrontations and tend to avoid them as much as possible.
6 I love to take things apart and put them back together just to see how they function.
7 My love for technology is only surpassed by my love of companionship.
8 I can’t stand seeing a piece of tech that is falling apart due to negligence.
d6 Ideal
1 Focus. I don’t care what it’s used for, just as long as I’m left alone to work on it. (Neutral)
2 Benefit. Technology should be used for the betterment of everyone. (Good)
3 Logic. Like machines, everyone must do their part in order for things to run smoothly. (Lawful)
4 Control. Control the machines that run society, and you will control the people. (Evil)
5 Progressive. New discoveries are just around the corner, just as long as we’re willing to take the chance. (Chaotic)
6 Advancement. I use my skills to guide myself and those with me into an extraordinary future. (Any)
d6 Bond
1 I created an abomination of technology that I will regret for my remaining days.
2 My personal loss has driven me to bury myself into machines over people.
3 I am in charge of a technological group of business.
4 I made a scientific discovery that must never fall into the wrong hands.
5 I stole trade secrets from a megacorporation. They have been searching for them ever since.
6 My ultimate goal is to build the perfect machine.
d6 Flaw
1 I always assume that I am the smartest person in the room.
2 I am easily distracted by the promise of new technological discoveries.
3 I have little respect for those who have no knowledge in my field of expertise.
4 I lose my temper at anyone who tells me I am wrong.
5 I often dismiss the emotions and feelings of others as useless ramblings.
6 I find it difficult to distinguish between the importance of living souls versus machines.

homeless background?

PART 4

Equipment

Equipment

From the grand supermalls that grace the shopping districts of megacities to the beat up electronic vendor stations found on the corner of almost every street, shopping is a part of everyday life in any cyberpunk game. Any and every good or service can be dug up in every megacity with enough searching, giving every citizen the chance to consume and purchase new armor, weapons, or everyday items. Massive megacorporations push their ads for these goods across all networks. Some manufacturers compete to make the best, most cost effective gear for daily consumption, while others specialize in high-grade luxury items or cheaper products that break down easily. For those who brave the dangers of everyday life in the megacity, the right piece of gear at the right time could mean the difference between life and death.

This chapter covers the different types of common and exotic gear, goods, and services your character may find useful during their exploits.

Starting Equipment

During character creation, you receive a starting set of equipment as defined by your class and background. Alternatively, you may receive a certain amount of wealth measured in credits (commonly abbreviated as “cd”), the standard currency that is used throughout this compendium. The amount of credits available to each starting character is dependent on their character class and background. See the Starting Wealth by Class table in the PHB to determine how much money you have to spend. Each credit is equal to one silver piece.

How you came about your starting wealth, lifestyle, and gear is completely up to you. Maybe you were a former corporate wageslave who made use of their savings. You might have kept your gear from your time in military service. Perhaps your favorite gun was handed down to you by a parent who was in law enforcement.

Wealth and Currency

Though most trade and purchases occur with the exchange of money for products, the concept of wealth and valuables aside from just monetary value still prevails in these times. Trade goods, minerals, precious stones, and collectibles are sometimes bartered for their monetary value.

Selling Loot

Opportunities abound to find treasure, gear, weapons, armor, and more during your expeditions. Normally, you can sell your gains in any store that specializes in trade ins (such as pawn shops), provided that you can find buyers interested in your loot. Never expect to get full price for items you try to sell, especially if it's to an established shop -- they have to make a profit afterall.

Arms, Armor, and Gear: As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in trade. Weapons and armor used by defeated enemies are rarely in good enough condition to sell.

Gems, Jewelry, and Collectibles: These items retain their full value in the marketplace, and you can either trade them in for money or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a more "well off" part of town.

Trade Goods: In the slums, many people conduct transactions through barter. Like gems and art objects, trade goods: ore, foodstuffs, gear parts, medicine, and so on retain their full value in trade and can be used as a form of currency.

Currency

Different types of currency has different exchange rates, and different values of currencies inevitably creates change. To top it off, one can only carry a small amount of the metal discs before they start to weigh you down. What a hassle! Cyberdungeons uses a more streamlined form of universal digital currency called credits (cd) to eliminate all the trouble caused by physical currency. It's universal, doesn't weigh anything, and never leaves you calculating change.

In the Player's Handbook, it's stated that coins are a "standard unit of measure for wealth, even if the coin is not commonly used" (143). This means that something can be worth a thousand gold coins, but one could use a couple gold bricks to buy it. This is to say that the coins are valuable because they represent their weight in the precious metal they're made of. This is an excellent representation of a trade and barter system, with one major flaw: it doesn't represent the currency of a more advanced society.

Thanks to incredible advancements in the medical industry (referring to the real world), the human population was able to explode in the last 200 years. While many see this as a good thing, it caused a problem where countries began to have a higher population than their gold supply could fund -- forcing them to abandon the gold standard one by one. I'm not an economist, but I do have somewhat of a grasp on this topic.

Essentially, when countries operate on a gold (or other metal) standard, each dollar of their currency represents a portion of gold -- much like how the coins in core D&D represent a portion of precious metal. Eventually, there's so many people with hundreds of thousands of dollars that the value of gold begins to drop, threating the economy of the entire country.

To fix this, countries leave the gold standard. The solution stabilizes the price of gold, but causes a new problem -- their currency doesn't have any real world value that can be backed up with a physical result. In addition to causing inflation, this result means that their dollars (like the US dollar) only have value because people say it does. Obviously there's more at play, but this is a good explanation that doesn't take up too much space.

Credits have the same idea. In a world with dozens upon dozens of megacities and billions of people, countries can't thrive on the gold standard. Credits only have value because society says they do, and I thought the idea of a cyberpunk world relying on digital currency with no physical representation just makes sense.

How exactly credits are stored, used, and stolen is left up to your DM. Items like Shepard Chips might store them for example.

A credit is equal to one silver piece. Below is a conversion table for all of the coin types in the Player's Handbook.

Standard Exchange Rates
Coin Credit (cd)
Copper (cp) 1/10
Silver (sp) 1
Electrum (ep) 5
Gold (gp) 10
Platinum (pp) 100

What's A KC?

At certain points throughout Cyberdungeons you'll see the price listed as "kc" (for example a cybernetic Replacement Heart costs 20kc). When talking about currency in the real world, "k" refers to thousands denomination -- meaning a cybernetic Replacement Heart costs 20,000 credits, or 200 gold pieces. That seems like a lot, because it is! Megacorps have a monopoly over the markets, and can charge absurd prices for certain items because they know people have to pay for it. Remember the corporates at the top of the ladder can afford it no matter how expensive it is, so they might as well get as much profit as possible out of the little folk in the process.

Aside from that grim realization, the insane prices are also an attempt on my part to both balance the game, and inject a more dystopian feeling into the system. It balances the game by ensuring players don't cram a bunch of cybernetics into their body right off the bat, and (in my opinion) gives the world a more gritty setting where it's easier to "borrow" cybernetics from others rather than buy them outright. Survival of the fittest baby!

Armor

There are many different styles of armor that vary between different cultures, races, and manufacturers. Below you can find some of the more advanced forms of armor, though you would likely be able to find more classical medieval. Due to the advancements in weapons manufacturing, armor has become an absolute necessity for anyone traveling in unsafe districts of their city. Traveling through slums without at least an undercover vest is a risky proposition indeed.

The Armor table shows the cost, weight, and other properties of the common types of armor worn in more modern times.

Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. However, only those proficient in the armor know how to wear it effectively. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity.

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Shields. A shield is made from metal, polymer, energy, or reinforced glass, and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Light Armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Armor Jacket: Lined with a protective mesh, this light jacket provides adequate protection while still allowing full movement without restriction.

Heavy Coat: An overcoat, made of leather or heavy cloth.

Infiltration Suit: A full body suit made from high grade polymer blends. Expensive but effective.

Kevlar-Lined Coat: Kevlar is a plastic with a very high tensile strength and a well-known component of personal armor.

Leather Jacket: A thick leather jacket popular among bikers and other similar folk.

Light Trooper: A padded suit with a hardened flexible overlay. Standard issue for most grunts.

Light Undercover Shirt: Designed for deep undercover work in which it’s critical that the wearer not appear to be armed or armored, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso.

Undercover Vest: Covering a larger area of the torso, this vest provides better protection than the light undercover shirt, though it’s also more easily noticed. It’s best used when the armor should remain unseen but the wearer doesn’t expect to face much scrutiny.

Medium Armor

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

Concealable Vest: Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it.

Light-Duty Vest: A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort – at least compared to other tactical body armors.

Medium Trooper: Much like the light variant, this is a suit of layered padding with a chest piece and guards made of tempered polymer plating.

Military Jacket: Popular amongst officers and mercenaries, this jacket’s interior is lined with protective plates and hard padding.

Nanoweave Suit: This variant of the trooper armor has been fortified with a coating made of nanocarbons fused over the protective plate.

Reinforced Mesh: Multiple layers of micro-woven fiber mesh. It most often comes in the form of a vest or torso covering.

Tactical Vest: The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.

Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.

Centurion: A suit of heavy trooper armor outfitted with a tempered multi-alloy chest piece with protective shoulder and leg guards. This armor is often limited to high-ranking soldiers and elite infantry.

Forced Entry Unit: The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault. Forced Entry Units require an armor energy cell (found in the utilities part gear section) to function.

Fusion Armor: The best in full body protection, this high-grade armor is made from fused meteoric alloys and bolstered with an additional layer of fullerene polymers.

Guardian: Often made of inexpensive material, this bulky armor is a combination of thick padding, rigid metal plates and mesh weaving. It is popular amongst higher ranking sprawl gangers and bunker sentries.

Heavy Trooper: This is a full suit of reinforced mesh underneath a layer of interlocking plates made from hardened composite. Armored gloves and boots are included as well.

Land Warrior Armor: Land Warrior Armor is designed to improve the connectivity and combat effectiveness of personnel in the army. Improvements include modernized body armor, a helmet with a mounted flashlight, integrated communication systems, and a special eye monitor (infrared goggles).

Special Response Vest: Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents.

Shields

Shields come in multiple designs – curved, cornered, composite, energy, etc. All work along the same function, being worn on the off hand and used manually against incoming attacks.

Retractable Shield: Personally powered shield that quickly expands from the user’s arm. A retracted shield doesn’t increase your Armor Class, but you can attempt to conceal it with a Dexterity (Sleight of Hand) check. Extending or retracting the shield is a free action.

Riot Shield: A riot shield is a large shield made of tough, transparent plastic, providing cover without hindering sight.

Armor
Name Cost (cd) Base AC Strength Stealth Weight
Light Armor (+ full Dex Bonus)
Armor Jacket 150 10 + Dex modifier - - 5 lb.
Heavy Coat 50 8 + Dex modifier - Disadvantage 6 lb.
Infiltration Suit 375 12 + Dex modifier - - 5 lb.
Kevlar-Lined Coat 350 12 + Dex modifier - - 8 lb.
Leather Jacket 100 9 + Dex modifier - - 4 lb.
Light Trooper 250 11 + Dex modifier - Disadvantage 10 lb.
Light Undercover Shirt 275 11 + Dex modifier - - 2 lb.
Undercover Vest 500 13 + Dex modifier - - 3 lb.
Medium Armor (+2 max Dex bonus)
Concealable Vest 600 13 + Dex modifier - - 4 lb.
Light-duty Vest 700 14 + Dex modifier - - 8 lb.
Medium Trooper 750 14 + Dex modifier - Disadvantage 12 lb.
Military Jacket 575 13 + Dex modifier - - 6 lb.
Nanoweave Suit 850 15 + Dex modifier - Disadvantage 14 lb.
Reinforced Mesh 350 12 + Dex modifier - - 4 lb.
Tactical Vest 900 15 + Dex modifier Strength 10 Disadvantage 10 lb.
Heavy Armor (no Dex bonus)
Centurion 2,000 17 Str 15 Disadvantage 25 lb.
Forced Entry Unit 2,500 18 Strength 13 Disadvantage 20 lb.
Fusion Armor 2,000 18 Str 16 Disadvantage 30 lb.
Guardian 700 14 - Disadvantage 15 lb.
Heavy Trooper 950 16 Str 13 Disadvantage 20 lb.
Land Warrior Armor 2,500 17 Strength 13 Disadvantage 10 lb.
Special Response Vest 1,000 15 Strength 10 Disadvantage 15 lb.
Shield
Retractable Shield 200 +2 - - 4 lb.
Riot Shield 100 +2 - - 6 lb.

Weapons

If your class offers a simple or martial melee weapon, you can choose any weapon of the same type (simple or martial) from this book.

If your class offers a specific simple ranged weapon and ammunition, such as the light crossbow with bolts or shortbow with arrows, you can instead choose any simple gun you have proficiency with. If your class offers a specific martial ranged weapon with ammunition, such as a longbow and arrows, you can instead choose any martial blaster you have proficiency with.

Bullet special Effects

Spells, magic items, potions, class abilities, etc. that affect vanilla weapons affect sci-fi weapons as well. For example, the Flame Arrows spell from XGE causes ranged weapon attacks to cause an extra 1D6 fire damage on a hit. This would also apply to sci-fi guns and other ranged weapon attacks.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammo. Same as the Ammunition property on page 146 of the Player's Handbook, with the exception that you cannot regain any spent ammunition after the battle by searching the battlefield.

Autofire. A weapon that has the autofire property can only spray in a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage (DC equals to 12 + your proficiency bonus). This action uses ten pieces of ammunition and it cannot be affected by any of the special "shot" attacks from the Firearms Expert feat.

Automatic. When you make an attack with this weapon on your turn, you can choose to make two attacks with disadvantage instead. These attacks always have disadvantage, regardless of circumstance.

Blaster. A weapon with the Blaster property is a ranged weapon that requires no ammunition. Blasters are considered firearms for the purpose of class features and abilities. You don’t add your ability score modifier to a blasters’ damage rolls.

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot- cube area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage (DC equals to 12 + your proficiency bonus if proficient). This action uses ten pieces of ammunition and it cannot be affected by any of the special "shot" attacks from the Firearms Expert feat.

Covert. You have advantage on Dexterity (Sleight on Hands) checks to conceal this weapon.

CQB. You have advantage on attack rolls made against targets within 20 feet or less from you. CQB stands for Close Quarters Battle.

Foregrip. This weapon can be used with one or two hands. If used in two hands, its normal and long ranges double.

Loud. This weapon produces a considerable amount of noise. When used in an attack, all creatures that can hear within a predetermined range of the attack become aware of the weapon and the general direction it's in. This may attract more creatures that are nearby.

Mounted. This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can't be moved. It can only be used to make an attack while unmounted if held by a Medium or larger creature with a Strength score of at least 15.

Nonlethal. When you reduce a creature to 0 hit points using this weapon, you can choose to knock the creature out, rendering it unconscious, rather than deal a killing blow.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend an action or a bonus action to reload. You must have one free hand to reload a weapon.

Scatter. If you make an attack against a target that is within half this weapon’s normal range, you deal the damage value listed in parentheses instead of the weapon’s normal damage dice.

Sighted. This weapon has disadvantage on attack rolls made against targets within 20 feet.

Unbalanced. If you make an attack with this weapon and miss you become unbalanced, either suffering disadvantage on the next attack made before the end of your next turn or granting advantage against the next attack made against you before the end of your next turn (whichever comes first).

If you wield a one handed weapon with this property in two hands, ignore this property.

Suppressing Fire

Every firearm without the blaster tag can do suppressing fire. As an action, you can spray in a 10-foot-cube area within the firearm's normal range using up to ten pieces of ammunition. Each creature in the area must succeed on a Wisdom saving throw (DC equal to 8 + the number of bullets used) or be frightened of you until the end of your next turn. If a creature succeeds on its saving throw, it's immune to suppression fire for 24 hours.

Melee Weapons
Name Cost (cd) Damage Weight Properties
Simple Melee Weapons
Antimatter Dagger 550 1d4 necrotic 1 lb. Finesse, light, Special
Ballistic Gloves 200 1d4 thunder 1 lb. Loud 20 ft., special
Baton, Metal 50 1d6 bludgeoning 3 lb. Finesse, light
Baton, Stun 125 1d4 lightning 1 lb. Finesse, light, nonlethal
Brass Knuckles 30 1d4 bludgeoning 1/2 lb. Finesse, covert, Special
Ketch-All Pole 125 - 8 lb. Reach, Special
Wrist Blades 75 1d4 slashing 1 lb. Finesse, light
Martial Melee Weapons
Chainsaw 450 2d8 slashing 15 lb. Ammo, heavy, loud 75 ft., reload 10, two-handed, unbalanced
Energy Staff 250 1d4 bludgeoning & 1d4 lightning 2 lb. Reach, two handed
High Frequency Sword 750 2d6 slashing 2 lb. Special, versatile (2d8)
Microfilament Whip 550 1d8 slashing 2 lb. Finesse, reach, special
Plasma Cutter 400 1d10 slashing 10 lb. Special, two-handed
Power Fist 200 2d4 bludgeoning 12 lb. Finesse, heavy
Rocket Hammer 200 1d12 bludgeoning 18 lb. Heavy, two-handed, unbalanced
Thermal Lance 600 1d10 piercing & 1d4 fire 6 lb. Reach, special
Wrenchinator 125 1d12 bludgeoning 10 lb. Heavy, nonlethal, two-handed

Melee Weapon Descriptions

These weapons might be found on the black market, purchased inside weapon shops, lifted from a pulverized corpse, or anywhere else one finds weapons.

Antimatter Dagger. Favored by assassins and infiltrators, the antimatter dagger isn't truly a dagger. Rather, the handle produces a short beam of unstable energy known as antimatter that causes flesh to decay at an accelerated rate.

Ballistic Gloves. These gloves are characterized by a cylindrical grip in the palms that absorbs kinetic energy from attacks made with it. The absorbed kinetic energy is then transfered to the knuckles, where it's converted into a deafening release of sound against the target.

Baton, Metal. Metal batons are little more than advanced clubs. The main difference is their ability to collapse into themselves, allowing them to be transported easier.

Baton, Stun. Stun batons are a more forgiving version of metal batons. Commonly used by law enforcement, these weapons are designed to subdue, not to kill.

Brass Knuckles. Brass knuckles are simple weapons designed to concentrate the force of a punch into a smaller and more direct area, and occupy only the palm and knuckle area of the hand. You may perform the somatic component of spells while you are wielding brass knuckles. Additionally, it's possible to customize the ends of your brass knuckles, allowing you to imprint certain designs into your targets.

Custom brass knuckles with these designs cost an additional 50 cd.

Chainsaw. Traditionally used for woodcutting, chainsaws make for an effective and intimidating weapon for anyone skilled enough to effectively wield it in combat. Chainsaws require fuel to run (typically a mixture of gasoline and oil), and must be refueled periodically.

Energy Staff. A great staff that became popularized with the advancement of technology and energy weapons, both ends of this steel staff crackle with electricity.

High Frequency Sword. The high frequency sword is made of a durable metal alloy many times tougher than steel. It features a monofilament edge -- the sharpest piece possible for modern technology. Inside the blade itself are microscopic machines that cause the blade to vibrate at incredibly high speeds, causing the sword to "hum" or vibrate at incredibly high frequencies. Though the wielder of the weapon is shielded from these vibrations by a soft hilt, any character or object struck by the high frequency sword finds that the weapon is given extra cutting power thanks to its technological enhancements. When you attack a creature that doesn't have resistance to slashing damage, you gain a +2 bonus on the attack and damage rolls made with this weapon.

Microfilament Whip. This whip is made from many braided microfilament wires, and as such is a formidable weapon with a razor sharp cut. Microfilament wires are some of the most effective cutting materials there are, and can usually cut through anything like butter. You can attack objects as well as creatures with this weapon following the rules for attacking objects as described in pages 246-247 of the DMG.

Ketch-All Pole. A large or smaller creature hit by a ketch-all pole is restrained until it is freed. A ketch-all pole has no effect on creatures that are formless (such as oozes), or creatures that are huge or bigger. Attacks made with a ketch-all pole against large creatures have disadvantage. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. When you use an action, bonus action, or reaction to attack with a ketch-all pole, you can make only one attack regardless of the number of attacks you can normally make.

Plasma Cutter. Few things are as intimidating as the huge, circular, white-hot blade of a plasma cutter. Plasma cutters are an imposing tool originally designed to carve up high-density metal plates for ship hulls, but it was swiftly discovered they work equally well as a maiming implement. The saw can easily remove careless fingers or limbs in normal operation, but if used with lethal intent, it could dissect someone cleanly from end to end.

Power Fist. A massive mechanical "glove" that fits over a person's regular fist, the power fist uses both small rockets and hydraulic power to allow you to effectively cave in someone's face with a single punch.

Rocket Hammer. The unstable rocket hammer is the newest advancement in hammer technology, created by genius engineers who decided the best way to improve the traditional warhammer was to strap a rocket to the back of it so it could hit things harder. One must use care when operating a rocket hammer, as sometimes they can lose control of the rocket and become unbalanced.

Thermal Lance. This weapon is a reimagined classic from times long forgotten, with a more advanced touch. The thermal lance gathers up kinetic energy and heats up when it is used to attack to deal fire damage along with the regular piercing damage as it is used.

Thermal lances follow the traditional special rules for lances, those being that you have disadvantage when using a lance to attack a target 5 feet in front of you, and a lance requires two hands to use when you aren't mounted.

Wrenchinator. The humble wrenchinator is simply massive wrench designed to fasten and unfasten the largest of bolts and nuts. Incredibly, this massive hunk of metal can also be used to clobber people over the head with great efficiency.

Wrist Blades. These blades attach to the user via a band around the wrist, and project the blade forward beneath the palm of the hand.

Ranged Weapons
Name Cost (cd) Damage Weight Properties
Simple Ranged Weapons
Dart Gun 250 Special 3 lb. Ammo (range 40/120), covert, loading, special
Flare Gun 120 1d4 bludgeoning 1/4 lb. Ammo (range 150/600), covert, loading, special
Ion Cannon 500 1d6 radiant 6 lb. Blaster (range 30/90), scatter (2d6), two-handed
Phaser 125 1d4 radiant 2 lb. Blaster (range 30/90), light, nonlethal
Pistol, Light 200 1d6 piercing 3 lb. Ammo (range 60/180), light, loud 250 ft., reload 12
Revolver 300 1d8 piercing 2 lb. Ammo (range 60/180), loud 250 ft., reload 6
Rifle, Hunting 450 1d10 piercing 8 lb. Ammo (range 180/540), loud 325 ft., reload 1, two-handed
Shotgun, Double-Barrel 200 3d4 piercing 7 lb. Ammo (range 30/90), CQB, loud 300 ft., reload 2, scatter (2d10), two-handed
Shotgun, Sawed-Off 250 1d10 piercing 5 lb. Ammo (range 10/30), covert, CQB, loud 300 ft., reload 2, scatter (2d10)
Swarm Phaser 175 1d4 radiant 2 lb. Automatic, blaster (range 15/45), foregrip, light
Taser 100 Special 2 lb. Ammo (range 15/35), loading, special
Martial Ranged Weapons
Blitz Cannon 600 2d8 lightning 17 lb. Ammo (range 15/45), loud 75 ft., reload 2, scatter (2d10), two-handed
Compound Bow 800 2d4 piercing 4 lb. Ammunition (range 90/360), heavy, two-handed
Diode Beam 1,200 2d8 radiant 80 lb. Blaster (range 60/180), heavy, loud 250 ft., mounted, two-handed
Flamethrower 800 Special 40 lb. Ammo (special), reload 10, two-handed
Grenade Launcher 700 Special 12 lb. Ammo (range 40/120), heavy, loading, special, two-handed
Light Machinegun 2,000 5d4 piercing 20 lb. Ammo (range 100/300), autofire, heavy, loud 500 ft., reload 12, two-handed
Ranged Weapons (Continued)
Name Cost (cd) Damage Weight Properties
Martial Ranged Weapons
Net Cannon 900 Special 7 lb. Ammunition (range 30/90), loading, special
Net, Cable 75 - 8 lb. Special, thrown (range 5/15)
Net, Grav 125 - 2 lb. Special, thrown (range 5/15)
Net, Electrified 50 1d6 lightning 5 lb. Special, thrown (range 5/15)
Pistol, Heavy 400 2d8 piercing 7 lb. Ammo (range 60/180), loud 250 ft., reload 12
Pistol, Machine 500 2d6 piercing 5 lb. Ammo (range 60/180), burst fire, light, loud 250 ft., reload 20
REC Gun 2,150 2d10 radiant 120 lb. Automatic, blaster (range 60/180), heavy, loud 250 ft., mounted, two-handed
Rifle, Assault 600 2d8 piercing 8 lb. Ammo (range 100/300), automatic, loud 400 ft., reload 30, two-handed
Rifle, Concussion 1,000 2d8 thunder 8 lb. Blaster (range 120/360), loud 400 ft., sighted, two-handed
Rifle, Sniper 1,000 2d10 piercing 8 lb. Ammo (range 200/800), loud 500 ft., reload 8, sighted, two-handed
Shotgun, Tactical 400 2d8 piercing 7 lb. Ammo (range 30/90), CQB, loud 300 ft., reload 6, two-handed
Submachine Gun 600 2d8 piercing 6 lb. Ammo (range 80/240), burst fire, loud 450 ft., reload 30, two-handed

Ranged Weapon Descriptions

'Most everyone loves firearms and has at least a vague understanding of how to use them. The trick is knowing how to identify and choose the firearm that suits you. These descriptions should help with that.

Blitz Cannon. With its imposing rectangular muzzle, this brutalist weapon has a clear right and wrong end to be on. Pulling its trigger unleashes a torrent of miniature lightning bolts in a wide, imprecise spray, making it extremely dangerous at point-blank range. Blitz cannons take fusion cells instead of regular ammunition.

Compound Bow. Compound bows are the newest development in archery technology. Rather than simply being a wire pulled taut on both ends of a stick, compound bows run a cable through a series of pulleys that greatly increases the power of the bow.

Dart Gun. This air-dart gun fires a needle via an air compressor. The needle itself inflicts no damage, but it can deliver an injection with any poison or injection based drug to the target. Each dart costs .5 credits, and a vial of poison or one dose of drug can coat three darts. You can read more about poisons in the chapter 8 of the Dungeon Master's Guide, and drugs in Part 5 of this book.

Diode Beam. Typically used as a mounted weapon, the diode beam fires a powerful beam of radiant energy that can incinerate a common person in one hit.

Flamethrower. A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30 foot-long line of flame. Any creature caught in the line of flame must make a DC 15 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one.

Alternatively, the user can modify the flamethrower to expel fire in a 15 foot cone. This modification takes about two minutes to complete, and can be reversed back and forth as desired.

A flamethrower’s backpack has 10 hit points and an AC of 10. A backpack reduced to 0 hit points ruptures and explodes, engulfing the wearer and each creature within a 10-foot radius of the wearer in a violent ball of flame. Each creature engulfed in this way (except the wearer) must make a DC 15 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The wearer automatically fails the save. A flamethrower with no fuel left cannot rupture in this manner.

A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack costs 50 credits.

Flare Gun. Designed for survival purposes rather than lethality, the flare gun is a small pistol that can load and fire a flare great distances. In the event a flare gun is used to attack a creature, there's a 5% chance the flare will cause the target (or whatever they're wearing) to ignite into flames, assuming the material is flammable. If ignited in this way, the target takes 1d4 fire damage until an action is used to extinguish the flames.

Grenade Launcher. This weapon allows you to propel any explosive with the grenade type up to 120 feet away. You can target a specific area, or a creature directly using a grenade launcher. The grenade effect occurs immediately as it lands. If a creature is targeted (and hit) with a grenade launcher, you deal 1d6 bludgeoning damage to that creature before the grenade explodes.

Ion Cannon. The ion cannon always fires its bright, energetic blast is a diffuse cone, making it far deadlier up close. After firing, ion cannons make a quiet zipping noise as it recharges itself for another blast.

Light Machinegun. These firearms are the top of the line in terms of automatic weapons. Few firearms can surpass its ability to kill, and those that can generally can't be wielded by a single person.

Net Cannon. A net cannon is a lovely little firearm that brings nets back into the forefront of modern warfare. Someone wielding a net cannon can load any net into the cannon and fire it at a target. On a hit the net successfully entraps the target, leaving them trying to struggle to escape or meet their fate at the hands of the wielder!

Successfully entrapping a creature with a net from a net cannon causes no damage, though some types of nets may cause damage as specified in their own rules.

Net, Cable. Cable nets are created with duracable instead of the more standard rope, causing them to be much sturdier than your average net. Cable nets follow all the rules of a regular net found on page 148 of the Player's Handbook, with the exception that a creature must deal 25 slashing damage to the net to destroy it, and it has an armor class of 20.

Net, Electrified Electrified nets are typically used to subdue the target while it's entrapped by it, though they usually end up frying the target rather than just subduing it. Electrified nets follow all the rules of a regular net found on page 148 of the Player's Handbook, with the exception that a creature restrained by the net takes 1d6 Lightning damage every round it is restrained by the net. Additionally, on a hit the target must make a DC 10 Constitution saving throw, becoming stunned on a failure.

Net, Grav. Grav nets are handy high tech tools that utilize the power of gravity to truly immobilize a target for a short period of time. Grav nets follow all the rules of a regular net found on page 148 of the Player's Handbook, with the exception that a creature restrained by the net additionally becomes incapacitated while restrained by the net, for up to 3 rounds. After 3 rounds, the Grav net's power depletes, and it functions as a regular net. Grav nets can only be used in this way once.

Phaser. Phasers are not designed for effectiveness so much as portability and non-lethality. These blasters are often issued to peace-keepers and emissaries that require personal defense but have no intent to kill others.

Pistol, Heavy. Heavy pistols are the largest and heaviest pistols available on the market. Their larger size allows them to pack a serious punch.

Pistol, Light. Smaller and somewhat less dangerous than heavier or more advanced pistols, light pistols are simple handguns produced to be cost effective over anything else.

Pistol, Machine. Machine pistols have more advanced firing capabilities, allowing it to spray bullets out in a deadly burst fire pattern.

REC Gun. The Revolving Exothermic Cannon (or REC gun, for short) operates on the same principle as a conventional blaster, with an arcane battery hooked up to an aperture barrel and so forth, but mounts several blasters on a revolving cylinder, each firing in rapid succession to produce devastating effects.

Repeater. The quintessential handheld blaster, the repeater is a staple on the galactic frontier. Solid, reliable, and packing just enough firepower to bring down an assailant, nearly every explorer worth their salt has one of these strapped to their hip.

Revolver. The ever classic revolver is well known for its appearance. The six bullets held by the gun pack a serious wallop that contradict the smaller size of the gun.

Rifle, Assault. Commonly called ARs for short, assault rifles are automatic rifles designed to get out the maximum number of bullets in the shortest timeframe without costing the users stability.

Rifle, Concussion. Concussion rifles don't actually fire bullets, but rather produce miniature explosions within themselves. The sound from the blast is channeled down the barrel, where it's amplified by a series of arcane capacitors before terminating in a thick condenser that compresses the blast into a precise burst. A concussion rifle is especially deadly at long ranges, and is capable of proving deadly against the strongest of armor.

Rifle, Hunting. Shockingly, this rifle is typically used for hunting, and is designed to have an impressive range. The bolt action nature of the rifle limits it to one shot at a time.

Rifle, Sniper. Sniper rifles are designed with one purpose in mind -- distance. No ranged weapon offers a greater distance between the user and the target, making it perfect for assassins but impractical for closer targets.

Shotgun, Double Barrel. Double barrel shotguns are the most common form of shotgun available. Designed to shred targets into ground beef at an incredibly close range, these firearms are not designed for hunting anything but other humanoids.

Shotgun, Sawed Off. Sawed off shotguns are simply double barrel shotguns that had the barrels sawed off to make it more covert and easier to hide. While reducing the length of the barrels makes it easier to handle and hide, it also reduces the effective range of the weapon.

Shotgun, Tactical. These shotguns are commonly used by militant forces, and are characterized by the larger damage output and ability to hold more than two shells.

Submachine Gun. A staple of mafiosos everywhere, submachine guns spray a large amount of bullets in a general area to mow down targets and force them into hiding.

Swarm Phaser. This handheld blaster, styled much like a phaser, has a wickedly fast automatic fire, capable of spewing dozens of rays in seconds. The more dexterous users might even find it possible to use one in each hand.

Taser. A creature hit by a taser takes 1d4 lightning damage and it must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn. You can use your action in the following turns to deal 1d4 lightning damage and keep the target paralyzed for up to 4 turns. The target may repeat the Constitution saving throw every turn it is subjected to these effects.

Explosive Devices

Explosives are the wonderful things that go boom before blowing you (and everyone else around you) into tiny giblets. While the base price for explosives may seem cheap, they're often restricted due to their destructive nature -- forcing those who want them to pay obscene markup fees from less than reputable sellers, or risk making their own.

Procuring Explosives

To obtain explosives, one must either purchase them or make their own. It's usually a wise decision to purchase them, as all but the most experienced individuals end up blowing themselves up when they try to make their own. The base price for each explosive by the pound is listed in the following table.

Explosives
Item Cost (cd) Weight
Dynamite 500 1 lb.
EMP 700 1 lb.
Flashbang 600 1 lb.
Fragmentation 800 1 lb.
Plastic 900 1 lb.
Smoke 450 1 lb.
Tear Gas 500 1 lb.
Thermite 650 1 lb.
White Phosphorus 700 1 lb.

As aforementioned, explosives are more often than not heavily restricted, driving up their price. The level of restriction for each explosive is determined by your DM, and impacts the price as described in Part 5 of this book.

firebombs and magic explosives?

Crafting Explosives

Crafting Explosives is a tedious process that one must take on with utmost care, though even the most careful and skilled eventually get blown into a fine red mist. Before starting, one must first locate and purchase all the necessary components. How this is done, how long it takes, and how much it costs is left up to your DM. Otherwise, make note of the following general rules one follows when making explosives.

  • You must have a chemist's kit to craft explosives.
  • Making one pound of explosives takes eight hours.
  • Each explosive falls into one of two categories: simple and complex. Simple explosives require three successful checks to make, and complex explosives require five successful checks. Checks are made using the Science skill (detailed in Part 9).
  • The successful DC for each science check is determined by the DM, and may increase with each passing check.
  • If you fail a Science check, the DM does not have to tell you (though they can if they choose to). Instead, the DM rolls on the failure table below to see what, if anything, happens. They do not have to tell you the result for this roll either.
  • Failing a Science check may or may not stop you from continuing to manufacture your explosive.
  • Failures may stack on each other depending on the result.
Failure
d8 Result
1 Your explosive works as intended! You know because it detonates as you work on it.
2 The explosive has a smaller detonation, its range is cut in half.
3 You mess up the detonation method. This explosive takes d3 rounds longer to detonate than intended.
4 The explosive is severely damaged, impacting both it's size and power. Both range and all damage rolled are cut in half.
5 The explosive is a dud, and will not explode.
6 You accidentally break some of your materials, and must purchase new ones to complete the explosive.
7 The explosive has a weaker detonation, dealing only half of all damage rolled.
8 By some miracle, your mistake does not impact the explosive.

Explosive Descriptions

Explosives come in three different types: grenades, planted, and sticks. Not every type is available for every explosive, though many explosives come in more than one type. Each type of explosive has different rules on how they function, as detailed below.

Grenades

  • When using a grenade, it’s considered a simple ranged weapon (range 30/60)
  • If a grenade requires a saving throw, the DC is 8 + your Dexterity modifier + your proficiency bonus. Tear gas grenades use their own DC.
  • Grenades weigh half a pound.

Planted Explosives

  • You need a detonator for each planted explosive you use (detailed in the gear section).
  • The saving throw DC for planted explosives is 17.
  • Planted explosives generally weigh around a pound per use.

Stick Explosives

  • Stick Explosives are generally only Dynamite.
  • Stick Explosives can be bundled together as their individual rules state.

Additionally, all explosive types follow the same universal rules:

  • Explosives deal damage to everything within their radius. This includes creatures, items, vehicles, buildings, and everything else. Inanimate objects automatically fail saving throws to avoid the blast.
  • Explosives ignore resistance to nonmagical damage, and treat immunity to nonmagical damage as resistance.
  • Unless otherwise stated, all creatures within the radius of an explosive when it goes off is automatically stunned for 1d4 rounds. Creatures outside the blast radius may also be stunned from the concussive force of the explosion at the DM's discretion.
  • Explosives detonate in a spherical shape unless stated otherwise.

Dynamite

Dynamite is a mixture of nitroglycerin and other absorbent materials typically molded into sticks.

Stick. As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 1d6 thunder damage on a failed save, or half as much damage on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 50 feet). Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.

The dynamite is considered to be a simple explosive for the purpose of manufacturing it, and weigh half a pound.

EMP

An EMP is an electromagnetic pulse that shorts out all electronic devices within a radius.

Grenade. As an action, a character can throw a grenade at a point. Upon detonation, the grenade releases an EMP pulse that instantly shorts out all electronic devices in a 20-foot radius. Affected devices remain nonfunctional until repaired. The pulse deals no damage to flesh based creatures.

However, a creature with cybernetic attachments takes 1d4 lightning damage per cybernetic attachment and must succeed on a DC 15 Constitution saving throw or be stunned for 1d4 rounds. Electricity based constructs (such as robots, but not warforged) take 2d12 lightning damage and must succeed on a DC 17 Constitution saving throw or fall unconscious.

EMP grenades are a complex explosive.

Flashbang

A flashbang is a non-lethal explosive device used to temporarily disorient an enemy's senses. It is designed to produce a blinding flash of light and an intensely loud "bang" without causing permanent injury.

Grenade. As an action, a character can throw a flashbang at a point. Each creature within 20 feet of the point must make a Dexterity saving throw or be blinded and deafened until the end of your next turn.

Flashbang grenades are a simple explosive.

Fragmentation

These explosives are designed to disperse lethal fragments on detonation. The body is generally made of a hard synthetic material or steel, which will provide some fragmentation as shards and splinters.

Grenade. As an action, a character can throw a grenade at a point. Each creature within 20 feet of the point must make a Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one.

Fragmentation grenades are a simple explosive.

Planted. When activated, each creature within 20 feet of the explosive must make a Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one.

Planted fragmentations are complex explosives.

Plastic Explosive

Plastic explosive is a soft and hand-moldable form of explosive material. Plastic explosives are especially suited for explosive demolition of obstacles and fortifications by engineers, combat engineers, and criminals. It can be cut, formed, wrapped, and combined with others of its type.

Planted. Each creature within 10 feet of the explosive must make a Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. It deals double damage against objects and structures.

You can combine units of plastic explosive so they explode at the same time. Each additional pound of plastic explosive increases the damage by 1d6 (to a maximum of 12d6) and the burst radius by 10 feet (to a maximum of 50 feet).

In addition, when you combine two or more units, you can change the burst radius to a cylinder-shaped explosion (you must determine the area affected by the explosive when you plant it).

Planted plastic explosives are considered complex.

Smoke

Smoke grenades are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and to create a smoke-screen for concealment. When buying or making a smoke grenade you can also select the color of the smoke.

Grenade. As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Smoke grenades are simple explosives.

Tear Gas

Tear gas works by irritating mucous membranes in the eyes, nose, mouth and lungs, and causes crying, sneezing, coughing, difficulty breathing, pain in the eyes, and temporary blindness.

Grenade. As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of tear gas that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creature starting its turn in the gas is considered blinded and it must make a Constitution saving throw or be incapacitated (DC 15). A creature wearing a gas mask automatically succeeds the saving throw.

Tear gas grenades are simple explosives.

Thermite

Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the thermite is set.

Planted. Each creature that ends its turn in the same space of the thermite must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. It lasts for 1 minute and it provides bright light for a 5-foot radius and dim light for an additional 5 feet while burning. It deals double damage against objects and structures.

Planted thermite is a complex explosive.

White Phosphorus

White phosphorus devices use an explosive charge to distribute burning phosphorus across the burst radius.

Grenade. As an action, a character can throw a grenade at a point. Each creature within 20 feet of the point must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. One round after the grenade detonates, it emits a cloud of white phosphorus that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creature starting its turn in the gas is considered blinded and it must make a Constitution saving throw taking 1d6 fire damage on a failed save, or half as much damage on a successful one (DC 15).

White Phosphorus grenades are complex explosives.

Gear

The term "gear" covers a massive hodgepodge of everyday items your character can choose to start out with, buy or steal later, or simply may encounter at some point in your journey.

Gear

Item Cost (cd) Weight
Ammunition
Fusion cell 200 1/4 lb.
Machinegun belt 150 1.5 lb.
Pistol bullets (50) 20 1/2 lb.
Rifle bullets (50) 50 1 lb.
Shotgun shells (25) 35 1 lb.
Detonators
Remote detonator, radio 700 1/8 lb.
Remote detonator, wired 300 5 lb.
Timed 200 1/8 lb.
Trigger, pressure 200 1/8 lb.
Trigger, proximity 700 1/8 lb.
Trigger, trip 300 2 lb.

Gear (Continued)

Item Cost (cd) Weight
Firearms Accessories
Combined module 350 1 lb.
Concealed holster 50 1/2 lb.
Bayonet 30 1 lb.
Deployable bipod 150 1 lb.
Laser sight 200 1/2 lb.
Laser sight, infrared 500 1/2 lb.
Scope 850 1/2 lb.
Scope, thermal 1,100 2 lb.
Speed loader 300 1/2 lb.
Suppressor 650 1 lb.
Tactical flashlight 75 1/2 lb.
Special ammunition
Acid (10) 200 -
Antimagic Shots (3) 850 -
Barbed Heads (8) 100 -
Breaching shotgun shells (10) 85 -
Cold (10) 200 -
Dragonsbreath Shells (6) 250 -
Fire (10) 200 -
Radiant (10) 200 -
Rubber Bullets (25) 75 -
Silvered (10) 250 -
Syringers (4) 500 -
Tracers (12) 600 -
XREP shotgun shells (10) 450 -
Utilities
Antitoxin (ampoule) 900 1/8 lb.
Bandolier 40 1 lb.
Battery 2 1/8 lb.
Binoculars 120 1 lb.
Bolt cutters 80 2 lb.
Breathing filter 75 1 lb.
Briefcase 95 2 lb.
Camera, still 15 1/2 lb.
Camera, video 250 1 lb.
Chemical, plastiflesh 200 1/4 lb.
Chemical, sporekill 750 1/4 lb.
Comm Set 50 1 lb.
Compass 25 1/8 lb.
Computer, desktop 1,500 18 lb.
Computer, laptop 700 4 lb.
Datapad 50 1 lb.
Diving gear 150 1 lb.
Duracable (50m) 50 35 lb.
ECM jammer 800 1 lb.
Energy cell (armor) 100 1 lb.
Fire extinguisher 25 2 lb.
Item Cost (cd) Weight
Flare 5 1 lb.
Flashlight 20 1 lb.
Flash goggles 75 -
Flight suit 120 6 lb.
Gas mask 75 1 lb.
Geiger counter 80 1/4 lb.
GPS 60 1 lb.
Grappler tag 65 1 lb.
Handbag 100 1 lb.
Hazmat suit 375 14 lbs.
Hologram player 900 2 lb.
Hologram recorder 1,200 1 lb.
Hypodermic needle 50 1/8 lb.
Infrared goggles 650 1 lb.
Iodine pills 975 1/8 lb.
Light stick 3 1/8 lb.
Lighter 2 -
Log keeper 20 3 lb.
Mag-lock 50 3 lb.
Mag-seal case 150 2 lb.
Metal detector 220 9 lb.
Micro-toolset 120 8 lb.
Microanalyzer (digital microscope) 225 3 lb.
Microfilament wire (50 feet) 75 1 lb.
Motion sensor 250 5 lb.
Neural recorder 2,650 1 lb.
Omnitool 75 3 lb.
Padlock (digital) 90 1 lb.
Pepper spray 25 1/2 lb.
Plastic bottle .25 1 lb. (full)
Quadcorder 75 1 lb.
Recording unit 450 8 lb.
Restraints (reinforced) 45 1 lb.
Sensory jammer 400 2 lb.
Shepherd's chip see text -
Shepherd's chip, falsified see text -
Sleeping bag 25 1 lb.
Smartphone 500 1 lb.
Tablet 400 1 lb.
Tactical vest 75 6 lb.
Tent (3-5 person) 45 20 lb.
Thermos 10 3 lb. (full)
Two-way radio 120 10 lb.
USB cable (5 ft) 5 -

Gear (Continued)

Item Cost (cd) Weight
USB flash drive 10 -
Vent tape 5 3 lb.
Virtual headset 950 4 lb.
Wristwatch 35 -

Gear Descriptions

Ammunition

Ammunition functions on a "common sense" ruleset, meaning that it can fit into any firearm that it makes sense to do so.

Fusion Cell. Fusion cells are unique ammunition that use the power of fusion to generate massive amounts of power. This ammunition is designed for high end energy weapons such as the Blitz Cannon.

Machinegun Belts. Machinegun bullets are typically linked together in a chain, allowing the firearm to rapidly fire them and making it easier to load them into the weapon, at the cost of an increased weight. A standard belt comes with 10 bullets, but may be expanded an additional 10 bullets any number of times, assuming you pay the same amount for each additional 10 bullets and factor in the increased weight.

Pistol Bullets. Pistol bullets go into any pistol shaped firearm, such as the light pistol and heavy pistol. They are also used for revolvers.

Rifle Bullets. Longer and meaner looking than any other bullet, rifle bullets almost resemble a spear, a shape that allows them to travel greater distances.

Shotgun Shells. Shotgun shells come in two types: buckshot and slugs. Buckshot shells contain around 10 of tiny pellets shot out to shred the target, while slugs are incredibly thick, stubby bullets. The impact has the same effect either way.

Detonators

Every planted explosive needs a detonator, and it can be detonated manually, automatically, or after a determined time depending on the detonator used.

Remote Detonator, Radio. A small radio device that trips a trigger when it picks up the detonator's frequency (usually after pressing a button, or a switch). Can be used to make dead man's switches, where the explosive goes off if the person holding the trigger dies. As an action, you can detonate the explosive remotely if you are within 1,000 feet of it.

Remote Detonator, Wired. This detonator is connected to the explosive via a physical wire. The shape of the detonator ranges from levers to small buttons. Wired detonators can also be used to create dead man's switches, where the explosive goes of if the person holding the trigger dies. As an action, you can detonate the explosive remotely if you are within 300 feet from it.

Timed. When planting the explosive with a timer, you must determine the number of rounds, minutes, or hours for the countdown, up to 10 hours. When the countdown ends, the explosive is detonated.

Trigger, Pressure. A planted explosive with a pressure trigger will explode when a creature stands on the detonator.

Trigger, Proximity. When you arm a planted explosive with a proximity trigger detonator, it explodes when a creature moves within the radius of the explosion. When planting the explosive, you can reduce the detection radius to a minimum of 5 feet of the explosive.

Trigger, Trip. The explosive is connected to a 20 foot trip wire, and when a creature passes through the wire, the explosive detonates. A creature can make a Wisdom (Perception) check to detect the wire (DC 12).

Firearms Accessories

Most of the firearms can be equipped with one or more accessories to improve them. Every accessory has a weapon compatibility, showing which accessories are available for each firearm.

Combined Module. The Combined Module is a multifunctional gadget that combines a laser sight and a tactical flashlight. You can use a bonus action to toggle between the laser sight and the tactical flashlight. You can also use a bonus action to turn it on or off.

While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm.

While you have the tactical flashlight on, the light illuminates a 20-foot cone in bright light and illuminates an additional 20 feet in dim light.

Weapon compatibility: Any non-special firearm. You cannot add it to a weapon that already has a laser sight or a tactical flashlight.

Concealed Holster. A concealed holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster or a waistband holster. While the weapon remains in the holster, it gains the covert property. A character can carry up to three concealed holsters (two shoulder holsters and one waistband holster)

Weapon compatibility: Dart guns, pistols, revolvers, phasers, and Taser guns.

Bayonet. Little more than a simple knife attached to the end of a firearm, bayonets have been used to increase the effectiveness of firearms in a physical attack for as long as firearms have been around.

You can use an action to attach a dagger to the end of your firearm. You can use this dagger in a standard melee attack while wielding your firearm, or you can use an action to take it off your firearm and use it as normal. The attachment ability causes it to cost a bit more than a standard dagger.

Weapon compatibility: Any non-special martial firearm, excluding the blitz cannon, diode beam, and REC gun.

Deployable Bipod. Bipods are commonly used on weapons to provide a forward rest and reduce motion. They are also seen on other long-barreled weapons, such as sniper rifles. Bipods permit operators to easily rest a weapon on objects, like the ground or a wall, reducing their fatigue and increasing accuracy and stability.

You must use your action to deploy or retract the bipod. While you have the bipod deployed, you gain advantage when shooting over 100 feet. To deploy a bipod you must be prone or in a stable shooting position. If you have the bipod deployed and shoot without being prone or in a stable shooting position, you have disadvantage.

Weapon compatibility: Rifles and light machineguns.

Laser Sight. This gadget is a small laser placed on a handgun or a rifle and aligned to emit a visible beam parallel to the barrel to assist in shooting. The laser color can be any color you want, though is typically red or green to provide the best visibility.

While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm. You can use a bonus action to turn the laser on or off.

Weapon compatibility: Any firearm that has a range greater than 180 feet. You cannot add it to a weapon that already has a combined module or a tactical flashlight.

Laser Sight, Infrared. This laser sight uses an infrared diode to produce a dot invisible to the eye but detectable with infrared devices.

While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm if you can see in infrared. You can use a bonus action to turn the laser on or off.

Weapon compatibility: Any firearm that has a range greater than 180 feet. You cannot add it to a weapon that already has a combined module or a tactical flashlight.

Scope. Scopes are used to increase the normal range of a weapon, allowing the user to shoot farther without having disadvantage on targeting. Scopes increase the range of the firearm they're attached to by 50%. Scopes don't provide any benefit in darkness.

Weapon compatibility: Any rifle. You can only add one scope to a weapon.

Scope, Thermal. The thermal scope is a sighting device combining a compact thermographic camera and an aiming reticle. It creates a visual based on the temperature of objects and creatures, allowing you to easily detect any source of heat, such as a creature. This allows you to easily track targets in darkness, as well as through walls. Like the regular scope, this also increases the effective range of your weapon by 50%.

Weapon compatibility: Any rifle. You can only add one scope to a weapon.

Speed Loader. A speed loader holds 6 bullets in a ring, in a position that mirrors the chambers in a revolver cylinder, allowing the character to insert all bullets at once. Using a speed loader you can reload a revolver using a bonus action. You can use an action to put 6 bullets in an empty speed loader for future uses.

Weapon compatibility: Revolvers.

Suppressor. A suppressor is a device attached to the barrel of a firearm which reduces (but doesn't negate) the amount of noise and visible muzzle flash generated by firing.

When you make a ranged attack with a suppressed weapon, you don't automatically reveal your location while hiding. Any creature within 20 feet from the weapon can still hear the gunshot, but not necessarily where it originated. You can use your action to add or remove the suppressor from the weapon.

Weapon compatibility: Any ranged weapon except the REC Gun and Diode Beam with the Loud property.

Tactical Flashlight. While you have the tactical flashlight on, the light illuminates a 20-foot cone in bright light and illuminates an additional 20 feet in dim light. You can use a bonus action to turn the flashlight on or off.

Weapon compatibility: Any. You cannot add it to a weapon that already has a combined module or a laser sight (normal or infrared).

Special Ammunition

descriptions for antimagic shots, barbed heads, dragonsbreath shells, rubber bullets, syringers, and tracers needed. Rework first 3 paragraphs? What are they?

Each of these projectiles carries a load of some chemical (or alchemical) material inside, such as white phosphorus (fire), holy water (holy), or ultraviolet fluid (radiant). When it hits a target, the projectile shatters, releasing the material directly into the target. When you hit a creature with special ammunition, you deal an extra 1d4 damage of that ammunitions type.

When you hit fiend or undead creatures with holy ammunition, you deal an extra 1d6 radiant damage instead.

All special ammunition (except the two shotgun shells listed) can be made to replace any ammunition type except fusion cells. If made to replace machine gun belts, they replace 1 belt (10 bullets).

Antimagic Shots. These particularly sinister pieces of ammunition are covered in tiny runes that constantly glow in a dim iridescent color. Their sinister appearance is fitting, as these pieces of ammunition were designed to hit targets and force them to stay down. When a target is hit with an antimagic shot, the bullet immediately loses velocity and embeds itself deep within the target. The runes on the bullet ward off healing magic directed towards the target, and until the antimagic shot is physically removed from the the target, it cannot benefit from magical healing.

Antimagic shots can be purchased for pistols or rifles.

Barbed Heads. Barbed heads are specialized arrowheads that have a particularly insidious design. The arrow has a specialized lever system that causes barbs to extend from the arrow when an attempt is made to remove it from the target. Targets hit with barbed arrowheads take an additional 1d6 slashing damage when the arrow is pulled out of them.

Barbed heads can be purchased for any form of bow.

Breaching Shotgun Shells. These shells are specially designed to destroy door deadbolts, locks, and hinges without risking lives by ricocheting or flying on at lethal speed through the door, as traditional buckshot can. These shells deal double damage to doors.

Breaching shotgun shells can be purchased for any shotgun.

Dragonsbreath Shells. Dragonsbreath shells are bright orange in color, and have a printed image of a dragon head on the side of each shell. Rather than traditional buckshot or slugs, these shells are loaded with tiny magnesium slivers that ignite when fired, causing everything out to the maximum range of the shotgun to ignite if it's flammable (range calculated in a line from the firing end of the shotgun).

Dragonsbreath shells deal the traditional damage dice of the shotgun used to fire them, but deal fire damage instead.

Dragonsbreath shells can be purchased for any shotgun.

Rubber Bullets.

Silvered Ammunition. This ammunition follows the same rules detailed in page 148 of the Player's Handbook for silvered weapons.

Syringers.

Tracers.

XREP Shotgun Shells. These shells are long-range wireless electro-shock projectiles. A XREP shell deals lightning damage on a hit and the creature must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn.

Utilities

This section describes items that have special rules or require further explanation.

Antitoxin. A creature that drinks or is injected with this liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to constructs or undead.

Bandolier. This shoulder strap contains six pouches large enough to hold a potion, grenade, or similarly sized item within easy reach. It can hold 10 pounds of gear.

Battery. An electric battery is a device consisting of one or more electrochemical cells with external connections provided to power electrical devices such as flashlights and metal detectors.

Binoculars. Objects viewed through the binoculars are magnified to twice their size.

Bolt Cutters. Bolt cutters are large tools designed to cut through padlocks and smaller chains. A creature with bolt cutters can attempt to make a DC 13 Strength check to use them to cut through any appropriately sized metal object, rendering it broken and useless on a success.

Breathing Filter. This filter easily fits around a humanoids mouth and nose to filter out large particles such as dust and pollution. It does not filter out gases.

Briefcase. Made from leather and plastic. Briefcases have mechanical locks that require either a key or a combination to open, and can hold around 20 pounds. Objects inside briefcases must be roughly the same shape as it (you can't put a globe inside one for instance).

Camera, Still. A cheaper disposable camera typically used by tourists that requires the photos to be developed after the shots are taken. Their simple design makes it impossible for them to record any form of video. Still cameras can only hold 15 photos before running out of film.

Camera, Video. A more advanced and commonly used camera that can take higher quality photos, as well as videos. Photos and videos taken from video cameras can be viewed at any time from the camera, and can be digitally uploaded to a computer, smartphone, or other similar device.

Chemical, Plastiflesh. Contained in a small spray can, plastiflesh bonds with human skin on contact and accelerates the healing process by providing a layer of artificial skin to seal the wound. A creature can use an action to spray plastiflesh onto any open wound to help it heal. The target of the spray immediately recovers 1d4 hit points. One can of plastiflesh has three uses.

Chemical, Sporekill. A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target creature is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.

Comm Set. Using this handheld device, you can verbally communicate with any creature within 1-mile that also has a comm set. A comm set can be connected to a headset worn on the ear or can be talked into directly. Its signal can penetrate most barriers, but is blocked by 1 foot of stone, 2 feet of metal, or 3 feet of wood or dirt.

Compass. A standard compass that uses the magnetic poles to give the user a sense of direction. Mostly obsolete in the modern day as most (if not all) smartphones have a compass installed in them.

Computer, Desktop. This can be any large computing platform, such as a client workstation or server. The typical desktop computer has several terabytes of storage space, a high-quality monitor and a broadband or modem access to the Internet.

Computer, Laptop. A portable version of a desktop computer. In general, laptops are as not as fast or powerful as desktops, but they're great for portability.

Datapad. A common gadget is used to store personal information, search for data on terminals, communicate with others (non-vocally), and transfer credits. You can enter text by hand into a datapad or draw in it using a stylus as if it were a notebook, and search these notes with one-word queries.

Datapads within 5 miles of each other can communicate with each other through written messages, provided both datapads have exchanged a comm number. This communication is limited to one text-based message (128 characters) every minute. Lastly, datapads are often used to access an account with the users bank, which they can use to view and access how many credits they have.

When you get a datapad, you also lock it with a password that you likely keep secret. Only someone with the password can access the datapad (barring unauthorized access, which can be accomplished following the hacking rules in part 5).

Diving Gear. This set of gear includes a wetsuit, oxygen supply, and attachments for underwater maneuvering. While using this gear, you ignore any underwater movement penalties and have advantage on any Strength (Athletics) rolls required for swimming checks made underwater. You gain no benefit from this item if you are wearing any armor.

Duracable. Strong as steel, flexible as rubber, and almost as light as normal rope, duracable replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable has 25 hit points and an AC of 20, and is able to support up to 5 metric tons of weight.

ECM Jammer. An ECM jammer has 10 charges. As an action, you can expend one charge and turn the ECM jammer on, disabling cameras and impeding all incoming and outgoing wireless communication, including smartphones, radio detonators, Wi-Fi and similar within 100 feet from the ECM jammer for 5 minutes. When the last charge is used the jammer becomes worthless.

Energy Cell, Armor. A special energy cell designed to fuel powered armors. An energy cell contains enough power for a powered armor to work properly for 24 hours.

Fire extinguisher. The extinguisher has 10 charges. As an action, you can expend one charge to extinguish a 5-foot area of fire.

Flare. A flare is a foot-long, brightly colored stick with a plastic cap. You can strike the bottom of the flare as an action, causing the flare to bursts into a bright, colored flame, matching that of the stick. This flame burns for 10 minutes, emitting a 40-foot radius of bright light and dim light for an additional 20 feet. A flare will still burn underwater, but not in a vacuum. You can choose the color of the flare.

Flashlight. A portable hand-held electric light. A flashlight has 5 charges, and consumes one charge for every hour it's turned on. As a bonus action, you can turn the flashlight on, illuminating a 60-foot cone and dim light for an additional 60 feet. You can use a bonus action to turn the flashlight off. When all charges are expended, a flashlight can be refilled with two batteries, at which point it will regain all charges.

Flash Goggles. Designed to provide protection against any blinding effects from bright light. While using flash goggles, you are resistant to any nonmagical blinding affects.

Flight Suit. A flight suit is a specialized suit designed to keep pilots and airstaff warm while in the upper atmosphere. Flight suits usually resemble a jumpsuit that can be worn under a regular outfit, but can come in different styles as well.

Gas Mask. This mask is used to protect the user from inhaling airborne pollutants and toxic gases. The mask forms a sealed cover over the nose and mouth, but may also cover the eyes and other vulnerable soft tissues of the face. While wearing the mask you are resistant to inhaled poisons, airborne diseases, or any other inhaled gas based detriment.

Geiger Counter. This simple tube is filled with inert gas that conducts electricity when impacted by high energy particles, making it able to detect beta particles and gamma rays. When a geiger counter is within radiation, its meter ticks up to indicate the radiation level in the 5-foot square it is in or the radiation level of an item or creature it is pressed against.

GPS. A GPS (global positioning system) provides geolocation and time information to a GPS receiver anywhere on or near your current plane where there is an unobstructed line of sight to one or more GPS satellites.

Grappler Tag. Often used in conjunction with duracable, the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold.

Handbag. Handbags are small stylish bags that can hold about 7 pounds of weight, provided the object is small enough to fit in it. Despite the name, they're typically strung around the shoulder.

Hazmat Suit. While wearing this bulky suit (which can only fit over light suits of armor), a creature suffers disadvantage to Dexterity saves and checks. While wearing a hazmat suit, the user gains immunity to any nonmagical airborne detriments they may encounter (such as diseases or poisons). Additionally, creatures in hazmat suits are shielded from radiation, taking half damage from radiation levels of 7 or below.

but gains immunity to poison damage and the poisoned condition from non-gas attacks. In addition, the wearer’s Irradiated ability score is immune to the effects of radiation (though not the fire damage the radiation might deal).

Hologram Player. A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a translucid three dimensional image as small as a 3-inch cube or as large as a 10-foot cube.

The hologram player can be hooked into a hologram recorder (capable of storing three dimensional images), or even to a computer to receive three dimensional images for real time communications.

Hologram Recorder. A hologram recorder is a cylinder no larger than a pen with a bulbous, transparent cap on one end. The cap on the end is the recording device, and records everything within a 30 foot cone facing away from the top of the cap. The device can make a three dimensional recording of anything within its cone shaped recording area. Hologram recorders can store up to one hour of three dimensional images to be played back on a hologram player or transferred to a computer as video data. Most hologram recorders can also be attached to a computer to serve as a video input device for real time holographic communications.

The hologram recorder is commonly carried by law enforcement agents, as it allows for the accurate collection of evidence.

Hypodermic Needle. This syringe can directly inject a substance into someone’s bloodstream. You can load a liquid, such as a potion of healing, into a hypodermic needle as a bonus action, then administer it to another creature as an action on your turn. If the creature is unwilling, you must make a melee weapon attack to do so.

Infrared Goggles. An infrared goggles has 10 charges. As a bonus action, you can expend one charge to turn them on to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light for 10 minutes. You can't discern color in darkness and the image color produced is typically monochrome (shades of green or blue).

While wearing these goggles, you have disadvantage on all Wisdom (Perception) checks and Intelligence (Investigation) checks having to do with sight. If you are wearing these goggles in bright light during your turn, you must succeed on a DC 12 Dexterity saving throw to remove them or become blinded until the end of your next turn.

Iodine Pills. Iodine pills are experimental pills that minimize the impacts of radiation on those that take them for a short period of time. For each pill you consume (to a maximum of 3), you experience one level of radiation less than what's actually present. For example, if you were in an area with level 5 radiation, than you would experience the effects of level 4 radiation. This does not include the penalty to spellcasting.

Though useful, iodine pills aren't foolproof. They have no effect on radiation levels of 7 or higher, and wear off after a minute.

Iodine pills are sold in standard plastic pill bottles, and are protected with cotton on the inside of the bottle. Each bottle holds 10 pills.

Light Sticks. These sticks consist of a translucent plastic tube containing isolated substances that, when combined, make light through chemiluminescence, so it does not require an external energy source. The light color can vary (usually red, green or blue). As a bonus action, you can activate the stick, providing bright light in a 10-foot radius and a dim light for an additional 10 feet for one hour. A light stick can only be used once, and when activated it cannot be turned off.

Lighter. A lighter has 20 charges. You can expend one charge to create a flame for one minute. The lighter sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Log Keeper. This 1-foot long device records and replays audio, organizing entries by date. It can maintain up to 48 hours of audio before it automatically begins purging the earliest entries.

Mag-lock. This magnetic clamp lock can be placed on any medium to large container, normal door, or latch. It has a digitally coded lock and can only be opened with the code or a successful DC 16 Intelligence (Technology) check with a Hacker’s kit.

Mag-Seal Case. This is a normal briefcase equipped with a small mag-lock.

Metal Detector. A handled portable sensor for detecting bits and pieces of metal in and on the ground. The metal detector has 10 charges. As an action, you can expend one charge to gain advantage on Wisdom (Perception) checks you make when searching for metals and metallic objects for 10 minutes. You can regain all spent charges by replacing the batteries (5 required).

Micro-Toolset. This small set of tools grants you advantage on any Wisdom (Mechanics) skill checks to repair minor electronic tools and devices such as computers, SIM Units, or Portable Media Devices. This provides no benefit for complex items such as robots, drones, weapons, or vehicles.

Microanalyzer. Using this microscope one can view the microscopic world, allowing them to see cells, nanomachines, and any other things of a similar size.

Microfilament Wire. Often used as a lighter, more durable replacement for rope or cable, this incredibly thin wire has 10 hit points and an AC of 12, and can support 900 pounds of weight before snapping. This thin wire is also extremely sharp and can be used to cut through most materials, especially flesh, like butter. Creatures touching microfilament wire must wear thickly padded protection or take 1d4 slashing damage. Additionally, creatures using microfilament wire to move (such as climbing) must wear similar protection or take 1d4 slashing damage for every 5 feet they move on it.

Motion Sensor. This device is linked to a display screen which presents the device’s data. The device can sense motion through walls and solid surfaces, indicating the location of any moving object within 50 feet.

Neural Recorder. A flexible cap that resembles a grasping clawed hand, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory or a USB flash drive. Capable of storing up to two hours of data, the neural recorder requires a DC 15 Intelligence check to activate and operate. Using hacking tools allows the character to add their proficiency bonus if they're proficient with the tools. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a DC 15 Intelligence saving throw to prevent the recorder from functioning.

Omnitool. This multipurpose gadget contains a plethora of useful tools: small knives of various sizes, a small hammer, screwdrivers, a file, a bottle opener, a small saw, a wrench, a can opener, a wire-cutter, and a small set of pliers.

Padlock (digital). Equipped with a key and digital keypad. Without the code, the lock can be picked with thieve's tools and a successful DC 15 Dexterity check.

Pepper Spray. A creature within 10 feet from you must make a Constitution saving throw or be blinded for 1d4 rounds (DC 15). Any creature wearing goggles or something to protect its eyes automatically passes the check. A spray can only be used once.

Plastic Bottle. The cheapest method of carrying liquids from place to place, plastic bottles can hold about one pint of liquid.

Quadcorder. This handheld scanning device has four prominent sensors (each looking like a small radar dish) on its operating end. When directed at an object within 5 feet as an action, the device measures many of that object's intrinsic properties, and displays the object's temperature, density, boiling point, freezing point, conductivity, and viscosity.

Recording Unit. A recording unit is a sort of helmet commonly worn by reporters. Wrapping around the head, it holds a camera, microphone, light, and media pass displayer allowing reporters to interview and record subjects without extra help from camera or soundmen.

Restraints (reinforced). Same as the manacles listed in page 152 of the Player's Handboook, except these restraints are made of a stronger polymer alloy. These restraints have 25 hit points instead of 15.

Sensory Jammer. This device counteracts the effect of any motion sensor within 50 feet. The jamming signal can be detected with a successful DC 14 Intelligence (Technology) check. This device has no effect on detection based abilities or spells.

Shepherd's Chip. The shepherd's chip is a tiny microchip implanted beneath the surface of the wrist. It contains the bearer’s identification information. Some computers can read the shepherd's chip and extract its information.

In addition to basic identification information, bearers have their banking and credit information keyed to their shepherd's chips so that they no longer have to use paper money or credit cards. Businesses love this as it allows them to prevent shoplifting; if a person carries an item from the store, that item’s value is immediately deducted from their bank account. Additionally, the shepherd's chip can be linked to computers so that any information can be transferred between two shepherd's chips – a great boon to the espionage community as it allows for discrete information transfers.

Some corporations and governments use shepherd's chips to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd's chip fear. Additionally, a black market for forged or stolen shepherd's chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever present crime in some communities.

Shepherd's Chip, Falsified. Purchasing a falsified shepherd's chip from a black market source can produce mixed results, depending on the skill of the forger. However, a fake shepherd's chip is not work for an average Joe, only an expert forger (with a +3 or +4 proficiency bonus with hacking tools) can gather the necessary components, organize codes and create a functional fake shepherd's chip.

When you purchase a fake shepherd's chip, the DM secretly makes an ability check for the forger – the one who wrote the programs that will circumvent the verification systems. The result of that check will be compared with a DC that represents the security level of the system: 15 for average security (common stores), up to 30 for maximum security (corporations).

The basic cost of a fake shepherd's chip is equal 1,000 credits multiplied by the forger’s proficiency bonus with hacking tools (proficiency only, not skill modifier or any other bonus).

All falsified shepherd's chips are illegal.

Sleeping Bag. A vast improvement over the ancient bedroll, sleeping bags are designed to be comfortable, lightweight, temperate, and even waterproof. Sleeping bags can hold one medium or smaller creature, and allows them to sleep comfortably in temperatures as low as -50° (fahrenheit).

Smartphone. A smartphone is a mobile personal computer with a mobile operating system with features useful for mobile or handheld use. Smartphones have the ability to place and receive voice/video calls and create and receive text messages, have personal digital assistants, an event calendar, a media player, video games, GPS navigation, digital camera and digital video camera. Smartphones can access the Internet through cellular frequencies or Wi-Fi and can run a variety of third-party software components.

Tablet. A tablet is a mobile computer with a touchscreen display, which is usually in color, processing circuitry, and a rechargeable battery in a single thin, flat package. Most tablets also have sensors, including digital cameras, a microphone, and an accelerometer so images on screens are always displayed upright. The touchscreen display uses gestures by finger or stylus to replace the mouse, trackpad and keyboard used with desktop computers and laptops. Tablets are larger than smartphones, with screens 7 inches (18 cm) or larger. However, much of a tablet's functionality resembles that of a modern smartphone, using a virtual keyboard and running a mobile operating system. The only major exception to this is tablets cannot make video or voice calls.

Tactical Vest. This light vest is covered in pouches, straps, and holsters. The vest has two holsters, can carry a two-handed melee weapon on its back, and a dagger on its front. The tactical vest can be worn atop armor.

Tent (3-5 Person). These larger tents are waterproof, and can comfortably hold up to 5 Medium creatures and their gear.

Thermos. Thermoses are designed to keep liquids at the temperature they were when inserted into the container. Hot or cold liquids inserted into a thermos remain that way for 3 hours. Thermoses can hold 2 pints of liquid.

Two-Way Radio. A hand-held, portable, two-way radio transceiver. Multiple radios use a single channel, and only one radio on the channel can transmit at a time, although any number can listen. The transceiver is normally in receiving mode and when the user wants to talk they press a "push-to-talk" button. You can communicate with someone using a two-way radio at the same frequency up to 20 miles.

USB Cable (5 ft). These cables can charge portable electronics such as smartphones or laptops, connect devices together, or any other number of things a cable does.

USB Flash Drive. A USB drive is a data storage device that includes flash memory with an integrated USB interface. Can hold 1 terabyte of data.

Vent Tape. This durable adhesive tape is useful for basically any application that involves sticking two things together. While more creative minds might use large quantities of vent tape for other uses, most people use it for quick repairs, and to affix flashlights to blasters in a pinch. A single roll of vent tape contains 60 feet of 2-inch wide tape.

Virtual Headset. Virtual headsets strap over the user's head and covers their eyes and ears to display a virtual reality. These headsets can be used for simulations, training, movies, video games, or even to connect to the Internet.

Wristwatch. A simple device with a simple purpose, this watch reports the time in a way that is consistent with all major planar times.

New Equipment Pack

Adventuring Pack (50 cd). Includes a backpack, a compass, a flashlight, 5 light sticks, a lighter, a plastic bottle, 10 days of rations and a sleeping bag.

Tools

Tools are useful kits you can purchase to help you do various things you wouldn't normally be able to do otherwise, such as cooking bombs, amputating a severely damaged arm, or changing a tire on a vehicle.

Tools

Kits Cost (cd) Weight
Chemists Supplies 320 15 lb.
Engineering kit 220 8 lb.
Forensics kit 120 8 lb.
Hacking tools 550 6 lb.
Mechanic tools 700 150 lb.
Spy kit 500 12 lb.
Surgical tools 250 5 lb.

Chemists Supplies. This handy kit allows one to practice chemistry anywhere, anytime! While it doesn't have everything, it does have 5 beakers of various sizes, 2 test tubes, an erlenmeyer flask, a volumetric flask, bunsen burner, graduated cylinder, pipet, and ring stand.

Engineering Kit. This kit includes a soldering gun, wires, clips, wire cutters and various diagnostic tools. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to repair electrical devices and to disarm planted explosives.

Forensics Kit. This kit includes bindle paper, sterile swabs, distilled water, evidence seals/tape, footwear casting materials, personal protective equipment, test tubes and various other tools for collecting evidence at crime scenes without contaminating it. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to investigate any area or body considered as a crime scene.

Hacking Tools. This kit contains the hardware and software necessary to allow access into most computer systems and electronic devices such as automatic port scanning, banner grabbing, footprinting, SQL Injection, web application vulnerability search, DDoS tools and data sniffing programs. Proficiency with hacking tools lets you add your proficiency bonus to any Technology checks you make to connect to, hack into, or make use of a computer system or electronic device. The kit fits snugly in a backpack or toolbox. You might need a computer, a smartphone or a tablet to use some elements of this kit.

Mechanic Tools. This kit includes basic tools for repairing cars and motorcycles, and comes with a socket and wrench set, a rubber mallet, a jumper box, bottles of lubricants and cleaners, a multimeter, a jack stand, and a torque and impact wrench. Proficiency with these tools allows you to add your proficiency bonus to any ability check you make to repair or modify any vehicle.

Spy Kit. This kit includes items such as camera detectors, sound amplifier, small cameras and microphones, noise generators, frequency and cell phone detectors and tracers. You might need a computer, a smartphone or a tablet to use some elements of this kit.

Surgical Tools. With everything you need to complete on the go surgeries, the surgical tools kit comes with fine and curve tipped scissors, ring and thumb forceps, a self-retaining retractor, a hypodermic needle, five scalpels of various sizes, a bone saw, super glue, and a roll of gauze. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to perform surgery.

PART 5

Shady Activities

Shady Activities

The term shady activities doesn't necessarily refer to anything particularly shady or illegal, it's just a cool term I thought had a good representation over the contents of this part. Finding things on the blackmarket, getting licenses, hacking, finding people who provide questionable services, and purchasing and taking drugs are all included in this part. Many of the activities in this section are likely to get you in trouble with the law, bring you to the attention of organizations and corporations, or get you killed in other ways. Tread carefully.

Disabling Devices

A character can try to disable a security device, such as an electric fence, motion sensor, security camera or an alarm. Using an engineering kit allows the character to add its proficiency bonus if it's proficient with the tool.

The character must be able to reach the actual device to disable it, and the DC is determined by the DM depending on the device the character wants to disable (for example, disabling a bank vault alarm is more difficult than disabling an average security camera).

If the device is monitored, the fact that the character attempted to disable it will probably be noticed.

Disarming an Explosive

Using an action, a character can try to disable a planted explosive to avoid a detonation. The DC for disarming an explosive equals to the saving throw DC (which is generally 12 unless the creature that planted the explosive has the sapper feat). Using an engineering kit allows the character to add it's proficiency bonus if it's proficient with the tool.

On a success, the detonator is destroyed and the explosive can be recovered. On a failure, the explosive is detonated.

A character cannot disarm explosives with a proximity trigger for obvious reasons. A character can determine the detonator type from a safe distance making an Wisdom (Perception) check.

Repairing Devices

Most repair checks are made to fix complex electronic or mechanical devices. Using an engineering kit allows the character to add it's proficiency bonus if it's proficient with the tool. The DC is set by the GM. In general, simple repairs have a DC of 5 to 10 and require no more than a few minutes to accomplish and complex repairs have a DC of at least 15 and can require an hour or more to complete.

Up to the DM, in some cases repairing a device might also involve a monetary cost when spare parts or new components are needed. The value of this parts in gold pieces are equal to the total DC.

Restricted Objects

Some objects might require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license to legally own the object.

It's up to the DM to determine which objects require a license to operate.

The four levels of restriction are as follows.

  1. Licensed. The owner must obtain a license to own or operate the object legally.
  2. Restricted. Only specially qualified individuals or organizations are technically allowed to own the object.
  3. Military. The object is sold primarily to legitimate police and military organizations.
  4. Illegal. The object is illegal in all but specific, highly regulated circumstances.

Purchasing a License

As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate dealers will not sell restricted objects to a character that does not have the necessary license.

Purchasing a License

Level Cost Time
1st (Licensed) 50 1 day
2nd (Restricted) 250 2 days
3rd (Military) 750 3 days
4th (Illegal) 1,500 4 days

The Black Market

Alternatively, a character can obtain an object without going through the hassle of getting a license first in the black market. A character who wants to buy something in the black market must make an Intelligence (Investigation) check to locate a black market merchant for buying the item without needing to obtain a license (DC for the check is 15 + level of restriction)

Using Electronic Devices

In general, normal computer operations don't require a check. However, there are some particular actions that require the character to make an Intelligence check when trying to search a file in an unfamiliar network, when trying to defeat the device security, operate a device remotely and altering existing programs.

Defeat the Device Security

When a character tries to connect to an electronic device, it's probably protected by a security program installed to defend the system. The character can make an Intelligence check to try to disable the security to gain access to the device, adding its proficiency bonus to this check if it have the hacking tools and if it's proficient with them.

The DC is determined by the quality of the security program installed, as shown in the table on the next page.

Security Level DC
Minimum 15
Average 20
Exceptional 25
Maximum 30

If the check is failed, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character's access to the system making a contested Intelligence check using hacking tools. If the character succeeds, the administrator attempt fails and the character can make another check to try to defeat the device security again. If the character fails, its session ends and it can't try to defeat the security again for 24 hours.

Degrade Programming

A character can try to destroy or alter applications on an electronic device to make use of that device harder or impossible. There're three possible actions related to this:

  • Crashing a Device. This simply shuts down the device. It’s possible to restart the device in 1 minute without making a skill check.
  • Damage Programming. This imposes disadvantage on all Intelligence checks made with the device until its repaired.
  • Destroy Programming. This make the device unusable until the programming is repaired.
Degrade Programming DC Time
Crash device 10 1 minute
Damage programming 15 10 minutes
Destroy programming 20 10 minutes

The character must spend all the time working without interruptions to destroy or alter the application or the electronic device.

Find File

Whenever a character is using an electronic device such as a computer, smartphone or tablet to find files or data in an unfamiliar network it can make an Intelligence (Investigation) check. The DC and the time for finding a file vary depending on the size of the network, as shown in the table below.

Network Size DC Time
Personal computer 10 1 round
Small office network 15 2 rounds
Large office network 20 1 minute
Massive corporate network 25 10 minutes

If the character succeeds on the check, the file is found. On a failure, the file is not found and it must make another check to search it again. Up to the DM, after various failed attempts it’s possible that the administrator is notified by the security program.

Operate Remote Device

If a character has access to the device that controls such systems, it can either shut them off or change their operating parameters. The DC depends on the nature of the operation. If the character fails the check, the system immediately alerts its administrator that there has been an unauthorized use of the equipment. An alerted administrator may attempt to identify the character or cut off the character's access to the system making a contested Intelligence check using hacking tools (see the "Defeat the Device Security" section for more information)

Type of Operation DC Time
Shut down a passive remote (including cameras and door locks) 20 1 round
Shut down an active remote (including motion detectors and alarms) 25 1 round
Type of Operation DC Time
Reset the remote parameters 25 1 minute
Change passcodes 25 1 minute

Additional Hacking Options

There're several actions you can make to hack into a site:

  • Covering Tracks. Spending 1 minute, you can make an Intelligence check (DC 20) using the hacking tools to alter your identifying information. Doing this imposes disadvantage to the Intelligence check made by the administrator to identify you. If you fail this check, you can't make it again for 8 hours.
  • Accessing Through Internet. If you are not able to access to the device physically, you must find the address making an Intelligence (Investigation) check first, and then defeat the device security (if any). The DC is determined by the DM (for example, finding the address of a military computer is harder than finding the address of a domestic computer)

Drugs

In a world full of weird and wonderful magic and technology, it seems only right that narcotics can have a powerful effect on characters. This section provides a mechanic for narcotics.

As none of these drugs are real, they should be safe to implement in your campaign without fear of offending players who may have negative experiences with such topics, but it's still best to know your players before putting these in.

The Philosophy Behind Drugs

Drugs, at least in the term used for this compendium, are addictive substances that give the user a feeling of euphoria upon consumption. As this is a game, the point of new materials like drugs is to bring about some form of entertainment for the players -- and describing how a player simply "gets high" while taking a substance isn't entertaining in the least. To remedy this, the drugs listed within give those who take them a benefit, at the cost of addiction and occasional drawbacks. Addiction and drawbacks correlate to how potent the drug is, the more powerful the benefit the greater the risk of addiction and drawbacks. D&D is a combat centered game, so most of these drugs give various benefits relating to combat, putting extra bait on the hook for players to seek them out and consume them. Additionally, the drugs listed within vary from organic to synthetic in nature (with more organic drugs than synthetic ones). This system mimics two broad categories of drugs that can be found in the real world: organic drugs being akin to weed or shrooms, and synthetic drugs being akin to meth and heroine.

The Science Behind Drugs

Realistically, there is little to no science behind these drugs. They're all fantastical drugs that grant abilities impossible in the real world, but completely logical in a world filled with magic and advanced technology. A little science is used to calculate the cost of the drugs in an attempt to make the prices realistic, and the methods of delivery are all based in reality, but the science basically stops there. Feel free to change it up if you feel you can make improvements. I haven't even tried to categorize these drugs into the official categories (depressants and stimulants for example),

nor am I sure some of the drugs (like Link) would fit in any of the categories.

did more research than planned, rewrite this

Addiction

Before one understands how to use drugs, they first need to know how they can become addicted to them. All drugs are addictive, though the chance of becoming addicted vary between drugs and how potent they are, with the drugs becoming more addictive in relation to how powerful they are.

When a creature takes drugs, they must make an addiction (Constitution) saving throw. The saving throw DC is determined by how potent the drug is, portrayed in the table below.

Addiction Save

Level of Addiction DC
Minor 5
Mild 10
Moderate 15
Severe 25
Extreme 30

Each time a creature takes the same drug, the DC for the addiction saving throw increases by 2. The DC continues to increase even if the creature is already addicted. The DC drops by 2 for every week a character refrains from using that drug, but it never drops below the number in the table.

Note that a creature can be addicted to more than one drug at a time, and can have a different DC for each drug in the manner described above depending on how frequently they use drugs.

It's easy to lose track of this, so either the player or DM should have a designated place for writing it down.

Becoming Addicted

All creatures that repeatedly uses a drug will eventually become addicted to that drug. When that happens, the character gains a flaw that forces them to become dependent on that drug to function in daily life. An addicted creature can go a number of days without taking the drug depending on the potency of the drug as listed in the withdrawal table below.

When a creature goes the maximum number of days without taking the drug, they begin to go through withdrawal. While in withdrawal creatures begin to crave the drugs they're addicted to. These cravings cause the creature to seek out and use the drugs they're addicted to (if they realistically can), though the exact manner as to how one goes about this is left to the players and DM.

Withdrawal also gives creatures going through it varying levels of exhaustion, as shown in the table below.

Withdrawal

Level of Addiction Days Exhaustion Level
Minor 3 1
Mild 2 1
Moderate 1 3
Severe 1 3
Extreme 1 4

To avoid going through withdrawal, a creature must consume the drug they're addicted to or a drug with a higher level of addiction.

The DM choses how long a creature stays in withdrawal if they refuse to take drugs to abate it.

Design Philosophy

The main point of addiction and withdrawal is to help balance the benefits using drugs in this module has. In reality withdrawal occurs much faster (withdrawal for heroin can start as soon as six hours after a person takes a dose), and a person can stay in a state of withdrawal for days or weeks. Despite the struggle withdrawal is in real life, I attempted to make it a somewhat fun, if punishing, system that gets the players to stay away from abusing drugs in game.

Getting Clean

Getting clean, or curing a creatures addiction, can happen in a multitude of different ways, but three ways are provided in this compendium. The first way is the hardest. A creature can overcome their addiction to a drug by refusing to take it, staying in a state of withdrawal until their addiction save for that drug drops down to the base number in the Addiction Save table, and then waiting a time determined by the DM. If a creature waits that long without taking any drugs, they're clean!

The second way is through cybernetics. The Cerebral Implant AddictSvr represses all symptoms of withdrawal while it's implanted, allowing the creature to easily overcome their addiction. However, if the implant is removed, broken, or otherwise stops functioning the symptoms of withdrawal are returned to the creature.

Finally, the ritual spell Cure Addiction flat out cures addictions of various levels permanently depending on the level the spell is cast at. The downside is the spell is costly, and is advanced, making it a high level spell unavailable to most who need it.

Tolerance Variation

Creatures may build up tolerance to drugs over time. Each time an addicted creature consumes a drug to stave off the withdrawal symptoms, they gain a tolerance point (to a maximum of 5). They can then add the number of tolerance points to any future addiction saving throws. For a clean creature, the tolerance points go down for each day that the creature does not consume drugs.

redo above drug stuff again

overdose & relapse rules needed

Using Drugs

Now that one understands addiction, lets get into how exactly one uses drugs. This is the simple part! Drugs have four different methods of entering the body, and generally only one method works for each drug. These four methods are as follows:

  1. Ingestion. Ingestion based drugs must be consumed by the mouth by eating or drinking.
  2. Inhalation. Inhalation drugs produce gas that is inhaled through the mouth or nose to give the user its effects.
  3. Injection. Injection based drugs are administered directly to the bloodstream by the use of a needle.
  4. Intranasal. Intranasal drugs are taken by inhalation through the nose, usually in an action known as snorting.

Drugs also have two categories, mentioned at the beginning of this section but restated here for convenience: organic and synthetic. Organic drugs are usually plants or fungi while synthetic drugs are chemicals or any other inorganic substance.

Refer to the example drug below if it helps.

Example Drug

Type, Addiction Level, Price


  • Consumption Type: Intranasal
  • Consumption Time: 1 action

Here is where you'll find the description for what the drug looks like and does. A description of what the drug looks like is listed first, followed by the benefits of taking the drug. If the drug is potent enough, the negative drawbacks are listed last.

Some drugs, generally organic ones, have different variations. If this is the case, a table will be listed that shows how the drugs defer in appearance, restriction and addiction levels, price, and effect. Refer to the table below for an example. "App." stands for appearance, and "Add." stands for Addiction Level

App. Add. Price Effect
Purple Minor 50c The Purple variation of this drug grants a minor effect, and as such has no drawbacks.
Black Extreme 1000c The Black variation of this drug grants a major benefit, and also a drawback.

Narcotics

update most of these again to fit with new system. drug price table also needed

synthetic drug that gives truesight but makes the user hallucinate everything as a neon mess (see pinterest). synthetic super strength serum. Organic drug that manipulates emotions of creatures depending on type. Organic drug that allows for astral projection. rules for generic drugs of each type that satisfy addiction and cause overdose, but don't grant any effects. extreme benadryl without the sleep effects that makes users have a permanent frightened condition while under it's influence (synthetic). synthetic sleep drug.

Adventure

Synthetic, Moderate, Price


  • Consumption Type: Inhalation
  • Consumption Time: 1 minute
  • Duration: 6 hours

This viscous liquid is the color of an oil slick and has the consistency of tar. When used it produces a thick smoke of a similar color. Adventure is smoked through a hookah by groups of three to six individuals at a time. As the individuals smoke Adventure, they experience a shared hallucination for around 6 hours, at which point the Adventure loses potency and becomes ineffective.

Adventure is named as such because while the shared hallucinations it produces are random, they almost always revolve around those taking the drug becoming heroes embarking on some form of adventure.

Bearded Inkcap

Mushroom, Uncommon, Varying Classes


  • Consumption Time: 1 action

This versatile mushroom can grow just about anywhere if given enough light. Distinguishable by their bright colors, there are four variations of the Bearded Inkcap, each with different effects.

Color Effect
Green: Minor For 1 hour the creature gains advantage on Wisdom based ability checks or saving throws. After an hour, the creature must succeed on a constitution saving throw against DC8 or be poisoned for 1 hour.
Yellow: Mild For 1 hour the creature has advantage on Wisdom and Charisma based ability checks and saving throws. After 1 hour, the creature must succeed on a constitution saving throw against DC 13 or be poisoned for 1 hour.
Orange: Moderate For 1 minute, the creature is transported in time, having brief and vague visions of the future. Once the visions have stopped, the creature must succeed on a constitution saving throw against DC17 or become stunned for 1 minute.
Color Effect
Red: Severe For 5 minutes, the creature sees their own path in life with accurate and vivid visions of the future. Once the visions have stopped, a failed constitution saving throw against DC20 will leave the creature unconscious for 1d4 hours. On a successful save the consumer is stunned for 10 minutes.

Blue Earthstar

Fruit, Uncommon, Mild


  • Consumption Time: 1 bonus action

The low-hanging fruit of Blue Earth trees, the Blue Earthstar is a star-shaped fruit filled with sweet nectar and juice. Taking a bite of this fruit will give the creature advantage on melee attack rolls until the start of the creatures next turn. Roughly three bites can be taken from one fruit.

Boost

Synthetic, Severe, Price


  • Consumption Type: Ingestion
  • Consumption Time: 1 action
  • Duration: 1 hour

Popular among college students and overworked employees, Boost is a thick, heavily caffeinated liquid that gives the user a huge boost in energy for a short amount of time. Packed full of caffeine and other unnamed "stimulants", the average dose of Boost is around 3.1 ounces and on average contains around 750 mg of caffeine, not including the other stimulants of course. The massive amount of caffeine in Boost compared to the relatively small size gives it a texture best described as sandy yogurt. Boost is typically shaken before consumption.

Drinking a dose of Boost makes it impossible for the user to fall asleep for the duration the drug is in their system, giving them immunity to falling unconscious. Additionally, the user gains 10 additional feet of movement and has advantage on Dexterity saving throws for as long as they're under the drug's influences. The main appeal behind boost however is its ability to suppress any symptoms of exhaustion. While the user is under the effects of Boost, all levels of exhaustion are removed from them.

Though it grants considerable benefits for those who wish to get a lot of work done in a short amount of time, Boost also strains the mind of the user while under its effects, and causes them to "crash" when the drug wears off. While under the effects of Boost, the user has disadvantage on all Wisdom and Intelligence checks and saving throws. Additionally, when effects of Boost wear off the user has a crash in energy, giving them two levels of exhaustion.

Cactus Seeds

Seeds, Uncommon, Minor


  • Consumption Time: 1 bonus action

These small white seeds, found inside some desert cacti, are a favourite among party-hard adventurers. 5 minutes after consuming a seed the creature must succeed on a constitution saving throw against DC10. On a successful save, the creature starts to feel energised and happy; and for two hours, the creature has advantage on all charisma-based ability checks. A creature suffering from level 1 exhaustation will also no longer be exhausted. On a failed throw, the creature comes paranoid of everyone in sight, and for the next hour the creature must use it's entire turn to move away from anyone within a 10ft radius, and attempt to hide.

Creating Narcotics

To create your own narcotics think about consumption time, the main effect of the drug and any side or after effects. To determine a drug's severity, consider its impact. If consuming the drug can have only a minor influence on the game it should be classified as minor or mild; whereas if a drug could change the course of an epic battle for example, it should be considered a severe or extreme drug. The side and after effects of a drug should also reflect it's classification. And as always with homebrews, let your imagination run wild.

Dirt Leaves

Plant, Uncommon, Moderate


  • Consumption Time: 1 bonus action

Dirt Leaves grow in wet and muddy earth, and can be dried and brewed as tea. Drinking a cup will give the creature advantage on all ability checks and saving throws until a long rest. However, the creature will struggle to sleep and as a result will be level 2 exhausted. One leaf makes 4 cups of tea.

Esperweed

Plant, Very Rare, Severe


  • Consumption Time: 1 bonus action

This small neon purple seaweed like plant can be found deep within underwater caves. Esperweed is rare to find and rarer to purchase as once picked, it shrivels up and becomes worthless within a week. When eaten, the user must make a DC 12 constitution saving throw or regurgitate the drug. On a success, the user gains 1D6 hitpoints every minute, up to 10% above their normal hitpoints, rounded up. One minute after the user reaches 10% above their max hitpoints, all the

hitpoints gained along with an additional 15% of their hitpoints are lost immediately.

Four Seasons

Plant, Rare, Moderate


  • Consumption Time: 1 action

Commonly found in grassland areas, four similar but different green leaves filled with nutrition spring from the dirt, each one having a different effect on the body. For one hour the creature gains a +2 to the corresponding ability score.

Color Effect
Green Strength
Blue Charisma
Yellow Dexterity
Cream Wisdom

A creature's ability score cannot be increased to more than 20. After an hour, the creature must succeed a DC 13 constitution saving throw or be poisoned for one hour.

Green Berry

Fruit, Uncommon, Minor


  • Consumption Time: 1 bonus action

Found in large bunches in bushy grassland, these tasty berries will put a spring in your step. As a bonus action one berry can be eaten, after which the creature will gain +2 to it's AC until the end of it's next turn.

Hog

Synthetic, Extreme, Price


  • Consumption Type: Injection
  • Consumption Time: 1 action
  • Duration: 1 day

Originally designed as a form of aid for starving populations, Hog was swiftly recalled and deemed illegal once it proved to be heavily addictive, as well as having other "unhelpful" side effects. Hog is a fleshy pink liquid that feels as though it's full of fine hairs when touched. Hog is injected via syringe into the roof of the mouth. A typical dose is one shot, or 1.5 mL.

Upon consumption Hog causes an overhaul of the digestive system, allowing the user to consume and gain nourishment from anything. To aid in this, the drug also causes the muscles around the jaw to strengthen and the teeth to harden, giving the user the ability to take bites out of and chew just about anything -- even steel. The digestive process is also sped up, allowing the user to digest things practically immediately to gain nourishment from them.

A creature under the influence of Hog gains the following attack (unless they have a better bite attack):

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. On a successful attack the target’s hit point maximum is reduced by an amount equal to the damage taken, and the user regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Hog was largely abandoned due to its "unhelpful" side effects, portrayed in the following flaw the user takes while under the drugs effects.

  • I have an intense desire to consume everything around me, regardless of what it is or if it's alive.

King Puffball

Mushroom, Very Rare, Severe


  • Consumption Time: 1 bonus action

Nestled within damp and mossy caves, the King Puffball is a small, black and spherical mushroom. As a bonus action, a creature can consume a King Puffball, after which the creature gains one spell slot. The creature can use this spell slot to cast any spell that they already know at one level higher than their current casting ability, or any spell from their available spell list at their current casting level. The spell slot will vanish when used, or at the end of the creatures turn. The creature must then succeed on a constitution saving throw against DC20. On failed saved, the creature is incapacitated for 1 minute and takes 6 times their level in damage. On a successful save, the creature takes half damage.

Koka Powder

Consumable, Rare, Severe


  • Consumption Time: 1 bonus action

This illicit white powder is used for its stimulating and euphoric effects, though it is illegal in many places. A dose of Koka energizes the user as if it were under the effect of the Haste spell for 1d6 turns but suffers disadvantage on Wisdom saving throws. If more than three doses are taken in one day, the user must make a DC 20 Constitution saving throw or fall unconscious and die in 1d4 hours if not stabilized.

Lotus Flowers

Plant, Legendary, Varying Classes


  • Consumption Time: 1 action

This exceedingly rare flower grows in muddy water sources in varying regions throughout the world. Noticeable for their splendid beauty, all of these flowers hold a potent narcotic effect that varies depending on their color. Lotus Flowers cannot be cultivated and must be found in the wild, making them exceedingly rare and incredibly expensive.

Color Effect
Black: Extreme Increases Max/Current HP by 1d20+10. Grants immunity to fear, charm, and paralysis. Grants Resistance to Bludgeoning, Piercing, and Slashing Damage. After 10 minutes these effects wear off and the user suffers three levels of exhaustion and 3d8 physic damage. The user cannot speak while under the Lotus' benefits.
Blue: Minor User gains immunity to paralysis, slow, grapple, or any similar restriction on their movement for 5 minutes.
Green: Mild For five minutes user gains +2 Charisma (max 20), is immune to Charm, and gets Advantage on all Persuasion and Deception rolls.
Orange: Moderate For one hour user gains +2 Dexterity (max 20)and advantage on Stealth, Perception and Investigation checks.
Purple: Minor User gains +2 Wisdom (max 20), and advantage on all Insight and Nature checks for 2 hours.
Red: Moderate For one minute the character goes into a barbarian rage and gains a +2 bonus to strength (max 20).
Violet: Minor User gains +2 Intelligence (max 20) for 2 hours, has haste, and may re-memorize spells as if they had had a long rest.
White: Severe Grants the user a temporary +3 to Dex (max 20). User becomes immune to fear, charm, or paralysis. User also gains an extra 15 feet to movement speed. While under the effects of Rouge's Rush the user speaks too fast (Perception DC 15 to understand). When these effects end, the user gains 2 levels of exhaustion and must make a DC 15 Constitution saving throw or fall unconscious.
Color Effect
Yellow: Moderate For one hour user gains +2 Wisdom (max 20) and gets 5 spell slots to spend*, spells can be chosen from any spell they know, even if they haven't been memorized.

*One level 5 spell, or five level 1 spells, or any such a combination.

Love Hearts

Mushroom, Uncommon, Minor


  • Consumption Time: 1 bonus action

Shaped like a love heart, this bright red mushroom fills a creatures heart with the firey hot passion of the lava from which it grows. After consuming this mushroom, the creature is charmed by the first creature it lays eyes on. The affected creature is charmed for 10 minutes.

Mesh

Organic & Synthetic, Extreme, Price


  • Consumption Type: Ingestion
  • Consumption Time: 1 action
  • Duration: 1 week

Mesh is a unique drug in that it's both organic and synthetic in nature. The drug was originally a rare mushroom notable for having an incredibly strong connection to the mycelium network. Curious scientists were able to add microscopic synthetic parts to the mushroom, causing it to broadcast a "signal" that connects the minds of all creatures currently under its influence into a form of hive mind. The memories, thoughts, experiences, and knowledge of those under the effects of Mesh are simultaneously shared with everyone else currently under the influence of the drug and vice versa. The experience of connecting minds in such a way is described as both orgasmic and horrible, with previous users saying the drug gives infinite pain and infinite pleasure at the same time to the user.

Pop Eye

Mushroom, Rare, Severe


  • Consumption Time: 1 reaction

A small, bright orange mushroom which grows at the base of trees in dense forests; the Pop Eye Mushroom makes you very alert of your surroundings, sometimes to the point of paranoia. After consuming the mushroom the creature can move their place in the initiative order, and has advantage on it's next attack roll until the end of it's next turn. At the end of the creature's next turn, it must succeed on a constitution saving throw against DC15 or become paranoid and confused, using its subsequent turn to attack the nearest ally. If the nearest ally is out of range, the creature must move as far as its speed will allow towards the ally; if the ally becomes within range, the creature must then attack. At the end of each of the creature's turn, the create can take the saving throw again.

Winged Warrior

Mushroom, Legendary, Extreme


  • Consumption Time: 1 action

A dull grey mushroom, shaped like a wing, dangles down from the branches of tall Savannah trees. As rare as the gods that it mimics, this mushroom turns any creature into a true warrior, gaining the following benefits for 1 hour:

  • +3 to AC.
  • +2 to all ability scores.
  • Advantage on all saving throws, ability checks, and weapon attacks rolls.
  • Can not be frightened or petrified.
  • +5 to initiative rolls (includes +2 from ability score improvement)
  • 4 times their level in temporary hit points (maximum of 50 temporary HP).

After 1 hour, the effects of the drug begin to wear off, and any remaining temporary hit points are lost. The creature must succeed on a constitution saving throw against DC 20, or take 10 times its level in damage (minimum of 30 damage) and is level 3 exhausted. On a successful save, the creature takes half damage and is level 2 exhausted.

Zingle Mushroom

Mushroom, Rare , Moderate


  • Consumption Time: 1 bonus action

The Zingle mushroom is a dazzling shade of teal, often found in damp conditions and growing on hanging moss. As a bonus action, a Zingle mushroom can be eaten, after which a first level spell slot can be used to cast spells at higher levels as long as the user can cast at this level. The creature must succeed on a constitution saving throw against DC10 once the spell's effects have ended, or the creature takes 4 times its level of damage, and is left gagging, heaving and incapacitated until the end of it's next turn. On a succesful save, the creature takes half damage.

system for finding criminal services

PART 6

Cybernetics and Bionics

Cybernetics and Bionics

This section will cover all the possible enhancements and additions you can make to your character through the wonders of technology. As you may have noticed from the title, there are two types of enhancements: Cybernetics and Bionics. And yes, there is a difference.

Cybernetics

This is your “classic” mechanical enhancement to your body. It is the blending of man (beings) and machines. Since the parts are usually of a synthetic nature (previously metal, carbon-fiber, and similar materials), they hinder the character’s ability to do magic. Thus, having cybernetics will reduce the character’s effectiveness when it comes to using magic. This will be discussed later in this section.

Bionics

This is the more “natural” solution that mimics cybernetics, but is a lot less invasive. Instead of “machine” replacement parts, Bionics is a mix of genetic treatments or vat-grown, biologic replacements that are baseline your own DNA, but enhanced to match what cybernetics can do. Unfortunately, this makes them much more expensive, but they don’t have a Constitution Cost and therefore do not affect magic.

Constitution Cost

All Cybernetics will come with a Constitution Cost (CC). This will be listed with the individual cybernetic piece on the chart and in its description. The CC for each piece is subtracted from your Constitution, but it does not take away directly from your Con. Instead, since Constitution is a measure of health and vim, it is also a measure of how much “damage” your body can take and be replaced with machine. So, you do not lose anything from your Constitution (i.e. Con bonus and its application to HP and Constitution saves), but you cannot have more cybernetics than your Constitution allows. You cannot go below 1 after all CCs are subtracted from your Constitution.

Example...

Tim the Street Warrior ran afoul a nasty group of Clown Gang thugs. Though he survived, they did blow off half of his right arm. He decides to get the whole thing replaced. A new cybernetic arm has a CC of 2. Tim’s Constitution is 14. After the surgery, his Constitution is now 14/12. The Cybernetic arm does not take away from his overall health and resistance, but it does replace a large chunk of his body. Deciding he likes the arm, he now wants a matching pair, so he gets the other arm replaced as well. This now brings his Constitution to 14/10. Now he’s hooked. He keeps getting more and more replaced until eventually his Constitution is now 14/.25. This is fine so long as he doesn't go below 0.

If you go below 0, your character enters a dangerous phase called Cyber-Sickness.

Example...

Let's continue with Tim and say he really got hooked and wanted even more parts. At this point, he's managed to balance his Constitution so it's now 14/.25. Tim decides he wants to purchase some Eyeshift™ to help make him look cooler.

Getting them for both eyes, Tim's Constitution is now at 14/-1.75. Once he goes below zero, he enters what's called Phase One.

Phase One happens because so much of Tim's natural state has been cut away and replaced that his natural organs, namely his heart, lungs, and liver start to fail. Resulting in a minus seven to his total constitution score and a minus five to both his strength and dexterity scores. He will need to get these replaced either with the cybernetic or bionic versions to negate these affects. Having spent all his spent all his savings on cybernetic replacements like a buffoon, Tim can only afford the cybernetic replacements, lowering his Constitution Cost to 14/-8.75 and putting him in Phase Two. If the PC is a construct, they still must get the replacement parts to negate these effects.

Phase Two is reached when a character goes below -5. In Phase Two, Tim's mind begins to fail him and he gains two Indefinite Madness's, that cannot be cured unless a Wish spell or equally powerful magic is used to do so. He also gains a minus -5 to his Wisdom, Intelligence, and Charisma scores. Should Tim choose to continue with his destructive habits, and get any further cybernetic implants he enters Phase Three.

Phase Three is death. Once Tim reaches phase three, his body simply cannot handle the amount of replacements attached to him, and he dies. Don't be like Tim. Make wise choices.

Cyber-Sickness Table

In case that was hard to understand or you just didn't want to read it, here is a table that should clear things up. The first column is the phases, the second column is the CC needed to reach that phase, the third phase is the affect it has on you, and the fourth column is how you can fix the affect.

Phase CC Affect Cure
1 -.25 -7 to total Constitution score, -5 to total Strength and Dexterity scores getting Replacement Heart, Lungs, & Liver
2 -5 2 Indefinite Madness's, -5 to total Intelligence, Wisdom, and Charisma scores Wish spell or equally powerful magic
3 -5.25 Death -

Effects on Magic

As mentioned before, Cybernetics adversely affect magic. For every 2 points of CC you will lose 1 known Spell. For Sorcerers, Wizards, and Warlocks, you will lose one allotted spell per day per level.

Druids and Paladins do not have a number of “known spells”, so they only lose the spells per day per level like the Sorcerer. Bionics do not have a CC, so for and Magic classes it is advisable to use Bionics instead if you can afford it.

Gadgets

Gadgets are essentially upgrades that can be applied to your base cybernetic parts, for a modest price of course. All gadgets can only be applied to base cybernetic parts, and do not have a constitution cost. Each basic cybernetic part can have one gadget. Refer to the gadget table for the names of gadgets, and how they affect the price.

Descriptions for each gadget is provided below the table. The Price Modifier represents the additional amount of money you must pay to have the gadget installed in the cybernetic. For example if the price modifier is times .5, you pay the normal amount and an additional half of the usual price. Boinics cannot have gadgets installed in them.

Gadget Price Modifier
Booby Trapped X1.75
Compact X1.5
Integraated Cybernetic Devices X2
Sensor Baffling X.5
Storage Compartment X.25

Booby Trapped

Those characters with a more paranoid outlook on life might consider the booby trapped gadget for protecting their cybernetics. Any cybernetic device with this gadget is designed to function properly only for the recipient. The booby trap can be deactivated by the recipient as a move action and remains inert until reactivated (also a move action).

If an unauthorized character picks up the cybernetic device (should it be separated from the owner), or, more important, attempt to operate on or remove it, a special trap is immediately triggered. None of the traps affect the recipient as long as the cybernetic device is attached. (If the device is being operated on, the trap might do this damage to the tools being used for the surgery.)

Barbs: The cybernetic device rapidly projects spikes or bladed, dealing 1d6 points of piercing damage to the character tripping the trap.

Electric Shock: Power cells in the cybernetic device discharge and deal 1d6 points of lightning damage to the character tripping the trap.

Trigger Integrated Weapon: An integrated weapon is triggered and targets the character tripping the trap. This trap is typically used to trigger an explosive device.

Compact

By eliminating wasted space and using smaller components, some engineers are capable of producing cybernetic devices with far more internal space than their standard counterparts. Any cybernetic device with this gadget can hold one additional accessory slot.

Sensor Baffling

From simple metal detectors to advanced x-ray scanners, there’s always a way to detect cybernetics. The ability to confuse sensors can be invaluable, especially when smuggling weapon implants past security.

Any cybernetic device with a sensor baffling gadget increases by 5 the DC of checks made to detect the device with sensors or other detection devices. Even so, no cybernetic devices can remain hidden if the recipient is the target of a thorough medical examination.

A cybernetic device can have sensor baffling without being inobvious, but this means the device is still clearly cybernetic when observed visually and the +5 DC applies only to scanners and similar detection methods.

Storage Compartment

A cybernetic implant can have an internal storage compartment built into it. The recipient can remove objects from the compartment easily, but anyone attempting to do so against his will must both successfully pin the recipient and beat him at an opposed Strength check. Objects kept in cybernetic storage compartments gain a +4 bonus on checks made to conceal them.

Removing an object from a cybernetic storage compartment is a move action that provokes attacks of opportunity. A compartment can also be made into a weapon bin (at no additional cost). This allows it to hold a single type of weapon, which can be removed in the same way a weapon is drawn (a move action that can be combined with movement, and does not provoke attacks of opportunity).

For an additional cost another additional .25 of the original cybernetic cost, a compartment can be spring-loaded. A single object can be removed from a spring-loaded compartment as a free action.

Try to use common sense when storing items. You might not be able to store a phone in your cybernetic eye, but you could store something like a flashdrive.

Cybernetics and Bionics

Below are the charts with general descriptions of Cybernetics and Bionics available to characters. But first, is an explanation of the columns. Since there is more or less a Bionic equivalent of every Cybernetic, though not always, the charts are combined into one. Here are the columns:

Name: this is the name of the cybernetic or bionic part.

Benefit: this will give a brief description of the benefits gained from the part

CC: This is the Constitution Cost of the part. The CC listed only applies to the Cybernetic part.

Price: This is the cost in currency of the part. They will be listed with a “ / “ and will be the cost of Cybernetics first, then Bionics, so Cybernetic price/Bionic price. If there is no " / " with a price following it, it means there is no bionic version available.

Body Replacements

find a way to clarify prices (usage of both "cd" and "c" is confusing people in this table)

Name Benefit CC Price (cd)
Basic Parts
Neuralware Basic modifications to the brain to allow for "enhancements". Must have for all Cerebral Implants. 1 1,500c
Replacement Arm Basic cybernetic arm. Must have for all Arm Upgrades. Hand may or may not be included. 1 1,000c
Replacement Ear Basic cybernetic ear. Required for all Cyberaudio. .5 100c
Replacement Eye Basic cybernetic eye. Required for all other Cyberoptics. .5 500c/15kc
Replacement Foot The standard foot. Required if the user gets a replacement leg. .5 200c
Replacement Hand The standard hand. Required if the user gets a replacement arm. .5 200c
Replacement Leg Basic cybernetic leg. Must have for all Leg Upgrades. Foot may or may not be included. 1 1,000c
Body Plating
Cowl Skullcap, grants resistance to attacks against the head. 3.5 2,000c/20kc
Faceplate Hardened plastic that covers the face. +2 Armor bonus. 3.75 1,000c/20kc
Front Optic Mount Allows you to have up to 5 replacement eyes installed at once. 3 1,000c/5kc
Skinweave I +2 Armor bonus (Stackable) 4 2,000c/20kc
Skinweave II +4 Armor bonus (Stackable) 6 6,000c/55kc
Skinweave III +6 Armor bonus (non-stackable) 8 10kc/80kc
Subdermal Plating 17 AC no Dex bonus 10 7,000c/65kc
Cerebral Implants
Olfactory Boost +2 to Perception for scent. .5 600c/3kc
Pain Editor +2 to Constitution saves vs. Stun 3 1,400/5kc
Reflex Booster I +1 to Initiative, +1 to Dexterity Saves 1 1,000c/15kc
Reflex Booster II +2 to Initiative, +2 to Dexterity Saves, grants Evasion 1.5 6,500c/25kc
Reflex Booster III +4 to Initiative, +4 to Dexterity Saves, grants Evasion 1.75 20kc/75kc
SkillSet Chip Interface Allows the character to plug in and swap out SkillSet chips 4 1,000c
SkillSet Processor Allows the use of/interface with SkillSet chips 2 1,000c
Tactile Boost +2 to Perception for touch based checks .5 600c/3,000c
Universal WiFi Link Allows you to link to various electronic devices that are also WiFi/Wireless enabled .5 400c
Cyberaudio
Amplified Hearing +1 to perception using audio cues. 1 200c
Bug Detector Gain advantage on checks made to detect bugs and taps. .5 200c
Enhanced Hearing Range Grants ability to hear ultrasonic and subsonic sounds. 1.5 150c
Level Dampner Grants resistance to thunder damage. .5 300c
Phone Splice Full cellular communication. Only works in cities 1 150c
Radar Detector Beeps if a radar or sonar beam is encountered. .5 150c
Radio Link Radio communication up to 1 mile 1 100
Scrambler Scrambles communication made using any other cyberaudio implants. .5 100c
Tight Beam Radio Link Allows untappable radio communication within line of sight 1 200c
Voice Stress Analyzer +2 to insight checks to see if someone is lying. 1 200c
Wearman™ Stereo music system. .5 100c
Body Replacements
Name Benefit CC Price (cd)
Cyberaudio
Wide Band Radio Scanner Picks up all transmissions on all bands. 2 100c
Cyberoptics
Anti Dazzle +2 to Constitution saves vs. Blind and +2 to Wisdom saves vs. hypnosis 1 400c
Camera Implant Allows video recording and photos .5 150c
Darkvision Grants Darkvision up to 60 ft .5 300c
Dartgun Shoots darts from your eye. Holds 1 dart. 1.5 200c
Image Enhancement +2 Perception for visual search 1 400c
Infrared Vision Grants Infrared vision up to 60 ft 1 300c
Microscopic Vision Allows you to see like a microscope 1.25 500c
Telescopic Vision Allows you to see up to 20x 1.5 450c
Thermal Imaging Grants Thermal vision up to 60 ft 1 300c
Thermograph Sensor Allows you to see heat patterns and temperature readings .5 200c
Times Square Marquee LED screen in vision field for messages and similar uses. .5 100c
Cyberweapons (Body)
Big Nucks An increase in your knucklebones that allow them to function as brass knuckles. 3 500c
Cybersnake A small robotic device resembling a snake that stays in your stomach and extends through your mouth to attack. 4 1,200c
Grapplin' Tongue A massive adhesive tongue that can extend from your mouth and grapple a creature of your size or smaller. The tongue can also be fitted with a poisonous substance or spiky barbs for an increased cost. 4 1,000c
Rippers Hidden claws within your fingers. 3 400c
Scratchers Sharpened fingernails similar to razor blades. 2 100c
Slice N' Dice A spool of microfilament wire located in the end of one finger. 2 700c
Vampires Specialized teeth that increase your bite damage. 3 200c
Wolvers A triangular blade implanted in the back of the hand. 3.5 700c
Ultimatum A powerful explosive device that detonates when the user's heart stops. 3 1,500c
Fashionware
Biomonitor +2 to Constitution saves against poison .25 100c
ChemSkins Color/pattern changing skin tints .25 200c
Eyeshift™ Allows you to change the appearance of your eyes. Requires the basic Replacement Eye. .25 200c
Skinwatch Subdermal Timepiece .25 100c
Synthskins Color/pattern changing artificial skin. .5 400c
Techhair Color/light emitting artificial hair. .25 200c
Hands and Feet
Buzz Hand A wire circular saw in place of a hand. 1 600c
Body Replacements
Name Benefit CC Price (cd)
Hands and Feet
Crabber A large hydraulic crab claw that replaces a hand. 1 650c
Grapple Hand Extends a rocket propelled grapple in place of a hand. 100 ft reach. 1 350c
Grip Foot Grants a climbing speed equal to your normal speed. 2 500c
Hammer Hand Hydraulic ram fist. 2 600c
Ripper Hand Standard hand with rippers built in. 3 600c
Spike Hand Palm spike extends through fingers. 1.5 500c
Spike Heel Foot Heel spike for lethal kicks. 2 500c
Talon Foot Blades or "Talons" are equipped within toes. 2 500c
Tool Hand Fingers contain lockpick, screwdriver, small drill, etc. 1 250c
Web Foot Grants a swimming speed equal to your normal speed. 2 500c
Implants
Adrenal Booster When activated, gives you +4 to Str and Con for 2d4 rounds 3 4,000c/12kc
Artificial Shoulder Mount Allows you to mount extra arms (2) below the first set. (limit one per body) 7 15kc/30kc
Bone Reinforcement +10 hp and +2 to Constitution saves 7 5,000c/45kc
EMP Shielding A small internal Faraday Cage that protects you from EMP blasts 1 300c
Gills Replacement lungs required. Allows underwater breathing 3 5,000c/15kc
Independent Air Supply Replacement lungs required. Small air supply. Lasts for 25 minutes. 1 300c
Motion Detector Detects motion in a 20 square foot area. 1.5 200c
Muscle I +1 to Str or Dex (player’s choice) 2 3,000c/35kc
Muscle II +2 to Str or Dex (player’s choice) 4 6,000c/50kc
Muscle III +3 to Str or Dex (player’s choice) 6 8,000c/80kc
Nanosurgeons I Doubles healing rate 1 6,000c/18kc
Nanosurgeons II Heals 1d4 HP per minute/10 rounds 3 12kc/40kc
Nanosurgeons III Heals 1d4 HP every round 5 50kc/200kc
Nasal Filters Filters toxic/noxious gases. +2 to Constitution saves against such gases 1 600c/1,500c
Radar Emitter You emit a radar signal in a 50 foot diameter. Only functions on land or in air. 1 200c
Radiation Detector Detects radiation in a 20ft radius. 2 200c
Replacement Heart +2 to any rolls/checks for endurance based tasks, e.g. long distance running 2 1,500c/20kc
Replacement Liver +2 to Constitution saves vs. Poisons 3 1,600c/12kc
Replacement Lungs +2 to any rolls/checks for endurance based tasks and to Swim checks involving holding breath 2 1,300c/15kc
Setae Special, micro-folds are implanted on the skins of your palms and fingers allowing you to adhere to sheer surfaces. 1 500c/5,000c
Sonar Implant Just like the Radar Emitter, except it functions underwater. 1 300c
Subdermal Pocket 2” x 4” pocket with Realskinn zipper 2 100c/1,000c
Voice Synthesizer Can mimic any recorded sound. +10 to performance checks made to mimic sounds. 3 600c
Limb Upgrades
Armor Plating +1 armor bonus to AC. This stacks with armor. 1 800cc
Flame Thrower A flamethrower equipped into a limb. (Arm) 2 600c
Grenade Launcher Carries 1 grenade of any type. (Arm) 2 500c
Hidden Thigh Holster Panels on your thigh open up and you can any simple ranged weapon, but nothing larger. (Leg) 1 350c
Body Replacements
Name Benefit CC Price (cd)
Limb Upgrades
Micro-Missle Launcher Fires 4 mini missiles. 2.5 900c
Mounted Firearm You can mount a simple ranged weapon onto your arm directly. It does normal weapon damage. (Arm) 1.25 Weapon cost x 10
Plastic Covering Plastic covering for cybernetic limbs, comes in different colors. - 150c
RealSkinn™ Covering that makes cybernetic limbs look real. - 300c
Retractable Blade(s) You can mount any simple melee weapon onto your arm that retracts and extends on command. (Arm) 1.25 1,000c
Shield Panel, Small Mounted on the forearm is a small slit that collapsing panels spring from and provide a small round shield. (Arm) .5 400c
Shield Panel, Medium Mounted on the forearm is a small slit that collapsing panels spring from and provide a medium round shield. (Arm) 1 550c
Speed Servos +10 to base movement. (Leg) 1.5 1,300c
Superchrome® Highgloss chromatic covering for cybernetic limbs. - 200
Super Speed Servos +20 to base movement and can run at a top speed of 75 mph. Requires two cybernetic legs to work. (Leg) 3.5 15kc
Miscellaneous
Balance Enhancer A prehensile cybernetic tail that maintains the balance of the user and makes dexterous feats significantly easier. 4
Crawlers Four "legs" that extend from the users back that enables them to climb walls. Each leg can also be used as a weapon in a pinch. 6
Jumpers A sophisticated pair of legs and feet that significantly increase the users ability to jump. 5
Octo-Arms One of your arms is replaced with four thinner tentacle like arms that extend from the same socket. -1 to STR for each replaced arm, max -2 to STR. 3.5 6,000c
Wings A rather large attachment to the back that enables the user to fly. 7.5

truesight eyes

Cybernetic and Bionic Descriptions

These are the more detailed descriptions of the cybernetics and bionics previously listed. Each one will have the name and the CC in parentheses next to it.

Basic Parts

Basic Parts are the base replacements you need to gain access to most of the other cybernetic parts. For example, you can't get a SkillSet Chip Interface without Neuralware and you cant get a Radio Link without getting a Replacement Ear. Basic Parts rarely come in pairs and most often must be bought individually. For example, you generally need to purchase two Replacement Eyes or ears if you want a pair.

Neuralware (2) This is the main control center for all your cerebral implants. Without this the other implants will not work unless they are the Bionic version. This implant does not grant any bonuses itself, but it does allow other implants to work with other cybernetics. These bonuses will be detailed in the specific implant’s description.

Replacement Arm (2) This is your standard replacement arm. As it is, it is a very skeletal-looking arm with a few hydraulic parts. Each replacement arm comes with a Standard Hand and 3 Accessory Slots.

Replacement Ear (.5) This is the standard Replacement Ear required for all cyberaudio upgrades. It is standard for these ears to look like normal non-cybernetic ears, however you can have them resemble animal ears for an additional 50 credits. (The most common animal ears are cat and rabbit ears.) Replacement Ears come pairs and the cc for the pair is (.5). A pair of ears contains 4 accessory slots.

Replacement Eye (1) The standard replacement eye, this eye would resemble any other eye if not for the fact that the iris glows. The Replacement Eye is home to two Accessory Slots.

Replacement Foot (.5) This resembles a normal foot and has five toes.

Replacement Hand (.5) This resembles a normal hand; four fingers and a thumb.

Replacement Leg (3) This is your standard replacement leg. As it is, it is a very skeletal-looking leg with a few hydraulic parts. Each replacement leg comes with 3 Accessory slots.

Body Plating

Body Plating covers any situation where armored plastics and metals are layered over and directly anchored to the skin. It doesn't make you stronger or faster, but it's perfect for the person who wants all over protection all the time - and doesn't care who knows it.

Cowl (3.5) This is a body plate that covers the skull. It is anchored by minibolts to the scalp, and appears as though someone had stuck a bicycle helmet underneath your scalp.

Faceplate (3.75) Hardened plastic material that completely covers the face. Nervelinks allow limited and stiff facial expressions, while ports allow for breathing, eating, and seeing. Many people who get Faceplates have them sculpted to resemble bizzare and sometimes frightening faces; such as monsters, animals, or robots.

Front Optic Mount (3) This mount allows up to five Replacement Eyes to be installed in a shielded cluster in the upper face. The eyes are removed and the orbital sockets used to mount the receier hardware for the optic mount. Optic mounts come in several styles: there are thin visor slits (Robocop), rotating camera clusters (like an old fashioned movie camera), or one main optic with smaller ones arranged in a circle around it.

Skinweave I, II, and II (4/6/8): Nano fiber strands are weaved into replacement skin, or in the case of the Bionic version, your existing skin. All levels grant a measure of Armor bonus to your overall AC which for levels I and II are stackable with other armor, but not other cybernetic armor. Level III is not stackable. Additionally for each level, your skin becomes more “angular” or “geodesic”. Level I is smooth and supple and is no different from real skin. Level II has a noticeable color difference and is more angular. Level III looks as if you were chiseled from stone and not smoothed out on the edges.

Subdermal Plating (10): Hardened plates (carbon fiber for cybernetic and specially engineered bone for bionic) are placed directly under the skin. Because they are hard plates, you look as if your skin were stretched over a suit of armor. Because of this, you cannot wear any other armor, but clothes–baggy ones at that–will go over your skin/armor.

Cerebral Implants

Cerebral Implants are cybernetic modifications made to the brain. These implants are an ideal must have for anyone who wants to increase their senses or intellectual prowess. However, due to the fact that these implants always take place in the brain, it is highly recommended one finds a trained professional to do the operation.

need something that suppresses, not cures, all impacts from addiction. If cybernetic is somehow disabled the addiction continues at major levels.

Olfactory Boost (.5): Your sense of smell is boosted to super-human levels. You can now use the skill Survival to track by scent.

Pain Editor (3): Your sense of pain has been diminished so that you shrug off most pain. You still take damage normally, but if you do not have to make any sort of Constitution check to resist pain, being stunned (physically not magically), or similar if it is required.

Reflex Booster I, II, III (1/1.5/1.75): All boosters, bionic or cybernetic, give the following standard benefits:

If you have 2 cybernetic legs, you also get a +2 dodge bonus to your AC If you have a cybernetic arm and it is wielding a weapon (or if you have 2 and are wielding 2), you gain an extra +1 to hit (not damage) for that weapon.

Each level gains the additional bonuses listed in the chart above. As you may have noticed, level II and III give you Evasion. These act exactly like the Rogue and Monk abilities, i.e. on a successful Dexterity save with Evasion you take no damage and only take half on a failed save. If you are a Monk, Rogue, or any other class or prestige class that grants Evasion and you take level II or III, it does nothing but give you the pluses to Initiative and Dexterity saves. If you get this before your class allows it, you have access to it at that point, but once your class grants it, that feature does nothing. For example, if a rogue came into a windfall of money around level 4 and decided to get the Reflex Booster II, he would have Evasion at that point. Once he reached level 7 where it is granted to him normally, nothing new would happen; he would still have Evasion from the booster. However, if the booster was removed, he would still have Evasion after level 7, but removing cybernetics is extremely rare.

SkillSet Chip Interface (2): This is the interface where you insert your SkillSet chips. They are small chips that resemble SD cards. The interface comes with 4 slots which can all be active at once, thus giving you the potential of having 4 skills. The SkillSet Processor is required for this implant and can only handle 4 active skills at once. You could conceivably have 2 interface implants, but the extra 4 would be wasted and inactive as you would have to remove those and put them into one of the 4 active slots.

SkillSet Processor (1): This is an additional processor added to your cerebral processor that allows the use of SkillSet chips. Additionally if you have 2 cybernetic arms (and hands), you get an additional +2 on the skill provided it is an manual skill (such as Craft).

Tactile Boost (.5): Your sense of feeling is boosted to super-human levels.

Universal WiFi Link (.5): As the name implies, it is essentially a wifi link to your cerebral processor. This allows you to link to your communicator, any WiFi enabled tablet or computer, or any WiFi enabled vehicle. If you are linked to your communicator, you will also have an Augmented Reality (AR) Field projected in your range of vision that will display various bits of information (like Google Glass, but not google and without the glasses). You are the only one who can see your AR Field. What is displayed is controlled by your communicator, but can include a GPS enabled map, terminal prompt, information pop-ups, etc. If you link to any WiFi enabled tablet or computer, you can enter the Virtual Network (VN). Since it is a complete immersion, you cannot move or interact with the real world until your link is severed (either voluntarily or not). Additionally, if you have any drones or other remote device and/or vehicle that is controlled by computer or your communicator, your link will allow you to control these devices “mentally” and if they have some sort of camera, you can display that within your AR or VN field of view. If you link to any WiFi enabled vehicle, you get a +2 to Drive checks and can control the vehicle mentally. However, the range on this is limited to 5 feet, so you still have to be inside the vehicle.

Cyberaudio

Cyberaudio systems patch into the auditory nerves and speech centers of the brain, along with the ear itself. Generally there is no change in the appearance of the physical ear itself, but some people choose to have the replacement ears resemble animal ears (see replacement ear in basic parts).

Amplified Hearing (1) This system improves hearing and sound recognition ability, adding =1 to any sound-related Perception checks.

Bug Detector (.5) This mini-receicer is designed to pick up signals transmitted by all types of radio bugs. When the bug is active, its transmissions make a small beeping noise in the back of your head, getting louder as you get closer to the bug. In terms of gameplay, this gives you a 6 out of 10 chance (roll a 1D10, choose your six numbers) of detecting any bugs within 10 feet of you.

Enhanced Hearing Range (1.5) This subsystem allows the user to hear tones in the subsonic and supersonic ranges.

Level Dampner (.5) This system automatically compensates for loud noises, such as thunder attacks. Characters with this implant gain resistance to all thunder attacks.

Radar Detector (.5) THis system produces a loud beep whenever a radar beam is encountered. It also has a 40% chance of triangulating the source; when the direction of the beam is determined, the beep changes to a clear tone.

Radio Link (1) A microminiature radio transceiver, usually mounted at the base of the skull and using your fillings as the antennae. It is activated by clicking the teeth together sharply. To talk, you merely mutter under your breath.

Reception is carried out in one of two ways: 1. A receiver directly vibrates the mastoid bone, giving you a small tinny voice in the back of your head, or 2. Linked to a cyberoptics Marquee option, incoming messages are flashed into the upper edge of your field of vision as red scrolling letters. In terms of gameplay, having a radio implant gives you the ability to talk to any receiver on the same band frequency for up to 1 mile. It also means you occasionally get someone else's radio messages.

Scrambler (.5) This implant improves your regular and Tight Beam Radio Links with a scrambler, so it cannot be listened into by unwanted parties.

Tight Beam Radio Link (1) This option allows tight beam radio communication for up to 1 mile, as long as both parties are within line of sight to each other and are not blocked by any object thicker than 1 foot

Voice Stress Analyzer (1) This system acts as a lie detector, detecting minute changes in vocal patterns and tones and comparing these to a pre-recorded set of parameters. You must first use the analyzer on the subject while they are in an unstressed situation or is telling the truth. In terms of gameplay if you follow the procedure listed above, this gives you +2 to insight checks.

Wearman™ (.5) The WearMan™ mounts twin vibration speakers on your mastoid bones, making your skull into an audio system ofconcert hall quality A tiny chip mount wired into the earlobe allows you to plug in a variety of music chips, all fashioned to look like earrings. Each chip contains about 100 songs. Selections are fast-forwarded by squeezing the earring gently, once per selection. When the chip is removed the WearMan™ turns off.

Wide Band Radio Scanner (2) This option automatically scans all major police, fire, ambulance, and First Responder communication bands. The user can set this scanner to cover one specific band, downloading any incoming messages to his own internal radio link or Times Square Marquee.

Cyberoptics

A combination of digital processor and camera, cyberoptics are replacements for normal eyes. Cybervision is just like regular vision, only better. Colors are brighter, images sharper. And that's just the start.

Camera Implant (.5) This cyberoptic mounted camera can hold up to 20 images and videos. These photos and videos can be uploaded to the internet or downloaded to an external chip. As new photos and videos are taken, old ones are automatically deleted.

Darkvision (.5) Allows the eye to use Darkvision. If your race grants this vision already and you have your eye replaced, you lose your original darkision, but it can be re-added with this feature (and others).

Dartgun (1.5) A dartgun installed in the eye that shoots a single poisoned dart as per the players handbook. Must be reloaded after each use.

Image Enhancement (1) High resolution graphics capability allowing the user to enhance and refine what they are seeing. Increases your perception by 2.

Infrared Vision (1) Allows the user to see in infrared.

Microscopic Vision (1.25) Allows you to see down to the microscopic level. Because of the nature of the vision, you cannot move while using this vision.

Telescopic Vision (1.5) Allows you to see up to 20x magnification in your current vision.

Thermal Imaging (1) Allows you to see thermal/heat patterns and thus in total darkness and through solid material. Each foot of solid material counts towards the total 60 ft max. So, if you are 30 ft away from a wall that is 4 ft thick concrete, you can still see 26 ft beyond that wall.

Thermograph Sensor (.5) Allows user to see heat patters of objects and people. Cooler things show up as dark to light blue, hotter things as red or orange, and the hottest of all as yellow or white. Used to distinguish differing heat sources through light structural material, or the presence of cybernetics, which are always cooler than normal body temperatures. Thermograph Sensors can also determine the operating time of certain machinery by measuring its cooling gradient.

Times Square Marquee (.5) Scrolling letter screen of a color you choose in the upper edge of your vision, linked to a software chip readout or a radio link.

something that projects saved files, videos, calls, and other stuff from the eye for multiple people to see.

Cyberweapons (Body)

At the top of most of the more shady characters Cybernetic shopping list are the Cyberweapons; hidden killing tools that can be buried in your skin until the moment you want to take someone out.

Cybersnake (4) A common weapon used by assassins, A Cybersnake is a robotic snake that resides in an implanted storage space in your stomach. As a bonus action, you can make the snake extend from your stomach and make a piercing attack against someone. This attack has a five foot range and does 1D6 piercing damage. Assassins will commonly use this attack while kissing their target, causing the Cybersnake to go down the victims throat and pierce their organs.

Big Nucks (3) Reinforced and enlarged knucklebones that function as brass knuckles. Popular among monks and people who use their fists regularly.

Grapplin' Tounge (4)

Rippers (3) Longer, heavier versions of scratchers that replace the top two joints of the fingers. The replaced portions of the fingers are replaced by a plastic and metal sheath, in which three inch carbo-glas claws are housed. The rippers can be extended by clawing the hand in a catlike fashion. Most people wear false fingernails over their Rippers, giving them advantage on attempts to conceal them. Rippers deal 1D6 slashing damage.

Scratchers (2) Implanted metal or quartz in the fingernails that causes them to become sharper than usual, giving them a 1D4 slashing attack. Most people style their Scratchers, causing them to become indistinguishable from normal nails.

Slice N' Dice (2) A small spool of Microfilament wire mounted in the end of one finger, with a weighted, false fingernail to give it balance and swing. This is commonly used as a Garrotte or Microfiliment Whip.

Vampires (3) Implanted fangs, usually made up of quartz or superchromed metal. You can have a full set implanted, (replacing all your teeth, and referred to as a Ghouls Smile) or just the canines (referred to as Vampires). Vampires can be augmented with syringes, allowing the owner to withdraw or inject substances into their target for double the price. Vampires aren't just for fashion, a Ghouls Smile allows you to deal an extra 1D6 piercing damage when you bite someone, and Vampires allow you to deal an extra 1D4 piercing damage when you bite someone.

Wolvers (3.5) The largest and deadliest of the Scratchers family, Wolvers are implanted along the back of the hand. When the Hand is clenched in a fist, a thin triangular blade telescope out and lock into place, remaining extended a full foot until the hand is relaxed. Wolvers deal 2d6 slashing damage.

Ultimatum (3) The Ultimatum is the perfect product for those who want to give one last middle finger to their enemies. The Ultimatum stores a huge cache of explosives inside the users body wired up to their heart. When the heart stops beating, the explosives detonate - destroying both the user and anyone close to them. Before installation, the user must provide at least five pounds of the same type of explosives that will be installed in them with the device. The Ultimatum can only hold dynamite or plastic explosives. It is not recommended to use this implant with a cybernetic heart, as a single EMP blast can shut down the heart causing the user to explode.

Fashionware

Although Fashionware virtually has no practical uses in terms of survival, it has become one of the most popular and widely used categories of cybernetics. Fashionware is any cybernetic or upgrade that intentionally aesthetically affects the appearance of a person. Some common examples of Fashionware are listed below.

 

Biomonitor (.25) The Biomonitor is a favorite among doctors, fitness freaks, and harried corporates worried about their blood pressure. Mounted just below the skin of the forearm, the Biomonitor gives a constant readout of pulse, respiration, brain waves, blood sugar, temperature, and cholesterol levels. The display is a pattern of word shaped LEDs, each running a color sequence from red (critical) to green (excellent). As conditions change, the colors change. This ability to swiftly see if something is amiss in the users body gives them a +2 to Constitution saves against poison.

ChemSkins (.25) ChemSkins are special dyes and chemicals which are impregnated or rubbed into the skin. Some change the skin color to a new shade as desired, while others are temperature sensitive, and shift colors in vibrant patterns when warmed or cooled. Some ChemSkins are sensitive to hormonal changes; one could buy a ChemSkin that would make yellow and black stripes appear on their skin when they become angry or excited.

Eyeshift™ (.25) One of the most popular Fashionware is the Eyeshift™. Eyeshift™ allows the user to have complete control over what their eyes look like. Users can change the colors of the iris (some of the most popular colors are amber, white, burgundy, and violet). Users can also turn their eyes transparent, make them swirl with glittering lights, make their eyes reflect a starry night sky, have tiny designer logos appear around the iris, and even make their eyes appear to be spheres of solid chrome. The possibilities of Eyeshift™ are nearly infinite. You must have Replacement Eyes to use Eyeshift™. A full shift of patterns or colors takes about a minute. You must pay for each eye you install Eyeshift™ in.

Skinwatch (.25) The predecessor of the Biomonitor, the Skinwatch is implanted just below the epdermis, and uses tiny LEDs to project glowing numerals through the skin. Skinwatches can be mounted anywhere, although the hand, wrist, and fingers are the most common. Advanced versions can be reset by pressing the display gently until the right number combinations come up; really advanced versions have alarms that beep quietly. Use your imagination.

Synthskins (.5) Synthskins is a layer of color-shifting, illuminated plastic bonded to the users outer skin. While most recipients use this upgrade purely for decoration, it does have uses towards survival. The recipient can control the brightness of the luminescence as a free action, negating it entirely if desired. As its most intense, Synthskins can illuminate squares occupied by or adjacent to the recipient turning dim light into bright light, and darkness into dim light. Synthskins can also change color and pattern on demand.

Techhair (.25) The shafts of this artificial hair are impregnated with various types of reactive chemicals. Some types are temperature sensitive and change color or stand up depending on the weather. Others contain the same pigments used in ChemSkins, storing and emitting colored light in patterns. Still others can change the color as desired by using special chemical shampoos. Techhair can be implanted in mohawks, hair weaves, full hairpieces, manes, ruffs, whiskers, and anywhere else hair grows.

Hands and Feet

The basic cyberlimb comes without hands or feet attached; these are purchased seprately, allowing the user to tailor the limb to their specific needs. These parts can be changed by unfastening a series of connection bolts, and reconnecting the new hand or foot (taking about a minute). In general hands and feet are sold separately and are not sold in pairs.

Buzz Hand (1) This hand can be pulled back to reveal small, spinning microfilament wires around a titanium hub. The high speed "weed wacker" shears through most materials like butter, dealing 2d6 slashing damage if used as a weapon. The nature of microfilament wires also allows Buzz Hands to be used to shear through nonmagical objects. Rules for attacking objects can be found on pages 246-247 of the DMG.

Crabber (1) A crabber is a large hydraulic claw (resembling that of a crab) that replaces your hand. A crabber is used as a strength based melee weapon attack that deals 2d6 bludgeoning damage, and automatically grapples the target on a successful attack. You are considered proficient with the Crabber while you have it attached to you. Because a Crabber is just a giant claw, you cannot use it for anything other than this attack or gripping things, unless your DM says otherwise.

Grapple Hand (1) This hand's fingers extend backwards to create a five fingered throwing grapple. A small spool in the wrist contains 100 feet of fine, super strong line capable of supporting 200 lbs.

Grip Foot (2) Toes of this foot can extend and curl around a 2" bar. The soles are covered in a tack rubberized material for increased traction while climbing. Grants you a climbing speed equal to your normal speed. You must have a pair of these attached to gain this benefit.

Hammer Hand (2) This hand is made of hardened titanium and has a powerful explosive shell driven ram that acts like a jackhammer. You punch, the shell goes off, driving the fist forward with incredible velocity and power (1d10 bludgeoning damage). A port in the top ejects the shell and opens to receive a new one (replacements cost 30 credits).

Ripper Hand (3) The standard hand with ripper blades mounted in the upper and wrist area.

Spike Hand (1.5) This hand contains a hardened titanium spike which telescopes out of the wrist and through the lower palm. Can be poisoned and is helpful in climbing (1d6+3 piercing damage, +1 to checks involving climbing).

Spike Heel Foot (2) A 6" spike projects from the heel of this foot, allowing the user to make deadly rear kicks. This spike can also be used for anchoring or climbing. (1d6+3 piercing damage, +1 to checks involving climbing).

Talon Foot (2) This foot can extend narrow blades similar to scratchers for 1d6 piercing damage.

Tool Hand (1) This hand's four fingers conceal small microtools: the pointer finger contains a small screwdriver with changable heads, The middle finger contains an adjustable wrench, the ring finger contains a battery powered soldiering iron, and the pinky contains an adjustable socket wrench. The lower edge of the palm is hardened to make a dandy hammer. At the DMs discretion, you can change the tools for other tools, such as changing the adjustable wrench for a lockpick.

 

Web Foot (2) This foot Extends thin webs from either side of the foot, as well as webs between toes. Grants you a swimming speed equal to your normal speed. You must have a pair of these attached to gain this benefit

Implants

Implants are the useful little things you get plugged in to make living easier; things that you can't replace from a pile of spare parts, or that a specific job may require.

Adrenal Booster (3) A small chip is placed near your adrenal gland that will cause a surge of adreneline to rush through you giving you the above described benefits. Like with the Barbarian’s rage, bonus HP granted by high constitution is retroactive, but also disappears after the effect wears off. Additionally, because of the burst, your body needs time to recover and replenish. This can only be activated once every four hours.

Artificial Shoulder Mount (7) These are swivel joints which can be mounted below your current shoulders. This allows up to two extra arms to be mounted below the original arms, and extends the height of your torso by roughly 6 inches to allow for proper movement between the sets of arms. Because of the complex nature of this implant you cannot have more than one Artificial Shoulder Mount.

Bone Reinforcement (7) This is probably the most invasive replacement surgery, though it really isn’t a replacement. With the cybernetic version, your bones are reinforced with a coating of form-fitting carbon fiber making them much more durable. In the bionic version, your bone density is increased on the genetic level making them more durable. In either case, they give the character the same benefits.

EMP Shielding (1) A small internal Faraday Cage is implanted in your body, making you immune to effects from EMP blasts.

Gills (3) These require that you have replacement lungs. Additionally, if you get cybernetic gills, you have to have cybernetic lungs. If you get bionic gills, you have to have bionic lungs. You cannot mix and match. If you have both, you can breathe normally under water. However, like polluted air, polluted water will affect your ability to breathe normally. Speaking of air, the way the lungs and gills work together, you can breath above water as well.

Independent Air Supply (1) A small artificial organ, filled with a spongy, oxygen fixing foam. Implanted in the lower lungs, it allows an inactive character to hold their breath for up to 25 minutes, or an active character up to 10 minutes.

Motion Detector (1.5) Detects motion (direction and strength) in a 10 foot radius centered on the user. Can be mounted on the palm or heel.

Muscle I, II, III (2,4,6) This is not a full replacement of every muscle on your body, but instead, key strategic replacements that will give you the stated benefits. Also the player must choose either a bonus to Dex or Str, not both.

Now, they can have both, but it will be considered a separate part. For example, if you wanted a +1 to both Dex and Str, you must buy Muscle I twice and the CC applies both times, so a 4 CC. This is because different muscle groups are enhanced for either agility and speed or strength and power.

Nanosurgeons I, II, III (1,3,5) Billions of tiny robots (or genetically enhanced, microscopic organisms) run through your bloodstream repairing damage and fighting off infection. Along with the healing benefits listed on the chart above you gain the following benefits. Level I you gain a +5 to any Constitution save of any sort. Level II you gain the benefits of Level I as well as being immune to all poisons. Level II you gain Levels I and II benefits as well as being immune to all natural diseases. You are still susceptible to magic diseases and poisons.

Nasal Filters (1) Simple filters line the inside of your nose and nasal cavity that filter out toxins. You gain the above benefits to Constitution saves versus gas-based poisons and toxins.

Radar Emitter (1) As a free action, you can cause your implanted Radar Emitter to emit a radar centered on you out in a 200 foot radius. This only works on the ground and in the air.

Radiation Detector (2) This Detector has an 80% chance of correctly determining if their is radiation in the area. It can transmit this information either by making beeps akin to a Geiger Counter, or if you have a Marquee installed in your eyes, it can feed the data there.

Replacement Heart (2) This replacement heart pumps blood at a much more efficient rate, thus the bonuses to endurance-type checks. There is a cybernetic version and a bionic version. The cybernetic version is susceptible to EMP. If a character has a cybernetic heart and is hit by an EMP blast, or any electricity effect (magic, psionic, or tech) they must make a Constitution save at DC 20. If successful, the heart is able to reboot and continue pumping, if not their heart stops and regardless of HP, they are considered to be at -1 HP. Any Medicine checks to stabilize a dying character will work (essentially their Medicine check goes into helping the heart reboot). If this happens and the Medicine check is successful, the character is unconscious, but returns to their current HP level.

If not, they continue to lose 1 HP per round, just like any other character at -1 HP until they are stabilized. The bionic version is not affected by this.

Replacement Liver (3) This is just a replacement liver and has no other benefits or hindrances other than what is listed on the chart.

Replacement Lungs (2) These are just replacement lungs and have no other benefits or hindrances other than what is listed on the chart.

Setae (1) Special, micro-folds are implanted on the skins of your palms and fingers allowing you to adhere to sheer surfaces. This gives you a +15 bonus to checks made towards climbing. Additionally, you can have them also added to your toes and soles of your feet, but this will only give you an additional +10 (total of +25 if you have both). You cannot wear gloves and benefit from these Setae, also you can’t wear boots/shoes/other footwear and use the setae on your toes and feet.

Sonar Implant (1) As a free action, you can cause your implanted Sonar Implant to emit a sonar centered on you out in a 200 foot radius. This only works in the water.

Subdermal Pocket (2) A simple pouch that is put into the skin anywhere on the body (player’s choice). It is 2” by 4” and is air and water tight. The Realskinn zipper is like a zip-lock zipper and not like trouser zippers.

Voice Synthesizer (3) This system allows the user to mimic any voice or tone previously recorded by it's memory chip. The chip can store up to 10 "voices". This system also gives the user a +10 to performance checks made to sound like someone else.

Limb Upgrades

Essentially, Limb Upgrades are upgrades that you can apply to either your arms or legs, as listed in the table, considering you have a replacement one.

Armor Plating (1) As the name implies, armor plates are applied to the arm providing a stackable +1 AC bonus. Though it technically only covers the arm, it does stack with any other armor (thus only +1). The armor is pliable and form fitting and does not restrict movement, thus any armor worn over it benefits from the bonus and no additional penalties are added. If you get 2 arms and armor plate both, the price includes armor plating for both (so the price is the same for one or both arms), but the AC bonus is still only +1 whether you plate one or both arms. However, the +1 does not stack with any other cybernetic plating (e.g. Replacement Leg Plating, Subdermal Plating, or Skinweave).

Enhanced Hydraulic Joints (2) The existing hydraulic joints are enhanced to store more potential energy and thus increase jump height. You gain an automatic 10 ft to your jump on top of your Strength score or bonus (for long or high jumps respectively). This automatic 10 ft applies to either horizontal or vertical jumps.

Flame Thrower (2) This is a small, high-pressure flame jet that shoots fire in a 5 foot wide 15 foot long line, and contains enough fuel for 4 shots. A creature cuaght in the line of flame must make a DC 15 Dexterity saving throw, taking 2d6 fire damage the first round and 1d6 fire damage the following three rounds. On a successful save it takes half damage.

After these rounds the fuel supply is depleted and must be replaced. It costs 20 credits to refuel this upgrade.

Grenade Launcher (2) This launcher is a modified support grenade launcher, stored in a popup mount. One grenade (you may use any type) is stored in the launcher; a reload may be dropped in after the first one is used.

Hidden Thigh Holster (1) This is essentially the Robocop pop-out holster. It can hold any size of pistol, but nothing bigger.

Micro-Missle Launcher (2.5) This launcher contains four miniature missiles (explosive tipped gyro rounds with heat seeking guidance and steering vents). Like the popup gun, the micromissile launcher is stored in the limb and pops out when needed, launching two missiles per round. The missiles are are self-guided and require a DC 15 Dexterity saving throw to dodge, dealing 4d6 bludgeoning damage and 1d6 fire damage on a failed save, or half as much on a successful one. Missiles cost 50 credits each to replace.

Mounted Firearm (1.25) You are fitted with a barrel that pops up from your forearm. There is a slot on the inside of your forearm to load the magazine. This firearm is the equivalent of a light or medium pistol and has all the same stats including damage, range, and ROF. You cannot mount anything “heavier” than a light or medium pistol.

Plastic Covering (-) Plastic Covering is a covering that can be applied to any replacement limb. Plastic is the cheapest and is available in variety of colors, with airbrushing, or transparent with imbedded lights and holography.

RealSkinn™ (-) RealSkinn™ is the most expensive covering that can be applied to any replacement limb. RealSkinn coverings are a flexible plastic that looks convincingly like skin; with follicles, hairs, small scars and imperfections, it has a 75% chance as passing as a real flesh limb.

Retractable Blade(s) (1.25) The plural option is there not because you can mount more than one, but you either have a “single” blade that extends and retracts, or you can have 2 or 3 claws that do the same. In either case the blades (single, double, or triple) have either Dagger or Short Sword stats including damage and Critical Range. If you choose to have Dagger stats, then the blades are a bit shorter, conversely if you choose Short Sword they are a bit longer. In either case, they are still considered light weapons for purposes of Weapon Finesse. You have the option of them either extending from the wrist or the back of the hand (Wolverine-style).

Shield Panel (Small/Medium) (.5, 1) This accessory is mounted on the forearm like a bracer. On the outside of the forearm is a slit that the panels spring from. Depending on style, several hexagonal panels spring out and form a round shield, or several “pie-wedge” shapes spiral into the same form. Regardless of style, the end result is a round shield (small or medium) for the player to use. All shield rules apply and they share the same stats as the regular shields.

Speed Servos Enhanced servos are added to the hip, knee, and ankle joints that increase running and movement speed. The +10 ft is to base movement, and x2, x3, and x4 (sometimes x5) running and movement rules apply.

Superchrome® (-) Superchrome® is the middle ground in terms of limb covering price, and as such is one of the most popular covering options. Rather than cover up the replacement limb, Superchrome "Chromes out" your limb and coats it in a shiny chrome paint job. This won't help to disguise your limb but it will help prevent against it rusting.

Super Speed Servos (3.5) Super-Enhanced servos are added to the hip, knee, and ankle joints that increase running and movement speed. The +20 ft is to base movement, and x2, x3, and x4 (sometimes x5) running and movement rules apply. However, the max speed of 120 kmph can only be reached with enough running distance. To reach max speed, you need at least 100 m of open space.

Miscellaneous

Miscellaneous cybernetics are cybernetics that don't quite fit into any other category. These cybernetics are usually very large, rare, expensive, and high in Constitution Cost - but you'll be hard pressed to find more powerful cybernetics from any other category.

Octo-Arms (3.5) You replace an arm with four smaller arms that all fit in the same socket. These arms are thin and flexible, resembling a tentacle and as such can not receive any arm accessories. You can however; add a hand of your choosing to each arm, after you buy the hand of course. The standard hand the Octo-arms come with is a simple claw that can only be used for grasping.

finish these

PART 7

Vehicles

Vehicles

Unless there's an explicit reason in the world lore, it's safe to assume that in a modern or sci-fi world most, if not all, adult characters know how to drive vehicles, and players will likely want to do so. This section provides rules for ground, water, air, and military vehicles that the players might run into throughout their journey, and also provides rules for operating vehicles. While this section doesn't have every type of vehicle known to man, it should be enough to provide a decent starting ground for DMs to create their own as needed.

One thing you may notice is this section doesn't list any rules for mechs or spacecraft. This is intentional as both of these vehicle types are completely unique and largely based in fiction, so I'm intentionally avoiding them. If you are looking for rules for these vehcile types, don't fret. You can find rules for mechs in the Greasemonkey's Handbook available on DMsGuild, and expansive rules for spacecraft in Dark Matter by Mage Hand Press.

Vehicle Rules

Getting in and out of a vehicle costs an amount of movement equal to half your speed.

Vehicles have a top speed, which indicates the maximum speed the vehicle can achieve. Additionally, vehicles have an acceleration speed, which determines the speed you can increase or decrease on each turn.

Passengers. The table indicates the number of small or medium passengers (in addition to the driver) the vehicle is designed to carry. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren't present. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo.

Cargo. The table indicates the maximum amount of cargo the vehicle is designed to carry. Some vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 250 pounds of unused cargo capacity.

Damage Threshold. A vehicle has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial (such as a dent in the side) and doesn't reduce the vehicle's hit points.

Acceleration

You have three ways to increase or decrease the speed while driving a vehicle.

  • The driver can use its action to increase or decrease the speed up to the acceleration speed.
  • Making a Dexterity check, the driver can try to increase or decrease the speed up to twice the acceleration speed (DC 10)
  • Making a Dexterity check, the driver can try to increase or decrease the speed up to three times the acceleration speed (DC 15), allowing the driver to achieve the top speed in just 1 turn.

If a driver fails any check, it loses the control of the vehicle.

Controlling the Vehicle

In general, while driving a vehicle you don't need to roll for maintaining control of the vehicle, but there are some actions where the driver must make a Dexterity (Vehicle Handling) check or lose the control, such as dodging an obstacle, resisting a ram, trying to control a vehicle while someone else is in the drivers seat, or attempting to control a vehicle you aren't proficient with.

If a player successfully makes the check to control the vehicle, they get to options on how to proceed: stopping the vehicle, or to keep going. If the driver choses to stop the vehicle, the vehicle continues moving at it's current speed, dropping in acceleration by 100 feet every turn until the vehicle comes to a stop. If a player chooses to keep going, they simply pass the check and continue to maintain control of the vehicle. The save number to maintain control of the vehicle and applying advantage or disadvantage is determined by the DM based on the situation.

In all vehicles, only the driver (or pilot/captain) can make the check to control the vehicle. DM determines the exceptions to this rule.

Losing Control

If a creature fails a check to control a vehicle, they cannot increase or decrease the speed. At the beginning of each turn while the car is out of control, the driver must roll a d8 and compare the result with the following table.

d8 Result
1 The vehicle decreases its speed up to its acceleration speed
2 The vehicle turns to the left, decreasing its speed up to its acceleration speed
3 The vehicle turns to the right, decreasing its speed up to its acceleration speed
4 The vehicle spins out of control, decreasing its speed up to twice its acceleration speed
5 The vehicle turns to the left and crashes
6 The vehicle turns to the right and crashes
7 The vehicle crashes
8 The vehicle rolls as it crashes, taking 3d6 bludgeoning damage on each turn until the speed reaches 0

If the vehicle doesn't crash, the driver can use its action on each turn to make a Dexterity check (DC 10) to regain control of the vehicle.

Crashing (Land Vehicles)

If a driver loses control of the vehicle, it’s very probable that a crash occurs. When it happens, the vehicle and its occupants take bludgeoning damage depending on the speed of the vehicle when it crashes, as shown in the table below. Any occupant using seat belts suffers only half of the damage.

Land Crash Damage
Crashing Speed Damage
30 or less 1d8
31-50 2d8
51-70 3d8
71-90 4d8
91-110 5d8
111-130 6d8
131-150 7d8
151-170 8d8
171-190 9d8
191-210 10d8
211-230 11d8
231-250 12d8
251-270 13d8
271-290 14d8
291-310 15d8
311 or more 16d8

Crashing (Air Vehicles)

If a driver loses control of an air vehicle while flying and would normally crash, the engine instead stalls out and the vehicle begins to fall. At cruising hight most aircraft travels at 7.5 miles in the air.

Realistically, all airplanes fall differently depending on the height, speed, and build of the airline, but to keep things simple just pretend they all fall the same way.

finish for air & water vehicles

Bail Out

Alternatively, a creature can choose to bail out of the vehicle by jumping out of it. If they choose to do so in a moving land vehicle, they take a quarter of the damage they would take from crashing (determined by the vehicles current speed) as they're thrown out across the road and potentially into other hazards, and are knocked prone. A creature bailing out of air vehicles takes damage as normal, but has the option to use a parachute or other means to descend safely. Creatures bailing out of water vehicles takes no damage but are left floating in the water without a life boat (life jackets worn beforehand are still attached).

Successfully bailing out requires a successful DC 15 Dexterity (Acrobatics) check.

In all cases, when the driver bails out of the vehicle the vehicle immediately loses control. Even vehicles that require crews lose control, but only when the individual directly in charge of controlling the direction of the vehicle bails out.

Vehicle Combat

As a general rule, the driver has disadvantage on attack rolls while the vehicle is moving, and the driver can only use one handed ranged weapons while driving, such as pistols.

  • If the driver or the passengers wants to make an attack using a ranged weapon or a spell, they must unfasten the seat belt first. Fastening or unfastening a seat belt uses a bonus action.
  • When making a ranged attack, you can target the vehicle or the occupants.
  • Vehicles grants half cover to its occupants. Alternatively, they can use the vehicle AC instead (whichever is higher).
  • Vehicles are immune to all conditions and to necrotic, poison, psychic and radiant damage.

Ramming

While driving, you can move your vehicle to an adjacent space of the target and ram it with your vehicle using an action. Make a single melee attack, adding your Dexterity modifier and your proficiency bonus if you are proficient with land vehicles. On a hit, you deal bludgeoning damage to the target and it must make a Dexterity check to maintain the control of the vehicle (The DC equals 10 or half the damage dealt, whichever number is higher)

The damage dealt equals to a damage die based on the vehicle's damage threshold and the driver's Dexterity modifier. As an example, a Sedan ramming another car will deal 1d8 plus the driver's Dexterity modifier.

If you are ramming a static target, use the crash damage table to determine the damage dealt. It's up to the DM to determine if the vehicle is also damaged when ramming a static target.

Vehicle Hit Points

A vehicle reduced to 0 hit points is considered non-functional. If a vehicle is reduced to 0 hit points and there is damage remaining, it burst into flame if the damage equals or exceeds the vehicle maximum hit points, dealing 4d6 fire damage to every creature that moves through the vehicle or starts its turn in the vehicle.

Repairing a Vehicle

Repairs to a damaged vehicle can be made in a car workshop using the mechanic tools. You repair a number of hit points equal to 1 + your Intelligence modifier per day and costs 20 gp for material and labor. You may also add your mechanics skill modifier if you are proficient in it.

Vehicle Accessories

Vehicle Accessories are upgrades that can be applied to your vehicles. You can add the benefit, but make sure you apply the penalty as well. All of these are pretty easily obtained and you can either have them professionally installed (price listed) or you can install them yourself for 3/4th the price listed. The DC to install any of these is 45 each roll is cumulative and will help you reach the goal, but each roll is also 4 hrs of work. So if it takes you 3 rolls to reach DC 45, then you spent 12 hrs installing the accessory. Roll a d20 plus your vehicles skill (intellegence) to reach the DC.

Accessories have three types: Land vehicles (L), Water vehicles (W), and Air vehicles (A) that determine what type of vehicle the accessory works for. For example, an accessory that has the Land and Air type, cannot go on a water vehicle. Benefits that upgrade the same thing are not stackable. For example, if you were to upgrade Armor I to Armor II, rather than stacking the AC bonus and getting a total of +6 you would replace the +2 from Armor I with the +4 from Armor II for a total of +4 AC.

accessory ideas

speed increase combat and travel, floating/flying tires, bumpers that increase running damage, fuel increase, martial weapons in headlights, side car for bikes, autopilot penalty: passenger decrease idea: magic cars - ant man cars, tires that let cars drive on any surface (even up and down)

Vehicle Accessory Table

Name Benefit Penalty Type Price (cd)
Armor I +2 to AC -5 to Top Speed LWA 5,000
Armor II +4 to AC -10 to Top Speed LWA 10,000
Armor III +6 to AC -15 to Top Speed LWA 20,000
Nytro Boost +30 MPH to max speed for 1d4 rounds - LW 5,000
Off-Road Suspension -10 damage taken to vehicle on Rough Terrain - L 8,500
Off-Road Tires +10 to Speed (Rough Terrain) -10 to Max Speed (street only) L 6,000
Performance Engine +10 MPH to max speed - LWA 12,000
Performance Suspension +4 to checks to control the vehicle - LA 10,000
Performance Tires +10 to Speed (street only) -4 to Ride checks on rough terrain L 7,500
Reinforced Chassis I +20 to HP -5 to Acceleration Speed LWA 10,000
Reinforced Chassis II +40 to HP -10 to Acceleration Speed LWA 30,000
Torque Engine +10k LBS to cargo capacity - LWA 10,000
Weapon Mount Allows you to mount one Martial Ranged Weapon onto the vehicle - LWA 6,500

Vehicle Table

Name Cost (cd) Top Speed Acceleration Speed Passengers Cargo AC HP Damage Threshold
Landcraft
Motorcycle 1,000 270 ft. 90 ft. 1 30 lb. 13 + Dex mod 22 -
Sedan 3,000 255 ft. 85 ft. 4 300 lb. 13 + Dex mod 40 8
Sports Car 8,000 315 ft. 105 ft. 4 200 lb. 13 + Dex mod 34 8
SUV 4,000 210 ft. 70 ft. 4 500 lb. 14 + Dex mod (max 2) 50 10
Pickup 4,000 180 ft. 60 ft. 3 1,600 lb. 14 + Dex mod (max 2) 50 8
Van 4,000 165 ft. 55 ft. 8 2 tons 13 + Dex modifier (max 2) 50 8
Semi Truck 8,000 120 ft. 40 ft. 3 16 tons 15 70 10
Wheeled APC 15,000 180 ft. 60 ft. 13 250 lb. 16 + Dex modifier (max 2) 70 12
Aircraft
Police APC, Hover 60,000 180 ft. 60 ft. 12 250 lb. 16 + Dex mod (max 3) 70 12
Helicopter 25,000 225 ft. 50 ft. 4 250 lb. 13 + Dex mod 40 8
Private Jet 60.000 1,100 ft. 90 ft. 10 500 lb. 15 50 10

Vehicle Table

Name Cost (cd) Top Speed Acceleration Speed Passengers Cargo AC HP Damage Threshold
Aircraft
Jumbo Jet 100,000 900 ft. 80 ft. 300 50 tons * * *
Biplane 20,000 210 ft. 40 ft. 3 120 lb. 13 + Dex mod 30 8
Hoverbike 25,000 550 ft. 65 ft. 1 30 lb. 12 + Dex mod 20 -
Hovercar 35,000 350 ft. 50 ft. 4 250 lb. 13 + Dex mod 25 8
Flying Fortress 300,000 700 ft. 90 ft. 500 100 tons * * *
Watercraft
Submarine 250,000 ** 10 ft. 60 25 tons * * *
Jet Ski 1,500 200 ft. 40 ft. 1 30 lb. 13 + Dex mod 25 -
Motorboat 2,000 220 ft. 50 ft. 4 200 lb. 13 + Dex mod 35 8
Power Boat 2,500 260 ft. 60 ft. 8 220 lb. 14 + Dex mod 45 8
Yacht 150,000 500 ft. 85 ft. 230 900 lb. * * *

* These vehicles follow the rules of damaging Huge and Gargantuan objects. See chapter 8 page 247 of the Dungeon Master’s Guide.

** 50 feet submerged, 30 feet surfaced.

Vehicle Descriptions

The vehicles listed above are meant to be generalizations of types of vehicles. For DMs, I admittedly know close to nothing about real life vehicles so if something feels off, change it to fit better in your setting. If you don't understand what some of the columns in the vehicles table means, refer to the Vehicle Rules section of this chapter. Due to the fact that most people know only the basics about vehicles, I will only be describing the three categories instead of each individual vehicle.

Landcraft

Landcraft are vehicles you drive on land. Pretty self explanatory, these vehicles range from motorcycles to tanks. (tanks are not included in this compendium)

Aircraft

Aircraft are vehicles that fly. These vehicles range from simple biplanes to the mighty Flying Fortress. (think of a Helicarrier from Marvel)

Watercraft

Watercraft are vehicles that operate in or under water. Ranging from the humble jet ski to submarines and yachts, these should have just about everything one needs for a nautical adventure.

redo redo redo. explanations and more research required

PART 8

Feats

Feats

This chapter introduces new feats. As explained in the chapter 6 of the Player’s Handbook, feats, like multiclassing, are an optional part of the game. However, parts of this supplement rely on feats so that the characters have access to powered armor proficiency, a powerful type of armor that is rarely just found loose on the streets. For this reason, none of the classes grants powered armor proficiency. Feats also let the characters specialize on surgery to install or remove cybernetic attachments by themselves, among other things.

section hasn't been touched in years. redo urgent

Bounty Hunter

When there's a price on someone's head, you make it your business to collect. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You perfectly remember the name and face of every person you've ever met.
  • You can use your action to mark a creature you can see within 120 feet of you for 1 hour. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the marked creature. Additionally, as long as the creature is marked, you can discern whether or not the creature has passed through a location. You can have only one creature marked at a time.
  • Whenever you reduce a target to 0 hit points with any attack you make or spell that you cast, you can

Car Mechanic

You have spent years of looking and repairing cars, gaining the following benefits:

  • You gain proficiency with the mechanic tools.
  • Whenever you repair a damaged vehicle using the mechanic tools, you repair an extra number of hit points of damage equal to half your proficiency bonus per day.

Cyber Resilience

Something in you makes you more resistant to the effects of Cybernetics. You gain the following benefits.

  • Increase your Constitution score by 1, to a maximum of 20.
  • All Constitution Costs for Cybernetics are halved, rounded up.

Decommisioner

Charged with recalling defective constructs, hunting renegade androids, and quarantining rogue AI, decommissioners are experts in slaying machines. You gain the following benefits:

  • By spending 1 minute observing or conversing with a creature, you can discern if that creature is a disguised construct, such as an android. If the creature is a construct or living construct, you can tell if the construct is malfunctioning and if the construct is infected with the N-Virus (even if the virus is dormant.)
  • When a construct or living construct within 5 feet of you make an attack, you can use your reaction to make a melee weapon attack against that creature.
  • When you hit a construct with a melee weapon attack, you can cripple its joints. Its speed is reduced by 10 feet, to a minimum of 0, until the end of its next turn, and it can’t take the Dash action until the end of its turn.

Engineer

Thanks to extensive work and understanding of electronic devices, you gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with the engineering kit.
  • You have advantage on Intelligence checks made to diagnose and repair electronic or mechanical devices.

Expert Driver

You have been driving more time than most of the common people, gaining the following benefits:

  • You gain proficiency with vehicles (land)
  • Whenever you make a Dexterity check to accelerate or do a maneuver such as dodging an obstacle or resisting a ram, you can add twice your proficiency bonus.

Gambler

Always keen for probabilities and risk, you often trust your safety and fortune to the hands of fate. You gain the following benefits:

  • You gain proficiency in all gaming sets and have advantage on ability checks you make for games of chance.
  • Once on each of your turns, before you roll damage, you can place stakes on the roll. Choose less than the average, or higher than or equal to the average. If you choose correctly, you can add one additional die of damage to the roll. If you choose incorrectly, you must remove the damage die with the highest number.

Gunslinger

Prerequisite: Proficiency with at least one firearm.

Thanks to extensive practice with firearms, you gain the following benefits:

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.
  • Once per turn when you attack with a firearm you can reload it as a free action.

Hacker

With a few keystrokes, you can make just about any system sing the right tune. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Data skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You can attempt to hack devices even when you do not have a hacking rig. If you do have a hacking rig, you can attempt to hack a device as an action, rather than in one minute.
  • Devices never lock after your attempts to hack them.

Hammer Rocketeer

Prerequisite: Strength 13 or higher

Your expertise in heavy weapons, particularly the impressively impactful rocket hammer, grants you the following benefits:

  • You deal an additional 2d4, instead of 1d4, bludgeoning damage when you engage the thrusters on your rocket hammer's attack.
  • By engaging your rocket hammer's thruster and performing an uppercut, you can propel yourself high into the air. If you perform a long jump or a high jump as an action while holding a rocket hammer, you can double your jump distance or jump height, respectively.
  • Once per turn, when you have advantage on an attack roll using a maul, rocket hammer, warhammer, or wrenchinator, you can push the target 10 feet away from you on a hit. You don't need advantage on this attack if the target is one size category smaller than you or smaller.

Maiming Reach

Prerequisite: ability to cast Inflict Wounds, Intellegence level of 14 or higher

You are able to extend the reach of your harmful spells so much so that you do not need to touch your intended target. You gain the following benefits.

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • Instead of a melee spell attack, any time you case Inflict Wounds, you make a ranged spell attack. The range of Inflict wounds is your casting ability modifier times 10 in feet.

Mending Reach

Prerequisite: ability to cast Cure Wounds, Intellegence level of 14 or higher

You are able to extend the reach of your healing spells so much so that you do not need to touch your intended target. You gain the following benefits.

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • Instead of a melee spell attack, any time you cast Cure Wounds, you make a ranged spell attack. The range of Cure Wounds is your casting ability modifier times 10 in feet.

Powerfully Armored

Prerequisite: Proficiency with medium armor

You have trained to master the use of powered armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with powered armor.

Sapper

You have practiced extensively with a variety of explosives, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can add half your proficiency bonus to the planted explosives DC.

Run and Gun

Prerequisite: Proficiency with simple Ranged Weapons

On any turn in which you use your action to Dash, you can make a ranged weapon attack as a bonus action.

Surgery

Prerequisite: Intelligence 13 or higher, proficiency with the Medicine skill

You are able to perform surgical procedures in order to heal wounds. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You can use surgery to stabilize a dying creature. Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s maximum hit points) with a successful DC 15 Wisdom (Medicine) check. Surgery can only be used successfully on a character once in a 24-hour period. A creature who undergoes surgery gains one level of exhaustion for 24 hours You are able to securely install or remove cybernetic attachments with a successful DC 15 Wisdom (Medicine) check.

To perform a surgery you will need a surgery kit (see the “Gear” section). Without a surgery kit, you have disadvantage on any Wisdom (Medicine) checks you make to attempt to perform a surgery. In addition, at GM’s discretion, the patient must succeed on a DC 12 Constitution saving throw to avoid become infected with the sewer plague whenever he or she is submitted to surgery with rudimentary tools. You can read more about diseases in the chapter 8 of the Dungeon Master’s Guide.

Techie

You are well-versed in the world of technology and are adept at repairing modern machinery and devices. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in any 3 modern tools detailed in the Gear section. When repairing damaged machinery or devices, you gain +5 on the DC check to repair the device and any monetary costs are halved.

Zero-G Training

Prerequisite: Dexterity 13 or higher, proficiency with the Athletics skill

You have trained in low-gravity and zerogravity, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • All of your speeds increase by +5 feet in a low-gravity environment.
  • You take no disadvantage on attack rolls in low-gravity or zero-gravity environments.

Racial Feats

redo entire section. some of it doesn't even make sense with the new racial descriptions

Cybernetic Aptitude

Prerequisite: A.I. Robots, Gricknack, Warforged, Wirewreck

The mechanical nature of your race makes you more resistant to the adverse affects of getting Cybernetics, granting you the following traits:

  • Each phase of Cyber-Sickness is increased by one point for you to contract it (Phase 1 is contracted at -1.25 CC, Phase 2 is contracted at -6 CC, and phase three is contracted at -6.25 CC)
  • Your Constitution Score increases by 10 points*

*Note: This does not increase your total constitution score, but rather the amount of points you can allocate for in your Constitution Cost.

Fluffy Deception

Prerequisite: Gricknack

Your nature of looking akin to a stuffed animal grants you the following ability.

  • You gain +1 on Stealth checks.
  • As long as you remain still, you are indistinguishable from an ordinary stuffed animal. If you arouse suspicion, or if a wary creature suspects something is amiss, they have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks they make to discover you.

Electromagnetic Glitch

Prerequisite: Wirewreck

Your unfortunate nature grants you the following ability.

  • Your Constitution score increases by 1, to a maximum of 20.
  • Once per long rest, you gain the ability to intentionally cause a glitch in your system. This glitch releases an EMP blast centered on you in a 10 foot radius. See Explosive Devices in Part 4 for descriptions on what an EMP does.

Overclock

Prerequisite: A.I. Robots

Your robotic nature grants you the ability to overwork, or Overclock, your processors.

  • Your Dexterity increases by 1, to a maximum of 20.
  • Once per long rest, you gain the ability to overwork your internal processors and go into an overclocked state for 30 seconds. While overclocked, you gain 10 feet to your movement speed, and advantage on Strength and Dexterity checks.

The Good Fluff

Prerequisite: Gricknack

Your the celestial hair woven together to make your stuffing grants you the following benefits.

  • Your Charisma increases by 1, to a maximum of 20.
  • You learn to speak, read, and write celestial.
  • You learn the Cure Wounds spell, and can cast it once without expending a spell slot. You regain the ability to cast it this way when you finish a short or long rest. Intellegence is your spellcasting ability for this spell.

PART 9

Enhanced Combat

Enhanced Combat

Lets face it. Though D&D has always been a combat centered role playing game, it tends to be one of the weaker areas of fith edition. This part is my attempt to remedy this situation by using homebrew rules to make combat a bit more hazardous, crunchier, and hopefully more engaging. Not that ultimately my goal with this part isn't to reinvent the wheel, but rather to "enhance" the combat system by changing a few things in the core rules, and adding a few things I personally felt are sorely needed -- especailly in a cyberpunk setting.

You don't have to use the rules presented herein, but I recommend your or your DM take a look through these rules, and at least pick out a few you find to be interesting. Likewise, some of the rules presented here may be relevant to some players, but not others. That's good! It helps to make everyone more varied and unique.

Author's Note The rules in this chapter are completely untested. If you test them out, shoot me a message on my Instagram (@thestevetippets) to let me know how it went. All criticism is welcome and wanted.

Combat Rules

Combat for tiny & large player races

Bleed-Out

When an individual takes a significant amount of damage from a single attack they start to bleed-out. Typically the damage must equal 3/4 of the max health but some instances may cause bleed-out to happen at the DMs discretion.

Once Bleed-Out begins the target suffers 10 damage per round minus their Constitution modifier (10 - Con/round). with each round the target must roll a Constitution save with the DC equalling 20 minus their Constitution modifier (DC = 20 - Con). with each success the amount of bleed-out damage is reduced by 5.

This condition can be removed with a lesser restoration spell.

Critical Fails on Firearms

One of the worst feelings is the gut sinking feeling of that hollow CLICK when you pull the trigger. It could be any number of things but it's never good- failure to fire, eject or simply breaking; it happens even in the best conditions.

Each failure with a firearm you must roll on this table to determine the effect. With each failure you expand the range of a critical failure by 1 (natural 1, to 1-2, 1-3 and so on) and you add an additional 1 to the table roll with each failure. Each consecutive failure adds 30cd to the repair cost.

Firearm Failure

1d20 Effect
1-5 Failure to Fire
6-10 Failure to Cycle
11-16 Failure to Eject
17-19 Barrel Wear
20 Inoperable

Failure to Fire. Spent round ejected, new round loaded, new round does not fire.

Failure to Cycle. Round fired, ejected, new round jammed during load.

Failure to Eject. Round fired, did not eject, new round can not load.

Barrel Wear. Round fired, ejected and cycled. Round missed due to barrel warp, bore/rifling wear, or simply the round was loaded improperly into casing and jammed inside the barrel. It does happen. each time you roll this result add -1 to attack rolls

Inoperable. Your firearm has had a critical component break. Whether it's the barrel cracking, trigger breaking, firing pin retainer not retaining the firing pin, or some other failure; your gun no longer works. Take the accumulated repair costs and double them to determine how much to repair the gun to be able to function again. Sometimes its cheaper to fix a gun than buy a new one, other times not so much.

If you rolled a 20 on the very first failure, take the total cost of the gun, including modifications, and use half of that as the repair cost.

Pinned

Individuals experiencing the frightened condition in a gun fight can use their action to move into cover so long as the cover is within a distance of half their Wisdom modifier (rounded down) times 5 (5x(wis/2)=distance) to a minimum of 5 feet; even if that distance is closer to the source of their fear. While behind cover and frightened, the target is considered pinned: they cannot move from cover or attack anything on the other side of their cover until they pass a wisdom saving throw (using the previous save DC).

Pain

Breaking Limbs

Dismembering Opponents

Switching Ammunition

Headshots

damage differs based on size. something like tiny: instant death Small: tripple damage medicum: double damage large: normal damage huge: just rules garguantan: immune put in rules for how it disables creatures, like making them permanently stunned or something. it gets more difficult to successfully hit the smaller the target is, but deals more damage and easier the larger it is, but deals less damage.

A Fine Pink Mist

explosions shred body, cannot resurrect creatures that drop below 0 hit points from explosives, as the body is blown into nothing. High magic like Wish needed to revert?

Noise & reinforcements

stricter weapon control

just because you can shoot a pistol doesn't mean you know how to use a sniper rifle

New Conditions

Asphyxiation

bleeding

pained?

PART 9

Conditions and Skills

Conditions and Skills

Games set in a more technologically advanced time frame requires new conditions that are not normally touched upon in more typical fantasy style games. How to interact in areas with zero or low gravity, encountering radiation, and how the passage of time affects pieces of weaponry and technology are included in this section. Also included in this section are several new skills your character may encounter, how they work, and what they do.

Conditions

While few players memorize all the conditions of the game, the DM often needs to keep them memorized in the event they occur. This section will be especially pertinent for the DM to look through.

Radiation

Radiation has potential to play an enormous role in any modern or high-tech campaign. From exposing evil corporations who pump radioactive waste into nature or water supplies to force citizens to buy their medicine to adventuring into an old nuclear site that had a meltdown, it is important to know how radiation will impact your character. Below is a list of important rules to note when taking radiation into consideration.

  • How much radiation an item is giving off or how prominent it is in an area depends entirely on the radiation level.
  • Radiation spreads in a sphere from the center of an irradiated area, object, or creature to a range of 10 feet per radiation level, lowering in potency by one stage for every 10 feet.
  • Radiation travels through structures, objects, and creatures.
  • Radiation strips away magic, reducing the caster level of any spells by twice the radiation level. When the caster’s caster level is not high enough to cast the spell, it automatically fails. Channel Divinity and radiation based spells work without issue.
  • Noticing an area of radiation or an irradiated object requires a Wisdom (Perception) check against a DC determined by the radiation level. Items like a Geiger counter or spells that detect radiation can also reveal the level of radiation on an object, person, or in an area.
Radiation Table
Radiation Level Perception DC Caster Level Penalty Radiation Effects
1 20 -2 Exposure to level 1 radiation is relatively harmless, and only results in minor long term consequences after a couple months of constant exposure. Such consequences include hair loss, cancer, tumors, susceptibility to diseases, and other similar effects.
2 19 -4 1d4 radiant damage every other turn (no save). DC 8 Constitution saving throw every hour or gain 1 level of the exhaustion condition
3 18 -6 2d4 radiant damage every other turn (no save). DC 12 Constitution saving throw every hour or gain 1 level of the exhaustion condition
4 15 -8 2d6 radiant damage every other turn (no save). DC 16 Constitution saving throw every hour or gain 1 level of the exhaustion condition
5 14 -10 3d6 radiant damage every other turn (no save). DC 14 Constitution saving throw every 10 minutes or poisoned condition for 10 minutes
6 13 -12 3d8 radiant damage every other turn (no save). DC 16 Constitution saving throw every 10 minutes or poisoned condition for 10 minutes
7 12 -14 4d8 radiant damage every other turn (no save). DC 18 Constitution saving throw every 10 minutes or poisoned condition for 10 minutes
8 10 -16 4d10 radiant damage every other turn (no save).
9 8 -18 5d10 radiant damage every other turn (no save). Technological items (all modern nonmagical items, including cybernetics, weapons, vehicles, and any other "modern" item) stop functioning as radiation destroys their inner mechanisms. Technological races like the ones presented in this compendium are not effected by this, but do take the damage as normal.
10 5 -19 4d12 radiant damage every other turn (no save). At this point, the radiation is so intense that it warps and destroys the very magic of the area -- magic items stop functioning when exposed to radiation of this level. Additionally, technological items begin to decay and break down completely. For each turn a technological item spends in level 10 radiation, it gains 1 radiation point. When an item has 5 radiation points, it is destroyed. One radiation point is removed naturally for every two years an item spends outside an area of radiation. Some spells may be able to remove them quicker.
11 0 -20 5d12 radiant damage every other turn (no save). The intensity of radiation's effect on magic at this level is enough to completely destroy and suppress any and all magical means. When an artifact is completely within an area with level 11 radiation its functions are suppressed completely (rendering it as a normal mundane object), but it is not destroyed and can still only be destroyed in it's ascribed manner. Additionally, magical items begin to break down at this level as well. All magical items (except artifacts) take 1 radiation point for every turn it spends in level 11 radiation. When the magical item has 5 radiation points it is destroyed.
Radiation Damage

An alternate damage type possibility for radiation could be either necrotic or poison, rather than radiant. It could also be a combination of those damage types.

specify somewhere about casting ranged spells into a radiation areas. you can't cast Power Word: Death into an area that has a radiation level of 11 for example. Radiation automatically lowers the level of the spell cast down to minimum acceptable -- dispelling it if the level is to high. It continues to consume the same spell slot as cast though.

make table more concise and streamlined. also explain more about the table and the process that created it

About the table

I'm actually quite proud of how the radiation table turned out, as a lot of thought and math went into developing it.

Mutations

Whether you were born with them, or developed them later in life through unfortunate means, mutations are a fact of life for many individuals in a cyberpunk reality. Mutations can occur from any number of incidents, such as being exposed to constant or powerful radiation, falling into heavily polluted rivers, strange magic or experiments, or anything else your DM comes up with. Majority of the time, mutations are given out by your DM as they see fit, with the rare exception being the Radiation Freak subclass and a few spells.

Mutations are designed to be generally harmless, neither benefiting nor harming your character in any way other than cosmetically. Exceptions are again determined by your DM. I've provided a basic example of both a positive and negative effect from mutations here to provide a potential jumping ground. Positively, a creature that develops extra eyes from mutations may gain advantage on sight based Perception checks, given the eyes are uncovered. Negative exceptions might occur in penalties when making Charisma checks due to your unsavory appearance.

To gain a mutation, roll on the first d20 table to determine what your mutation is, and then roll on the d20 body location table to determine where the mutation takes place. Some mutations (such as tentacles replacing limbs) may not apply to all places on the body location table. If you do gain one of these mutations simply choose a place that makes sense for the mutation. Other mutations (such as growing multiple eyes or mouths) have several mutations at once. You can roll these mutations individually, giving each new eye a different place, or you can have them all develop in one place.

Constructs and undead cannot be mutated, and mutations cannot appear on body locations that have been replaced with cybernetics.

1d20 Mutation
1 An additional 1d6 eyes, half of which (rounding up) constantly weep and fill with puss
2 An additional 1d4 ears of various sizes and shapes
3 An additional 1d6 mouths that cannot eat or speak
4 An additional 1d4 limbs, all of which are small, misshapen, and unusable
5 The creature's teeth become grossly oversized and sharp, making it impossible for them to close their mouth completely and causing them to slur their speech
6 The creature develops a massive tumor somewhere between the size of a fist and a cantaloupe
7 1d3 large hornlike growths protrude from beneath the creature's skin
8 The creatures facial features become significantly distorted in size and location
9 The creature constantly develops painful lesions that crack and leak puss before disappearing
10 1d4 of the creature's limbs mutates into a tentacle the color of a bruise. Apply natural weapons (like claws) as necessary.
11 The creature begins to grow thick coarse fur over 1d4 body locations. If it already has fur, it instead loses fur in 1d4 body locations.
12 The creature's limbs become freakishly long and spindly
13 The creature's skin in 1d4 body locations becomes painfully dry and develops deep cracks
14 A small vestigial face develops
15 The creature's finger and toenails grow four times as fast, and painfully bleed when cut
16 Hair on the creature thins out, but grows four times as fast. The creature's hair pulls out with no effort.
17 The creature's flesh becomes incredibly soft, and feels similar to a badly bruised apple when touched
18 The creature's skin becomes slightly translucent
19 The creature constantly appears as though violently ill
20 1d4 extra digits appear on 1d4 of the creature's appendages
1d20 Body Location
1 Top of head
2 Front of head
3 Sides of head
4 Neck
5 Chest
6 Shoulder(s)
7 Back
8 Belly
9 Armpit(s)
10 Upper arm(s)
11 Elbow(s)
12 Lower arm(s)
13 Hand(s)
14 Back of Head
15 Backside
16 Upper leg(s)
17 Knee(s)
18 Lower leg(s)
19 Foot or Feet
20 Hip(s)

Timeworn Technology

Between languishing in forgotten ruins open to the elements, being used by those ignorant of the nature of this technology, and having no one skilled at building, maintaining, or repairing such devices, many technological items are “timeworn” — damaged and malfunctioning (when not completely nonfunctional). These malfunctions manifest in two ways: limited charges and glitches.

Only technological items that consume charges or pharmaceutical items can be affected by these timeworn rules.

A piece of timeworn technology may have additional aesthetic and functional differences from a new piece of the same equipment. Many of these effects are purely cosmetic, such as cracks in the casing of a grenade or primitive etchings on a suit of technological armor placed there by a barbarian millennia ago (DMs are encouraged to use the tables found at pages 142 and 143 of the Dungeon Master’s Guide to help add character to these items). Pieces of timeworn technology may also have minor mechanical effects beyond glitches (at the DM’s discretion). A timeworn phaser might constantly hum at a low but noticeable frequency.

A timeworn Blitz Cannon could be caked in a strange viscous fluid that has a pungent odor, making its wielder more easily tracked via scent. Timeworn technological items should clearly evoke a sense of age and danger, and even the most standard piece of gear can be made unique based on individual deteriorations.

Note that not every technological item is timeworn, but most technology that PCs encounter outside of the deepest and most remote of ruins will be. These items function as presented in the previous chapter, can be recharged, and do not suffer glitches.

Timeworn technology also has the following properties.

Non-Rechargable

Timeworn technological items can’t be recharged or reloaded. When a timeworn technological item is properly identified or first used, roll randomly to determine how many uses it has left before it becomes useless.

Glitches

Timeworn technology sometimes doesn’t work the way it was originally intended to. When an item glitches, its effect is hampered or enhanced, as determined by a d100 roll. See below for a complete list of glitch effects for armor, weapons, pharmaceuticals, and other technological equipment. Not all glitches are catastrophic; they represent unpredictable effects, for good and ill.

Timeworn Technology Glitches Timeworn technology doesn’t always work as intended. There’s a 50% chance that timeworn items glitch under the following conditions.

  • When an item is first used after a month or more of inactivity.
  • Anytime a single-use consumable is used.
  • When using an item in a way that would drain its last charge.
  • When an item requires a d20 roll (such as an ability check or an attack roll) to activate or use, and that roll results in a natural 1.
  • When a critical hit is scored against the wearer of an active defensive item, such as armor or a force field.

Not all glitches are catastrophic. When an item glitches, its effect is hampered or enhanced, as determined by a d100 roll. For items that can consume a variable number of charges, these additional charges do not affect the item’s performance; if such an item must consume twice as many charges, the amount is based on how many charges the user intended to use. When a glitch would cause an item to consume more charges than it currently holds, the item is drained of all charges and fails to function, but any negative effects still occur. Items that fail to function simply shut down if activated, and cannot be activated again for 1 round.

Armor Glitches
d100 Glitch
01-02 Armor abilities don't function. All remaining charges are drained.
03-05 Armor* seizes up and abilities don’t function. The wearer is paralyzed for 1 round.
06-10 Armor doesn’t function, but still consumes the normal number of charges.
11-18 Armor doesn’t function, but no charges are lost.
Armor Glitches Continued
d100 Glitch
19-50 Armor uses twice as many charges as normal (or expends an extra activation’s worth of charges if already active).
51-75 Armor functions normally.
76-80 Armor functions better than anticipated. Its AC improves by 1 for the duration of this charge.
81-90 Armor functions much better than anticipated. Its AC improves by 2 for the duration of this charge.
91-98 Armor functions normally; no charges are consumed by this use.
99-100 Armor functions normally and a power surge restores 1d6 charges to the item (up to but not exceeding its capacity).

*For a shield, the shield’s wielder is not impeded by the glitch.

Generic Item Glitches

d100 Glitch
01-02 Item does not function. All remaining charges are drained.
03-05 Item does not function, but still consumes the normal number of charges.
06-10 Item does not function, but no charges are lost.
11-18 Item uses twice as many charges as normal and jolts the user for 1d6 points of lightning damage, but otherwise functions normally.
19-50 Item uses twice as many charges as normal, but otherwise functions normally.
51-75 Item functions normally.
76-80 Item functions better than anticipated, and grants a +1d4 bonus on any ability check attempted with this use.
81-90 Item functions far better than anticipated, and grants advantage on any ability check attempted with this use.
91-98 Item functions normally and this use does not consume any charges.
99-100 Item functions normally and a power surge restores 1d6 charges to the item.

cybernetic and vehicle glitches needed

Pharmaceutical Glitches
d100 Glitch
01-02 Spoiled. Treat as poisoning by Assassin’s Blood (found on page 257 of the Dungeon Master’s Guide)
03-11 Spoiled. Treat as exposure to Sewer Plague (found on page 257 of the Dungeon Master’s Guide)
12-20 Spoiled. Patient is poisoned for 1d6 x 10 minutes
21-30 Spoiled. Patient is poisoned for 1d6 rounds
31-40 Spoiled. No effect.
41-50 Less potent. Decrease all saving throw DCs by 2*. Use minimum values for all random results (such as healing). Decrease durations by 50%.
51-60 Normal effect, but causes one level of exhaustion if the patient fails a DC 15 Constitution saving throw.
61-75 Normal effect, but hallucinogenic (disadvantage on Wisdom (Perception) checks and as if affected by the confusion spell for 2d4 rounds, until the patient makes a successful DC 15 Constitution saving throw).
76-85 Normal effect.
86-95 More potent. Increase any saving throw DCs by 2*. Reroll any result of 1. Increase durations by 100%.
96-100 Far more potent. As above, but treat as 2 doses.

*For a cardioamp, decrease the saving throw DCs on a more potent result, and increase the saving throw DCs on a less potent result.

Timeworn pharmaceuticals have a chance of glitching when the dose is administered, even if another dose was recently used effectively.

Weapon Glitches
d100 Glitch
01-02 Weapon does not function. All remaining charges are drained.
03-05 Weapon does not function, but still consumes the normal number of charges.
06-10 Weapon consumes twice as many charges as normal and deals 1d6 points of lightning damage per charge consumed (minimum 1d6) to the user.
11-18 Weapon consumes twice as many charges as normal.
19-50 Weapon functions normally but flashes brightly, blinding the wielder and adjacent creatures for 1 round unless they make a successful DC 15 Dexterity saving throw.
51-75 Weapon functions normally.
76-80 Weapon functions better than anticipated, granting advantage on attack rolls made with that weapon for 1 round.
81-90 Weapon functions much better than anticipated, granting advantage on attack rolls made with the weapon and an extra 1d6 damage on a successful hit.
91-98 Weapon functions normally, and this use does not consume any charges.
99-100 Weapon functions normally, and a power surge restores 1d6 charges to the item (up to but not exceeding its capacity).

Weapons used to make more than one attack in a turn might glitch multiple times during that turn.

Zero-G Combat

Situations arise when the characters are on a derelict station with no artificial gravity or they must deal with a dangerous entity that has latched itself onto the ship’s hull. Lack of sound, dulled perceptions, and limited freedom of movement can create complications. The following combat rules apply when in Zero-G.

Attacking in Zero-G

When making a melee weapon attack, a creature who is floating in Zero-G has disadvantage on their attack roll. If a creature is grappled, both the grappled creature and the creature that grappled it may make melee attacks on each other at no penalty. A creature making a ranged weapon attack has disadvantage to their attack roll unless they are also holding onto a secured, solid object with their off-hand, such as a secured beam or a hatch handle. The disadvantage penalty to both melee and ranged weapon attacks may also be offset while wearing specialized gear, such as magnetic boots, or while under the effect of a feat such as the Zero-G Training feat. You can operate firearms in space.

Low and High Gravity

While moving in gravity that is closer to half than normal (low-gravity) you can double your jumping distance and carrying capacity. When the gravity is closer to twice than normal (high-gravity), your jump distance and carrying capacity is halved. Also, you move in high-gravity as if you were in difficult terrain.

Moving in Zero Gravity

To move in zero gravity, you must be within 5 feet of a secured, solid surface and make a successful DC 10 Dexterity (Acrobatics) check. You move in a straight line at your full normal speed each round.

Stopping your move or changing your move direction requires you to be within 5 feet of a secured surface or a securely fastened item you can grab onto such as a beam, hatch handle, outstretched hand, or other such object. You must then spend a bonus action and succeed on a DC 10 Dexterity (Acrobatics) check. If you fail this check, you continue to move. If you encounter a secured, solid surface before your next turn, you crash into the surface and are considered prone until the end of your next turn.

The skill checks required for both moving and stopping may be made as passive checks if you are not involved in combat or other stressful situations.

Other Actions in Zero-G

Making a melee or ranged weapon attack while you are moving in Zero-G does not stop your movement. Making a ranged weapon attack does not stop your movement unless you are using a weapon with the Heavy property. If you fire one of these weapons while moving or floating in Zero-G, you move at a rate equal to your walking speed in the opposite direction of your intended target, regardless of whether or not the attack was successful (see “Moving in Zero Gravity” earlier in this chapter). You may not use the Dash, Disengage, or Dodge actions. Moving past another creature does not provoke opportunity attacks.

Operating in Vacuums

Places that lack gravity more often than not take place in vacuums (such as space). These vacuums are most notably characterized by the lack of air, which introduces several problems expanded upon here.

  • Sound requires some form of medium to travel through, and thus no sound -- like talking or screaming -- can be produced in space without without specialized means, such as a spacesuit or spell. Because a creature cannot produce sound in a vacuum without these means, they cannot cast spells that require verbal components.
  • Because sound cannot be produced in a vacuum, any creatures in a vacuum cannot verbally communicate. Communication can be achieved through means such as telepathy, radio communication (such as a radio included in a spacesuit), or other means of nonverbal communication such as hand gestures.
  • All creatures in a vacuum are automatically considered to be deafened (except as described above).
  • Fire requires oxygen to survive, and thus cannot be produced in a vacuum. Any effect, spell, item, or other means that would produce fire automatically fails if you are in the vacuum of space.
  • Creatures that need to breathe to survive cannot survive in a vacuum. Any creature that needs to breathe and is exposed to a vacuum without proper preparation must immediately follow the rules for suffocation.

Getting Sucked Out

When in places such as a space station, the most dangerous hazard is the potential of getting sucked out into space. Usually this happens when the hull of the station or ship breaches, but exceptions can happen as necessary. The general rules apply when such an event happens, and characters "get sucked out". Such an event is practically always sudden and surprising, and characters rarely if ever have the wherewithal to react to getting sucked out.

When an event that would suck characters or creatures out takes place, the following events happen in numerical order. These events are designed to be immediate and jarring, and stage 7 should be reached within two turns at the absolute most with the second turn beginning at stage 4. It is helpful to have the characters role initiative as soon as the event takes place and have them take actions accordingly to help manage the chaos. Actively try to resolve these turns as rapidly as possible with your players to give the scenario a more urgent and stressful feeling.

Realistically, in the real world these events would all happen simultaneously within one or two seconds of the hull being breached, but the Rule of Cool dictates the players should have a chance to interact in scenarios like this (otherwise they will feel railroaded), so I've attempted to develop a system that allows them to do so while still keeping the inherent danger and stress prevalent.

Turn 1

  1. All creatures and players in the breached areas are immediately surprised unless they explicitly knew the event was about to take place beforehand and took at least two turns to prepare themselves in some logical way (such as strapping themselves down, rushing towards an exit for the area, or finding a way to preserve their breath).
  2. As soon as the breach forms, all air in the location is immediately and violently sucked out into the vacuum, carrying everything in the area with it. All creatures in the location affected location must pass a DC 23 Constitution saving throw to hold their breath. All creatures that need to breathe and fail this save immediately begin suffocating. Creatures that don't need to breath, and creatures that are prepared for this step (such as wearing a space suit or through the usage of magic) may ignore this step.
  3. All creatures in the vicinity are deafened as the air in the affected area rushes out into the vacuum at breakneck speeds.
  4. All items and creatures that are not firmly attached to the location are immediately sucked out into the vacuum. If a creature is sucked out, they move in that same direction at two to four times their normal speed, or at a set amount of distance per round (both options are determined by the DM). Creatures (and objects) continue moving at this speed as prescribed in the Zero-G rules, and only stopped when they meet the criteria also found in the Zero-G rules. Creatures can make a DC 26 Dexterity saving throw to grab onto something to prevent getting sucked out. If a creature successfully grabs onto something, it must then make a DC 27 Strength saving throw to continue holding on.

Turn 2

  1. At this point, the location itself will usually react, assuming it isn't completely destroyed and is still able to function. To prevent complete loss of life and the total destruction of the location, computerized systems will automatically engage in lockdown procedures, causing three things to happen. First, the doors surrounding the area will automatically close and seal themselves off, trapping everything in the breached area to preserve everything else. These doors usually cannot be reopened until the breach is sealed. Second, the lights throughout the location will turn off to conserve power and flash with emergency colors. Finally, the location will blare loud warning sounds until the breach is sealed to notify and grab the attention of any other creatures inside the safe areas of the ship. I encourage the DM to be creative with this step. Will the lights all blink at once, or will they lead others to the breached area? What if the location was built by a race of deaf beings, so instead the location sent out frequent static shocks to grab the attention of the other crewmates? Stuff like that makes this unique encounter more memorable than it already hopefully is, especially to those who aren't in the breached location.
  2. If a creature grabbed onto something as described in stage 4, they must make another strength saving throw of the same DC to continue holding on as the last of the air is sucked out into the vacuum.
  3. By stage 7, all the hair has been sucked out of the location, and the area is now under Zero-G rules. Any remaining creatures grabbing on to the location as described in stages 1, 4, and 6 are now free to release themselves. Any creatures or objects that did get sucked out continue to travel in that direction unless they are stopped as described in the Zero-G rules.

Turn 3 & Beyond

  1. Even though a creature can no longer get sucked out by this stage, they must still actively try to resolve their situation as fast as possible. Important objects and creatures that got sucked out need to be retrieved as fast as possible before they become too far away to do so. Players still need to deal with any potential hostile creatures that still remain. Players are still deafened, following the rules of communicating as described above in the Operating in Vacuums section. Lastly and most importantly, most creatures are likely still holding their breath, and they're locked out of the rest of the location with breathable air! They'll need to swiftly deal find another entrance, get someone on the other side to force open the door (potentially causing them to get sucked out as well), or swiftly patch the breach before they suffocate.
  2. When all of this is said and done, all surviving creatures take two levels of exhaustion.

Getting sucked out is a dangerous and serious matter, and the DM should not throw this situation at the players without proper consideration of the outcomes, which could easily be several player and important npc deaths. This system is intentionally punishing, as getting sucked out into a vacuum like space is not something one can easily walk away from. I strongly recommend giving the players hints this will happen before this scenario begins, allowing them to have the chance to prepare as described in stage 1.

explain the cybernetic language and ALOMU (techie background)

Crafting

Based on the crafting formula from Kibble's Compendium of Craft and Creation

Cybernetics

Quick Reference

Here's the steps you'll go through to build a cybernetic heart (and potentially other cybernetics)

  1. Select what cybernetic you'd like to create (you've chosen a cybernetic heart for this example).
  2. Acquire the required components to craft the cybernetic.
  3. Create the cybernetic part.
  4. For every 2 hours spent creating the cybernetic part, make a crafting roll of 1d20 + your Intelligence modifier + your proficiency with Engineering Kits. On a success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the cybernetic part is complete. On a failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.
  5. Once you've successfully completed the creation of the cybernetic part, begin to install it into the recipient.
  6. For every 2 hours spent installing the cybernetic part, make a crafting roll of 1d20 + your Dexterity modifier + your proficiency with Surgical Tools. On a success, you mark 2 hours of completed time. Once the completed time is equal to the installation time, the part is successfully installed into the recipient. If you fail 2 times in a row, the installation is a failure and the body of the recipient rejects the part. If this surgery involves a major cybernetic part (such as a heart, neuralware, other internal part, or any part with a constitution cost of over 4), the surgery is botched, the recipient immediately drops to 0 hit points, and fails a death saving throw.
  7. Alternatively, if you're just creating a cybernetic part without installing it, skip steps 5 & 6.

Note

These steps can optionally be split between two different players. One player crafts the cybernetic, while a different one installs it.

Materials: Metal & Electronics

To craft a cybernetic heart, you'll need small bits of metal and electronic parts such as computer chips and wires. Both of these can be purchased, but they can also be scavenged from just about anywhere from a radio to your nosy wirewreck neighbor down the hall. Hearts are sensitive organs that require quality materials, so expect to pay quality prices as well. If you purchase the materials, you'll need to spend the following amount on metals and electronics:

  • Metal: 350 credits
  • Electronics: 450 credits

If you choose to scavenge the materials from somewhere else, you'll spend about 5-7 hours doing so. Finding high quality materials takes time after all. Make a Wisdom (survival) check every 2 hours you spend gathering materials. The DC is determined by your DM, and should be based on where you're getting the materials from. On a failure, the search is fruitless.

Optionally, you may need some form of blueprint to craft a part (up to your DM). How you acquire this is again up to your DM. Remember, megacorporations don't just hand out the secrets to their products!

Skills

Skills are what defines who is better at doing what. While the basic system provided by WOTC contains several useful skills, as always a more updated time period warrants the explanation of a few new skills that will without a doubt be needed at least once in almost every modern or sci-fi campaign. These skills are listed below.

Mechanics (Intellegence)

You are well acquainted with the inner mechanisms of machines and how they function as a whole. Repairing timeworn technology, adding new modifications onto vehicles, disabling drones and cameras, fixing damaged cybernetics, and anything else that involves machinery all come second handedly to you. In addition, you know how to heal and stabilize Robots, Wirewrecks, and Gricknacks. Due to their mechanical origin, standard medicine cannot be used to heal or stabilize them.

Bards, fighters, rangers, rogues, and wizards add mechanics to the list of skills they may pick from during character creation. the following Backgrounds may exchange one of their offered skills for Mechanics: Criminal, Outlander, Sailor, Soldier.

Science (Intelligence)

You're familiar with the application of science - collecting samples, performing experiments, realizing hypothetical designs, finding radio frequencies, understanding the nuances of nuclear energy, handling radioactive materials, and so on.

Bards, monks, rangers, rogues, and wizards add Science to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Science: Guild Artisan, Hermit, Noble, and Sage.

Technology (Intelligence)

You know how to hack into terminals, protect your devices from other technologists, understand how a device unknown to you functions, locate radio frequencies, and anything else that falls under “hit the keys to make things happen” that doesn’t qualify as music. The majority of checks using this skill are either against a DC determined by the GM (such as hacking a lock or hot wiring a terminal), or as an opposed check against an opponent who also has the Technology skill (such as a security measure installed by the original programmer of a device).

Bards, fighters, rogues, sorcerers, and wizards add Technology to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Technology: Charlatan, Criminal, Entertainer, Guild Artisan, Noble, Sage, Sailor, and Soldier.

Vehicle Handling (Dexterity)

You can handle, operate, and drive a vehicle like no other. Whether it's driving a car, piloting a submarine, or flying a hot air balloon makes no difference to you, you can control them all. Crashing a vehicle or engaging in vehicular combat is far less dangerous when you sit in the drivers seat, so you make a valuable member to any adventuring party.

You must gain proficiency in each type of vehicle individually. Feats, classes, and backgrounds will tell you what type of vehicle you are proficient in. If it does not directly specify which type you can choose for yourself. The four types of vehicles are Land, Water, Air, and Space. Space vehicles are not covered in this compendium.

Fighters, monks, rangers and rogues add Vehicle Handling to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Vehicle Handling: Criminal, Sailor, and Soldier.

add support for artificer class in skills

PART 10

Spells

Modern Spells

This part describes spells for a more modernized or futuristic setting. These spells relate to computers, vehicles, space, radiation, drugs, and other similar topics. These spells are available at character creation, can be discovered in libraries, ancient computer systems, or other storehouses of magical or technological knowledge.

Technomagic

Some spells in this section have a special tag: technomagic. Such spells are cast normally, but the technomagic tag indicates that their magic specifically references and interacts with computer systems and electronic devices.

Spell by Class

The following spell lists show which of the new spells are for which class.

Artificer Spells

Cantrips (0 Level)
  • Arcane Graffiti
  • Autosave
1st Level
2nd Level
  • Arcane Hacking
  • Burgular's Buddy
3rd Level
4th Level
  • Antitech Magic Circle
5th Level

Bard Spells

Cantrips (0 Level)
  • Arcane Graffiti
  • Boomerang Shot
  • Knack
  • Magic ID
  • Muffle
  • Rebound Shot
  • Spy
  • Surge
1st Level
  • Detect Radiation
  • Electrify Metal
  • Technomancy
  • Tactorbeam
  • Weld
2nd Level
  • Burglar's Buddy
  • Censor from Photographs
  • Deny
  • Fathom
  • Intercept Communication
3rd Level
  • Camouflage Vehicle
  • Weightlessness
4th Level
  • Signal Jam
  • Telaros’s Speedcycle
6th Level
  • Awaken Vehicle
  • Downloadable Scry
  • Telaros’s Terrific Transport
7th Level
  • Commandeer Vehicle
  • Memory of Function
8th Level
  • Erase

Cleric Spells

Cantrips (0 Level)
  • Spy
1st Level
  • Detect Radiation
  • Power Device
  • Weld
2nd Level
  • Autosave
  • Conjure Turret (ritual)
  • Deny
  • Fathom
  • Find Vehicle
3rd Level
  • Freewire
  • Protection from Ballistics
4th Level
  • Irradiate Weapon
  • Reconstruct Vehicle
  • Remove Radioactivity
  • Shape Metal
5th Level
  • War Mantle
6th Level
  • Awaken Vehicle
  • Downloadable Scry
7th Level
  • Antitech Field
  • Memory of Function
8th Level
  • White Dwarf

Druid Spells

Cantrips (0 Level)
  • Knack
  • Arcane Graffiti
1st Level
  • Detect Radiation
  • Electrify Metal
  • Weld
2nd Level
  • Plant Bug
3rd Level
  • Irradiate
  • Pollution Blast
  • Polybrachia
4th Level
  • Antitech Magic Circle
  • Find the Road
  • Remove Radioactivity
  • Shape Metal
5th Level
  • Awaken Vehicle
  • Commune with City

6th Level

  • Downloadable Scry
7th Level
  • Splice
8th Level
  • White Dwarf

Paladin Spells

1st Level
  • Detect Radiation
  • Power Device
2nd Level
  • Antimatter
  • Conjure Turret (ritual)
  • Deny
  • Fathom
  • Find Vehicle
3rd Level
  • Polybrachia
4th Level
  • Irradiate Weapon
  • Telaros’s Speedcycle
5th Level
  • War Mantle

Ranger Spells

Cantrips (0 Level)
  • Arcane Graffiti
  • Spy
1st Level
  • Detect Radiation
2nd Level
  • Antimatter
  • Chaos Shot
  • Conjure Turret (ritual)
  • Dataread
  • Intercept Communication
3rd Level
  • Camouflage Vehicle
  • Polybrachia
  • Weightlessness
4th Level
  • Find the Road
  • Telaros’s Speedcycle
5th Level
  • Haywire

Sorcerer Spells

Cantrips (0 Level)
  • Arcane Graffiti
  • Boomerang Shot
  • Continuous Cord
  • Knack
  • Magic ID
  • On/Off
  • Radiation Pulse
  • Rebound Shot
  • Surge
1st Level
  • Degauss
  • Detect Radiation
  • Infallible Relay
  • Irradiate
  • Power Device
  • Remote Access
  • Tactorbeam
  • Weld
2nd Level
  • Arcane Hacking
  • Burglar's Buddy
  • Censor from Photographs
  • Chaos Shot
  • Digital Phantom
  • Find Vehicle
3rd Level
  • Haywire
  • Invisibility to Cameras
  • Irradiate Weapon
  • Polybrachia
  • Protection from Ballistics
4th Level
  • Conjure Knowbot
  • Synchronicity
  • System Backdoor
  • Wire Walk
5th Level
  • Commune with City
  • Dominate Machine
  • Haywire
  • Shutdown
7th Level
  • Antitech Field
  • Commandeer Vehicle
  • Splice
8th Level
  • Erase
9th Level
  • Nuke
  • Paradox

Warlock Spells

Cantrips (0 Level)
  • Knack
  • On/Off
  • Radiation Pulse
  • Rebound Shot
  • Spy
  • Surge
1st Level
  • Antimatter
  • Degauss
  • Infallible Relay
  • Power Device
  • Remote Access
2nd Level
  • Arcane Hacking
  • Censor from Photographs
  • Chaos Shot
  • Digital Phantom
  • Find Vehicle
  • Plant Bug
3rd Level
  • Combat Malware
  • Haywire
  • Invisibility to Cameras
  • Pollution Blast
  • Polybrachia
  • Protection from Ballistics
4th Level
  • Conjure Knowbot
  • Synchronicity
  • System Backdoor
5th Level
  • Commune with City
  • Dominate Machine
  • Haywire
  • Shutdown

6th Level

  • Downloadable Scry
7th Level
  • Commandeer Vehicle
  • Splice
9th Level
  • Paradox

Wizard Spells

Cantrips (0 Level)
  • Arcane Graffiti
  • Boomerang Shot
  • Continuous Cord
  • Knack
  • Magic ID
  • Muffle
  • On/Off
  • Radiation Pulse
  • Rebound Shot
  • Surge
1st Level
  • Burglar's Buddy
  • Degauss
  • Detect Radiation
  • Infallible Relay
  • Power Device
  • Remote Access
  • Technomancy
  • Tactorbeam
  • Weld
2nd Level
  • Arcane Hacking
  • Autosave
  • Censor from Photographs
  • Dataread
  • Deny
  • Digital Phantom
  • Find Vehicle
  • Plant Bug
3rd Level
  • Camouflage Vehicle
  • Combat Malware
  • Freewire
  • Invisibility to Cameras
  • Polybrachia
  • Protection from Ballistics
  • Weightlessness
4th Level
  • Conjure Knowbot
  • Reconstruct Vehicle
  • Remove Radioactivity
  • Signal Jam
  • Synchronicity
  • System Backdoor
  • Wire Walk
5th Level
  • Commune with City
  • Dominate Machine
  • Haywire
  • Shutdown
6th Level
  • Downloadable Scry
  • Telaros’s Terrific Transport
7th Level
  • Antitech Field
  • Commandeer Vehicle
  • Splice
8th Level
  • Erase
  • White Dwarf
9th Level
  • Nuke
  • Paradox

 


  • Casting Time:
  • Range:
  • Components:
  • Duration:

Antimatter

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a non-magical ranged weapon of your choice that deals piercing damage, charging each shot in its magazine with terrifying anti-matter that viciously shreds through the air with the deafening sound of cackling unstable energy. Targets struck by this enchanted ammunition take additional damage equal to one additional roll of that weapons damage dice. Attacks made with antimatter rounds can be fired at long range without the imposition of disadvantage, and deal necrotic damage instead of piercing. Creatures that are reduced to 0 hit points from a weapon attack using antimatter rounds die instantly and disintegrate into nothing. Unfired rounds in the magazine after this spell ends disintegrate into fine dust particles. This spell ends early if the target weapon is reloaded.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll one additional dice of that weapons damage dice for every spell slot level above 3rd.

Antitech Field

7th-level abjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius sphere)
  • Components: V, S, M (a pinch of rust)
  • Duration: Concentration, up to 10 minutes

You bring into being a mobile, hemispherical energy field that prevents technological items, signals, and creatures from entering.

An antitech field suppresses any technological effect used within, brought into, or deployed into the area, but does not destroy it. Time spent within an antitech field counts against the suppressed effect’s duration.

Robots and other nonmagical constructs that come in contact with an antitech field must attempt a Constitution saving throw each round they remain in the field or be stunned. An affected creature can make a new Constitution saving throw at the end of each of its turns. On a success, they are no longer stunned, but suffer disadvantage on their ability checks and attack rolls until it leaves the antitech field.

Partially technological creatures such as those with cybernetics suffer disadvantage on all attack rolls and ability checks if they fail this saving throw, but are not stunned. Note that cybernetic upgrades do not function in an antitech field, and all benefits granted by such upgrades are suppressed. If a creature with a cybernetic heart enters an antitech field, they drop to 0 hit points and must begin to make death saving throws. If they have cybernetic lungs, they begin to suffocate.

Non-technological creatures can enter the area, as can regular missiles like sling stones and arrows. Technological missiles such as bullets and missiles, as well as high-tech rays like lasers and particle beams, immediately halt upon contacting the field, and either drop to the ground harmlessly or detonate. The antitech field does not offer any protection against explosions caused by technological explosives detonating against it thus, creatures within the field could still take damage from an explosive that explodes against it.

If a creature is larger than the area enclosed by the barrier, any part of the creature that lies outside the barrier is unaffected by the field.

This spell can be used only defensively, not aggressively. Forcing an antitech field against technological creatures causes it to collapse.

Antitech Magic Circle

4th-level abjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (powdered copper worth at least 1,000cd, which the spell consumes)
  • Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. While active, the following effects take place:

  • Technological creatures can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • Technological creatures suffer disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by technological creatures.
  • When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a technological creature from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th.

Arcane Graffiti

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a can of spray paint)
  • Duration: Until dispelled

This spell allows you to inscribe your personal rune, a graphic image, or a short message, on a nonliving creature or object. The graffiti can be no larger than 6 feet in height and 7 feet in length, and can consist of no more than eight words. An arcane graffiti spell enables you to etch, paint, or otherwise imprint the graffiti upon any substance (even stone or metal) without harming the material upon which the mark is placed. The graffiti can be visible or invisible. If invisible graffiti is made, the casting of any spell within 30 feet causes it to become visible for 5 rounds.

Arcane Hacking

2nd-level transmutation (technomagic)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Hacking Tools)
  • Duration: Concentration, up to 1 hour

You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd level and lower protective spells such as arcane lock or glyph of warding by making an Intelligence check using hacking tools against the spell save DC of the spell’s caster.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to break protective spells of one level higher for each slot level above 2nd.

Awaken Vehicle

6th-level transmutation


  • Casting Time: 8 hours
  • Range: Touch
  • Components: : V, S, M (holy motor oil worth at least 150,000cd, which the spell consumes)
  • Duration: Instantaneous

After spending the casting time tracing blessed motor oil in magical roadways along the exterior of the vehicle, you touch a huge or smaller vehicle. The vehicle becomes a sentient vehicle, and gains an Intelligence, Wisdom, and Charisma of 10. The target also gains the ability to speak one language you know. The vehicle gains senses similar to a human’s.

The awakened vehicle is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened vehicle chooses whether to remain friendly to you, based on how you treated it while it was charmed.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the vehicle can be of any size.

Autosave

Cantrip abjuration (technomagic)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (the 'Control' and 'S' keys from a computer)
  • Duration: 8 hours

You touch a computer, imbuing it with protective energy over its files. Files on the computer will automatically save, repeatedly. If the computer crashes, runs out of power, or encounters other difficulties, its files will be in the state they were left when the computer is returned to working order. This will not work if the computer is completely destroyed. After 8 hours, the computer no longer auto-saves its content.

Boomerang Shot

Cantrip transmutation


  • Casting Time: 1 action
  • Range: Firearm range
  • Components: V, M (a ranged weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged weapon attack with a weapon against one target within the weapon’s range. If the attack misses, you can use your reaction to make the attack again at the same target, ignoring advantage, disadvantage, and cover. If the attack misses a second time, roll your weapon’s damage dice. You take the rolled amount as damage of the weapon’s damage type.

The attack deals an extra 1d8 damage when you reach 5th level (1d8), 11th level (2d8), and 17th level (3d8).

Burglar's Buddy

2nd-level illusion (technomagic)


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a camera lens cover)
  • Duration: 1 minute

You create a magical area around you, suppressing all mechanical or electronic intrusion alarms and alarm sensors in the area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices stop sending whatever the image they were photographing the moment when the spell was cast.

Camouflage Vehicle

3rd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an unpaid parking ticket)
  • Duration: Concentration, up to 1 hour

A vehicle you touch becomes invisible until the spell ends. Creatures are also invisible while inside the vehicle. While you are within 60 feet of the vehicle, you can speak a command word to end the spell. The spell ends when the vehicle or any creature inside the vehicle attacks, casts a spell, or takes damage.

Censor from Photographs

2nd-level illusion (technomagic)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a black marker)
  • Duration: 1 hour

You appear normal to vision, but photos taken of you show your body completely blacked out, as if the photo was scribbled on with a black marker. While taking a photo, a person can see you. Only the resulting photo is blackened. This does not work with videos.

Chaos Shot

3rd-level evocation


  • Casting Time: 1 action
  • Range: Firearm range
  • Components: V, M (a ranged weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged attack with a weapon against a creature or vehicle within range. If you hit, your ammunition erupts with chaotic magical energy. Roll a d8. The number rolled on the d8 determines the damage type for all attacks made as part of this spell, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

Additionally, on a hit the shot must redirect itself from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and reroll the d8 to determine the damage type again.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each target of this spell takes an additional 1d8 damage of the rolled type for each slot level above 3rd.

Combat Malware

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a blinking LED light)
  • Duration: Concentration, up to 1 minute

You send a bright flash of light against a nonmagical construct you are fighting to overload their combat hardware. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 psychic damage and has disadvantage on attack rolls until the spell ends. On subsequent turns while the spell is active, you can reapply the damage as an action as long as the target is within range when you do so.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional construct for each slot level above 3rd. The constructs must be within 30 feet of each other when you target them.

Commandeer Vehicle

7th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You attempt to commandeer a vehicle that you can see within range. If the vehicle is sentient, or if it currently has a driver, it (or the driver) must make a Constitution saving throw. On a failure, the vehicle is commandeered.

While the vehicle is commandeered, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the vehicle while you are conscious (no action required). If it is not already, the vehicle becomes sentient and can perform its own actions to obey your commands. You can specify a simple and general course of action, such as “Drive in that direction,” “Run over that creature,” or “Crash into that wall.” If the vehicle completes the order and doesn't receive further direction from you, it does nothing.

A creature at the vehicle’s controls or a previously sentient vehicle can attempt to wrench control away from you, causing the vehicle to make a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 8th level, the duration is concentration, up to 1 hour. When you use a spell slot of 9th level, the duration is concentration, up to 8 hours.

Commune with City

5th-level divinination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V,S
  • Duration: Instantaneous

You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • Terrain and bodies of water
  • Prevalent buildings, plants, animals, or intelligent creatures
  • Powerful (CR 1) or higher celestials, fey, fiends, elementals, or undead influences from other planes of existence
  • Electrical currents, wireless signals, and active transit lines and tracks

For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.

Conjure Knowbot

4th-level conjuration (technomagic)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

You touch a single computerized device or computerized system to conjure a Knowbot -- a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer related task that would normally require an action. Knowbots are bound to the computer system they're conjured in, and cannot transport between computers.

The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with hacking tools, if applicable).

You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond. The knowbot is bound to the system in which it was created and it stays there until it is dismissed or the spell's duration expires.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.

Continuous Cord

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: M (an electrical cord)
  • Duration: 1 hour

You lengthen an electrical cord - like the cord on a charger or mouse - that you can touch by 5 feet. This change lasts for 1 hour, or until you choose to use the spell again.

Cure Addiction


  • Casting Time:
  • Range:
  • Components:
  • Duration:

As the name, cures an addiction from a creature. higher levels removes more addictions?

Dataread

1st-level divination (technomagic)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You run your finger over any machine-readable data source (a barcode, a computer disk, a USB drive, or any similar record) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. For example, if reading a USB with music, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.

The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd or 3rd level, you can maintain your concentration on the spell for 10 minutes. When you use a spell slot of 4th level or higher, you can maintain your concentration on the spell for 1 hour.

Degauss

1st-level transmutation (technomagic)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

By touching a single device that contains electronic files, such as a computer, external hard drive, USB flash drive, or magnetic disk, you erase all data on that device. The device is rendered empty of data.

Degradation


  • Casting Time:
  • Range:
  • Components:
  • Duration:

rusts and corrods all metal, even cybernetics and constructs

Deny

2nd-level transmutation (technomagic)


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You target an electronic device and completely isolate it from all networks. It continues to function normally, except it loses all access to other networks, including wired and wireless. Any downloads or uploads halt, and resume automatically once the spell ends.

Detect Radiation

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of radiation within 30 feet of you. If you sense radiation in this way, you can use your action to see a faint aura around any visible creature, item, or area that bears radiation which informs you of the level of radioactivity.

This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detox

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a laxative capsule, which the spell consumes)
  • Duration: Instantaneous

You target a willing creature currently under the effects of a drug, forcibly removing that drug from their system. All special abilities, bonuses, or other effects of the drug end immediately. An unwilling creature must succeed on a Constitution saving throw to resist this effect, and has advantage if the drug has an addiction level of Severe or higher.

You can only remove one drug at a time from a creature with this spell. If a creature is under the influence of more than one drug, you may choose which drug is expelled, provided you know which drug it is. If you don't any of the drugs the creature is under the influence of, one is chosen at random by the DM.

Digital Phantom

2nd-level abjuration (technomagic)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small piece of copper wire)
  • Duration: Concentration, up to 1 hour

This spell works to actively hide your presence within a computer system. For the spell's duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.

Disarm

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

This spell targets a single basic cybernetic part that you can see on a creature. The creature must succeed a Constitution saving throw, causing the cybernetic part to (safely) detach itself from the creature and fall to the ground on a failure. The creature and cybernetic part take no damage from this action, but must spend time to reattach this part if they wish to use it or any of the accessories attached to it (a process that takes about one minute).

At Higher Levels. You can target an additional basic cybernetic part for each level of spell slot you use above 3rd when casting this spell. The creature may make a new cybernetic saving throw for each part you target.

District Shift


  • Casting Time:
  • Range:
  • Components:
  • Duration:

Teleportation spell that moves people between districts in a city. Higher levels can teleport vehicles as well?

Dominate Machine

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You attempt to gain control of a construct within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it. As a bonus action, you can use this telepathic link to issue a command consisting of three words to the creature while you are conscious, which it interprets literally and axiomatically and attempts its best to obey.

If the target is not given new orders after completing its directive, or cannot complete its orders on its turn, it makes a new Wisdom saving throw against the spell at the end of its turn. If the saving throw succeeds, the spell ends. Additionally, it can make this saving throw if you or your allies act in such a way to make its task more difficult, such as by damaging it.

Downloadable Scry

6th-level divination (technomagic)


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a focus worth at least 10,000cd, an available means of saving a video)
  • Duration: Concentration, up to 10 minutes

This spell works exactly like the 'Scrying' spell (PHB pg 273), except the sensor does not display the sights and sounds directly to the caster. Instead, it saves it as a video. The caster, and those still around the caster, may watch the video while the sensor is still recording. This video can then be streamed, uploaded, or otherwise shared in any manner that an ordinary video would be. The video does not register as being tampered with, but does register as magical to effects that sense magic.

Electrify Metal

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or armor. You cause the metal to crackle with blue electricity. Any creature in physical contact with the object takes 1d8 lightning damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is wearing or holding the object and takes damage from it, the creature must succeed a Constitution saving throw or be stunned, dropping the object on a success if it can. If the object is not dropped, attack rolls with it have disadvantage.

At Higher Levels. When you cast this spell using a spell increases by 1d8 for each slot level above 1st.

Encrust

4th-level abjuration (ritual)


  • Casting Time: 1 minute
  • Range: Self (30-foot radius sphere)
  • Components: V, S, M (a 1-foot by 1-foot sheet of thin metal)
  • Duration: 10 minutes

You create a sphere of magnetic energy around yourself, manipulating metal in the range of the spell to "encrust" you and any other creatures in range that you choose with sturdy and surprisingly flexible makeshift armor for the spells duration. A creature encrusted in this manner gains a +3 bonus to their armor class. The bonus remains for the spells duration, or until you decide to end the effect for a particular creature. This makeshift armor is susceptible to attacks that would normally destroy metal, such as those from a Rust Monster or the Degradation spell.

Erase

8th-level transmutation (technomagic)


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (a large silica crystal formation worth at least 50,000cd, which the spell consumes)
  • Duration: Instantaneous

Upon the completion of this spells casting all recorded data of you or a creature that you name is wiped from every digital system on your current plane of existence. The target is digitally removed from every record that the target is included in, inclusive of criminal records, birth and medical records, finger prints, media entries, and online profiles and accounts.

Fathom

2nd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a willing creature and enhance its mental abilities and thinking capacity. Targets can add their proficiency bonus to ability checks, attack rolls, and saving throws that involve operating electronic devices, such as computer terminals, remote control drones, weapons, and machinery.

At Higher Levels. When you cast this spell using a spell slot of 5th level, targeted creatures can add double their proficiency bonus to appropriate checks.

Find the Road

4th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a bit of road tar)
  • Duration: 8 hours

Touch one land vehicle. For the duration, as the vehicle travels, a magical paved road emerges from the ground or water, pushing aside natural terrain, as well as trees under 5 feet in width.

The shape of the terrain is not altered, so rock walls, cliffs, and mountains are unaffected. After the vehicle passes, the road vanishes behind it, and the terrain regains its original form.

The vehicle can travel no faster than a rate of 80 feet per round in combat or 40 miles per hour out of combat on this road.

Find Vehicle

2nd-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S
  • Duration: 8 hours

You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle can carry up to five medium sized creatures. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin.

The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille.

You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.

If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.

You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.

At Higher Levels When you cast this spell using a spell slot of 3rd or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval.

Firewall


  • Casting Time:
  • Range:
  • Components:
  • Duration:

magic wall that only stops constructs (and technomagic?) from entering

Freewire

3rd-level evocation (technomagic)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small wireless router)
  • Duration: Concentration, up to 1 hour

Using the router supplied for this casting of freewire, you create a wireless network for up to 2 devices of your choosing to utilize. It can download and upload data extremely quickly and has unlimited connectivity that cannot be disrupted, not even by magical means. Data on this network is impossible to track, and all activity is erased when the spell ends. If the router is physically damaged or disabled, the spell ends early.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, one additional device can be connected to the network for every spell slot level above 3rd.

Haywire

5th-level transmutation (technomagic)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a frayed universal cable)
  • Duration: Concentration, up to 1 minute

You cause machines to undergo catastrophic failure. Choose a point you can see within range. The vehicles, lights, speakers, and wires in a 60-foot cube centered on that point begin to malfunction dangerously until the spell ends.

Vehicles. As a bonus action on your turn, you can cause a vehicle in the area to move up to its movement speed in a straight line, but not outside the cube. If the vehicle is already moving, it instead shuts off and stops moving.

Lights. At the end of each of your turns, you can choose one light source in the area. Creatures within 10 feet of the light source that can see it must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Speakers. You are aware of all speakers in the spells area. At the start of each of your turns, you can choose one speaker or a machine with a speaker, such as a walkie talkie or smartphone, in the cube. Each creature in a 15-foot cone from the speaker must succeed on a Constitution saving throw or take 3d8 thunder damage and be deafened for 1 minute.

Wires. Wires tear themselves out of the ground, floor, and walls and begin sparking violently. When a creature moves into or within the area, it must succeed on a Dexterity saving throw or take 2d4 lightning damage for every 5 feet it travels until the start of its next turn.

Impulse's Golden Cybernetics

5th-level conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (bits of wire and scraps of metal worth 700cd and a can of gold spray paint, all of which the spell consumes)
  • Duration: Instantaneous

You touch a willing creature, conjuring up basic cybernetic parts that replaces missing pieces of their body. The spell can replace two missing body parts of your choice. The cybernetic parts appears to be made of solid gold, but close inspection reveals they have simply been covered in gold paint, which can be chipped off or otherwise removed. The replacement cybernetics can have upgrades applied to it, and exists indefinitely. If the cybernetic parts are conjured to replace a recent wound (such as a leg lost in combat) then the spell safely cauterizes the wound, stabilizing the creature in the process by returning them to 1 hit point (if they have less than 1) and stopping blood loss in the process. Replacement ears summoned using this spell come in pairs, even if the target is only missing one ear, while eyes come individually.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can restore one additional missing body part for each level over 5th.

Infallible Relay

1st-level divination (technomagic)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a mobile phone)
  • Duration: Concentraion, up to 10 minutes

With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails.

The target must make a successful charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spells duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.

Intercept Communication

2nd-level divination (technomagic)


  • Casting Time: 1 action
  • Range: Self
  • Components: M (a net of crossed wires)
  • Duration: 10 minutes

You can tap into and monitor electronic communications using this spell. For the duration, you can faintly see waves in the air that represent messages and networks sent between two connected people. By using your action to physically touch the waves, you can listen in to the conversation or read the correspondence as if you were either the sender or the receiver.

When you do so, you leave behind a trace that reveals your identity. A creature that suspects its communication is being monitored and is still using the same communication device can use its action to make a Intelligence (Arcana) check against your spell save DC, identifying your trace on a success. This action can be made at any time unless your trace is deleted from the system, and the creature can retry its attempt once per hour if it remains suspicious.

Invisibility to Cameras

3rd-level illusion (technomagic)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a scrap of black paper)
  • Duration: Concentration, up to 1 minute

Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target's person. The targets remain visible to vision.

Irradiate

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You flood a 10 foot radius sphere with level two radiation that lasts until the start of your next turn. Level one radiation surrounds the area with level two radiation out to a distance the DM determines.

The typical rules for radiation (described in part 9) apply to the radiation summoned with this spell. This includes the rules for spreading radiation.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the level of radiation by one for each spell slot over 3rd level, to a maximum of level four radiation using a 5th level spell slot. Attempting to summon higher levels of radiation is impossible due to the detrimental impacts radiation has on magic.

Irradiate Weapon

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a non-magical weapon and enhance its powers. For the duration, the weapon has +1 bonus to attack rolls, and deals an extra 1d4 fire damage and 1d4 radiant damage. When you successfully score a critical hit with the weapon, you deal an extra 1d4 necrotic damage.

All creatures within a 10 foot radius of the weapon (including the wielder) are also affected as though they were in an area of level 2 radiation.

The standard rules for radiation (described in part 9) apply to this spell. This includes the rules for spreading radiation.

At Higher Levels. When you cast this spell using a spell slot of 5th-level, the bonus to attack rolls increases to +2, and the extra damage of each type goes up by 1d4. Also, the level of radiation increases by 1. You cannot imbue an item with more radiation than this because of the detrimental impacts radiation has on magic.

Knack

Transmutation cantrip (technomagic)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Up to 1 hour

This spell allows minor influence over nearby machines and technology. You create one of the following technological effects within range.

  • You create a Large or smaller obvious hologram of an object or creature for up to 1 hour. If you create a creature, it follows your mental orders. If the hologram is ever more than 60 feet away from you, it vanishes.
  • You cause a display device you can see, such as a smartphone screen or computer monitor, to show a popup advertisement of your choice for up to 1 hour. It can include audio and video elements. Ability checks made with the device have disadvantage.
  • You cause an audio device you can see to play sounds of your choice for up to 1 hour.
  • You instantaneously make a harmless shower of sparks or arc of electricity pop out of a device.
  • Choose one machine weighing up to 5 pounds that isn’t being worn or carried. The machine moves up to 20 feet in a direction of your choice.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. If you cast it more than three times in an hour, the oldest effect ends.

Magic ID

Illusion cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small card or slip of paper)
  • Duration: Concentration, up to 1 minute

You touch a small card or slip of paper and make it appear to be a valid identification card of your choosing. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey.

Memory of Function

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (powdered metal worth at least 10,000cd, which the spell consumes)
  • Duration: Instantaneous

You restore a broken item, vehicle, or damaged construct to a functional state, as if it were new and intact. Any pieces missing from the item or construct remain missing. Significant missing pieces may prevent proper functioning. If the item uses charges, the item becomes fully charged.

A timeworn item becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn item, that item does not suffer any chance of glitching. Other consumables such as ammunition are not restored.

When this spell is cast upon a damaged construct, all hit point damage dealt to that creature is healed. When this spell is cast upon a destroyed construct, it is restored to full functionality and full hit points, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster.

Muffle

Illusion cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S, M (a firearm)
  • Duration: 1 minute

You touch a firearm that lacks the blast property and create a small field of silence around its firing mechanisms and muzzle. For the duration, any attacks made with the weapon make no sound. The spell ends if you cast it again or dismiss it as an action.

Nuke

9th-level evocation


  • Casting Time: 1 minute
  • Range: Sight
  • Components: V, S, M (750,000cd worth of highly radioactive materials, which the spell consumes)
  • Duration: Instantaneous

When you begin casting this spell, sirens blare in 1 mile radius centered on a point you can see. At the end of the casting time, there is a flash of light, a deafening boom, and a mushroom cloud rises 1,000 feet into the air. Each creature in a 360-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 12d12 radiant damage and 12d12 thunder damage on a failed save, or half as much damage on a successful one. If this damage causes a creature to drop to 0 hit points, it immediately dies as the blast vaporizes its physical form, leaving nothing behind except a shadow seared into the ground or nearest structure.

This spell damages objects, structures, and items in the radius as well. Any of these objects that are brought down to 0 hit points are also immediately destroyed and vaporized, and may leave behind a shadow as well.

The blast from this spell spreads around corners and through walls less than 20 feet thick within the radius.

Additionally, the point of the explosion is doused in level 10 radiation, which spreads out and drops down one level every 75 feet, as described in the radiation section of part 9. Level 1 radiation covers everywhere within 1 mile of the blast. The radiation naturally disperses over the course of 1d10 years.

On/Off

Transmutation cantrip (technomagic)


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

Party Saver


  • Casting Time:
  • Range:
  • Components:
  • Duration:

low level spell (cantrip?) that summons ample amounts of delicious yet non nutritious junk food like chips and soda

Plant Bug

2nd-level transmutation (technomagic)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a moth, which the spell consumes)
  • Duration: Instantaneous

By manipulating an electronic device, you can plant a bug in the system that causes one of the following effects:

  • The device automatically initiates its shutdown sequence at a set time within the next 24 hours.
  • The device magically sends you all usernames and passwords entered within the next hour.
  • The device doesn't check for usernames or passwords the next time it requires them within the next minute.
  • The device magically connects to another device of your choosing within 1 mile, allowing anyone using the second device to remotely use the first. The effect ends after one minute.

To do so, you might need to make an Intelligence (Arcana) check, wasting the spell slot on a failure. For a Tiny device, you automatically succeed. A Small device requires a DC 5 check. A Medium device requires a DC 15 check. A Large device requires a DC 25 check. The spell automatically fails if used against a Huge or larger device.

Additionally, any device targeted by this spell cannot be targeted again for 24 hours.

Pollute Food and Drink

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

All nonmagical food and drink within a 10-foot radius sphere centered on a point of your choice within range is covered in filth and trash, and can no longer be used to eat or drink.

At Higher Levels. The radius of the polluting sphere extends by 10 feet for each level of spell slot you use to cast this spell above 1st.

Pollution Blast

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S, M (a vial of polluted water)
  • Duration: Instantaneous

You hold out your hands and release a torrent of foul-smelling pollutants and toxins. Each creature in a 30-foot cone must make a Constitution saving throw. On a failed save a creature takes 5d6 necrotic damage and gains the poisoned condition until this damage is healed. On a successful save the creature takes half damage, and isn't poisoned.

At Higher Levels. When you cast this spell damage increases by 1d6 for each slot level above 3rd. Also, on a failed save, the target is pushed backwards 5 feet per 2 spell slot levels above 3rd.

Polybrachia

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pair of armbands)
  • Duration: Concentration, up to 10 minutes

Two muscular arms consisting of hardened light appear on a creature that you touch. These arms are fully functional and can be used to hold weapons and shields (allowing the target to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don't grant the target additional actions. For the duration, the target has advantage on Strength (Athletics) checks made using the additional arms. Also, if the arms are used to carry weapons, the target can use a bonus action to make an additional melee weapon attack using the arms.

Power Device

1st-level transmutation (technomagic)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You touch an electrical or mechanical device that requires a power source. For the duration of the spell, the device functions exactly as it normally would if it had conventional power.

This spell can affect any household or handheld device, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this spell.

Power Word: Disassemble


  • Casting Time:
  • Range:
  • Components:
  • Duration:

lower level power word that disassembles any technology based objects, can go up to larger objects and mayber creatures at high levels.

Power Word: Explode


  • Casting Time:
  • Range:
  • Components:
  • Duration:

lower level power word that causes inanimate objects to explode. explosion follows fragmentation explosive rules, and deals force damage not fire damage. higher levels allow you to explode bigger things for more damage.

Power Word: Rust


  • Casting Time:
  • Range:
  • Components:
  • Duration:

basically destroys all metal in a large area

Protection from Ballistics

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a shell casing)
  • Duration: Concentration, up to 10 minutes

This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical damage taken from firearms without the blaster property.

Prosthesis

2nd-level conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (bits of wire and scraps of metal, which the spell consumes)
  • Duration: 1 day

You touch a willing creature or medium size or smaller, conjuring up a basic cybernetic part that replaces a missing piece of their body. The replacement cybernetic cannot have upgrades applied to it, and vanishes after a day. If the cybernetic part is conjured to replace a recent wound (such as a leg lost in combat) then the spell safely cauterizes the wound, not restoring any hit points but stopping blood loss in the process. Replacement ears conjured using this spell come in pairs, even if the target is only missing one ear. Eyes come individually.

Radiation Pulse

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Clapping your hands together, you cause a wave of radiation to explode outwards from your body. Each creature in a 15-ft radius of you must succeed at a Constitution saving throw or take 1d4 fire damage and 1d4 radiant damage. Any creature that rolls a natural 1 on this saving throw takes an extra 1d4 necrotic damage. The creature casting this spell is immune to all of the above effects.

At Higher Levels. The spell’s damage increases when you reach 5th level (to 1d6), 11th level (to 2d4), and 17th (to 2d6).

Rebound Shot

Divination cantrip


  • Casting Time: 1 action
  • Range: Weapon range
  • Components: V, M (a ranged weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you choose a point you can see within range of the weapon, and fire your weapon at that point. When the projectile arrives at the point, you momentarily gain sight from its location. Immediately after, you can redirect the projectile to make a ranged weapon attack against a target you can see from the projectile’s location, as if you had made the attack with the weapon.

You do not have advantage on the attack roll, even if the target cannot see you.

At Higher Levels. The attack deals extra damage when you reach 5th level (1d8), 11th level (2d8), and 17th level (3d8).

**


  • Casting Time:
  • Range:
  • Components:
  • Duration:

Reconstruct Vehicle

4th-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (holy powdered chrome worth at least 5,000cd, which the spell consumes)
  • Duration: Instantaneous

You rebuild a destroyed vehicle you touch which is of Large size or smaller, restoring its functionality. You must have the majority of the vehicle’s remains, even if it is only a burnt out husk.

The vehicle is restored to its maximum hit points, with all modifications it originally had, and any lost parts are magically replaced. The vehicle’s fuel tanks and batteries are full.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher and use 20,000cd worth of materials, the vehicle may be of huge size or smaller. If you use a spell slot of 8th level or higher and use 80,000cd, the vehicle may be of gargantuan size or smaller.

Remote Access

1st-level transmutation (technomagic)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 10 minutes

You can use any electronic device within range as if it were in your hands. This includes being able to push buttons, open applications, scan fingerprints, or any other function you would normally be able to perform on the targeted device. You can remote access with only one device at a time.

Remove Radioactivity

4th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You remove all radiation from a 20 foot radius around the point you touch. However, this spell has no effect on naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, this spell affects naturally radioactive materials, such as nuclear reactors or atomic warheads, as well.

Naturally radioactive materials effected in this way no longer produce radiation. Naturally radioactive materials that have a radiation level of 10 or higher cannot be effected in this manner.

Shape Metal

4th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a simple tool for holding material, such as clamps or pliers)
  • Duration: Instantaneous

You go to work with the tool used as the material component (or with your hands in the case of using a focus) on a piece of metal no larger than 5 feet in any dimension. You can shape this metal any way you see fit, making it into a weapon, tool or finer component. You may also shape or alter a space in a metal structure so long as that space is within a 5 foot cube space; creating hinged and locking doors, passages, or closing a portal.

Shutdown

3rd-level transmutation (technomagic)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device with range can be started or restarted. Creatures and cybernetics are not impacted by this spell.

Signal Jam

4th-level abjuration (technomagic)


  • Casting Time: 1 minute
  • Range: 150 feet
  • Components: V, S, M (a piece of copper wire)
  • Duration: Concentration, up to 10 minutes

You hold up the piece of wire above your head acting as a receptacle, blocking all electronic signal transmission within the 150-foot range of the spell.

At Higher Levels. When casting this spell using a spell slot of 5th level or higher the duration is increased to 1 hour. When using a spell slot of 7th level or higher the range is increased up to 300 feet, and the duration is increased to 1 hour.

Splice

7th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a special glass syringe worth 10,000cd)
  • Duration: 1 hour

With a pinprick beam of arcana, you steal a sample of genetic information from a target creature you can see within range and bestow that information upon a recipient creature you touch. The target creature need not be alive or even whole, as long as you target part of a creature that has died within the last 10 days.

The recipient creature gains one of the following traits from the target creature that you choose: the target's movement speed and types of movement, all of the target's damage resistances, the target's special senses, or one of the target's special traits, such as a ghast's Stench trait. If selected, the DM decides which special trait, if any, the recipient gains from the target creature. The recipient does not gain any traits from the creature that do not result from its race or monster statistics.

The recipient's appearances changes to resemble a hybrid of the target creature and itself. These changes, as well as the traits gained by the recipient creature, last for the duration.

Spy

Enchantment cantrip (technomagic)


  • Casting Time: 1 Bonus action
  • Range: 130 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You target an active camera and gain the ability to see from the camera’s point of view. You can swivel the camera in whichever direction you choose, assuming it can swivel.

By using your bonus action, you can change your perspective to another camera that the current camera you are viewing through can see. You use the same rules as the previous casting of Spy. The new target must be within 500 feet of your original location. While casting this spell your character remains stationary, moving or otherwise performing any other actions ends the spell early.

Static Shock


  • Casting Time:
  • Range:
  • Components: V, S, M (a 3-inch by 3-inch square of carpet)
  • Duration:

absorbs electrons by the carpet when you rub it against yourself, letting you store up a powerful electric shock that deals lightning damage and throws back the first creature to get within 5 feet of you

Steal Tattoo


  • Casting Time:
  • Range:
  • Components:
  • Duration:

lets the user literally steal a creature's tattoo, removing it from them and putting it on themselves. seems useless but allows for a swift change in appearance for a victim or someone who doesn't want to be recognized.

Surge

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You make physical contact with a socket, switch, or wire(s) and cause every light bulb on that circuit to rupture and explode. At your DMs discretion, this surge may cause further damages or inconveniences.

Synchronicity

4th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage.

Synchronicity grants advantage to Dexterity (Stealth) Checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.

System Backdoor

4th-level transmutation (technomagic)


  • Casting Time: 1 minute
  • Range: Personal
  • Components: V, S, M (hacking tools)
  • Duration: Concentration, up to 1 hour

This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower.

Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell's level is equal to or less than the level of the spell slot you used.

Technomancy

1st-level divination (ritual) (technomagic)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (oil stirred with a coil of wires)
  • Duration: Concentration, up to 10 minutes

For the duration, you detect the presence of technology within 30 feet of you. If you sense technology in this way, you can use your action to see a faint aura around any visible creature or object in the area that is of technological origin, and you learn its rough function (weapon, cybernetic part, robot, etc…). Using this spell grants you advantage on your first Intelligence check made to understand how to use a technological item.

This spell can penetrate most barriers, but it is blocked by 1 foot of stone or 3 feet of wood or dirt.

Telaros's Speedcycle

4th-level conjuration


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, s
  • Duration: 1 hour

A Large vehicle with two wheels and holographic circuits appears on the ground in an unoccupied space of your choice within range. The cycle has AC 10 and 10 hit points. It roars to life whenever its controls are grasped. For the duration, you or a creature you choose can ride the cycle, and one creature can ride as a passenger. The cycle has a speed of 100 feet and can travel 10 miles in an hour.

Wherever the cycle moves, it leaves behind a brightly chromatic, translucent wall of force behind it. The wall is 10 feet high and nothing can physically pass through it. It is immune to all damage, but a 20-foot long portion of it can be destroyed by a dispel magic or disintegrate spell. Portions of the wall that the rider creates by moving the cycle vanish at the end of the rider's next turn.

The spell ends if you use an action to dismiss it, if the cycle is reduced to 0 hit points or more points, or if the cycle collides with its walls or another substantial obstacle. The walls of force vanish when the spell ends. If the spell ends as a result of taking damage or a collision, the rider and passenger both fall prone.

Change to Impulse's Speedcycle and make it match with the motorcycle statistics. Also increase the length of the wall it creates and let it turn in 90 degree angles instantly.

Tractorbeam

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a magnet)
  • Duration: Instantaneous

A whirring yellow beam reaches out from your palm to a large or smaller target within range that you have a direct line of sight to. Make a ranged spell attack against the target, if it hits, you can move that target up to 10 feet in any direction. If the beam is broken by a line of sight blocker or other object, the spell ends early and the target is dropped.

War Mantle

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (1 piece of ammunition, which the spell consumes)
  • Duration: Concentration, up to 1 minute

Heated energy radiates from you in a 30 foot radius that moves with you, centered on you. Each creature in the circle friendly to you (including you) has an unlimited amount of ammunition loaded into their firearm while the spell lasts, letting the weapon fire without the need for reloads.

Also while this effect lasts firearms within the radius are immune to damage from critical fails (described in Part 9).

Weightlessness

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet (15-foot cube)
  • Components: V, S
  • Duration: 1 minute

A 25-foot cube centered on a point within range that you can see becomes a region of Zero-Gravity. Objects and Creatures within that area become weightless and begin free-floating. A creature that leaves the area ceases to be affected by the spell, and creatures that enter the area are put under its effects. If a creature free-floats out of the spell’s area of effect they fall from that space straight down. And occupy the most appropriate space outside of the spell’s area of effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cube is 5 feet larger for every spell slot level above 3rd.

Weld

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

With fingers splayed on one hand and the other braced behind, you are able to magically weld two pieces of metal together. The weld is clean, almost unnoticeable and does not use heat. Metals must be of a similar type (I.E. Iron to steel will work, but not to copper). During the length of the concentration period you can weld up to 3 feet in length.

The materials welded together can not be moved during the process and the spell does not work on objects being worn or carried.

Wire Walk

4th-level conjuration (technomagic)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous

This spell instantly transports up to six willing creatures of your choice that you can see within range to the location of a telephone you call. The telephone must be answered (either by a creature or by an answering machine), and it works only over an open line (not wireless calls). You arrive adjacent to the device (within 5 feet of it), and any other creatures transported by the spell appear next to you.

spells for mutations once the rules are put in. spells that repair timeworn technology. spells that transport creatures to the internet (think astral projection). spells that copy effects of synthetic (not organic) drugs. something that lets you teleport using buildings (like walk through trees but with different sides of buildings)? spells that repair technology that isn't timeworn. spells that make things timeworn. conjure explosives spell. spell that transfers mind to the internet, downloading it to a robot body when a person dies -- make it different from that clone spell. spell that allows a ranged attack to travel through the etherial plane to make it silenced? spell that transfers computer data from one system to another - higher levels allow it to copy rather than transfer. spell that cures addiction -- lower levels suppress it while higher levels completely cure it, check it isn't covered by lesser restoration or sum.

PART 11

What is Cyberpunk?

What is Cyberpunk?

If you've read this far, you've made it to the DM's half of the compendium. Congratulations! Because you've read this far, I'm assuming you're interested in either playing or creating a science fiction world for D&D. While this compendium can be used for any high tech setting with some reflavoring, the original purpose of this compendium was to create and compile rules that allow for playing D&D in a cyberpunk world. In the years I've spent creating this compendium (just a few weeks over three years as of the time I'm writing this), I've found that while a lot of people have a general idea of what cyberpunk is, they rarely have a very clear full picture. Because of this, I've written the following essay to help you capture the essence of cyberpunk in your worlds. At the risk of breaking my humility, I would say I'm somewhat of an expert on this topic, as I have spent the past three years researching this topic off and on, so hopefully you find the information in the following essay both insightful and engaging.

Ya left off revising and continuing the essay here Talk about gods and cyberpunk arcologies and megacities how cyberpunk isn't dead but changing

When creating a world, it's always of the utmost importance to understand the setting you're creating your world in. When I first started working on this compendium, the idea I had in mind was to create (and compile with permission) a set of rules that would allow players and dungeon masters the ability to create and interact with a cyberpunk world. While that's no longer the case, this manual is still heavily themed around the cyberpunk subgenre, and most people are likely going to use the manual to create a cyberpunk setting. Because of this, I'm providing some information about what exactly constitutes a cyberpunk setting, why cyberpunk is as popular as it is today, and what you should focus on when creating your own cyberpunk world.

What is Cyberpunk?

Cyberpunk is a subgenre of fiction that I personally group in a larger group of genres -- the punk genre. As far as I know there is no definite declaration as to whether each punk genre is a standalone genre, or a subgenre of the punk genre, so I well may be mistaken in this belief. Regardless, I feel it's important to understand what a punk genre is before one can truly understand the cyberpunk genre.

Punk Genres

At their very core, punk genres are genres of fiction that focuses on taking the technology from any given time period and location and accelerating them to fantastical levels. Dozens upon dozens of these genres have sprung up throughout recent decades, and it's nigh impossible to keep track of them all. Here's a few non-cyberpunk examples to help give you a better idea.

  • Steampunk is a punk genre that combines steam based technology with the cultural designs of Victorian England, taking the technology and aesthetic of the culture to fantastical levels to create steam based airships, cars, buildings, and everything in between. Gears, leather caps and clothing, and large green goggles are very common in this subgenre. Simply going to Google or Pintrest will give you great examples of art and Steamboy is a good movie for reference.
  • Dieselpunk takes place during WWI, WWII, and the short amount of time in between the two wars. It focuses on the advancements of diesel powered machines by all countries involved in the wars to boost up their militaries. It generally has a gritty and dark feeling to it as large diesel powered machines spew exhaust into the atmosphere and clang across farmlands and battlefields. Art from Mr. Werewolf (who did the art for Scythe) and the movie Sky Captain and the World of Tomorrow are great reference points.

There are dozens additional punk genres, but even from these two one can identify the core components for a punk genre. They both take technology from a certain time period (steam and diesel), and then elevate that technology to fantastical levels. Both take technology from a certain era, and strictly stay within that time period and location. Dieselpunk strictly takes place during the World Wars and the time between them, and steampunk will virturally always take place in Victorian England -- with the rare exception of taking place in the Wild West (though it still happens in the same time period, and many have taken to referring to this setting as cattlepunk rather than steampunk).

Historically, there was a third qualification for punk genres, though it has since died out. In the past stories in punk genres had to focus on rebellion of some form -- hence the term punk. Most often, this conflict would take place as the classic man vs society, where the protagonist would usually fight to regain some form of humanity that had been stripped away from them by the advanced technology society depends upon. As mentioned, this qualification has since died out overtime as punk genres become more popular, widespread, and diverse. This doesn't mean the theme of rebellion isn't present in most examples of punk literature these days (in fact quite the opposite is true as it remains one of the most prevalent stories in punk genres today), but it does mean rebellion is no longer considered essential for punk literature.

For an incredibly comprehensive and rather well done list of all the different punk genres, look online at sorcereroftea.com. Their post about the different punk genres was the main source for this section.

Cyberpunk

So then, what is cyberpunk? At it's core cyberpunk is a punk genre that focuses on expanding the computerized technology of the near future. This means that cyberpunk focuses on technology that is currently impossible, but will likely be real within our lifetimes. Examples of these technologies most popularly include flying cars, cybernetic body enhancements, holograms, artificial intelligence, and nanotechnology (though nanotechnology has recently begun to branch into the nanopunk genre). As with all punk genres, the gluttonous dependence on extremely advanced technology in the near future is technically all one needs to qualify their setting in the cyberpunk genre.

However, cyberpunk is the oldest and most popular punk genre (starting in the 1970s if I remember right) so it has several other exceedingly common themes that almost everyone pictures when thinking about the cyberpunk genre that a DM almost has to include in their world if they want to use a cyberpunk setting. The most important of these is the phrase Low Life and High Tech. This phrase emphasizes the idea that while technology is at an all time high -- perhaps even to a point where many would consider it to be magical -- the quality of life is at an all time low.

PART 12

Critters and Characters

Critters and Characters

At its core, Dungeons and Dragons is a combat oriented ttrpg. Everything in the game's system is centered around combat, including the monsters themselves. As I said with everything else in this book however, futuristic settings require more technologically advanced creatures to interact with to make the world feel more fluid. This chapter covers two types of monsters: Critters and Characters. Critters are your average run of the mill monster (such as dragons or kobolds) that one can take and throw in at any time to create a combat scenario. Characters are world agnostic npcs of my own creation that are designed to be inserted into your own world. They have a bit of lore, goals, connections, and a statblock for if your players should decide to fight them. Unlike the critters, not all characters will have art, but they (ideally) should all be fascinating story and worldbuilding tools you can plop into your own world without much trouble.

Design Philosophy

Personally, I despise monsters that don't come with art. I'm also not rich, and can't afford to commission dozens upon dozens of pieces of art to create this section. I was stumped by this problem for a while, until I eventually ended up with the idea to create monsters that function as a form of ekphrasis -- meaning I found the art, and then used the preexisting art to create the monsters.

Challenge rating is another thing I struggled with when creating these monsters, as I find it's near impossible to calculate and simply doesn't do anything. A small pack of kobolds can easily take out a large party of level 6 adventures if the DM uses their traps properly, and lorewise a beholder should be actually impossible to beat in any way. I decided to solve this problem by simply not deciding a challenge rating for any of my monsters. I don't think it's terribly hard to determine if a monster is too weak or powerful for one's party, so that shouldn't be an issue. Exp can be given out based on the level of your party and how difficult the fight was for them. If the party is level 4, then say the challenge rating was 4 as well. Add or take away experience based on if your party struggled through the fight or breezed through it.

To keep up to date with the current direction 5e is heading, I've decided to not include an alignment for any of my monsters as well. Individuals with a sentient or higher level of thinking are diverse and unique among their own kind, and while it's useful to have monsters one could always deem as villains, it dooms that monster to ultimately become stale. The ambiguity of morality among different members of the same monster species is an especially powerful tool to use in a cyberpunk campaign, making alignments (even for players in my opinion) an outdated system that limits this potential. I do believe some things should be kept the same (such as fey being chaotic or devils being lawfully evil), but that's because these alignments characterize and define the nature of the race as a whole -- that is to say it's a centerpoint of their very existence. I don't see the need to include alignment for these types of creatures either, as it should be a sort of general truth about the species.

Type

Monster types are perhaps the biggest piece of my design philosophy, as some types fit well into a cyberpunk setting while others don't. I'll walk you though my thought process for each type here. This includes my general thoughts on how each type can be integrated into a cyberpunk setting, along with a few musings on rule changes that would help them mesh better in the setting.

Aberrations. Abberations are lovecraftian beings that hail from places beyond the known boundaries of reality. I think this makes them really fit quite well into any potential setting, including a cyberpunk setting. The vast majority of them are naturally frightfully intelligent, making it easy for them to manipulate and exist in a more advanced society. Abberations are fine as they are, and I encourage you to use them at least once in your campaign.

Beasts. Beasts are ordinary mundane animals that are as uninteresting as can be. I find it hard to conceive that livestock beasts such as cows and chickens would exist in great number in a cyberpunk world when it could be so much cheaper to simply grow meat in a lab. What livestock there is would usually be reserved for the one percent, and wild beasts (such as elephants or sharks) would likely go extinct due to environmental destruction and poaching. Zoos and aquariums housing larger beasts may exist, but would likely be underfunded or run down. Small beasts (like rats, dogs, or monkeys) on the other hand would be wildly widespread amongst urban environments as both pets and pests.

Celestials. Cyberpunk is an exploration of a dystopian near future society characterized by a heavy theme of societal decay. Celestials are often portrayed as bright pillars of hope, purity, and virtue, making them (and the gods they serve) clash violently with the theme of the world. My advice to remedy this is to simply not include any celestials in your world, for reasons covered in my essay. Races like the Aasimar can exist, but would be cut off from their angelic guardians or parents. Spells and magic items that summon or communicate with them can simply fail to work or become lost. Refer to my essay for more exploration into this topic. I do think it would be powerful to include fallen celestials, but only one or two to demonstrate how even the holiest of beings can become corrupted by society. If you do choose to include pure celestials in your story, it should be at the climax and represent a major point in the story.

Constructs. Constructs are what I consider to be one of the "big two" of cyberpunk stories. They fit exceptionally well into the genre, and work to explore the deeper themes presented by it. Their ability to be mass produced on demand makes them a potent source for cheap, fast, and reliable armies, and can be used to any extent you desire to help flesh out the world or create massive problems for your players. Because of this, I would consider it wise to use a good amount of constructs for combat or worldbuilding, and a noticeable amount of the monsters in this compendium are constructs.

Dragons. Dragons. Everyone loves these reptilian powerhouses of power, brutality, and treasure -- I mean, they're even in the name of the game! The main problem presented by dragons is they grow too large to properly function in megacities without being hunted down for the destruction they cause. To fix this, I suggest drawing inspiration from Shadowrun, and allowing every true dragon the ability to polymorph at will between their true form and a humanoid form. Dragons could live in secret, never revealing their draconic nature to the world, or they could reveal their true nature to the world and just use their humanoid form to (literally) fit into society. Whatever would fit their personality and benefit them the most. I've already gone ahead and applied this trait to all of my dragons in this compendium.

Elementals. I think these guys are just fine as they are. They're not exceptionally awesome or terrible for this setting. I have a bit of a different take on "true" elementals, and generally consider them to be beings comprised entirely of a single element. Critters like the Neon Elementals presented within build on this thought process.

Fey. These beings generally symbolize excessive nature and mirth. Believe it or not, I consider the fey (and the Feywild) to be an excellent tool for a cyberpunk world, as they function as a sort of antonym of the cyberpunk genre. They could serve as a representation of nature by having the feywild slowly wither and die out as nature in the Material Plane is consumed without pushback. Fey could also serve as a source of rebellion, be exploited for magic or parties, or other means. I always thought a campaign where the Feywild slowly merges with the Material Plane would be fascinating in a cyberpunk setting.

Fiends. Contrary to celestials, I think fiends are great for a cyberpunk world. A society becoming more acceptant (or even reliant) on their "help" could create a really potent feel of societal decay. Also unlike celestials, it's much easier to portray fiends as technologically advanced beings, making it easier for the players to digest the idea that fiends could offer superior firepower, technological help, or even stock information -- for a price of course.

Giants. Shocking as it may seem, a giant's main trick is that they're huge individuals. In D&D, giants are subdivided into two groups: true giants and others. The 5e Monster Manual places the height of storm giants (the largest true giants) at 26', which is honestly fairly small considering that's under two stories tall. I suggest making true giants bigger, but also keeping them away from megacities, unless you're going for something like Attack on Titan. The only true giants I could see willingly interacting with cities are Hill Giants, who might sneak into the edges or slums to eat folk, and Cloud Giants, who could live in the clouds above cities and would probably interact regularly with corporations or other powerful organizations. Smaller giants like trolls or ogres could be used as muscle in any number of activities.

Humanoids. Humanoids are the second half of the "big two" brought up in the constructs section. The city, nay the entire world, should revolve around them in some way or another. As I discussed in my essay, the most powerful part behind the cyberpunk genre is redefining what it means to be human, or searching for the humanity that was stripped from the protagonist. Your story should follow some of these questions, and humans should be a centerpoint of a lot of your combat situations. I've tried to include a wide range of humanoids that would be challenging for almost any level of party. I've also updated most of the statblocks involving humanoids in Appendix B to work better in a cyberpunk world.

Monstrosities. Monstrosities fit well into any setting imaginable. The 5e Monster Manual itself refers to monstrosities as a "catch-all" for any critter that doesn't quite fit into the other groups. Use them as you please.

Oozes. Again, oozes are yet another category that really fits well into practically every setting. I've included a few new ones that are more technologically advanced, but for the most part just leave them as they are and put them in reasonable places like dumps, sewers, or other places where filth is common.

Plants. Plants are interesting, as they usually aren't the first thing that comes to mind when considering a cyberpunk setting. That's not to say they don't exist however, and house plants could be common (though expensive), and a park makes for a fine setting in cities -- though it would be more interesting if it's large and overrun with crime, like New York's Central Park with a bit more crime. The plants herein are intentionally designed to be more mobile and hostile than typical plant monsters. The reason for this is that as the sun becomes blocked out by smog and the water and ground becomes polluted, plants need to find another source of energy. The next best thing is for plants to turn carnivorous (which a number of plants already are), and to become mobile to seek out better ground to take nutrients from.

Undead. The undead have actually been present in cyberpunk stories for decades now, starting (as far as I can tell) with the crossover -- called The World of Future Darkness -- between Vampire: The Masquerade and Cyberpunk 2020 that was published in White Wolf Magazine in 1993. Bloodnet further popularized the mixture between vampires and cyberpunk in 1994, and Shadowrun introduced them in their 4th edition in 2005 as humans infected with HMHVV. What I'm getting at here is that the Undead does, and has for decades, mix very well with the cyberpunk genre. Use them as you see fit.

Tags


*, *


  • Armor Class
  • Hit Points
  • Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws
  • Skills
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Senses
  • Languages
  • Challenge

Actions

Multiattack.

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description.

A.E.V.

Ardent Enveloping Vehicles, otherwise known as A.E.V.s, or smart tanks, are designed to assist civilians under attack. They have no offensive capabilities, but they are almost entirely impenetrable and are intelligent enough to take steps to minimize risks to any occupants. They are hyper-protective and their personality is sometimes described as "infuriatingly saccharine."

Indecisive. A.E.V.s do their job well and protect, evacuate, and relocate citizens whatever the cost. It is rare for them to become distracted from a job, and even rarer for them to lose a passenger. In fact, the only issues the A.E.V.s regularly face stem from their lack of confidence in deciding who needs the most protection.

Designated Protectors. A.E.V.s will often work with law enforcement units, militaries, or powerful adventuring parties to protect the "innocent masses" i.e. the general populace, during times of calamity or great turmoil. However; this is not to be confused with the idea that they work for these agencies rather than with them. A.E.V.s think independently, and if they decide the group they are working with is causing more harm than good, they will readily leave the "harmful folk" to fend for themselves while they escort civilians out of harms way.

Sweethearts. All A.E.V.s have an excessively protective, caring, and sweet personality. They will constantly try and convince their passengers that everything will be okay, and constantly talk to them like children, much to the irk of their passengers. Of course, they are seemingly oblivious to how annoyed their passengers become while under their protection.

Constructed Nature. A.E.V.s don’t require air, food, drink, or sleep.

Why so fast?

At the end of the day, A.E.V.s are sentient vehicles who are specifically designed to evacuate citizens out of harms way. Because they are a vehicle, they need a speed to match the other vehicles presented in chapter 7. See chapter 7 for additional rules on vehicles, including combat.


A.E.V.

Huge Construct


  • Armor Class 23 (natural armor)
  • Hit Points 181 (11d12 + 110)
  • Speed 180 ft., climb 180 ft., swim 180 ft.

STR DEX CON INT WIS CHA
35 (+7) 10 (+0) 30 (+10) 10 (+0) 10 (+0) 5 (-3)

  • Saving Throws Str +10, Con +13
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Common
  • Challenge 6 (2,300 XP)

All-Terrain Treads. The A.E.V. ignores difficult terrain and can climb difficult surfaces, including upside down on ceilings and sideways on walls, without needing to make an ability check. It cannot take the Dash action.

Amphibious Modulation. The A.E.V. can travel over water and other liquids as if they were solid ground.

Bomb Plating. A.E.V.s are covered in special plating designed to resist explosions, and automatically take half damage from all explosive devices.

Mobile Defense. The A.E.V. can comfortably hold up to nine Medium or smaller creatures without squeezing. A creature inside of the A.E.V. has total cover from outside attacks and effects.

Shields. Creatures 30 feet or further from the A.E.V. cannot target it with ranged attacks.

Actions

Flare Cannon. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: The target and all creatures within 5 feet of that target are blinded until the end of the A.E.V.'s next turn.

Tank Rules

Very rarely and only in times of dire circumstances, A.E.V.s will allow themselves to be equipped with actual weapons in lieu of their flare cannons. In such an event, replace their flare cannon with a ranged heavy weapon attack, and increase their challenge rating by one.

Fielder

The alien creature floats in place, seemingly observing it's surroundings. As you watch it, all the metal in the area begins to lift into the air and orbit around the creature, as if caught in a powerful magnetic field produced by the being.

Fielders are bizarre aberrations with the ability to create and manipulate powerful magnetic fields. They effectively use these fields in combat to destroy those who oppose them, but their lack of clearly defined goals makes it hard to tell exactly what their plans are and who's opposing them at any given moment.

Silent Schemers. It's commonly thought that fielders are constantly coming up with various evil schemes, but nobody is ever quite sure what exactly these schemes are. There are two main reasons for this. One is nobody has seen or heard a completed scheme, and the other is that Fielders never talk about their schemes (or anything else) to anyone. Though they can speak, they simply choose not to.

Devious Isolationists. While they wait for their schemes to come to fruition fielders tend to dwell in abandoned places with lots of metal. They rarely leave these places, and use their abilities to force intruders out.

Nonferrous Attraction. The fielder's unique ability to manipulate magnetic fields can impact all forms of metal, not just ferrous ones. This ability extends to control over metals imbued with magic as well.



Fielder

Large aberration


  • Armor Class 14, +1d6 each attack if it has metal orbiting it (does not stack)
  • Hit Points 180 (19d10 + 76)
  • Speed fly 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 19 (+4) 14 (+2) 15 (+2) 13 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing from attacks made with metal weapons
  • Condition Immunities prone
  • Senses Passive Perception
  • Languages Deep Speech
  • Challenge

Polarity Manipulation. The fielder has advantage on attacks rolls against a creature if the creature is wearing metal armor, has cybernetic parts, or is made of metal.

Magnetic Orbit. All medium and smaller metal objects that aren't being worn or carried within 30 ft. of the fielder are pulled 5 feet closer to it. A creature with worn or carried metal objects must make a DC 10 Strength check to stop the object from taking the same movement. Additionally, small or tiny metallic creatures must make a DC 15 Strength saving throw, being pulled 5 feet closer to it on a failure. If this movement brings the object into the fielder's space, it begins to orbit around the fielder. Removing an object or creature from orbit around the fielder requires a DC 15 Strength check. If a creature begins to orbit the fielder, it is considered to be restrained.

Actions

Multiattack. The fielder changes its magnetic field effect and makes two tentacle attacks or the fielder makes four tentacle attacks.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed a DC 13 Strength saving throw or become grappled. If the target is metal, it has disadvantage on the saving throw. A creature grappled in this way continues to take bludgeoning damage until they free themselves.

Magnetic Fields. The fielder is a natural master of magnetic manipulation, and is constantly emitting a magnetic field. As an action, it can change the field it's currently emitting. The effects of each field lasts indefinitely, or until the fielder changes its field. Fields have the following effects.

Repulse. The fielder repulses all metal away from it. Movement towards the fielder by creatures wearing, holding, or made of metal is made with halved speed. Attacks against the fielder with metal objects are made with disadvantage. Any creatures or objects previously caught in the fielder's orbit are repulsed 40 feet away from it and are no longer in its orbit. The fielder does not get its bonus d6 with this field active.

Whirlwind. The fielder rapidly increases the speed of its orbit, causing the metal objects caught within it to whip around it in a whirlwind. Each creature that comes within 15 feet of the fielder takes 15 (3d6 + 5) slashing damage every turn until it leaves the area. The fielder takes a -4 penalty to its AC while this field is active.

 

Gloom Surgeon

The small blue creature twitches compulsively before quickly beginning to scurry around the dingy hovel it called a medical room. As it picks up various rusty and surely unsanitary surgical tools it knocks a cupboard open, revealing an impressively large collection of all sorts of severed limbs and pickled organs.

Gloom Surgeons are small fey critters that excel in the art of surgery. It's often thought there's no feat they cannot accomplish through surgical procedures, though their unsanitary nature and bizarre habits tend to force people to be wary of them.

Charitable Doctors. The medical feats gloom surgeons are capable of truly rival all competition, frequently producing results that would normally only be possible through magic. The most notable part about these fey though is that they always work for free, outright refusing to accept payment for their work. This emphasis on working for free is so strong gloom surgeons are easily offended by those who ask for a price for their services, going so far as to turn them away in rebuttal.

Gruesome Collectors. While their medical expertise is rivaled by none, most sane people tend to avoid gloom surgeons as they have a strong compulsion to "collect" pieces of their patients they find interesting. Patients frequently end up leaving a gloom surgeons office in a worse condition than when they came in, cured of whatever ailed them but now missing digits, organs, or entire limbs. The reason why they do this is unknown, but it's commonly thought they find taking pieces off of patients to be funny and keep these collections to have a good laugh from time to time.

Unsanitary Environments. Despite their medical prowess, gloom surgeons essentially refuse to work in sanitary conditions. They never clean their instruments or lab, leave body parts laying around in the open, and allow pests to scurry around wherever they please in their lab.


Gloom Surgeon

Small Fey


  • Armor Class 13
  • Hit Points 27 (6d6 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 11 (+0) 18 (+4) 16 (+3) 11 (+0)

  • Saving Throws Int +6, Wis +5
  • Skills Medicine +5
  • Senses passive Perception 15
  • Languages Common, Sylvan
  • Challenge

Surgical Precision. When making an attack with its scalpel, the gloom surgeon may attempt to slice an essential part of the target -- such as a tendon or an artery. When it does so it can only make one attack with its scalpel that turn. On a successful hit with the scalpel using this ability, the gloom surgeon can choose to damage one of the target's arteries or tendons. If an artery is damaged in this way, the target immediately begins to suffer from bleed-out (see part 9). If a tendon is damaged, the target can no longer use the limb the tendon was in, and must operate on half movement speed if the tendon was in a leg (quarter movement if both legs are targeted), or the inability to use their arm for spellcasting or attacking if the target was an arm. These effects can be removed with a lesser restoration or better spell, and this ability does not apply to constructs or undead.

Actions

Multiattack. The gloom surgeon makes three scalpel attacks.

Scalpel. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 1d4+5 slashing damage

PART 13

Fabulous Items

Fabulous Items

This chapter discusses two groups of items, magic items and a new type of item known as Experimental Technology.

In addition to the multitude of magic items that are provided within the Dungeon Masters Guide, compiled within is a large collection of "Fabulous" items that are better suited for a high tech campaign. Fabulous items is a simple term that includes both magic items and a new type of item known as experimental technology. Experimental technology is functionally the same as magic items, they have varying levels of rarity and can achieve wondrous tasks, but they operate on the principles of science rather than on magic. Gameplay wise this only includes one difference: conditions that would normally suppress magic items, such as an Antimagic Field (pg. 213, phb) fail to affect experimental technology to any extent. Likewise, conditions that would suppress advanced technology such as an Antitech Field (pg. 97) do affect experimental technology and fail to affect magic items. Experimental technology is highlighted by a new tag: Experimental technology.

"Any sufficiently advanced technology is indistinguishable from magic." - Arthur Clarke

Magic Items A-Z

Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties.

Abjurer's Umbrella

Wonderous item, varies (requires attunement)


An ordinary-looking umbrella, with a discreet rune carved into the handle. There are four types of Abjurer's Umbrella.

Green Umbrella. Common. A green umbrella with a lighter green underside. When its command word is spoken as a bonus action, this umbrella floats beside the creature attuned to it, shielding it from rain or snow without requiring a hand.

Yellow Umbrella. Common. A yellow umbrella with a sun pattern on the underside. When its command word is spoken as a bonus action, this umbrella grants the attuned creature immunity to the effects of extreme heat. This does not shield the attuned creature from any damage they would take from a heat based source, such as fire.

Grey Umbrella. Uncommon. A slate grey umbrella with a geometric pattern on the underside. When its command word is spoken as a bonus action, this umbrella acts as a shield, though it doesn't change appearance. The creature attuned to it must have a spare hand to hold it, and must be proficient in shields.

Clear Umbrella. Uncommon. A transparent umbrella. A creature attuned to it can cast Leomund's Tiny Hut once per short rest (though the hut must be transparent). The umbrella itself stretches and bends into the hut.

Air Duct Infiltration Suit

Wonderous item, very rare


This pair of worn blue coveralls resembles the kind many janitors and maintenance workers wear when on the job; and is a favorite of corporate spies. Four times per day the wearer can use the suit to trigger a gaseous form spell, allowing them to travel through a building's air ducts.

Action Packed Super Soaker

Wonderous item, legendary


This plastic water gun has a blue coloring and a yellow tank where water is stored. The tank must be opened and refilled with water after every three uses. A creature can use an action to manually pump air into the squirt gun, increasing the range of the gun by 10 feet and dealing one additional damage dice with each pump. The liquid shot out from the super soaker comes out in a five foot wide line and is randomly determined by the table below.

d10 Liquid Damage Type/Effect
1 Acid 1d8 acid
2 Basic Poison 1d8 poison
3 Beer 1d8 poison damage, target is inebriated
4 Gasoline 1d8 poison damage, target becomes flammable and vulnerable to fire damage
5 Grease No damage, target falls prone and is under the effects of a grease spell centered on it
6 Holy Water 1d8 bludgeoning, general rules of holy water apply
7 Honey No damage, targets speed is halved and it has disadvantage on dexterity checks until it spends an action to remove the honey
8 Lava 1d8 fire damage, target is on fire until they spend an action to scrape off the lava
9 Liquid Nitrogen 1d8 cold damage, target has disadvantage on its next attack
10 Mercury 1d8 necrotic, target gains the poisoned condition for five minutes

Animated Tools

,


ARCANOBOTS Action Figure

Wonderous item, common


ARCANOBOTS action figures are durable, articulated, collectible robots powered by magic (though to most of the world, this is just marketing hyperbole). When powered by batteries, they respond to the verbal commands of their owners. They come equipped with pop-out jet wings and miniature "death ray" guns that deal light necrotic damage. An ARCANOBOT filled with batteries operates for 24 hours, at which point it becomes an inanimate, normal toy. ARCANOBOT Action Figures are compatible with both Ionic and Solar Coils.

An ARCANOBOT action figure has the following statistics:


Arcanobot

Tiny Construct, Unaligned


  • Armor Class 17
  • Hit Points 5 (2d4)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 10 (+0) 10 (+0) 10 (+0) 1 (-5)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Understands the language of its creator but can't speak.
  • Challenge 1/4 (50 xp)

Actions

Death Ray Gun. Ranged Weapon Attack: +5 to hit, Range 15ft., one target. Hit: 1 (1d4-1) Necrotic damage

Armory Cloak

Wonderous item, rare (requires attunement)


This cloak is made of stylish black fabrics and silk and provides a +1 bonus to Dexterity and Charisma saving throws.

When you attune to the cloak, however, you can hide up to eight one-handed weapons within the cloak’s extradimensional space. Alternatively, you can store one two-handed weapon at the cost of two one-handed weapons. Only the person attuned to the cloak may draw these items. The cloak’s weight remains constant regardless of the number of weapons hidden within it.

Bad Hair Day Clip

Wonderous item, uncommon


At first this seems like a cheap, plastic hair clip of the kind found in most convenience stores, but closer inspection reveals a tiny rune carved into the grip.

Curse. This cursed item contains a curse that causes the person wearing it to suffer a -4 penalty on all saving throws, Charisma checks, and Charisma-based skill checks. Removing the hair clip requires a remove curse or dispel magic spell.

Badge of Honor

Wonderous item, rare


A old west style metal sheriffs badge, well worn and quite scratched up. Assailants targeting the creature wearing this badge with a firearm have disadvantage on all attacks made against them. Additionally, the creature wearing this badge can sense whenever an attacker is aiming a firearm at them by developing goosebumps.

Bandana of Clear Breath

Wonderous item, rare (requires attunement)


A black bandana with a skull face imprinted on the design. When a creature attuned to this item folds the bandana and puts it over their mouth and nose it will block out all gaseous toxins, poisons, and sicknesses completely. This protection extends up the face and will protect the creatures eyes as well. The bandana does not protect against ailments that are transfered through other means, such as consumption or touch.

Beijing Special Brew

Wonderous item, rare


An old plastic bottle filled with dirty grey smoke. You create a 20-foot-radius sphere of poisonous, grey smog centered on the bottle. The smog spreads around corners. It lasts for one minute or until strong wind (21 or more miles per hour) disperses the smog. The area inside the smog is heavily obscured. When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, the creature takes 4d4 poison damage and is wracked with a coughing fit, leaving them incapacitated for one round. On a successful save, the creature takes half damage and is not incapacitated. After the smog has dispersed you can put the lid back on the bottle, and the smog will regenerate after 48 hours.

Blackspot Seed

Wonderous item, rare


When planted, this seed takes one round to grow into a rose beset by Black Spot fungus. While planted in the ground, this rose creates a signal blackspot in a radius of 50ft where mobile phone signal, wi-fi and other types of electronic communication have no effect. The rose lasts for 24 hours before withering and dying.

,


Bladegun

Weapon (firearm), uncommon (+1), rare (+2), or very rare (+3)


A bladegun is a magical simple firearm that transforms into a magic short sword (and back again) upon command. Each bladegun can be any simple firearm, but always transforms into a short sword. The handgun and short sword versions of the weapon possess the same enhancement bonus (+1 to +3). Turning the handgun into a short sword -and vice versa- takes an action. A bladegun in firearm form must be loaded with the proper ammunition to fire (as any gun). Bladeguns always transform back into the same firearm.

Blue Tooth

Wonderous item, uncommon


Looking like a small piece of blue plastic, when placed into your mouth it fits one of your molars perfectly like a filling. While it is worn, it reduces the DC to hack any item with bluetooth capability by 5.

Borrower's Wallet

Wonderous item, common (requires attunement)


A wallet of any design. It appears to be empty to all but the attuned creature. A DC 16 Intelligence (Investigation) check can see through the illusion. The illusion fails to hold up to physical inspection - someone holding the wallet might feel that it holds heavy change for example.

Bubblegum of Feather Fall

Wonderous item, uncommon


A simple piece of chewing gum, often taking the form of colorful gumballs with feather designs printed on the outside. A creature chewing this bubblegum can take an action to blow a massive bubble capable of slowing their rate of descent as if under the feather fall spell. Each piece of gum can only be used in this way once before it loses its magical properties.

Bulletproof Shirt

Wonderous item,


PART 14

The Internet

The Internet

Despite being used under a multitude of different names, the Internet has been a common theme of the subgenre ever since William Gibson's Neuromancer was first released. Typically in these settings, the Internet has actually been used a means of escape from the crushing weight of society rather than as a source for information. In an attempt to illustrate the ways in which the Internet separates from reality, I choose to design it as an artificial plane of existence that one connects to using their mind (much like the Astral Plane).

The Internet is a plane of existence that is separate from the multiverse as a whole. In a sense it both does and does not exist, being entirely artificial it is not a plane that formed naturally. Being entirely wireless, it does not physically exist on any plane of reality and cannot be physically interacted with. Though the Internet cannot be physically interacted with, a user can access it mentally via the use of drugs, cybernetics, or magic. There are two levels in the Internet, which are explained in further detail in chapter __. Below are some examples of what notable locations on the internet might look like.

  • A massive marketplace where millions of people gather to purchase legal (or illegal) goods and services
  • The dank, dismal lair of a dreaded Shippaisha Dragon
  • A secure vault owned by a large bank that houses all of their digital currency
  • A forum where pirates gather to distribute all kinds of stolen media for free
  • An old, corrupted area of the Internet where dangerous viruses run rampant seeking to corrupt more of the Internet

PART 15

Organizations

Organizations

From the humble megacorporation to the local street gang, organizations are critical to the life of an interesting and healthy cyberpunk world. Organiations within this chapter are broken into two different categories: factions and megacorporations. Factions are a broader grouping of any group of individuals who band together to achieve common goals. These could range from churches to mobs and sprawl gangs. Megacorporations (called megacorps for simplicity and style) are corporations that have grown so powerful they're able to disregard any laws or even take over and replace the current government with no backlash.

This isn't to say these two categories don't overlap. Indeed, the church could be owned by a megacorp, and a megacorp could be ruled by a board of directors who all pledge fealty to some faction or another. This section contains further information on what exactly both of these things are, thoughts about what to consider when creating a faction or megacorp, and several world agnostic examples of each category you can drop into your own setting with minimal effort.

Megacorps - viscera cleanup detail, palm cybernetics, Gangs - Misc. -

PART 16

Megacities

Megacities

Megacities are easily one of the most important components of the cyberpunk genre (contested only by cybernetics & megacorps). Because of this, it's critical to design a powerful, fluid, and interesting megacity for your players to interact in. However, designing a single city worthy of holding an entire campaign can be a difficult task, especially when it comes to keeping one city interesting for at least 20 sessions. This section is designed to alleviate much of this stress by providing some basic information about what megacities are, how to build and run them, and ideally how to keep them interesting.

What Are Megacities?

According to the United Nations Department of Economic and Social Affairs, a megacity is any city that has a population greater than or equal to 10 million people. Their 2018 global census report concluded that the world had 33 megacities, about half of which are located in China or India. Tokyo is frequently listed as the most populated megacity in the world, with just under 14 million people living inside the city itself, though the population greatly increases when one includes the Greater Tokyo Area to just under 37.5 million people. Though Asia holds roughly half of them, at least two megacities can be found on every continent that currently sustains human life.

The cyberpunk genre really thrives on megacities however, when one realizes that they have no population cap requirement -- meaning they can be as large as their creator (you) desire. Notable examples of impressively large megacities in science fiction include Mega-City One from the Judge Dredd comics, which at times spans from Canada to Florida (the entire eastern coast of the United States), and Coruscant from the Star Wars franchise, a single city that completely covers an entire planet. Both of these cities are much bigger than the Sprawl presented in William Gibson's Neuromancer, though their almost fantastical size is what makes them memorable. Size isn't the only thing to consider when designing a megacity however.

Making it Memorable

Ultimately, making your megacity unique and memorable is up to your imagination and/or what inspiration you can draw from popular science fiction, real life, and theoretical architecture. To aid you in using your imagination and finding inspiration, I've boiled the concept of megacities down into five different types I find to be prevalent, and have provided descriptions and examples for each type.

  1. Vanilla megacities are the most standard and common types of available. As they're essentially a massive city that spans over a relatively large area of land, they're the easiest to design, but also the most unremarkable. Night City from Cyberpunk 2077 and the majority of the art you'll find online for megacities are great examples of this category.
  2. Megalopolises aren't truly one city, but rather a grouping of close cities with a high population that are closely connected through public transportation to the point they're virtually indistinguishable from one another. Megalopolises can be found on almost every continent across the world due to their increasing popularity in urban planning, and are heavily prevalent in fiction. Examples from fiction include The Sprawl from Neuromancer and Mega-City One from the Judge Dredd comics.
  3. Ecumenopolises are megacities that have grown so large they've completely covered the surface of whatever planet they exist on. The sheer size of these particular megacities has caused them to shy away from the cyberpunk subgenre, landing them almost exclusively in the realm of true science fiction. I don't recommend using this type in a cyberpunk world, as they begin to lose touch with the gritty "realistic" feeling the cyberpunk subgenre is designed to portray. Regardless, some notable examples include Coruscant from Star Wars, Trantor in Isaac Asimov's Foundation series, and Holy Terra from the Warhammer 40k universe.
  4. Arcology is a term that combines the words architecture and ecology. Theoretically, arcologies are cities suitable for human habitation that are completely contained within one building. An arcoloy would be incapable of producing its own resources, but would generate enough economic power to simply import any necessities needed from the outside world. Though the population never reaches over 10 million, real world conceptual ideas of these megacities include the X-Seed 4000, Shimizu TRY 2004 Mega-City Pyramid, and the Sky City 1000. Arcologies themselves were introduced to the cyberpunk subgenre in Neuromancer, where each megacorporation had its own arcology.
  5. Miscellaneous megacities is a term I came up with to categorize the more unique and rare types of megacities that don't quite fit in well anywhere else. These megacities are by far the most unique and memorable, though they may take more effort to create and run. The Maze is a massive underground megacity that stretches from Los Angeles to New York City in the film Circuitry Man -- with the catch that the entire city is underground as pollution has rendered life on the surface unhabitable for life. In Magnus, Robot Fighter all of the major islands of Japan are completely covered by a massive structure known as The Host which is controlled by a sapient electronic network. Finally, in Battle Angel Alita, the megacity is split into two different cities -- Scrap Iron City (nicknamed the Scrapyard), a poor destitute city seemingly on the brink of collapse, and Zalem, an elegant city floating directly above the Scrapyard that seemingly acts as a parasite that consumes the hope, money, and resources of the city beneath it.

How Megacities Form

After you have a general idea as to how you plan on making your city memorable, you need to consider what the history of your megacity is and how it formed. Typically in real life and fiction, megacities form in three different ways, which are listed below.

Age & Economics

One of the most common methods that's used in the creation of megacities is the combination of age and economics. Cities naturally grow larger with time as people reproduce, and varying economic factors such as ports or a plethora of job opportunities encourage outsiders to move into the city when they otherwise wouldn't. Of the top ten most populated megacities (as of 2020), the youngest (Tokyo) is over 400 years old. Of the same ten megacities, only one (Mexico City) doesn't have a major land or water port. All of them are economic powerhouses of their respective countries and are home to at least one megacorporation.

Age and economics aren't necessarily the only method behind a megacities creation. Rather it can be applied to other factors to boost their potency and help a city develop into a megacity even faster.

Twin City Method

The twin city concept is the idea that two cities can form and develop in close proximity to each other, eventually becoming so reliant on one another to exist they become indistinguishable, and eventually merge into one massive megacity.

The idea isn't constricted to two large cities either. Rather, a plethora of satellite cities (smaller cities used primarily for residence) can spring up around a core city (a large center of business), eventually merging with it in an ever increasing span outwards.

Migration

As far as I'm aware, migration is a method solely existent in fiction, and has never actually been used in the real world. Nevertheless, it is a more than viable tool for the creation of your world and has been used in a plethora of stories, perhaps most notably in the world of Judge Dredd. Essentially, migration forms megacities in the aftermath of a calamitous disaster of near biblical proportions (nuclear war in the case of the Judge Dredd series). The survivors in what's left of the now devastated landmass find a way to survive by grouping together in one central location, causing the local population to explode into megacity standards.

Assembling Your Megacity

Now that you know the past of your megacity, the single most crucial part of keeping your setting engaging and memorable is effectively designing it. If you've been following along, you should have already started this and now have a general idea of the big picture of your megacity. However, it's the small picture that your players will be directly interacting with each session.

For lack of cooler terms, I call this small picture the anatomy of a megacity. Your megacity needs certain parts (or organs) such as ethnoburbs, slums, and ports to properly function and stay interesting. Organizations also function as these necessary parts, and are described in the previous part of this compendium.

Another good analogy I frequently use to explain this concept is to tell people to think of their megacity like they would a continent. Continents have different biomes that interact and rely on each other, but are completely different in lifestyle, conditions, and inhabitants. These biomes all come together on a single landmass to form a habitable continent. Likewise, a properly designed megacity should have different "biomes" (called districts from here on out) that act in a similar manner to create a fully functioning metropolitan powerhouse.

Districts

Listed here are all of the districts I could identify from my research that are necessary in the creation of a good megacity. The majoity of these districts are grounded in reality, though I've tried to identify one or two districts that are only found in fiction. I've also tried to identify and explain if a district has any direct relationship to another district and what that relationship is, and what districts are likely to be close to one another in a logical map.

For better organization, the districts have been subdivided into four different types: Urban Districts, Economic Districts, Miscellaneous Districts, and Fictional Districts. Some districts overlap into multiple categories. If this happens, it will be listed in the category it falls most heavily under and the other categories it falls under will be listed in its description.

Stitching Districts Together

One of the most important parts of using districts to create a your world is knowing how they go together. Different districts connect to each other in unique ways, influencing what districts are next to them -- shaping the geography, economy, and culture of your world in the process. Each district will have a list of other districts they should go next to, and those they should logically stay away from. You won't find a gated community next to a slum for example, the 0.1% wouldn't want to look at it all day.

Travel between districts should be relatively easy for players and npcs to achieve. The only real struggle should come when they try to access wealthier areas or areas that are blocked off for good reason (such as a power grid). How the border between districts is represented is completely up to you. It could be a gradual decline in city quality as players move from wealthy to poor areas, or it could be as literal as crossing some train tracks. The spell District Shift (described in Part 10) or some other teleportation spell may also allow for easy travel between districts.

As cities get larger, so too do the districts. Depending on the size of your megacity it could take the players days or even a couple weeks to cross through one district -- even if they have a vehicle. Between encounters, finding food and shelter, and simply travel time alone moving between districts could prove to be a significant feat that many might try to shy away from.

Urban Districts

Urban districts are areas where the primary purpose is residence for the people in the city. Who lives where is determined by the district, as is the quality of life. Though you're likely to find shopping areas inside urban districts, most likely aren't going to carry many of the items more necessary for adventuring.

Ethnoburbs

Though megacities are the ultimate melting pot of every conceivable culture in your world, people tend to instinctively cling to what's familiar to them. This instinct makes them feel safer, more comfortable, and at home in an otherwise chaotic and ruthless world -- usually at the cost of a weaker economy and a general disconnection from the rest of the city.

Ethnoburbs are perhaps best known in the real world as Chinatowns and Little Italies. These cultural bubbles are incredibly small and tight knit. Typically these districts should be no more than 5 street blocks in any direction, and that's for impressively large ethnoburbs! A more average size for these districts should be around 3 street blocks.

Blocks?

When I mention blocks, I'm referring to a city about the size of Los Angeles and its surrounding areas. You can adjust the size of an ethnoburb as needed to fit your world, but they should always be one of the smallest districts.

Ethnoburbs are created when a large group of immigrants come from one culture en mass. Typically these immigrants are in need of cheap housing, so they move into poorer areas of the city. As mentioned above, they also move next to people from the same place they hail from, creating an ethnoburb. Overtime megacities will expand, shifting the economic districts until the poor housing the ethnoburb was originally set up in is actually in a somewhat nicer part of town closer to downtown districts. When placing ethnoburbs on your map you should use this knowledge to consider how long they've been in your megacity and place them accordingly. Put older ethnoburbs deep within a stable downtown district, but never within a city center (they can realistically be close to a city center, but never within one). Newer ethnoburbs from races who are just now moving into your megacity should be located in poorer districts, and should be noticeably poorer from older ethnoburbs.

somewhere around the border of a lower income urban district and a downtown or city center district. Alternatively, you can feasibly put them deep inside a downtown district.

Ethnoburbs are your chance to flesh out the culture of any race in your world. Because they're almost exclusively home to one race, that race dominates everything about the area. Architecture is changed to represent the traditional architecture of the race, uncommon racial goods are sold in markets, racial languages become predominant over common, etc.

Organized crime should be run by a ring of the local race, such as an elven mafia or lizardman gang, and should not be controlled by a ring that functions outside this district. These crime rings may or may not be connected to a ring that operates on a much larger scale, though they themselves typically do not control crime outside of their ethnoburb.

You can put as many ethnoburbs as you want into your world, though a good rule of thumb is to only have one of each race per megacity. The only exception to this rule would be if you have a simply massive megacity like those found in the Judge Dredd universe, in which case ethnoburbs from the same race should still be few and far between. Depending on how you design your races you can even have ethnoburbs dedicated to different subraces! This typically indicates to the players that the subraces are unique and somewhat alienated from one another, so if you go with this way you shouldn't have an ethnoburb for the parent race as well.

Gated Communities

The larger a city gets, the more it breeds crime, filth, and poverty -- none of which is desirable to the ultra rich. Their solution is to build and move to bubbles these undesirable qualities can't touch, literally walling themselves off from the rest of the city in the process. These bubbles are known as gated communities.

Gated communities are persistent across every region of the world (save Japan and continental Europe), and can number in the tens of thousands per country. In a cyberpunk world these communities should be exclusively home to the 0.1%, and should be equipped with everything they need to thrive without leaving the community. Because they're home to the elite, gated communities should be as large as needed (they can afford it), and can even be the size of a small city!

As I just mentioned, gated communities are formed by the ultra wealthy to keep them isolated from the less desirable parts of life in the big city. Naturally the ultra rich would desire to live in the best part of town, so it's important to place them accordingly, though this is a tricky task. These districts should virtually never be placed next to any other district. The best district to place them next to would be a city center or central business area, though even then it should be avoided. Rather, place gated communities away from everything

Ghettos/Slums
Suburbs

Economic Districts

Economic districts are areas completely dominated by whatever economy type dominates the local area. Your ports and industrial areas are found here, but so are the areas dominated by office jobs and stores like city centers. If you need to find any good, from people to shoes, chances are your players will find it in one of these areas.

Central Business Areas
City Centers
Downtowns
Edge Cities
Industrial Areas
Ports

Miscellaneous Districts

Miscellaneous districts are areas that, while vital to the health of a megacity, don't quite fall into the economic or urban side of things. That's not to say they're uninteresting though. Many a gripping story has crucial scenes in parks, sewers, or subways.

Dumps
Parks
Transportation Lines
Utilities

Fictional Districts

Fictional districts are areas that don't or can't exist in reality, but have been used with great effect in regular or science fiction. Most fictional megacities rely on the three categories listed above, so this section is slimmer than the rest.

Floating
Underground Areas

Running Your Megacity

something about life (like weather, crime, and other things) in a megacity? talk about how to make the world seem massive, corrupt, hopeless, and degrading? good place for the planned mental/magic deterioration of characters? GOOD SECTION FOR THE PROBLEMS OF MEGACITIES LISTED IN WIKIPEDIA!

PART 17

Modernized Dungeons

Modernized Dungeons

In a world with modern or higher technology, dungeons need to be upgraded to better protect what's within from advanced players. This chapter aims to detail how to upgrade dungeons in such a way by adding in new rules for things such as cameras and sensors, traps such as turrets and bombs, and any other more general suggestions. To help you visualize these suggestions, I'll also be including several dungeons I made myself and detailing how they function and what new things you might want to take note of. Feel free to use these dungeons yourself whenever you want.

Building a Dungeon

Anytime you start building a dungeon, some of the first things you should consider are the dungeon's purpose and location. These two factors often feed into and determine each other. Some modern examples can be seen in the short list below.

Location Purpose
Underneath a Bank Holds the banks reserves of cash and valuables
A seemingly abondoned hospital Used for secret government or corporate human experiments
An "off the books" corporate laboratory away from civilization Hides secret corporate experiments

Of course, these two things don't always have to match, and they can often be much more memorable when they don't. In my experience, these types of dungeons should be used sparingly

PART 18

Adventures

Adventures

Adventures are

PART 19

Lights End

Lights End

This final portion of the book is a complete disregard for my previous strongly held intention of keeping my ruleset system agnostic, as I'm using this section to introduce my own personal world -- Lights End. Typically I format notes for my worlds in a simple Google spreadsheet, so formatting this section will be a challenge for me and some notes may be disorganized. Nevertheless, Lights End is a complete and playable world you can pick up and drop your characters into, complete with maps, lore, npcs, organizations, and everything else one should need to play in a world. Hopefully if you can make heads or tails of these notes you'll be able to use my world however you see fit.

Lights End is a coastal megacity that lies on the border of a long forgotten nation that has since collapsed into nothing. Much of the history of the city has been forgotten, with the only piece of history remembered about the city being that it got its name due to how the city is the last place the light touches before setting over the ocean. These days, the name has taken on a different meaning, as the hundreds of millions of inhabitants within the megacity take it to represent how all light of hope seems to die out within the city limits.

Cruelty Squad is set in a biopunk future where where governments and corporations are laughably corrupt, assassins openly track and kill their targets with few repercussions, and people obsessively augment and modify themselves with disgusting implants.

One of the first things you'll see in Cruelty Squad is a mass shooting. A man, armed with a light machine gun, is mowing down civilians in an open plaza. Blood and bodies pile up. Unsettling chiptune music plays over the scene. Your character watches the mayhem from his apartment window high above. He looks unfazed, content even. He's on the phone, but he's not calling the police. More important things to attend to.

A gig offer. Corporate assassination. You accept.

The reality of Cruelty Squad is an all-consuming nightmare. Distorted textures, unsettling characters, glitchy corrupted soundscapes pummel you at every opportunity. Overwhelming at first, you adapt after an hour or so to the relatively simple Hitman-style objectives. Load in, kill your marks, and get out. Earn cash to buy new equipment, ranging from mundane tools like Kevlar vests and frag grenades, to the disturbing, like a skullgun that damages you every time you fire. Of particular note is the Grappendix, its grotesque appearance matched by its game-breaking utility. Get it as soon as you can. Level secrets and strange gameplay mechanics add tons of replayability to your experience, and the real-time stock market simulation can allow you to sell the organs of the people you kill, and even react to certain events in the game. A savvy investor can make out like a bandit, if you know how to time the market.

The gameplay of Cruelty Squad is good, damn good. If that was all there was to it, CS would be just another good indie title with a unique aesthetic. And while that's perfectly fine, to leave it there would be missing the treasure behind the trash.

The infinite desire for ever greater power, progress, and profit has corrupted the world and its inhabitants. Day to day life revolves around work, consuming products, and transaction-based creation myths. Owning property is a heavenly utopia. Adopting a CEO mindset and burying your friends under the unstoppable might of capital with a grin on your face is viewed with godly admiration. Life has no value besides the organs under your skin. Remember at the start of the game those people getting mowed down in the streets? Watch the cutscene again and pay attention to the bystanders. See how they aren't making any attempt to get out of the way? They look bored. Just as bored as the protagonist watching from above. They all realize how meaningless their lives are. Your targets will even talk with you, their soon-to-be killer, if you're so inclined. Some will insult you, others indifferent. Yet others happy even, to have someone listen about their troubles. Self-preservation is an odd trait to have in Cruelty Squad. Who cares about dying when coming back is so easy?

On a more literal note, I believe this title was made by an artist deeply disgusted by our capitalistic fetishization of wealth and the figureheads that embody those productive virtues (Elon, Bezos, Thiel, Stark, etc...). Cruelty Squad's universe revels in the trauma loop one can find themselves trapped in when their finances hang by teetering balances, at risk of disruption by powers outside of their control. When your health insurance doesn't cover a devastating surprise medical bill, Cruelty Squad sneers and grins and tells you to keep up that grindset. When a loan is denied because of a credit score, Cruelty Squad shrugs with contempt and suggests lining the walls of your room with Funko Pops. It even has something to say about the GameStop short squeeze. Try putting your savings into the "GamesGames" stock. You won't be disappointed.

I love Cruelty Squad. I also hate it, but I think Cruelty Squad does as well. To spare you with specifics, I found my sentiment with the game to roughly follow the vibe of each of the game's major narrative beats. Over time I saw the deep-fried aesthetic not with nausea, but hatred. An intense hatred to the all-consuming cancer that capitalism has gripped this world in. The game shares in all this anger, all this rage. It's punk. It's classic punk. It's punk in the way only a murder simulator could scream its message at the cancer to go ♥♥♥♥ itself. It's one of the deepest connections I've ever felt with a game. It's art. It's garbage. It's the last game I would have ever expected to leave such an impact on my life. Grab your favorite gun, load up a level, and get liquidating. You've got stocks to buy.

PART 19

Character Sheet