Sie sind auf Seite 1von 64

section you won’t really need (but it’s still

worth a read for theming) will be the “Gritty


Urban Rules”.

On the other hand if you are looking to


embrace the dark dirty world of urban fantasy
How to Use This Book then this book is 100% for you. When you add
in those gritty rules talked about above you
Sometimes swords and sorcery can get stale.
When that happens a change of scenery have games that can be filled with just as
might be in order and there’s no bigger much mystery and intrigue as monster butt
change than stepping into the big city. I’m not kicking. One of the staples of many urban
talking about a medieval city either, but a fantasy tales is that they are more grounded
modern one with computers, cell phones, and towards “reality”, at least a reality where
even a little organized crime. This book will
magic still happens. In these world it’s
take D&D out of the Middle Ages and drop it
right into the Digital Age. Inside you’ll find common for the fantastic to be kept secret
rules for: and even something as common as an elf
 Gritty Urban Fantasy might be strange and exotic to the point of
 Computers & Hacking even being beyond what the players are
 Running “All Human” Games capable of.
 Keeping Magic Secret
 Running A Fantasy Underworld If your taste fall somewhere in between then
simply pick and choose what feels right for
you. This is your game so run it how YOU

High Urban Fantasy vs. want. Additionally, this book is completely


compatible (but not reliant on) all GM’s Table

Gritty Urban Fantasy books.

When most people think of urban fantasy


images of drunken wizard detectives and
monster slaying brothers might come to mind, Waite, Less Fantasy?
but that’s not the only way things need to go. After reading about “gritty” fantasy you
Perhaps your game takes place in an alternate might be asking why tone done that
history where standard fantasy is just the fantasy elements in your game. Well
stuff of history books. A place a where evles there are a lot of reasons, but the
and dwarves and even orcs might walk the shortest answer is simply a change of
street like anyone else. This is High Urban pace. Yes this means your game might
only allow humans, but we have race
Fantasy and it can be loads of fun. The best
options for that to keep things
part is that it’s much easier to do. interesting, and yes this means casters
will be slinging less spells, but in a word
If this is the kind of game you’re going for
where magic is rare they may be treated
most of this book will be of use to you. All of like gods. At the end of the day choosing
the character options from background to to have less of something can just make
class features will fit just fine into a high flying it stand out that much more.
modern fantasy tale when combined with the
standard rules provided in the PHB. The only
section you won’t really need (but it’s still
worth a read for theming) will be the “Gritty
Urban Rules”.

On the other hand if you are looking to


embrace the dark dirty world of urban fantasy
How to Use This Book then this book is 100% for you. When you add
in those gritty rules talked about above you
Sometimes swords and sorcery can get stale.
When that happens a change of scenery have games that can be filled with just as
might be in order and there’s no bigger much mystery and intrigue as monster butt
change than stepping into the big city. I’m not kicking. One of the staples of many urban
talking about a medieval city either, but a fantasy tales is that they are more grounded
modern one with computers, cell phones, and towards “reality”, at least a reality where
even a little organized crime. This book will
magic still happens. In these world it’s
take D&D out of the Middle Ages and drop it
right into the Digital Age. Inside you’ll find common for the fantastic to be kept secret
rules for: and even something as common as an elf
 Gritty Urban Fantasy might be strange and exotic to the point of
 Computers & Hacking even being beyond what the players are
 Running “All Human” Games capable of.
 Keeping Magic Secret
 Running A Fantasy Underworld If your taste fall somewhere in between then
simply pick and choose what feels right for
you. This is your game so run it how YOU

High Urban Fantasy vs. want. Additionally, this book is completely


compatible (but not reliant on) all GM’s Table

Gritty Urban Fantasy books.

When most people think of urban fantasy


images of drunken wizard detectives and
monster slaying brothers might come to mind, Waite, Less Fantasy?
but that’s not the only way things need to go. After reading about “gritty” fantasy you
Perhaps your game takes place in an alternate might be asking why tone done that
history where standard fantasy is just the fantasy elements in your game. Well
stuff of history books. A place a where evles there are a lot of reasons, but the
and dwarves and even orcs might walk the shortest answer is simply a change of
street like anyone else. This is High Urban pace. Yes this means your game might
only allow humans, but we have race
Fantasy and it can be loads of fun. The best
options for that to keep things
part is that it’s much easier to do. interesting, and yes this means casters
will be slinging less spells, but in a word
If this is the kind of game you’re going for
where magic is rare they may be treated
most of this book will be of use to you. All of like gods. At the end of the day choosing
the character options from background to to have less of something can just make
class features will fit just fine into a high flying it stand out that much more.
modern fantasy tale when combined with the
standard rules provided in the PHB. The only
Gritty Urban Rules Natural Healing: In addition to spent hit dice
characters regain a number of hit points equal
to their constitution modifier after each rest.
Many urban and modern games aren’t quite Hit dice do not need to be spent to gain these
the same as standard fantasy. Sure the points and the effects of song of rest and
surroundings change, but so does the pacing. similar abilities apply to these hit points.
You might end up in the sewers roaming from
tunnel to tunnel like a modern dungeon, but
Medical Care
that’s rare. More commonly there might be
As stated in Healing & Recovery, medical care
days or even weeks between combat with
is needed for characters to spend hit dice.
much more exploration and investigation in
While this is the minimum necessary for
between. To fit this pacing as well as other
recovery better quality medical care can
common themes with modern games there
provide additional effects.
are some special setting rules you can apply
to your urban fantasy games. Pain Killers: Weather prescribed by a doctor
or bought off the street pain killers are a fast
and effective way to keep fighting. I
drawback being that not feeling the pain
Healing & Recovery doesn’t mean the damage isn’t
With the slower pacing and less
there. Pain killers allow a
common use of magic in urban
character to immediately spend
games the rules about Short
a hit dice without spending a
Rests, Long Rests, Exhaustion,
long rest to gain a that many
& Hit Dice need to be
Temporary Hit Points plus their
adjusted.
Constitution modifier.
Short Rest: A character gains a short
First Aid Kits: First aid kits allow character
rest after 8 hour and can only be done once
to spend hit dice as normal. In addition, a first
per day.
aid it can be used to automatically stabilize a
Long Rest: A character can only gain the dying character.
benefits of a long rest once every 7 days and
Doctor’s Visit: While not usually cheap visiting
requires at least 24 hours of nonstrenuous
a doctor with proper supplies and facilities
activity. Long rests allow a character to regain
has its advantages. If a character is able to
all lost hit points and a number of hit dice
take a short rest while under the care of a
equal to half their level.
doctor the first hit dice spent is treated as if it
Exhaustion: Exhaustion recovers at a rate of had rolled the maximum amount. Further hit
one level per short rest and can be fully dice are rolled normally.
recovered after a long rest.
Hospital Stays: The most expensive option,
Hit Dice: Characters can only spend hit dice but easily the best, A character that spends at
during a short rest with proper medical least a short rest under the care of a hospital
attention and supplies such as first aid kits or treats all hit dice used as if they had roller
medication. their maximum amount.
Human Heroes made men, but others are just a way to pay
While urban fantasy is no stranger to rent when they aren’t busy saving the world.
fantastical races they tend to take the pace of Just as with any game of D&D players will pick
interesting side characters to highlight the a background, however in these games that
contrast from the fantastical and the background will also cover what they do when
mundane world they hind in. Because of this not kicking evil’s butt. Given the slower pace
many urban fantasy games involve only and more down time involved in urban games
human heroes. To keep things varied at the this is a choice that will follow a
loss of racial options players can use their feat character their entire
gained from the human variant rule in career and heavily
the PHB (page 31) to dictate how they
purchase a Human spend their down
Racial Feat (see time. More can be found
Chapter 2). on backgrounds on page 6.

Languages Driving
Urban settings are places full of cultures and It is assumed all characters know how to
ideas, because of this “common” isn’t really a handle a car (or motor cycle with GM
language. Instead the common language is digression) under normal circumstances. Tool
that of whatever the native language is of proficiency Vehicles is required for situations
your city. The same is true for most fantasy such as high speed chases or pulling off
languages such as elven and dwarven. Instead stunts. Also to simplify the much less used air
most creatures use the language of their and sea vehicle skills the proficiency of all
native land. Because of this common vehicles has been grouped into a single tool
languages are English, Spanish, Russian, proficiency
Chinese, Latin, & Italian. Fantastic languages
do still exist, but are much rarer and cannot
Computers & Hacking
be taken at character creation unless
With a modern area come modern toys. Sure
specifically stated. These ancient languages
magic might be rarer, but at least you have
include: Sylvian, Draconic, Runic, & Abyssal.
your cell phone. Just like with driving it’s
assumed every character knows the basics of
Careers & Day Jobs using a computer from surfing the internet to
For most fantasy games being a hero is a checking email. When it comes to cracking
character’s career. This isn’t exactly the truth passwords or high jacking security systems
in the modern world. Sure you might strip a however some specialized training is required.
vampire lord of everything he has, but odds Because of this a new tool has been added for
are you’ll be pawning that jewelry and outside urban games called Hacker’s Tools. The exact
of walking around money most of his cash will contents of hacker’s tools can be found along
be in a bank that won’t take “but I killed him” with more detail on how to use the tools as
as proof of identification. Because of this all well as other rules for dealing with computers
characters have a day job. Many of these jobs can be found in Chapter 3: Equipment &
might regularly put the character in Technology.
adventurous situations such as private eyes or
Firearms Realistic Ammo: With realistic ammo
In a modern setting, guns are almost an rules characters need to keep track of every
inevitable and they deserve some special shot. Reloading is a minor action and rolling a
rules. This section does not cover what classes natural 1 while shooting causes the gun to
gain proficiency in fire arm (see Chapter 3: jam which requires an action to fix.
Equipment & Technology), but instead covers Pulp Ammo: With pulp ammo rules
the rules for how to handle firearms in urban bullets are seemingly never ending. In truth
games. bullets do run out, but reloading is a free
Ballistic Damage: Firearms deal a special type action that is assumed to be done without the
of damage called Ballistic. This is a version of character’s foresight. In exchange for this
piercing damage but much more specific. ease characters can “loose count” of their
Because of this, creatures that are resistant or bullets. When a character rolls a natural 1
vulnerable to piercing damage are resistant or they run out of bullets. Depending on the
vulnerable to ballistic damage, but the same is situation this might mean they have no bullets
not true in reverse. Resistance to ballistic on hand and can no longer shoot or simply
damage does not grant resistance to other requiring a minor action to find ammo and
forms of piercing damage. reload the gun at the DMs digression.
Taking Aim: While firearms function the same
In either case if double 1s are rolled with
as other ranged weapons when it comes to
either advantage or disadvantage the gun
hitting a target (D20+Dexterity Modifier
seizes up and needs to be repaired taking 30
+Proficiency vs AC), they are slightingly
minutes and a Gun Cleaning Kit.
different when it comes to damage. If a
character uses their move action to take aim
they can add their proficiency bonus to the
weapons damage in addition to the normal
Dexterity Modifier.
Ammon & Reloading: There are two
ways to handle ammo in your
urban games:
Realistic & Pulp.
Urban Backgrounds
Background in an urban game have a little
more weight than they do in most other
Characters in an urban fantasy setting are games. While they still help flesh out
quite different than those you would find in a important details about a character’s past and
standard fantasy race. Many or grizzled and skill set they also describe a character’s
damaged while others skirt the line between present. As stated in Careers & Day Job
what it means to be a hero and a villain. In (page3) a characters background is also the
this chapter you will find everything you need job that pays the bills. Because of this you’ll
to make urban heroes including: notice a slight difference between these
backgrounds and the standard ones you might
 Urban Backgrounds be used to.
 Races In An Urban Game
 Human Racial Feats
 Urban Feats

Why Be So Flawed?
Life Styles clothes, and a few thrift store outfits that
Rather than providing starting equipment like aren’t too stained. You probably get around
backgrounds in other books these with either a bus pass or a car that might die
backgrounds instead provide a life style that any day now.
your character lives at. This life style covers a
Moderate: You are through and through
character’s home, clothes, and social standing
middle class. You either own a simple home
as well as their purchasing power for day to
somewhere in the suburbs or more likely rent
day items. This does not cover the purchasing
a nice enough apartment in the city. Things
of weapons armor or magic, that is governed
like paying to feed and clothe yourself are
by your class and covered in Chapter 3:
more or less covered and you probably one a
Equipment.
good suite or dress as well as a couple cheap
It is possible to live outside of a background’s ones. You either own a modest car or rent
normal lifestyle for a short time, but it is something just outside of your price range to
draining on your bank account and not get around town.
something that can be maintained. More on
Wealthy: Money isn’t really an issue for you
living outside of your lifestyle is covered in
and odds are it hasn’t been for some time.
Chapter 3. It is also possible to change your
You not only have a luxury car, but more than
career path through the course of play and is
likely a driver to take you around town. You
covered in detail further below.
own nothing but the best labels and live in a
Life Style Descriptions pent house in the city.
While the life styles listed below share the
same names with the lifestyles of standard
fantasy in a modern age what those levels of Changing Wealth
wealth mean have altered some Sometimes things go right in this world and
you get your break. A Struggling Actor might
Squalid: Simply put you live on the streets.
get a break and become a tv star. If a
Odds are you beg for or steal what money you
character stays within their career path, but
have and might only get a single meal per day.
the story makes sense for their wealth to
Odds are you’ve found an underpass or
change there’s no reason for it not to. These,
abandoned building to stay in, but it sure isn’t
however, should be story rewards after hard
yours to own. As for possessions you most
work and not just someone making it big
likely have the clothes on your back and
because they don’t want to struggle. On the
whatever you have to fight the forces of evil
flip side, a character with Mod Money might
provided by your class. Your feet are the only
end up with their entire family busted by the
form of transportation you can reliably own.
feds and all their assets frozen. Do remember
Poor: You aren’t exactly well off, but at least that with good luck comes bad and nothing is
you have a roof over your head. Odds are guaranteed in the long run.
you’re renting a crappy one room apartment
in the bad part of town. You get three square
meals per day, but it’s mostly fast food,
ramen, or expired and cheap. You have a few
meager possessions such as an old TV, a
glitchy or outdated cell phone, your work
Changing Careers extraordinary maneuvers with vehicles most
One of the easiest ways to lose your life style anyone can operate normally as well as the
is to be fired, but sometimes a character ability to even operate less common vehicles
might also just want a change of pace. If the such as ships and planes.
DM allows a character might try to look for a Herbalism Kits: In the modern world
new job. Qualifying for different background herbalism isn’t frequently used. Because if
is no easy task. First the character must this any time a character would gain
already possess all of the skill tool and proficiency with an herbalism kit they instead
language proficiencies the career provides can choose to be proficient in chemistry set
(that’s right getting a new job doesn’t get you (see below. The exception to this rule is
free skills). Second the DM has to determine druids, because of their theming and
you are qualified for the job such as the backgrounds druids embrace the more
proper education to become a Professor or ancient medicines of herbs.
earning a family’s trust enough to become a Poisoner’s Kit: Similar to the herbalism kit, a
Made Man. After the appropriate time in a poisoners kit is a remnant of past technology.
new job (typically about a month) the Any time a character gains proficiency in a
character gains the new background’s feature poisoner’s kit they can choose to instead gain
as the benefits of their old feature fade away proficiency in chemistry kits (see below).
as the world they were once part of moves on Chemistry Kit: Covering the gambit of test
without them. If a character loses their career tubes and burners to syringes and ointments
and fails to gain a new one they instead a chemistry kit proficiency conveys training in
become homeless. After a month of being lab procedure as well as chemical knowledge.
homeless a character gains the feature of the More information on the types of items that
background, but none of the prophecies. can be made with chemistry kits can be found
in Chapter 3: Equipment & Technology.
New Tools Hacker’s Tools: Hacking tools were discussed
Urban and modern games have a few briefly in Chapter 1 and are covered in much
changes, updates, and additions when it more depth in Chapter 4: Technology. A
comes to tool proficiencies. The following character proficient in hacker’s tools has a
tools have either been added or updated from strong working knowledge of computers,
normal fantasy games: coding, and even some electrical engineering.
Vehicles: In standard fantasy games vehicles
are rare enough to require training, but Career Thief
common enough that it wasn’t strange to Skill Proficiencies: Deception & Stealth
have it. While sailing a ship and piloting a Tool Proficiencies: Chemistry Sets & Thieves'
plane are still quite specialized they are also Tools
so rare that if they were to be their own Life Style: Poor plus a set of thieves’ tools
proficiencies odds are an entire back ground
Feature: Fence
would be needed for each and obtaining
You have access to a reliable and trusted
training outside of that background would be fence that is willing to buy stolen goods.
near impossible. While realistic that isn’t very These goods will be bought at 20% their
fun or adventurous. To mitigate this and also original value (compared to the normal pawn
differentiate someone who can drive a car rate of 10%). Your fence will do his best to
and a get away driver all vehicle proficiencies find buyers for most items brought to him but
share a single tool proficiency. This allows for exceptionally rare, expensive, or "hot" items
might require extra time if a buyer can even
be found at all. 1 I whistle while I work.
2 When I see something valuable I’m
already planning how to steal it.
1 Smash & Grab is so much easier than 3 Alcohol is only way to steady my
elegance. nerves before a job.
2 The first thing I look for in any 4 I’m a great thief but a terrible liar.
situation is the exits. 5 I can never pass up a “sure thing”.
3 The first thing I notice in an room is 6 My partner took the fall and I’m ok
the most expensive items. with that.
4 People are fleeting, possessions are
forever.
5 I’m a thief not a murderer.
6 It’s a living.
7 Honor amongst thieves. Con Artist
8 If you didn’t want it stolen you should
Skill Proficiencies: Deception & Sleight of
have protected it better.
Hand
Tool Proficiencies: Disguise Kit & Forgery Kit
Life Style: Modest
1 Honor: I only steal what I need from Feature: Fake Identity
those that no longer need it.
You have built up a fake identity in some
2 Charity: I take for those who cannot facet of life. Choose a feature from another
take for themselves. background and gain it's benefit. However if
3 Greed: What’s yours is mine and you are discovered you lose all benefits of
what’s mine is also mine. that identity. Building a new identity requires
4 Respect: It’s more about the one month and a minimum of $500 of
challenge than the reward. research and paying off the right people. You
5 Freedom: I have been behind bars for can only have one Fake ID at a time.
enough of my life, I won’t be going
back.
6 Fairness: It’s only right that those
who have more should share the 1 I’m in the business of giving people
wealth. what they want.
2 I’m a lover not a fighter.
3 When I take on a role commit myself
completely.
1 I am a family man trying to get by. 4 Even I can’t remember what it truth
2 I owe a lot of money to very powerful and what I made up.
people. 5 I pretend to be others to hide myself.
3 I steal to get back what was taken 6 A scathing word can cut deeper than
from me.
a blade.
4 My friends have a habit of hiring me 7 Faith and religion are just part of the
for jobs I never asked for. facade.
5 I was wrongly convicted of a crime. 8 Flattery will get me everywhere.
6 My thefts will go down in history.
Feature: Short Cuts
1 Creativity: If the job isn’t interesting Couriers know this city better than most and
then I’m not interested. have the maps to prove it. While in your city
2 Aspiration: One day I’ll find a life I can you can travel on foot or bike in half the time.
live with. Additionally you know every back ally and side
3 Independence: I’m tied to nothing, street that would help you avoid being
not even my name. followed by any but the most dangerous of
4 Fairness: I only ever take what people hunters.
offer to me.
5 Honor: I never step into another cons 1 I take pride in being the best at what I
plan. do.
6 People: I do my best to leave 2 I’m never late for a deadline.
everyone happy. 3 The safety of my package is more
important than my own.
4 If I’m not moving then I’m dead.
5 I work hard and I play harder.
1 I coned the wrong mark and they 6 I never pass up a friendly race.
know my face. 7 I enjoy the quiet of back alleys.
2 I was taught by the best… the best of 8 I talk as fast as I run.
the worst.
3 I was once as wealthy as those I
pretend to be.
4 In my first life I had a wife and child. 1 Honesty: If I guarantee it will be on
5 Somewhere in the world a child I time then I live by that guarantee.
know nothing about. 2 People: Runners have to stick
6 My true identity has a past that’s just together.
waiting to find me. 3 Fairness: I will always stay on the
path given to me.
4 Mastery: I’ll get it there faster than
anyone in the city.
1 I can never resist a pretty face. 5 Freedom: Nothing can get between
2 I’m addicted to the life style I pretend me and pavement.
to have. 6 Aspiration: Someday I’ll be the
3 I’m a social drinker that’s always fastest man who ever lived.
social.
4 I tend to take the con too far.
5 I have problems leaving my old
identities behind. 1 I’m loyal to my contracts above all
6 When the going gets tough I’m else.
already leaving. 2 Once I missed a delivery because the
package was stolen.
3 I failed to get a package on time and
someone died.
4 When I run I can see things the rest of
Courier the worse doesn’t.
Skill Proficiencies: Athletics & Survival 5 This city is my home and I will never
Tool Proficiencies: Navigators Tools leave it.
Languages: One of your choice 6 I’m running from a past darker than
Life Style: Poor asphalt.
1 To be the fastest I started taking 1 Family: My family name is my most
“enhancements”. valuable possession and I do not
2 I can’t refuse a race even if I know I intend to tarnish it.
should. 2 Power: Being rich is nice, but true
3 Being first is more important than power is what you do with it.
being safe. 3 Charity: I have I duty to protect those
4 I run at the first sign of danger. with less than me.
5 I’m horribly claustrophobic. 4 Respect: My family is powerful, but I
6 Don’t expect me to slow down for the am not the head of that family and I
weak. need to remember that.
5 Independence: I refuse to be bound
by what’s expected of me and my
Family Money family name.
6 Redemption: I refuse to be the man
Skill Proficiencies: Persuasion
my father was.
Tool Proficiencies: Vehicles
Languages: One of your choice
Life Style: Wealthy

Feature: Privileged 1 With my family’s support I can handle


Coming from a wealthy family has its perks, any challenge.
namely being able to swing that name around 2 The common people must see me for
like weapon. You can use your family name to the hero I am.
get entry to any location that respects it 3 I am in love with someone my family
which usually included businesses your family does not approve of.
owns considerable shares of as well as 4 The allies of my family are my allies.
hospitals your family donated entire wings to. 5 Nothing is more precious than the
members of my family.
1 Look at my beautiful toys. 6 I am best friends with someone of
2 There’s always time for proper much lower social standing.
manners.
3 I am known for my charity work.
4 The finest fashion is like a second skin
to me. 1 I refuse to be wrong.
5 Dirt is a thing for the poor and lazy. 2 I am bored by all but the most
dangerous of pursuits.
6 Despite my wealth I prefer to spend
my time with people of more modest 3 Everyone is beneath me.
means. 4 I tend to be a disgrace to my family.
7 Once you lose my trust it is lost 5 I bring challenges into my life just to
forever. make things interesting.
8 My eloquent words drip like honey. 6 I use my family name at all the wrong
times.
Mob Money Feature: Protection
Being a blood relative to a crime family carries a lot of
Skill Proficiencies: Persuasion & Intimidation
weight in the right places. Your family name will give you
Tool Proficiencies: One type of gaming set
access to areas of the underworld most others spend years
Languages: One (The native language of your
working to. You have direct access to two Black Markets
family)
your family is involved in and can purchase from them
Life Style: Wealthy
with 25% discount. In return for these perks however you
also have many enemies from law enforcement to rival
families
Hacker
1 My digital friends are just as precious
Skill Proficiencies: Sleight of Hand & Chose
to me as blood relatives.
one from the following:
Arcana, Religion, & History 2 I emptied the bank account of a
Tools: Hacker's Tools powerful and dangerous man.
Life Style: Poor plus a set of Hacker’s Tools 3 I’ve hacked into one too many
government computers had to
Feature: Data Mining change addresses and get a
Given enough time you can find just about completely new computer.
anything. When searching for information 4 I live with a sick family member who
through a computer you can use your needs my aid.
Hacker's Tools in place of Investigation. 5 I found love online, but we’ve never
met face to face.
6 I stole someone’s identity that I am
now friends with.
1 The internet is my playground.
2 I only respond to my user name.
3 I’m always rambling off techno
jargon. 1 My hacking is a compulsion I can’t
4 The world is one big system waiting control.
to be hacked. 2 I see electronics as living things.
5 One day I will upload my 3 I frequently confuse the real world
consciousness into a computer. with video games.
6 I’m only showing them the flaws in 4 Seep is for the week and I do or take
their system so they can be more anything I can to avoid it.
prepared next time. 5 The internet is full of secrets and
7 I find patterns in everything. conspiracies and I believe them all.
8 I’ve been using a keyboard longer 6 I have an unusually romantic
than I’ve known how to write. relationship with my computer or
piece of software.

1 Honesty: I uncover digital secrets for Homeless


the world to see. Skill Proficiencies: Insight, Survival, & One of
2 Freedom: Online I can be anyone I your choice
want to be. Life Style: Squalid
3 People: Thanks to technology I have Languages: Thieves' Cant
friends all across the planet.
4 Respect: In certain corners of the Feature: Dealer
internet my user name is mentions in Living on the streets has its advantages,
hushed tones and fear. namely knowing where to get medication
5 Charity: I regularly transfer without the need of a pesky doctor. During
anonymous funds to those in need. down time you can use your connections to
6 Power: Online I hold the power of a find and acquire illegal drugs and
god. prescriptions without the need for a
Streetwise check.
1 Expiration dates are only a 1 My smell is an acquired taste.
suggestion. 2 I’ve developed a taste for the tang of
2 A neck tie is nothing more than a expired dairy products.
fancy noose. 3 I know they’re watching me, but I’m
3 Do you like my foil hat? not quite sure who “they” are.
4 So what if I have a rat, you have a 4 I will take anything that lets me forget
dog. where I am.
5 I should really see a doctor about this. 5 Eating with me isn’t a pleasant
6 It’s just like camping. experience.
7 Are you gonna eat that? 6 Being indoors puts me on edge.
8 A good jacket is the only roof I need.

1 Freedom: When you live on the


streets you answer to no one.
2 Independence: Money and Performer: Local Musician
possessions only weigh you down. Skill Proficiencies: Perform & Diplomacy
3 Charity: I don’t have much but you’re Tool Proficiencies: One Musical Instrument
welcome to what there is. Languages: One of choice
4 Fairness: There’s no greater equalizer Life Style: Poor
than a snowy night out in the cold.
5 Aspiration: This is only a temporary Feature: Local Fame
situation for me I just know it. You can always find a pace to perform, usually
6 Redemption: My choices got me here as a bar or club. While performing you are
and I have no right to complain about comped free drinks and usually have no
that. problem finding a bed to sleep in by the end
of the night even if the pay isn't great. In
addition to this fans of your genre of music
that are locals are likely to recognize you.
1 I witnessed a horrible crime, but no
one believes me.
2 Those of us that live on the streets
have to look out for each other. 1 I got the music in me.
3 My life was ruined after crossing the 2 You should hear the ones I wrote
wrong man. myself.
4 When I came back from the war there 3 No one can resist a guy with a guitar.
wasn’t anything waiting for me, not 4 Why yes I am in a band.
even a home. 5 What’s your favorite song?
5 I loved her and she took me for 6 You can tell a lot about someone
everything I had. based on their taste in music.
6 I make my money being someone 7 The world’s a stage.
else’s eyes on the street. 8 Never took a lesson a day in my life.
1 Creativity: This is an expression of my
soul. Performer Variants:
2 Mastery: I don’t just want to be
great; I want to be a legend. Lounge Singer
3 Aspiration: One day you’ll see my Skill Proficiencies: Diplomacy & Acrobatics
name in lights. Tool Proficiencies: Disguise Kit
4 People: It’s all about the audience. Languages: One of choice
5 Respect: If you want to make it big Life Style: Modest
you need to pay your dues.
6 Tradition: I only perform the classics. Feature: Lounge Lizard
You are a regular performer at a local bar or
club and are friendly with the owner. Because
of this you can use the location as a safe house
1 I’m not a one man show; I have a as well as a source of free drinks.
band backing me up.
2 Before he disappeared, my former Struggling Actor
manager was involved with some Skill Proficiencies: Performance & Deception
shady dealings. Tool Proficiencies: Disguise Kit & Gaming Set
3 She was a groupie before we started Life Style: Poor
a family. Feature: Talent Agent
4 My parents never believed in my You have an agent looking out for you. While
dreams. he doesn't provide you a place to stay he will
5 My best friend made it big, but left know where the hottest parties and clubs are
me behind. so you can be seen as well as setting up
6 My music is the only way to express auditions for your next big gig. When acting
something I witness that’s beyond jobs become scarce you also moonlight as
words. waiters and temps allowing you easy access to
disposable jobs that might get you into
locations you otherwise wouldn’t even if it is
as an employee.

1 I can’t say no to a free drink.


2 I’m a sucker for a pretty face.
3 I already know I’m the best out there
and I’ll prove it any chance I get.
4 I’m notoriously difficult to work with.
5 Drugs are just part of the life style.
6 I have a bit of a violent streak.
Smuggler / Dealer
Skill Proficiencies: Sleight of Hand& Survival
Tool Proficiencies: One Gaming set of your
1 I stepped on a lot of heads to get to
choice& Chemistry Kit
where I am today.
Languages: One of your Choice
2 I did a stint in jail, but never ratted on
Life Style: Poor
those I work with.
Feature: Bolt Hole 3 My best friend comes from mob
money.
You have a secret hiding place in the city. It
isn't easy to get to, but that's true for those 4 I’m secretly working with the feds.
that might be looking for you as well. You 5 Someone I work with was put behind
have enough food and water stored to feed bars while I got away.
one person for a week as well as enough 6 I’ve been in this business since grade
room to stash most goods that might need school.
hiding.

1 I have a tendency to loose my temper


1 I claw my way to where I am. with violent results.
2 They might not be blood, but they’re 2 When drinks are involved I have a
family. problem keeping my mouth shut.
3 I always honor my debts. 3 I tend to enjoy “testing” the
4 Crossing me would be a bad idea. merchandise.
5 The things I did to get here haunt me 4 Once my trust is lost it’s gone forever.
every day. 5 The guilt of the things I’ve done keep
6 I have a cruel sense of humor. me awake at night.
7 I enjoy being strong and like breaking 6 I tend to be trigger happy.
things.
8 I prefer direct solutions compared to
subtlety.

Smuggler Variant:
1 Family: Family comes before all else.
Made Man
2 Respect: It’s all about respect both
Skill Proficiencies: Intimidation & Deception
giving and receiving. Tool Proficiencies: Forgery Kit & Gaming Set
3 Power: One day I’ll be running this Life Style: Modest
place.
4 Tradition: There’s a way things have Feature: Part of the Family
always been done. You are considered part of an organized crime
5 Honor: In this line of work your name family. This is not through blood, but instead
is the only thing you have. hard work and trust. You can use the family for
shelter as well as access to a single Black
6 Atonement: I’m not proud of what I
Market (see Chapter 3). Goods bought on the
had to do to get here and try to make
market have a 25% discount
up for wherever I can.
Priest
1 The past I left behind was one of sin
Skill Proficiencies: Insight Religion
and violence.
Languages: Latin & One Other
Life Style: Modest 2 On his death bed a man confessed to
me a terrible secret.
Feature: Rectory 3 The evils of this world were revealed
You have access to a specific church in the city to me in a divine dream.
as well as live in its rectory. Because of this 4 Even criminals seek my god’s
you have easy access to a place of sacred forgiveness from time to time.
ground as well as holy water and holy 5 I have a direct link to the powers
symbols. In return you are expected to above; when they feel like listening.
perform weekly religious services as well as 6 I lost a loved one to the powers of
help and counsel members of your church. evil.

1 My faith will guide me. 1 Even priests can have a drinking


2 It isn’t about a life without sin; it’s problem.
about how you atone for those sins. 2 I have trouble acknowledging beliefs
3 Faith isn’t about questioning; it’s beyond my own.
about believing. 3 I have a habit of quoting religious
4 Only light can fight the darkness. scripture at every chance.
5 Purity of mind and body lead to purity 4 I’m haunted by my personal demons,
of the soul. literally.
6 There is no good without evil. 5 I lost my faith years ago.
7 The greatest light is the one within. 6 At the end of the day the only thing I
8 Anyone can be forgiven. actually believe in is myself.

1 Atonement: I seek penance for my


past transgressions.
2 People: My duty is to my flock.
3 Tradition: There is much to be gained
from these texts no matter the age.
4 Aspiration: One day I shall be worth
in the eyes of my god.
5 Fairness: The lord giveth and the lord
taketh away, there is a balance to
these things.
6 Respect: There are things beyond you
and I and we should listen to their
call.
Private Eye / Detective
1 I have a partner that died in the line
Skill Proficiencies: Diplomacy & Intimidate
of duty.
Tool Proficiencies: Thieves' Tools & Disguise
Kit 2 I’m on the pay role of some less than
Life Style: Modest upstanding citizens.
3 I once accepted a bribe to make
Feature: Contacts evidence disappear.
They might not always be your friends but you 4 I had a family before my job got them
know people everywhere. Whenever a case killed.
comes up dry in your city you dig up a single 5 I have a loved one that’s been in and
contact for questioning. out of jail repeatedly.
6 I have a beloved pet.

1 I never leave a job unfinished.


2 This is more than just a job to me.
3 I have a soft spot for crossword 1 Once I pick up a job I obsess over it
puzzles. until it is resolved.
4 You’ll never find me without a cup of 2 I’m currently being blackmailed by an
coffee. unknown source.
5 I don’t remember the last time I saw 3 I have a bit of an issue with hitting the
day light. bottle.
6 I always work with a partner. 4 I’m haunted by memories of the
7 I’m the good cop in good cop bad family & friends I lost.
cop. 5 I can never resist a pretty face.
8 I’m the bad cop in good cop bad cop. 6 I’m slow to trust anyone anymore.

Private Eye Variants:


Cop
1 Justice: It’s not my place to decide
Skill Proficiencies: Diplomacy & Intimidation
what’s right and wrong; that’s the
Tool Proficiencies: Vehicles
courts problem. Life Style: Modest (Poor if retired)
2 Honor: I said I would finish the job
and I’ll do just that or die trying. Feature: Boy in Blue
3 People: I vowed to protect and serve You have friends on the force that are willing to help
those in need. you out from time to time. This might involve easy
4 Fairness: An eye for an eye I always access to a crime scene, looking the other way on
say. small infractions, or even access to evidence in dire
circumstances.
5 Charity: I do what I do for the good of
the city.
Retired Soldier
6 Fairness: I’ve never put away
someone before having all the Skill Proficiencies: Athletics & Survival
evidence. Tool Proficiencies: One type of gaming set & Vehicles
Life Style: Poor

Feature: Military Service


Before retiring you had a rank within the military and
those that respect those that serve will honor that
rank. In addition you have access to the local VFW as
a safe place to lie low that happens to have cheap
drinks as well as a whole bunch of guys that have
seen things just as horrible as you have.
Professor
1 Logic: There is a solution to every
Skill Proficiencies: Chose any two from the
problem if you look at it from enough
following: Arcana, Religion, & History
sides.
Languages: Two of your choice.
Life Style: Modest 2 People: MY greatest accomplishment
is creating the thinkers of tomorrow.
Feature: Campus Resources & Tenure 3 Power: When wielded properly
You are a professor at a local college. This knowledge is the greatest power in
gives you access to the university library as the universe.
well as an office, parking space, and collogues 4 Freedom: Science doesn’t judge right
that are well versed in many fields. or wrong, it just is.
Additionally, if this is your first career you 5 Aspiration: One day I will be
have tenure making it incredibly difficult to recognized as the greatest in my field
lose your job without either retiring or being 6 Self-Improvement: By growing my
completely discredited. knowledge I grow myself.

1 I speak slowly when talking to anyone 1 I have an exceptionally close


less educated than myself. relationship with my students.
2 I tend to treat every conversation like 2 I work tirelessly to preserve a place of
it’s a lecture. collective knowledge such as a
3 I use nothing but the most university, library, or secret
scientifically accurate terminology the collection.
explaining things. 3 I’ve spent my life searching for the
4 I understand books and papers better answer to a specific question.
than people. 4 My life’s work has been compiled into
5 I see myself as a paternal figure to a series of books on my area of
anyone I view as a student. expertise.
6 I am willing to listen to all sides of an 5 I sold my soul for knowledge lost to
argument before analyzing the time and work to get it back.
information. 6 I discovered a piece of secret
7 I love solving the unsolvable. knowledge that changed my forever.
8 I have read every paper and source
on my field of study, or at least I
believe I have.
1 When I am in the middle of my
Professor Variant: research the rest of the world fades
Doctor / Nurse away.
Skill Proficiencies: Investigation & Medicine 2 I am easily persuaded by the promise
Tool Proficiencies: Chemistry Kit of secret knowledge.
Life Style: Modest 3 Even in the most dangerous of
situations I take extensive notes to
Feature: Medical Professional
study later.
You have access to the medical facilities where you work. This
4 I never see the simplest of solutions.
gives you easy access to medical supplies and facilities.
Additionally, you qualify as a doctor for Doctor’s Visits (see 5 I cannot keep a secret.
page 2) This does not grant you the ability to legally write 6 I speak in a way that seems as if I’m
prescriptions however (see Licensed Physician page 26).For talking down to others even when I
character in this profession that are not licensed you are do not intend to.
instead nursing staff or still a resident medical student.
Shop / Restaurant Owner
1 I came from a far off country to make
Skill Proficiencies: Insight & Persuasion
a new life here.
Tool Proficiencies: One type of artisan’s tools
or forgery kit. 2 My business is used as a cover for
Languages: One of your choice. criminal activity.
Life Style: Poor 3 I inherited the store from a strange
relative and don’t even know
Feature: Bodega everything on its shelves.
You own a small corner shop or restaurant in 4 This store has been in my family for
the city. While it needs to be managed and generations.
requires your attention if you don't want it to 5 I have a contact for strange and rare
go out of business if also provides a place items that has recently gone missing.
where people answer to you instead of the 6 Many community outreach programs
other way around. Work out with you DM the take place at my store.
nature of your shop to determine that items
you may be able to "borrow" from the
inventory.
1 I owe money all over town.
2 I have trouble spending cash in all but
1 You read it, you buy it. the most dire of situations.
2 This is a family business. 3 I have a short temper and even
3 I’m ride to people who lack my shorter patience.
commitment to hard work. 4 I have a habit of rambling on about
4 I don’t part with my money easily and completely off topic subjects in a
will haggle at any chance. conversation.
5 I place is corner stone of the 5 I have no trust for the poor.
neighborhood. 6 I believe everyone in a thief.
6 I will talk at length about the costs of
keeping my business running.
7 I constantly get lost in my own
thoughts and dreams.
8 I give free samples to children who
amuse me.

1 Ambition: One day you will see my


shops across the country.
2 People: It’s about the customers not
profits.
3 Honor: I provide nothing but quality
products.
4 Freedom: The hours might be
grueling, but I’m my own boss.
5 Charity: I donate anything I can’t sell.
6 Respect: In my shop I am in change
and you will honor that.
Fantastical Races in Urban Dwarves
Fantastical: Due to their natural

Environments craftsmanship and pension for mining


dwarves would take nicely to modern times.
Cities filled with dwarven smiths, shop keeps,
While many modern and urban games center and traders would be the norm. More than
on human protagonists that isn’t always the that though dwarves are great at sticking
case, urban games can be just as varied and together and are likely to control entire
diverse as standard fantasy. The secret is companies, worker unions, or even biker
finding a place for everyone in the ever gangs filled with only dwarven members.
changing world of modern culture. Sure elves Secret: Looking mostly human helps the
might still exist in far off magical forests and dwarfs fit in along the outskirts of society.
dwarves in ancient mountain caves, but if That combined with their knowledge of rare
your entire game centers around a city like metals and gems makes them fantastic
Chicago none of that will matter. Perhaps the jewelers and pawn shop owners. Gangs of
elves are losing those magical woods and now dwarves might exist as well as mining
fill nature preserving activist groups while the companies, but either their true race is
dwarves control strip mining operations with unknown to the public or they stick to areas
their business headquarters in the city. where the fantastical is common place.

The first big question to answer when looking Elves


at fantastical races in your game is to decide if Fantastical: Long lives and a high intelligence
the world knows these races exist. If your puts elves in a fantastic position to be the
game is just a modern version of classic games new wealthy of the city. Executives,
then they probably do, but this also means aristocrats, and even rogue scholars could be
that while modern and familiar this will be a common place for high elves. The more
world much more separated than our own. nature driven wood elves however would be
The other option is that these races live in so out of place in the steel and asphalt of
secret along with the monsters and demons cities that they might boarder on antagonistic.
creating a world like our own on the surface Taking up the roles of activists,
with a secret fantastical element just beneath conservationist, and the ever popular life of
the surface. Both games are just as valid crime, wood elves would fill a drastically
options, but will provide vastly different different role than their high cousins.
places for many of the races. Because of this Secret: The high elves nature towards
each race will have two examples; Fantastical seclusion and magic makes them a prime
and Secret. The fantastical section will cover candidate as a form of secret elite. More than
races in a world where elves, dwarves, and likely the ones in charge of keeping the
even orcs are just as out in the open as magical world secret from most humans the
humans and the society that will make while elves would protect the magical secrets of a
the secret section covers a world where the city as fiercely as they once protected ancient
races do their best to hide their existence forests. Wood elves would fill a similar role,
from most of humanity. but in a much more hands on way. Perfectly
suited as infiltrators and spies they can be the
eyes and pointed ears of a city weather that’s
for the high elves protecting secrets or a outside world. Unlike elves however, dragon
group of thieves out for themselves. born don’t tend towards elitism and seclusion
meaning they may be less likely to hold high
Halflings seats on any kind of secret council.
Fantastical: Halfings have always been great
traders and in a city this would be no Gnomes
different. While dwarves might hold a market Fantastical: Similar to elves, gnomes would be
on selling metal goods halfings specialize in split on how well they adapted to city life.
selling anything and everything. They’ve never Rock gnomes would make a natural fit and
been one’s for the top rungs of society, but might even be the reason for many modern
can be almost as numerous as humans making technologies thanks to their tinkering nature.
them a great working class race. Small shops, Forrest gnomes, however, would likely join in
restaurants, and event street vendors can all the efforts of wood elves in trying to protect
be staffed by halfings. Additionally, while not what nature remains. The prime difference
as secretive as a world where all races live in between them and the else would that of
hiding the halfings do tend to keep secrets magic. With forest gnomes pension of illusion
regardless and if there is an element of crime they may make even illusory forests and bests
in the city you can bet there’s more than a to feel more at home.
couple halflings involved. Secret: The curious nature of gnomes would
Secret: Already being ones with a tendency make them the most likely to cause problems
towards the shadows halflings would most with keeping the fantastical world secret from
definitely fill in the ranks of thieves and the outside. Rock gnomes might have a
underworld traders. Their small stature and tendency to sell odd contraptions to just
human appearance also lends themselves to anyone regardless of their inclusion to the
being able to almost freely walk the streets of fantastical while forest gnomes might play
the normal world disguised as children illusory tricks on the common folk.
making them fantastic couriers and spies.
Half Elf
Dragonborn Fantastical: While in many fantasy settings
Fantastical: Even in a world of the fantastic half elves are disowned by both their elven
dragonborn tend to sit a step above on the and human cultures leaving them along, this is
odd and unusual. Wandering sorcerers or not the case in a modern world. With mass
tough body guards are their best fit, but can communications and social networking the
also range all the way up to elite corporate charismatic nature of half elves might have
sharks and lawyers given their charismatic propelled many of them to the realm of
nature. stardom. Singers, musicians, actors, and
Secret: Few races tell you that you aren’t in artists fill many of the half elves numbers and
the normal world anymore like the face of a thanks to their elven lineage they tend to
dragonborn. Unable to step into the normal have the money to support such endeavors.
world without either a disguise or magic, Secret: In a world of secrets half elves can
dragonborn root deep into the secret range anywhere from shunned to loved. In
communities of the fantastic. Wise ancient truth to many within the fantastical
sorcerers and tough devoted protectors community half elves are seen as a physical
dragon born can fill almost any job that representation of an elf breaking the codes
doesn’t involve direct contact with the that keep them all safe and hidden from the
rest of the world and with that tends to come find even if it tends to be labor focused with
hate. On the other hand however, in the somewhat low pay.
normal world half elves are passable enough
that they blend in just fine with humans, but Tiefling
thanks the their fantastical nature and Fantastical: Tieflings are some of the rarest of
charismatic features the normal world might the civilized races and thus even in a
in fact love them to the point of fame. The fantastical setting are found strange.
downside of such fame would mean any Combined with their demonic nature, it’s no
reveal of the fantastical word with so many wonder that then tend towards the less
eyes on them is thousands of times worse savory occupations of spies, thieves, and
with a punishment a thousand fold. assassins. Depending on just how demonic
the appearance a particular tiefling is would
Half Orcs more than likely determine their standing
Fantastical: With the wilds gone in place of within a community.
urban sprawl half orcs might be the closes or Secret: Similar to the half orc, the secretive
orcs and ogres a person ever sees. On one communities of the fantastical might have
hand that means they are unaware of the true learned to be more accepting of outwards
brutality the nastier half of this race is known appearance letting tieflings be regarded more
for, but it also means that they are also one of as equals. Depending on just how drastic their
the more monstrous many have ever demonic features are would determine how
encountered. Even then though, those with difficult if would be for a tiefling to walk the
any racial prejudices towards true orcs would streets of the normal world. A bright red
have all that hate redirected towards anyone creature with massive horns would live a life
that would remind them of the beasts. in the shadows being the thing children fear
Because of that orcs are probably a at night, but one with just a couple small
downtrodden race that faces prejudice and horns that fit under a hat might be able to
persecution on a regular basis. Filling up the walk freely with little effort. Either way
legions of the poor to the point of possibly tieflings have made a life of secret keeping
having their own ghettos half orcs rarely and tend towards sorcery making them
reach high levels or wealth or society and needed allies and potent enemies.
those that did fought twice as hard to get
there.
Secret: Once looked down on the half orcs
might actually have it a bit easier in a world
where the fantastical is kept secret. Living in
small secret communities tends to bring
people together and through shared hardship
prejudices can fade. Half orcs do still have
their problems however. They are too big and
green to walk the streets and usually to
brutish for much more than menial work, but
a strong back and a good work ethic can be
hard to come by even in the fantastical world
making sure half orcs always have a job to
Human Racial Feats Fey Ancestry: You gain advantage against
charm effects and magic cannot put you to
sleep.
Many modern tales center on human heroes
Trance: You have the ability to meditate
in a world of fantastical creatures. The
deeply remaining semiconscious for 4 hours a
problem when it comes to D&D games is this
day. After resting in this way you gain the
takes an entire level of character choice off
benefits of 8 hours of rest.
the table. Granted humans are easily the most
versatile of the races especially with the Cantrip: You learn one Wizard Cantrip using
variant rules allowing for feat selection, but Intelligence as you spellcasting ability.
even then it is simply picking from the same
list anyone can dabble in at later levels. To
bridge this gap Ultimate Urban Fantasy
Blood of the Earth
introduces racial feats for humans.
You share a bloodline with the ancient and
While these feats could be added to any game reclusive dwarves. Coming from dwarves
where humans are a playable race with the means you are slightly shorter than most with
variant option it is intended much more for broad features. For men body hair is a
games where nonhuman races are not open common problem ranging from thick beards
to players. This is because these feats give a to hairy knuckles. You gain two of the
flavor of the other races and would following abilities from the dwarf race in the
potentially make other races feel less special PHB. Each selection can only be chosen once.
with the overlap. Either way all of the feats
presented here can only be selected at 1st Ability Increase: +1 Constitution or Strength
level with the human’s bonus feat. Darkvision: You can see in dim light within
60ft of you as if it were bright light and
Ancestor of the Celestial Court
darkness as if it were dim light.
At some point in your family history a blood
relative had a close relationship with an elf Dwarven Toughness: Your hit point maximum
from the Celestial Court. Because of this you increases by 1 and continues to increase by 1
are slightly taller than most with long elegant every time you level.
features and traces of elven magic run
Dwarven Resilience: You have advantage on
through your veins. You gain two of the
saving throws against poison and have
following abilities from the elf race in the
resistance against poison damage.
PHB. Each selection can only be chosen once.
Stonecunning: Whenever you make an
Ability Increase: +1 Intelligence or Dexterity
Intelligence (History) check related to the
Darkvision: You can see in dim light within origin of stone work you are considered
60ft of you as if it were bright light and proficient in the History skill and add double
darkness as if it were dim light. your proficiency bonus to the check instead of
your normal proficiency bonus.
Keen Senses: You have advantage on all
Perception checks.
Demonic Taint Ability Increase: +1 Wisdom or Charisma
Years ago your family was tainted with
demonic blood, because of this evil power Celestial Legacy. You know the light can trip.
flows through your veins. Whenever a Once you reach 3rd level, you can cast the
creature is able to detect or hunt down lesser restoration spell once with this trait,
demonic creatures you appear as one. You and you regain the ability to do so when you
finish a long rest. Once you reach 5th level,
also gain two of the following abilities. Each
you can cast the daylight spell once with this
selection can only be chosen once. trait as a 3rd-level spell, and you regain the
ability to do so when you finish a long rest.
Ability Increase: +1 Intelligence or Charisma
Charisma is your spellcasting ability for these
Darkvision: You can see in dim light within spells.
60ft of you as if it were bright light and
darkness as if it were dim light. Darkvision: You can see in dim light within
60ft of you as if it were bright light and
Hellish Resistance. You have resistance to fire darkness as if it were dim light.
damage.
Divine Healing: You know the spare the dying
Infernal Legacy: You know the thaumatuqJy cantrip. Once you reach 3rd level, you can
cantrip. Once you reach 3rd level, you can cast the cure wounds spell as a 2nd-level spell
cast the hellish rebuke spell once per day as a once with this trait, and you regain the ability
2nd-level spell. Once you reach 5th level, you to do so when you finish a long rest. Once you
can also cast the darkness spell once per day. reach 5th level, you can cast the revivify spell
Charisma is your spellcasting ability for once with this trait as a 3rd-level spell, and
these spells. you regain the ability to do so when you finish
a long rest. Wisdom is your spellcasting ability
Devil’s Tongue: You know the vicious mockery for these spells.
cantrip. Once you reach 3rd level, you can
cast the charm person spell once per day as a Divine Resistance: You gain resistance to
2nd-levei spell. Once you reach 5th level, you radiant and necrotic damage.
can also cast the enthrall spell once per day.
Charisma is your spellcasting ability for Winged: You have angelic wings sprouting
these spells. from your shoulder blades granting you a fly
speed of 30ft. The wings require at least a
Winged: You have bat like wings sprouting long coat to be concealed.
from your shoulder blades granting you a fly
speed of 30ft. The wings require at least a
long coat to be concealed.

Divine Blood
Within your veins flows holy power. This
might be from an angelic ancestor or a birth
gift from a higher power. Either way holy light
flows through you. You also gain two of the
following abilities. Each selection can only be
chosen once.
Fey Blooded Orc Blood
The elves of the Celestial Court aren’t the only The rage and ancient might of the orc race
fey out there. Between the more rash wood flows through your blood. It’s not uncommon
elves, to gnomes, to sprites many of the other for a person to have a bit of orc ancestry
fey in the world are natural tricksters and within them weather they know it or not, but
sneaks and you share some family history for one reason or another with you those
with at least one of them. You gain two of the traits have come to the surface. You are taller
following abilities. Each selection can only be than most and broader with well-defined
chosen once. muscles. It isn’t uncommon to have a large
brow and under bite as well as cold beady
Ability Increase: +1 Intelligence or Dexterity eyes. You gain two of the following abilities.
Each selection can only be chosen once.
Darkvision: You can see in dim light within
60ft of you as if it were bright light and Ability Increase: +1 Constitution or Strength
darkness as if it were dim light.
Darkvision: You can see in dim light within
Fleet of Foot: Your base walking speed 60ft of you as if it were bright light and
increases to 35 feet. darkness as if it were dim light.

Mask of the Wild: You can attempt to hide Menacing: You gain proficiency in the
even when you are only lightly obscured by Intimidation skill.
foliage, heavy rain, falling snow, mist, and
other natural phenomena. Relentless Endurance: When you are reduced
to 0 hit points but not killed outright, you can
Fey Step: You can cast the misty step spell drop to 1 hit point instead. You can't use this
once using this trait. You regain the ability to feature again until you finish a long rest.
do so when you finish a short or long rest.
Savage Attacks: When you score a critical hit
Gnome Cunning: You have advantage on all with a melee weapon attack, you can roll one
Intelligence, Wisdom, and Charisma saving of the weapon's damage dice one additional
throws against magic. time and add it lo the extra damage of the
critical hit.
Natural Illusionist: You know the minor
illusion cantrip. Intelligence is your
spellcasting ability for it.

Speak with Small Beasts: Through sounds and


gestures, you can communicate simple ideas
with Small or smaller beasts. Forest gnomes
love animals and often keep squirrels,
badgers, rabbits, moles, woodpeckers, and
other creatures as beloved pets.
Urban Feats proficiency bonus when making Wisdom
(Medicine) checks.

Pistoleer
While many of these feats can be used in any
You are a master with pistols granting the
setting they are explicitly designed to modern
following benefits:
games were investigation, vehicle chases,
computers, and firearms are common.  Reloading and finding ammo is a free
action.
 While aiming you add double your
Chemist proficiency bonus to attack rolls.
 Being within 5 feet of a hostile
Prerequisites: Intelligence 15 or higher creature doesn't impose disadvantage
You gain proficiency with chemistry kits and on your ranged attack rolls.
all explosives gain the craftable property.  When you use the Attack, Grapple or
Explosives that do not normally have this
Shove action and are attacking with a
property are instead made using household
onehanded weapon or bare hand, you
items causing them to be slightly weaker, but can use a bonus action to attack with
only cost one tenth the base price in material a loaded pistol you are holding.
components. These versions deal one dice
size lower damage (ie: 2d6 becomes 2d4) and
the save DC to avoid damage adds double Shotgunner
your proficiency bonus instead of the normal
proficiency bonus. You are exceptionally deadly with shotguns
granting you the following benefits:
 Shotguns lose the Sing Fire property.
Hack on the Fly  When scoring a critical hit with a
shotgun you roll triple the damage
Prerequisites: Proficiency Hacker’s Tools
dice instead of the usual double.
You no longer suffer disadvantage for hacking
 When you use the Attack, Grapple or
without tools and when using tools you add
Shove action and are attacking with a
double your proficiency bonus to all hacking
onehanded weapon or bare hand, you
related checks. Also you gain advantage on
can use a bonus action to attack with
Constitution saving throws to maintain
a loaded sawed off shotgun you are
concentration while hacking.
holding.

Investigator
Wheel Man
Increase your Wisdom score by 1, to a
Prerequisites: Proficiency Vehicles
maximum of 20. Additionally you gain
Choose one type of vehicle, land, sea, or air;
advantage on all Perception and Investigation
you gain advantage on all checks made to
checks to find clues or search through
handle that kind of vehicle. Additionally, you
evidence.
can make checks to handle all vehicles as a
bonus action.
Licensed Physician
Prerequisites: Proficiency Medicine
You don’t just work in the medical field but
are in fact licensed to write prescriptions as
well as years of medical training. In addition
to being able to write legal prescriptions for
pharmaceuticals you add double your
Computers & Hacking
The concept of hacking was touched on in
Gritty Urban Rules (page 4), but there’s a lot
more to know about using computers than
just how to Google something and that
hackers are a thing.

Modern Computer Limits


What’s a modern game without modern toys? The first thing to remember is that a modern
Guns, cars, and computers are common place game isn’t a scifi game and while hacking is a
in the world of today and that should be no powerful tool for information the odds of
different in your games. This chapter goes controlling killer robots or gun turrets isn’t
exactly going to be on the table. (For rule on
into detail about rules and stats for:
near future tech and hacking see the
 Computers & Hacking upcoming Ultimate Urban: Technomancy).
 Drugs & Addiction Instead, in a modern setting hackers are more
 Explosives & Crafting concerned with digging for data, bypassing
 Guns, Armor, & Other Gear security, manipulating anything connected to
 Vehicles the internet.
The Right Tools for the Job and value as magic items such as armor and
Hacker’s Tools might seem unnecessary when swords that provide similar bonuses.
dealing with computers that have everything
in them to do what you need. Sure Thieves’
Tools are replacing a key, but what exactly are
hacker’s tools replacing? The answer is
Basic Hacker’s Tools: $500
technically nothing. A set of hacker’s tools
doesn’t replace what a computer already has, This set of tools caries everything you
but what it does provide is tools that help a need to interface with just about an
hacker do what they need to. In some cases electronic system as well as the software
like card readers a machine might not even to make hacking easier. It includes:
have a direct interface without bringing
 A basic laptop with custom OS
yourself. Code breaking programs, worming
 A cheap smartphone
viruses, and key loggers only bring up
 A collection of various cord
information that is already somewhere in a adapters and cables
computer, but they bring it up faster and  An electronic card reader
easier than trying to find those needles in a  A collection of custom made
digital hay stack by yourself. software for data mining, code
breaking, and password fishing.
Any attempt to hack a system with its own
interface (including some kind of monitor and
keyboard) can be attempted without using
hacker’s tool, but these attempts are done at
Hack Step-by-Step
disadvantage. Systems without a built in
The actual act of hacking is a multistep
interface such are card readers and security
process.
camera cannot be attempted without the
necessary tools. The cost of a set of hacker’s 1. Connecting to the System: First the
tools only really covers the hardware involved hacker has to be able to interact with
(cheap laptop, cellphone, cables, ect.) all of the system they wish to hack. This is
the software is assumed to be custom made usually done through a wireless
by someone proficient with hacker’s tools, connection such as Wi-Fi or
usually the owner of the tools. Bluetooth, but might require a
physical connection if a system is not
Better Software
connected to any type of wireless
A character might get a hold of better
communication.
software either through buying it from shady
2. Decryption: Many secure wireless
locations or even stealing it. This usually gives
systems my use an encrypted signal. If
a +1 bonus to a specific action while hacking
this is the case the hacker must spend
such as Data Mining or Decrypting. It is
a standard action to decrypt the
entirely up to the DM to determine if such
signal. The standard DC for an
software is available as well as how difficult it
encrypted signal is 15 which can be
is to obtain. Software of this type can range in
raised or lowered based on the
price but a standard rule of thumb would be
quality of the encryption software
$300 for a +1 to a single action type. Bonuses
being used with military grade signals
past +1 should be treated with the same rarity
carrying classified information ranging
as high as a DC 30 or higher and them. Regardless if the counter
cheap cellphone apps that do the measures are operated by the system
bare minimum being as low as DC 5. or another hacker they act on
3. Breaking In: Almost all systems have initiative count 20 starting the round
some kind of security measures such after a hacker has been noticed by a
as firewalls and antivirus detection system.
software. It isn’t uncommon for 6. Hacking Actions: Once inside or while
exceptionally well protected systems defending a system a hacker can
to have multiple layers of security. If a attempt any of the following actions:
character fails a security DC by 5 or
more the system doesn’t just stop the Data Mine: A hacker can spend a standard
hacker from breaking through, but action to try and retrieve a piece of data
also alerts the owner of the system of buried in the system such as files or
a break in and might even try and documents. This is usually a DC10 check
counter attack the hacker’s tools are Decrypt: Signals are the only thing that might
activate security cameras to identify be encrypted on a system. Specific files might
the hacker. Each level of security to need decryption before being accessed. In
be broken requires a standard action this case after finding a file with Data Mine a
per attempt. hacker may need to spend another standard
4. Hidden Security: In exceptionally well action to attempt to decrypt the file before it
protected systems there may be can be accessed. The DCs for these
security measures that do not stop a encryptions and the same as encrypted
hacker from entering a system, but do signals.
monitor and potentially trace back a
hacker that does not notice or stop Edit Files: After a file has been accessed it
them. These hidden measures are might be able to be edited. IF a file is “read
always at least somewhat advanced only” it is treaded as another layer of
with the minimum DC to detect such encryption at a DC15. These edits can range
programs being a DC20 Intelligence from making copies to deletions, rewriting,
(Investigation) check as a standard and moving files.
action. If a hacker beats the programs
Manipulate System: Some systems control
DC by 5 or more they notice the
other smaller systems such as a power grid
security measures before they have
controlling power to specific locations. IF this
noticed the hacker and can attempt
is the case these lower systems are treated
to override these measures before
the same as files needing to be found and
the program can act. If a program is
possibly decrypted before being edited or
noticed without such a success
manipulated. The difference being a sub
overriding it takes an additional
system as be shut down without the hacker
standard action.
being forced out of the main system (see
5. Counter Measures: If a computer
below).
system notices the presence of a
hacker it may attempt to trace the Force Shutdown: Forcing a shutdown is the
hacker itself or alert a “white hat”. easiest way to avoid being traced, but comes
White hats are hackers that work to at the cost of being force out of the system
protect systems rather than infiltrate
without a way to turn it back on other than by Digital Stealth: This standard action is the act
physically restarting it. To do this a hacker of trying to hide yourself within a system or
must beat a Dc equal to 8+the system of your hardware’s IP address. Hiding your IP
opposed hacker’s hacking skill modifier. address is a single action before attempting to
access a system and become the DC for any
Boot User: This is a systems primary way of attempt to trace your hardware. Hiding
removing hackers after it has gathered all the
yourself as a user in a system however is a
information it can on an intruder (see Trace much more delicate and time consuming
below), but it can also be used by a clever process. Any time a user enters a new section
hacker to remove an opposing hacker from a of a system such as accessing a file, data
system. To boot a user the hacker must know mining, or entering a subsystem the user can
where in the system the user is (for a system spend an additional action to make a digital
this is automatic, but for a hacker this is done stealth attempt before actually entering the
by the Trace action). Once a user is found a given location. This becomes the DC to find
DC10 hacking check removes the user from the user in the given location until they move.
the system. When booting a registered user This means if a check is rolled for datamining
from the system this is only a setback as they and the user then needs to decrypt, copy, or
still have access to the system and can reenter delete the data found a new check is not
it automatically as a standard action. That is if needed as their location has yet to move, but
the user’s passwords or credentials haven’t if the user were to enter the decrypted file to
been modified beforehand. edit it or read it now they would need a new
Trace: The trace action can be used to either roll as their location in the system has
find a user acting within a system or to find changed. Any check lower than a 10 is treated
the location of a piece of hardware connected as a 10 as this is the standard difficulty to find
to the system. Typically finding a piece of a user not actively hiding, however if the user
hardware or user is a DC15, but if a hacker rolls a natural 1 while making a digital stealth
wishes to take the time to be hidden this is check they accidentally leave behind a data
instead a DC equal to their Digital Stealth trail that may be traced back to the IP address
attempt. When finding hardware this usually used while in the system.
results in finding the IP address of the
hardware used. An additional trace with the
proper software can find the location of an IP
address in the real world. This software is
mainly used by police or military, but hackers
and shadier companies have been known to
also possess such software. Additionally
someone who has a public IP address can be
found simply with an Intelligence
(Investigation) check using a standard web
browser. Those using hacker’s tools are never
considered to have a public IP address and a
manipulation of your own systems files can be
used to change this address.
Drugs & Addiction Pain Killers
They aren’t for everyone but for the life of an These drugs are a quick and easy way for a
adventurer drugs might give you the edge you hero to keep going after taking a hefty dose of
need. Whether it’s fighting through the pain damage. Most of these drugs grant temporary
and exhaustion to being able to sleep through hit points at the cost of spending a hit dice
the night drugs serve an important role in with the exception of alcohol. A hit dice spent
games where a character might slay an in this way recovers at the same rate as
ancient dragon right after a night of busing natural healing and temporary hit points last
tables. Along with the perks however is a risk. for the duration of the drug.
No matter the drug from cocaine to coffee
Over the Counter Pain Killers (OCP)
there is a chance of addiction. Below is a list
Addiction DC: 5 Duration: 4 hours
of drugs commonly found in modern urban
This is anything from asprin to “Tylenol”. IT’s
environments along with their addiction
cheap and easy to get a hold of, but doesn’t
chance effects and duration. The costs of
pack much of a punch.
these drugs can swing wildly depending on a
Effect: You may immediately spend a hit dice
number of factors including location and
to gain a number of temporary hit points
legality putting final costs within the DM’s
equal to your hit dice plus your Constitution
best judgement. Also this list does not
modifier.
include magical drugs, instead treat magical
drugs as potions with an addiction check.
Alcohol
Addiction Addiction DC: 10 Duration: 2d4x10 Minutes
Every time a creature consumes a given drug From cheap beer to expensive scotch at the
they must also succeed on a Constitution end of the day it all has the same effect. That
saving through. Failure of the save leaves the said this is an amount of alcohol to cause
creature addicted to the given drug gaining an inebriation (Usually a number of drinks equal
addiction flaw. Additionally every 24 hours a to a character’s Constitution modifier).
character goes without taking the drug again Effect: You ignore an amount of damage from
they need to make another Constitution save every attack equal to your Constitution
with the same DC and the drug’s addiction modifier.
DC. IF they fail the save they suffer a level of
Exhaustion. Once a character has gone 7 Morphine
consecutive days without taking a dose of the Addiction DC: 15 Duration: 2d4 Hours
drug they shake the addiction. This isn’t a Hard to find, but extremely effective,
realistic depiction of addiction, but keeps the morphine can only be gained with either a
game moving while making addiction feel like prescription and a hospital pharmacy or a
an actual threat. heafty price tag and a reliable dealer.
Effect: You may immediately spend a hit dice
to gain a number of hit points equal to the
maximum number on your hit dice plus your
Constitution score.
Stimulants Sleeping Pills
If pain killers let you ignore the hurt then Addiction DC: 5 Duration: 8 Hours
stimulants let you push through the tired. All A character slipped sleeping pills needs to
of these drugs let you ignore a certain amount make a DC8 Constitution saving throw or gain
of Exhaustion levels. The thing to always a level of exhaustion this exhaustion
remember however is that these levels are disappears automatically when the character
not recovered meaning when the drugs wear goes to sleep. Sleeping pills also guarantee a
off the effects of that exhaustion come back. good night’s sleep allowing characters to
This can be a careless character dying from avoid being woken by nightmares or other
exhaustion when the drugs stop pushing him mental trauma.
to go on.
Animal Tranquilizers
Caffeine Addiction DC: 15 Duration: 1d4 Hours
Addiction DC: 5 Duration: 1 Hour A character dosed with animal tranquilizers
Cheap and easy to come by, caffeine will keep must succeed on a DC 15 Constitution save for
you going, but it isn’t a miracle worker. fall unconscious. Creatures that remain
Effect: You can ignore a single level of fatigue conscious gain a level of exhaustion as well as
for the duration of the drug’s effects. resistance to all bludgeoning, piercing, and
slashing damage from both magical and non-
Cocaine magical weapons.
Addiction DC: 15 Duration: 1d4 Hours
Expensive and always illegal, but incredibly Additional Drug Rules
effective. Extra Doses: Taking multiple doses of a drug
Effect: You treat your exhaustion level as if it do not increase their effectiveness, but does
were half its current amount (minimum 0) for increase its duration. Each dose requires a
the duration of the drug’s effects. separate addiction check with a +1 to the DC
for each dose already taken. Additionally
Speed taking more than one dose of a drug (with the
Addiction DC: 20 Duration: 1 Hour exception of caffeine and ocp) inflicts a level
Not just expensive, but also highly dangerous, of exhaustion when the drug wears off.
speed will let you go on forever. At least as
long as the high keeps you going. Over Dosing: A character can only take a
Effect: You completely ignore the effects of number of doses of a drug equal to their
exhaustion for the duration of the drug’s Constitution modifier before risking an
effects. overdose. Once a character has taken this
many doses they must succeed on a DC20
Constitution saving throw for any further
doses. If this save is failed they fall
Tranquilizers unconscious and begin making death saving
Sometimes a character needs to sleep it off.
throws. There are exceptions to this rule.
Tranquilizers can also be just as effective a
Caffeine and ocp never causing an over dose
weapon as an aid with their ability to render
while alcohol and sleeping pills require a
creatures unconscious.
number of doses equal to a characters
Constitution score.
Explosives Sundering: Explosives with this effect are
designed primarily for destroying objects
Sometimes it’s easier to just blow things up,
rather than damage. If a creature is caught in
but getting your hands on a hand grenade is
the blast of such an explosive they only suffer
no easy task. Most explosives are military
half damage and no damage on a successful
grade with incredibly high regulation. Because
Dexterity save to avoid damage.
of this the prices of all these items are the
cost it would take to buy from less than Stealthy: Explosives with this effect are meant
reputable sources on black markets. to be hidden. They gain advantage on any
Dexterity (Stealth) check made to hide the
Damage: Any character in the area with
item.
enough speed to get out of the blast area can
attempt a Dexterity save (DC= 8+the Lasting: Explosives with this effect stick
proficiency bonus of the creature that set the around for a number of rounds noted after
explosive). If the save succeeds the creature the effect. Any creature that starts their turn
takes half damage. in the area take additional damage equal to
the damage dealt by the explosive.
Blast Radius: This is the area radiating in all
directions from the explosive effected when Thrown: Thrown explosives are similar to
the explosive detonates. Firing explosives except a creature can used
Strength in place of Dexterity as if it were a
Firing: Explosives with this effect can be fired
heavy thrown object. These explosives always
from a range to its target destination. A
have a range of 30ft and can only go off
character makes a ranged attack roll against
course by 5ft in any direction. Determine
an AC10 to hit the desired location, this roll is
direction the same as a Firing effect.
effected by cover and lighting. Failure to hit
the destination means the explosive went off Detonator: These items are no explosives
target by 1d4X5 ft. Roll a d12 to determine themselves, but required to set off objects
the direction comparing the number to the with the Requires Detonator effect.
corresponding direction on a clock face.
Craftable: Some items are able to be made
Detonator Needed: Explosives with this effect with basic ingredients. Creating your own
do not have a detonator themselves and explosives is covered in detail on the following
require the addition of either a remote page.
detonator, timer, or otherwise be ignited with
fire damage to be set off.

Bazooka 8d6 Fire 20ft $1000 Firing (150ft)


C-4 6d8 Fire 15ft $500 Detonator Needed
Detonator Cord 10d10 Force 5ft $100 Detonation Needed, Sundering
Land Mine 3d10 Force 10ft $500 Stealthy
Molotov Cocktail 2d6 Fire 5ft $20 Craftable, Lasting 2, Thrown
Pineapple Grenade 6d8 Slashing 10ft $500 Thrown
Pipe Bomb 5d6 Piercing 15ft $10 Craftable, Detonator Needed
Napalm 4d4 Fire 5ft $20 Craftable, Lasting 5
Remote Detonator N/A N/A $100 Detonator
Timer N/A N/A $10 Craftable, Detonator
Crafting Explosives &
Chemicals
Some items have the craftable effect. This Basic Chemistry Set: $100
effect means that these items can be thrown This set of tools caries everything you
together with common household ingredients need to measure weight and handle
with little effort or specialized equipment. To various chemicals:
be able to craft explosives or chemicals a
character needs to have proficiency with  A single heat source such as a
hot plate or Bunsen burner.
Chemistry Kits. In general craftable items cost
 Various nonreactive containers
half the standard cost of the item in raw
 A collection of small quantities
materials. The feat Chemist is an exception to
of more expensive chemical
this rule, but governs cheaply made versions compounds.
of the items without the automatic black  A collection of measuring
market mark ups. utensils.

How to Craft
Crafting with a chemistry kit involves a
workspace at least the size of a small kitchen
in addition to the necessary tools and raw Intelligence (Chemistry Set) check with a DC
ingredients. Chemistry sets are not small equal to the item being crafted. IF the check is
handheld contained devices like thieves’ failed something was done improperly and
tools, they require room to spread out using requires the work to be redone, but the
all their bits and pieces. Some items might not materials are still usable. If the check fails by 5
require such space lie Molotov Cocktails, but or more the materials are ruined and wasted
this is up to the GM’s digression on what along with the chemist’s time. If a chemist
absolutely needs the full space required for a rolls a natural 1 on a crafting check the item
chemistry kit. crafting goes off. In the case of explosives the
item explodes (this includes items that
Crafting Times normally need detonators). For chemicals and
Crafting either explosives or chemicals require poisons the chemical is exposed to the
hours of work. A chemist can create $4 worth chemist as if it was targeted on them.
of an item per hour up to a maximum of 8 Characters that have a class or other ability
hours. If a chemist devotes all 8 hours to only that means they cannot poison themselves
a single item being crafter this amount is are immune to accidental contact with
increased to $25. poisons that need physical contact and gain
advantage on all saves from explosions as well
Creating Checks & Failures
as air born poisons.
Both crafting explosives and chemicals are
dangerous hobbies where the a big mistake Creating Drugs
With the DM’s permission a character might also
can mean even bigger consequences. Each
be able to create drugs. While this is not advised it
item has a specific crafting DC that must be is possible so long as a character has the proper
met for the day’s worth of work to be ingredients.

finished. When finishing an item, or a day’s Drug DCs


worth of work for items that require more Animal Tranquilizer & Moonshine DC 15
than one day the chemist must make an Cocaine & Speed DC20
Advanced Crafting
Characters of 5th level and higher can alter
existing explosive recipes making custom Bazooka* 30
variations. At 5th level a character can make C-4* 25
one on the following changes to an explosive. Detonator Cord* 20
Land Mine* 25
At 10th level they can make two such changes
Molotov Cocktail 5
and three such changes at 15th level. After
Pineapple Grenade* 25
10th level a character can also change a poison Pipe Bomb 15
to a different type of their choice. Each Napalm 20
change increases the DC of crafting the item Remote Detonator* 20
by +5. Timer 10
*Requires the Chemist feat.
Add Effect: At the cost of one damage dice of
an explosive a character can add a feature to
the explosive.
The craftable feature cannot be added as the item needs to Acid 15
already be craftable. Each round of Lasting is a separate effect. Adhesive (Basic) 15
Adhesive Bomb 20
Add Damage: For each effect removed a Antitoxin 20
character can add one more dice of damage Flare 15
to an explosive. Healing Salve 15
The craftable feature cannot be added as the item needs to Pain Pills (Basic) 15
already be craftable. Each round of Lasting is a separate effect. Pepper Spray 20
Needs Detonator cannot be removed.
Poison (Basic) 15
Contact Chemical: Make a noncontact Poison (Paralyzing) 25
chemical become a contact poison. Sleeping Pills (Basic) 15
Smoke Pellet 10
Ingested Chemical: Make a non-ingested Stink Bomb 10
chemical become an ingested poison in the
form of a pill or powder.
Chemicals & Poisons
Inhaled Chemical: Make a non-inhaled Type: The chemical’s type whether it be
chemical become an inhaled poison. One dose contact, ingested, inhaled, or injury. Some
creates a 5ft diameter cloud. rare items such as the flare have no type
which also means their type cannot be
Injury Chemical: Make a non-injury chemical
changed as they do not have one.
into an injury poison. One dose is enough to
cover a single blade or 5 arrow tips.  Contact: These chemicals take effect
with direct contact with the skin such
as oils and salves.
 Ingested: These chemicals need to be
drank or otherwise swallowed to take
effect.
 Inhaled: These chemicals are
breathed in and usually create at least
a 5th diameter cloud.
 Injury: These chemicals are coated on Antitoxin
weapons or injected with needles that Type: Ingested Material Cost: $50
then need to pierce the skin to take
effect. Coated weapons usually dry A creature that ingests an antitoxin gains
and lose their effect after about a advantage on saves against poisons for the
minute unless otherwise noted. next hour. Additionally if a character is
currently poisoned they gain an immediate
Acid save to end the poison’s effects. More specific
Type: Contact Material Cost: $20 antitoxin’s can be made against diseases and
other sickening effects with the GM’s
This vial of caustic liquid burns anything it permission. To create such antitoxins the
comes in contact with dealing 2d6 acid character must first identify the disease or
damage. A small vial can be placed in a effect needing to be cured and creating a
breakable glass container can be used as a formula for the antitoxin with a minimum DC
throwing weapon with a range of 20ft. A 20 Medicine check. Rarer or more powerful
single dose is about 1Cup of acid. Larger ailments might require higher DCs.
amounts can be made. A creature fully
submerged in acid takes 8d6 acid damage per Flare
round. Type: None Material Cost: $5

Adhesive (Basic) This long burning torch can be used as both a


Type: Contact Material Cost: $5 light source and an improvised melee
weapon. Anyone hit with a flare take 2d4 fire
This small amount of adhesive can be used to damage. If a flare is lit in some ones face
fuse two objects (or creatures) together. The (including the wielder) they must make a
amount in a single dose is enough to create a DC10 Constitution save or be blinded for 1
thin layer 1ft squared on a surface. Breaking minute. A typical flare burns for 1 hour.
apart two objects stuck together requires a Characters with the Chemist feat are treat can flares as
DC 15 Strength (Athletics) check. a simple melee weapon.

Adhesive Bomb Healing Salve


Type: Contact Material Cost: $20 Type: Contact Material Cost: $50

Similar to basic adhesive, but much thicker, This topical ointment helps prevent infection
this adhesive is placed in some kind of and support healing. Applying healing salve
breakable container such as a pot or glass jar. takes 1 minute and any creature applied with
Adhesive bombs can be thrown up to a range healing salve during a short rest treats any hit
of 20ft where a target must make a Dexterity dice spent as if their maximum amount were
save equal to 8+your Dexterity modifier. On a rolled. If no hit dice were spent the creature
failed save the target is grappled with a DC15 instead heals a number of additional hit
to break free. Alternatively the bomb can be points equal to their constitution modifier.
broke on a flat surface making a 5ft squared If the chemical’s type is changed to ingested it instead
heals 2d4+2 hit points when taken.
area difficult terrain for the next 10 minutes.
The save granted by this item counts as avoiding
damage for the purpose of the Chemist feat.
Pain Pills (Basic) Poison (Paralyzing)
Type: Ingested Material Cost: $5 Type: Ingested Material Cost: $100

This creates a small batch of 10 pain pills with Similar to basic poison, but nonlethal, this
the same effect as Over the Counter poison is designed to render a creature
Painkillers (see page 31). paralyzed. Any creature subject to this poison
must make a DC10 Constitution save or be
Pepper Stray paralyzed for 1 hour. Characters making this
Type: Contact Material Cost: $10 poison at home run an extra risk during the
This creates a small pressurized container of creation process however as rolling a natural
irritating liquid. Using the spray creates a 10ft 1 on a crafting check for this poison who fail
cone. Anyone within the cone must make a the Constitution save must begin making
DC15 Constitution saving throw or be blinded death saving throws as their lungs are also
for 1 minute. Cleaning out the eyes with paralyzed.
Characters with the chemist feat add their proficiency bonus to
water ends this effect immediately. this save. Additionally characters that cannot accidentally
A creature can avoid being hit by the pray with a poison themselves through a class or other ability are immune
successful Dexterity save similar to avoiding damage to the dangers of paralyzed lungs.
from an explosive, this save benefits from the Chemist
feat. Changing this item’s type to inhaled instead creates Sleeping Pills (Basic)
a canister that creates a cloud of pepper spray with a Type: Ingested Material Cost: $10
10ft radius.
This creates a small batch of 10 sleeping pills
Poison (Basic) with the same effect as the drug Sleeping Pills
Type: Injury Material Cost: $50 (see page 32).
Designed to coat weapons or ammunition,
Smoke Pellet
this poison adds a bitter bite to your attack.
Type: None Material Cost: $5
Any creature hit with a poisoned weapon
must make a DC10 Constitution save or suffer This small pill reacts with water to create a
and additional 1d4 poison damage. cloud of thick smoke with a 10ft radius
Characters with the chemist feat add their proficiency bonus to making anything within it heavily obscured.
this save. Additionally the damage increases to 2d4 at 5th level,
While this items type cannot be changed, for the same cost this
3d4 at 11th level, and 4d6 and 17th level. These more potent
item can be made into a canister that can have a detonator
poisons might be able to be purchased, but only from master
added to it.
poisoners and at a multiplier equal to the number of dice used
for damage.
Stink Bomb
Type: Inhaled Material Cost: $10

This contained bursts with noxious fumes in a


cloud with a 5ft radius. Anyone within the
cloud must make a DC10 Constitution saving
throw or suffer from the poisoned condition.
Characters with the chemist feat add their proficiency bonus to
this save.
Guns, Armor, & Other Gear Fighter Starting Equipment
The overall rules for using firearm use can be  (a) a special response vest or (b) a leather
found on page 5. This section is instead for jacket, hunting rifle, and 20 bullets.
the nuts and bolts of guns in a modern  (a) any martial weapon and shield or (b) any
two martial weapons
setting. This includes class proficiencies, cost,
 (a) a 9mm pistol and 20 bullets or (b) two
damage, and legality. hatchets
 (a) a dungeoneers pack or (b) an explorer’s
Class Proficiencies & Starting Gear
pack
With a new area comes new toys, but just as with any
other game of D&D not every character innately knows
Paladin Starting Equipment
how to use every item. Along with that since swords
and crossbows might still exist they aren’t exactly  (a) any martial weapon and shield or (b) any
standard issue. Because of this, the starting gear options two martial weapons
for each class have been changed to suite the modern  (a) five throwing knives or (b) any simple
era. The only exception is the Druid and Monk who keep melee weapon
all of their standard equipment due to their shunning of
 (a) a priest’s pack or (b) an explorer’s pack
modern conveniences.
 A special response vest and a holy symbol

New Weapon & Armor Proficiencies Ranger Starting Equipment


Modern weapons and armor are still treated and simple
and martial meaning any class that is proficient in all of a  (a) a light duty vest or (b) a leather jacket
given type are proficient in modern weapons of that  (a) two machetes or (b) two simple melee
type. The following are specific weapons or armor that a weapons
class is also now proficient in.  (a) a dungeoneer’s pack or (b) an explorer’s
pack
 Bard: Holdout Pistols & Machetes
 A hunting rifle with 20 bullets.
 Rogue: Holdout Pistols & Machetes
 Sorcerer: Throwing Knives & 9mm Pistols
Rogue Starting Equipment
 Wizard: Throwing Knives & 9mm Pistols
 (a) a rapier or (b) a machete
Barbarian Starting Equipment  (a) a holdout pistol and 20 bullets or (b) a
machete
 (a)a sledge or (b) any martial melee weapon
 (a) a burglar’s pack, (b) a dungeoneer’s pack,
 (a) two hatchets or (b) any simple weapon
or (c) an explorer’s pack
 An explorer’s pack and four throwing knives.
 A leather jacket, two daggers, and thieves’
tools
Bard Starting Equipment
Sorcerer Starting Equipment
 (a) a rapier, (b) a machete, or (c) any simple
weapon
 (a) a 9mm pistol or (b) any simple weapon
 (a) a diplomats pack or (b) an entertainer’s
 (a) a component pouch or (b) an arcane focus
pack
 A dungeoneer’s pack or (b) explorer’s pack
 (a) a guitar or (b) any other musical
 two dagger
instrument.
 a leather jacket and a pocket knife
Warlock Starting Equipment
Cleric Starting Equipment  (a) a 9mm pistol and 20 bullets or (b) any
simple weapon
 (a) a baseball bat or (b) a sledge (if proficient)
 (a) a component pouch or (b) an arcane focus
 (a) a light duty vest, (b) a leather jacket, or (c)
 (a) a scholar’s pack or (b) an explorer’s pack
a special response vest (if proficient)
 A leather jacket, any simple weapon, and two
 (a) a holdout pistol or (b) any simple weapon
daggers
 A shield and holy symbol
Wizard Starting Equipment throw or take the weapon's normal damage.
This action uses ten pieces of ammunition.
 (a) a quarter staff or (b) a dagger
 (a) a component pouch or (b) an arcane focus DR (Damage Reduction)
 (a) a scholar’s pack or (b) an explorer’s pack Armors with this property ignore a certain
 A spellbook amount of damage from a specific damage
type. When a creature wear this armor suffers
Weapon & Armor Properties damage of this type reduce the amount of
total damage by the amount of DR provided
Below are new properties for weapons or
by the armor. This is calculated before
armor found in this book. Any property not resistances.
covered here can be found in the Player’s
Handbook page 146. Exhausting
Clip Weapons with this property drain the energy
The clip property means the given weapon of those they come in contact with. Any
holds a number of shots before needed to be creature hit with an exhausting weapon must
make a DC15 Constitution save or suffer a
reloaded. The number listed after clip is how
level of exhaustion.
many shots a weapon holds before needing
reloaded. Slow Load
This property is only on weapons that also
Burst Fire have the clip property. While a normal clip
A weapon that has the burst fire property can can reload its full amount of shots with a
make a normal single-target attack, or it can single reload item interaction a slow loading
spray a 10-foot-cube area within normal weapon can only reload one bullet at a time,
range with shots. Each creature in the area but still holds a maximum number of shots
equal to its clip.
must succeed on a DC 15 Dexterity saving

Simple Melee Weapons


Baseball Bat $10 1d6 bludgeoning 4lb None
Baton $5 1d4 bludgeoning 1lb Light
Brass Knuckles $5 1d4 bludgeoning .5 lb Finesse, light
Hatchet $10 1d6 slashing 2lb Light, thrown (range 20/60)
Taser $100 1 lightning 1lb Stunning
Simple Ranged Weapons
Holdout Pistol $100 2d4 balistic 2lb Ammunition (range 20/60), loading, point blank
Throwing Knife $1 1d6 piercing .5 lb Thrown (range 20/60)
Martial Melee Weapons
Cattle Prod $50 1d4 lightning 2lb Exhausting, light, stunning
Heavy Sledge $50 2d6 bludgeoning 10lb Heavy, two-handed
Machete $30 1d8 slashing 2lb Light, Versatile (d10)
Utility Sledge $20 1d8 bludgeoning 5lb Versatile (d10)
Martial Ranged Weapons
9mm Pistol $200 2d6 ballistic 3lb Ammunition (50/150, clip (15)
AK47 $450 2d8 ballistic 8lb Ammunition (80/240), burst fire, clip (30), two-handed
Bolt Action Rifle $300 2d10ballistic 8lb Ammunition (80/240), loading, two-handed
Revolver $250 2d8 ballistic 3lb Ammunition (40/120), clip (6), slow load
Sawed-off Shotgun $200 3d6 ballistic 4lb Ammunition (5ft), clip (2), point blank, slow load, spray
(15ft)
Shotgun $150 3d8 ballistic 7lb Ammunition (30ft), loading, point blank, spray (90ft)
Shotgun (Combat) $500 3d8 ballistic 10lb Ammunition (10ft), clip (6), point blank, spray (90ft)
Spray Vehicles
Similar to burst fire, but not as well
controlled, weapons with the spray property In a modern setting cars, motorcycles, and
fire their projectiles in a cone the size noted other vehicles are a staple. It’s assumed any
after the property. Spray weapons also do not hero worth his salt would be able to at least
have a long range. This is because targets handle a car for basic functions but operating
within the weapon’s short range are targeted boats and especially planes will more than
by a normal ranged attack roll. Targets likely require proficiency with the Vehicles
beyond the weapon’s short range, but within tool. Regardless operating a vehicle is a
standard action.
the weapon’s spray cone must instead make a
DC 15 Dexterity save or suffer half the
damage rolled. Chase Rules
If you have the Dungeon Master’s Guide you
Stunning already have rules for foot chases on page
Weapons with the stunning property have 252. Because cars don’t get tired the rules for
the ability to stun their targets. A creature hit exhaustion simply do not apply, however all
with a stunning weapon must make a DC15 of the complication tables are completely
Constitution saving throw or suffer the compatible with the vehicle rules below.
stunned condition. The target gains a new
save at the end of each of their turns with Acceleration & Top Speed
advantage to end the effect. Vehicles have two speeds, their acceleration
and their top speed. Acceleration is the speed
Under a vehicle can reach in a single round from a
Armor with this property can be worn under complete stop as well as how much speed a
normal clothing leaving it hidden. vehicle can gain or reduce in a given round.
The top speed is exactly what it sounds like, it
is the maximum speed a vehicle can reach.

Light Armor
Heavy Coat $40 11+Dex Modifier - Disadvantage 6 lb.
Leather Jacket $100 11+Dex Modifier - - 4 lb.
Light Under Shirt $150 11+Dex Modifier - - 2 lb. DR/2 ballistic, Under
Kevlar Coat $200 12+Dex Modifier - - 8 lb. DR/2 ballistic
Under Vest $300 13+Dex Modifier - - 3 lb. DR/2 ballistic, Under
Medium Armor
Concealable Vest $275 13+Dex Modifier - - 4 lb. DR/3 ballistic, under
(Max 2)
Light Duty Vest $500 14+Dex Modifier - - 8lb. DR/3 ballistic
(Max 2)
Tactical Vest $1000 15+Dex Modifier STR 10 Disadvantage 10lb. Resistance: ballistic
(Max 2)
Heavy Armor
Special Response $200 15 STR 10 Disadvantage 15 lb. Resistance: ballistic
Vest
Monster Slayer $500 17 STR 13 Disadvantage 10 lb. DR/5 ballistic/slashing
Armor
S.W.A.T. Unit $2000 18 STR 13 Disadvantage 20lb. Resistance:
Armor ballistic/slashing
Handling disadvantage if the vehicle’s current speed is
Not all vehicles are the same and some are higher than its acceleration. Successfully
just better at maneuvering than others. A saving against such an effect counts as a
vehicle’s handling score is a bonus or penalty successful save for all creatures in the vehicle.
to all checks made to operate the vehicle.
Critical Hits & Failures
Cover If an attack targeted at a vehicle scores a
Shooting a driver through the window sounds critical hit the vehicle suffers from an
much easier than it actually is when you outcome on the vehicle crits table.
realize the most of his body is covered. This Additionally if the driver of a vehicle rolls a
number determines the AC bonus a character natural 1 on a check to avoid an obstacle the
within a vehicle a gains as part of cover. vehicle crashes and suffers a critical hit effect.

Armor Road Burn


Armored cars might not be common, but a Falling off a fast moving vehicle is not
steel door is harder to shoot through than a something that feels pleasant. For every
fiberglass one. If an attack misses a target by 10mph the vehicle is going a creature suffers
an amount less than the cover bonus granted 2d6 bludgeoning damage as the hit the
by the vehicle the attack has a chance of ground. An acrobatics DC25 can be attempted
shooting through a piece of the vehicle and as a reaction to duck and roll halving the
still hitting the target. The armor rating of a damage.
vehicle counts the same as Damage Reduction
(page 39) against all damage types. Vehicle Maneuvers
While this is in no part a complete list of
AC and Hit Points maneuvers that can be attempted with a
Sometimes just targeting the vehicle is the vehicle here are some sample maneuvers
best bet. When this is the case attacks go ordered by difficulty.
against the vehicle’s AC. When a vehicle  Easy Maneuvers (DC10)
reaches 0 Hit Points, it stalls out or otherwise Difficult Terrain: Standard Difficult terrain.
ceases to function. A vehicle’s armor function Hard Break: The vehicle reduces its speed up
to triple its acceleration
as DR for the vehicle’s hit points. Jump: Going off a jump or other ramp.
Sharp Turn: The vehicle makes a 90 degree
Area Damage turn.
If you have line of sight with the interior of a Small Obstacle: Avoiding an obstacle up to the
vehicle spells can be targeted inside the size of a medium humanoid.
vehicle. Alternatively thrown objects such as  Moderate Maneuvers (DC15)
explosives can be thrown throw open or Medium Obstacle: Avoiding a up to the size of
a four person vehicle.
shattered windows if they can hit an Hard Maneuvers (DC20)
AC10+Cover. If they fail to hit the object hits 180 Reversal: Spinning the vehicle 180
an exterior portion of the vehicle and most degrees and driving in reverse without losing
likely falls to the ground and is left before the speed.
Hard Obstacle: Anything larger than a medium
item activates. Saves against area attacks obstacle.
centered inside a vehicle are made at a Two Wheels: Driving on two wheels with a 4
disadvantage for creatures within the vehicle. wheeled vehicle.
Additionally saving against the attack means  Opposed Maneuver
dives from the vehicle and possibly suffering Ramming: Ramming into a vehicle with equal
Road Burn ( see to the right) or lower speed.
If an area attack that allows for a Dexterity
save happens out of a vehicle the driver can
make a Dexterity (Vehicles) in place of the
normal save. This save is made at
Light (Motorcycles, gliders, jet skis) +2 15 10 0 8
Medium (Cars, speed boats) 0 19 18 +2 10
Large (SUVs, Trucks, sailing boats, small plane) -1 20 27 +2 10
Heavy (Semi Trucks, yachts, Helicopters ) -2 22 50 +3 12
Super Heavy (Tanks, cruise liners, commercial jets) -5 25 10 +5 15
0

Piercing Damage: The damage 1-4


ignores the vehicle’s armor.
Spin Out: The vehicle spins out 5
losing all acceleration.
Off Alignment: The handling of the 6
vehicle is slightly damaged
increasing all further vehicle checks
by +1 until repaired.
Broken Steering: The handling is 7
incredibly damaged causing
disadvantage on all vehicle checks
until repaired.
Flat Tire: A tire or other form of 8
locomotion has been damaged and
will be treated as a Blow Out in
1d4 rounds.
Blow Out: The vehicles top speed 9
is cut in half and all terrain is
treated as difficult terrain.
Gas Tank: The damage hits the 10
vehicle’s fuel supply. The vehicle
shuts down after 1d4 rounds. If
this drops a vehicle to 0 hit points
the vehicle explodes in that many
rounds.
2. Is magic secret?
If you have magic in your game (which let’s be
honest most of us will) the next question is if
the random guy on the street knows about it.
If magic isn’t known then how secret is it? Can
What’s a modern game without modern toys? anyone find it if they just look hard enough or
Guns, cars, and computers are common place is it closely guarded and protected? If magic is
in the world of today and that should be no secret or exceptionally rare I strongly suggest
different in your games. This chapter goes the modified rest rules on page 3. This doesn’t
into detail about rules and stats for: just effect healing but also causes spells to be
a much more precious resource in a world
 Making Your Modern World where there power is much less known.
 Modern Conveniences
3. What races are there?
 Keeping Magic Secret
Deciding what races a player can select from
 Black Markets & Underworlds
will say a lot about your world. Many stories
 Intrepid Investigators Sample Setting
that take place in a modern world where
magic is secret revolve around only human
characters, but some of the more human
Making Your Modern World looing could be viable even if they might have
The earlier sections of this book have touched to hide their form. Or maybe your world is
on some of the points presented here and one where Dwarves thrived and exist out in
even made some assumptions. This was, for the open just like humans. Perhaps yours is a
the most part, to cover rules and mechanics world where magic is real, but the nonhuman
for options that stray from fantasy
civilized races are long dead and ancient
conventions as well as work as preset rules for
the Intrepid Investigators setting (page XX), leaving only monsters in the shadows.
but that isn’t the only way to handle modern Knowing what races are alive and who is and
or urban games. Below is a step by step series isn’t in hiding is a cornerstone of how a world
of questions designed to help any DM flesh works and interacts.
out their own setting.
4. Who’s in charge?
Sure you might be thinking about the
1. Is this our world or another?
president or local mayor, but this is more who
The first big question that will help inform all
is in charge of the world adventurer’s dwell. If
your further choices. In reality if you strip the
magic is secret then who is in charge of
magical class options from the game you
keeping it secret? If you are tasked to go hunt
could run something literally in a “Realistic”
the evil in the shadows then who gives those
setting. This is an extreme, but in a lot of ways
orders? Even if you’re players don’t directly
what we consider high fantasy is just as
answer to such people it is worth thinking
extreme in the other direction. In truth most
who are the power players when it comes to
of us play somewhere in between and the
the magical or monstrous.
first thing to think about is how close you
want the everyday dealings of your game to
mirror the real world.
5. Is there an underworld? 8. Is death the end?
For many fantasy games these refers to Finally, in standard D&D spells like
thieves’ guilds and criminals and while that is resurrection and revivify make death an
one layer it isn’t the only one. If magic is uncertainty, but is this true for your game.
secret are there secret bazars for magical Perhaps such spells are completely off the
components? Are there entire societies or table as there is no afterlife to return from or
even a complete second city hiding beneath only in the hands of a select few making even
the normal one filled with elves, dwarves, or high level characters need the aid of NPCs to
other races? Any game where elements are potentially bring back the dead. Perhaps the
secrete will lend itself to some kind of afterlife is simply another realm that must be
underworld, but the depth and vastness of accessed to go and hunt down a lost friend
that world is up to you. and physically bring them back. The
possibilities are endless, but it is best to make
6. Where’s the conflict? the consequences of death completely clear
If the world were perfect and everyone got to your players before starting such a
along there wouldn’t be a need for heroes. campaign.
That said conflict can take many forms and
while the occasional bar fight is bound to
happen this is more referring to bigger
pictures and ideas. Are there different
factions with conflicting goals or possibly a
single authority facing resistance? Even the
idea of monster hunters fighting off the
creatures that lurk and hunt in the shadows
has a conflict between those that protect
humanity and the other all threat of the
supernatural. The nature and scale of these
conflicts will shape heroes’ place in the world
as well as the kinds of adventures they are
likely to face.

7. Are there other realms?


D&D has a multiverse of realms, plains, and
demi plains to hop between. A more
grounded game might not have such places or
only a limited few. Perhaps these realms are
where many of the magical and monstrous
come from. It is also worth thinking about if
any of these realms are reflections of this one
with twisted forms or the same city or entirely
different lands.
Modern Conveniences doesn’t have a battery. Bad timing is an easy
fix here with the GM simply telling a player
Sending stones are a great magic item in a
that their battery is almost dead, but if used
fantasy setting, but feel like cheap walkie-
too often I guarantee players will be calling
talkies in a modern world. Between cell
you out for it. Alternatively a common trope is
phones, cars, and air conditioning the modern
for ghosts and spectral undead to drain
world makes for an easier life and a lot of
batteries and this can easily extend the any
potential DM headaches. An easy answer
electrical based monstrosity such as
would be to simply have a game take place in
elementals. It also might be defined that
a “modern” setting, but one still far enough in
some magic such as that from sorcery pulls
the past to make many of these items not
from the surrounding energy and thus drains
exist such as playing in the 1970’s where
batteries.
there are no cell phones or even Victoria era
where a horse and buggy was still the vehicle Fragile: For anyone that’s dropped a phone
of choice, but that’s a lazy answer for anyone just to watch their screen nearly shatter we all
wanting to play in a game taking place today. know one good blow could destroy most
Do not fret those of you that want to play in smart phone. Sure the classic Nokia is known
such eras, look for Ultimate Urban: Heroes of to be a practically indestructible brink, but it
Yesterday coming soon for in depth rules and also can’t do anything but make calls. A
these and other eras. disarming attack or even an unlucky fall can
easily make a cellphone useless.
Cellphones
No other modern convenience causes more Research: Cellphones now have internet
headaches to a DM than the cellphone. The access and that might make things a little
ability to easily contact anyone and now even difficult when it comes to hiding information.
access the internet for instant research makes That is if the information they are looking of is
isolating a character or group of heroes online. Ancient spells and correct lore about
almost impossible. Luckily this is also a fantastical creatures might only be found in
problem writers have been having for just as dusty tombs or amongst so much wrong
long of a time and some of their tips for information that knowing what is and isn’t
getting round the issue are useful in your true would require a character already having
games. knowledge on the subject.

Signal: A cell phone is only useful if it has Flashlights


signal. Being underground such as in sewers is This might not seem like a big change, but
the easiest way to block this, but storms, a being able to turn a source of light on and off
downed cell tower, cell phone jammers, or at will is a huge advantage for smart players.
even magical interference can all handle this. Personally I’m fine with this, but in instances
The best part is if a character has found a way where you absolutely want the lights to go
for their phone to be a useful tool such as out look at the Battery section above.
night vision or a spellbook app this might not Another thing to remember with flashlights is
interfere with any of those properties in the that unless your players are using a camping
process. lantern that light is in a cone, make use of
that.
Battery: Just like with cell signal a cellphone is
nothing more than a hunk of plastic if it
Cars & Trucks Black Markets & Underworlds
Pretty much anything with an engine means Starting characters tend to already be
your players won’t be going on long walks outfitted with all manner of weapons, armor,
that last months at a time. On top of that and spell components, but those aren’t
being in a car is a pretty safe place between typically things you can just pick up at the
the fact that it’s a steal box and that you’re corner store. You’re personal setting might be
going too fast for most threats to just stumble different and this isn’t a discussion about
onto you. politics, but in most modern settings buying a
Gas Tanks: Just like batteries with electronic weapon and things like riot gear are not easy
devices a gas tank is a perfect way to get your to come by for the average person. This is
players to at the very least stop and at the already reflected in many of the item’s prices
worst be forced to head out on foot. Similar in Chapter 3. Instead heroes tend to have
with batteries though, unless your players are access to one or more black markets where
taking the time to make sure gas gauges are such items are easily obtained.
at full they will start suspecting some Black Market Types
unfairness if you pull this trick too often. On Each black market tends to specialize in a
the plus side once a car’s been in a shootout specific type of good or service and are rarely
or similar situation the excuse that the tank run by honorable individuals. Common black
has a slow leak becomes a lot more plausible. markets include:
Stalled Engines: If the car isn’t already in Arms Dealers: Not always fantastical, but
motion then you can play up dozens of horror definitely illegal, arms dealers specialize in
movie tropes and have the car stall out, floor firearms and explosives as well as carrying the
the engine, or even just a dead battery when occasional piece of armor. A good option for a
they need to make a quick escape. fantastical race for arms dealers however
Deadly Chases: Cars make it hard for danger would be either dwarves for their natural use
to just stumble in the way of your heroes, but of metal working, gnomes for their ingenuity,
it doesn’t do anything to stop danger from or even orcs for the tendency towards
chasing them down. Not every threat is fast violence.
enough to keep up with a car or able to hop in Exotic Weapons Dealers: In a world of pistols
one and drive it themselves, but when they a long sword is a rare site. Sure you might find
do everything becomes much more a collector here or there, but finding classical
dangerous for everyone involved. Fighting a weapons that can hold up to real battle takes
Bullete in a forest is bad, but fighting one on a knowing the right people. One of the plus
highway where it can ram you off a bridge at sides to this is that swords aren’t treated as
high speed is even worse. illegal as unlicensed firearms, but do be aware
Off Road: Most vehicles aren’t built to handle that many states have laws regarding blade
too rough of terrain especially at high speeds size as well as simply the looks and questions
and the ones that can are still limited by their you might raise with a functional broad sword
size. Putting threats simply in a place you strapped to your back walking down a city
can’t take a car can do wonders to up the street. Given the connections these dealers
tension in a party that is used to treating a tend to have they are also well suited for
sedan like a tank.
finding weapons crafted of specific materials lore in addition to cash for many of the more
such as silver or cold iron. ancient out there. Elves make fantastic lore
traders due to their long lives and dedication
Drugs: Drugs have already been touched on in
to knowledge.
Chapter 3 and it should take explaining that
most drugs bought off the streets are illegal. Art Dealers: While art dealers might seem
That said it’s still worth noting that there are almost mundane compared to a magic item
plenty of folks that specialize in finding and dealer they have their advantages. The
obtaining drugs both of the common and biggest of which is when one doesn’t know
potentially magical variety. When it comes the exactly what they have. What a person
magical drugs fey can make the perfect unaware of the magical might think is an
magical drug peddlers due to their love of esoteric journal that would only be of interest
nature combined with their magical origins. to collectors or a 16th century piece of art
could actually be spell books, scrolls, or even
Spell Components: Most spells can use
artifacts. That said art is still art and the kind
somewhat normal components such as spider that requires a dealer still more than likely
web, but where do you get mistletoe fetches a high price tag.
harvested on a full moon with a silver sickle?
The answer is those who make their living Magical Underworlds
fetching rare or esoteric items specifically for If magic is a secret within your world then
spell casters. Given their clientele these odds are there’s a second underworld where
dealers almost always know of at least the all of the strange and amazing exists. These
existence of magic if not being magical worlds can take many forms from ally ways
themselves. These dealers might find magical the lead to estates hidden in pocket
items of particular interest and may even be dimensions, to doors that are actually portals
able to find spell focuses for purchase. to other worlds, to simply a goblin market in
the sewers. In truth all of these elements can
Magic Item Dealers: These are the big even exist in the same world as well.
leagues of magical trade given that nothing in
the market is cheap and almost all of it is The first thing to think about when making an
incredibly rare. Having a good magic item underword is to determine if there is a single
dealer is worth his weight in gold for the right hidden “world” that all the fantasy elements
adventurer, but don’t expect to be buying of your game inhabit or are there isolated
more than the occasional potion off many of pockets that are completely independent.
them. If someone is connected enough to
make their living buying and selling magic If you are running a game taking place in a
items then odds are they have clients with single city (which in an urban game is par for
deeper pockets than yours looking for the the course) then smaller pocket communities
can function a lot like small towns or villages
same thing.
do in a standard fantasy setting while an
Lore Traders: A rare select groups look to overarching magical community can function
specialize in the buying and selling of mystical in a lot of the same ways as a kingdom would.
lore. This can range from accurate books and
In incredibly large cities such as NYC perhaps
fantastical monsters to spells and scrolls.
Many of these traders are collectors each burrow is its own kingdom or at least
themselves and it is common for a trade of hamlet with their own dukes and courts.
Perhaps the Dwarven Kingdom is hidden in convention and adding a modern twist can
the same part of the city as the steel mills make a single city feel like an entire world
while the Elven Kingdom has risen from tree when done well.
tops to downtown skyscrapers. Playing with

Sample Setting race granted access to the hidden worlds of


the fantastic.

Below is a prebuilt sample setting complete


with factions, npcs, important locations, and
rules within the society. This isn’t a list of a While powerful and considered the governing
world’s history and every blank won’t be power within L.A. the court is not the only
filled. Instead this is more of a framework to group of notable power. A collection of
quickly get you game going. dedicated human wizards and warriors known
as the Keepers stands as the main human
The Basics
representation within magical society. There
Where & When
are also nefarious groups tied to organized
The World of Intrepid Investigators takes
crime work outside of the laws to gain magical
place in the here and now, but more
power and control. Amongst these powerful
specifically the city of Los Angeles round
groups are individuals of note as well such as
Studio City and the surrounding
ancient vampires and succubi turned club
neighborhoods. The massive city of LA
owners on top of any no good agent that may
provides a wide variety of regions, cultures,
just be a demon in disguise.
and landscapes granting plenty of opportunity
to venture further out for changes of scenery, The Heroes Role
but for the sake of brevity and the fact that The world of Intrepid Investigators might be
most of the city’s power players reside in this full of fantastical races, but at its heart it is a
area, this will be our focus. story about human heroes and their
interactions with these elements. It is
Lay of the Land
assumed the players take the roles of humans
In the word of Intrepid Investigators magic
with tied to the fantastical world. Typically
and the supernatural is real, but a closely kept
campaign structure falls into one of two
secret. Elves, dwarves, gnomes, and more
categories, either the heroes work and are
exist, but keep to their own communities with
especially tied to one of the greater factions
the understanding that while they are
in the area or they are freelancers. Being
somewhat common, compared to the human
freelancers gives the players and DM more
race they are practically endangered species.
freedom to hope from employer to employer,
A shadowy council known as the Celestial
but without an allegiance to a more powerful
Court enforces strict laws regarding magic and
group they lack the protection and inevitable
its exposure to the human world. Only
leniency from that group. In short all eyes
through strict scrutiny and dire need are
might end up on them and they will all be
humans without a blood relation to a magical
judging them equally.
Factions The Laws of the Celestial Court
Below are descriptions of the major factions
1. Never reveal the existence of magic
at play currently in the City of L.A.
to the unaware. Performing magic
out in the open for anyone to see is
Run my ancient high elves with vast magical one of the greatest taboos of the
knowledge the Celestial Court are considered Celestial Court. Any magic performed
the peacekeepers of the city. Easily the oldest in the presence of non-magical
organization dating back further than the city humans must be done in a way to
itself the court is charged with upholding the seem as an act of extraordinary luck
rules that prevent the average person from or skill.
realizing magic and magical races are real 2. Leave no corpses. The court
known as The Great Mystery. The court itself understands that some races need to
is run exclusively by full blooded elves feed. What they do not permit is
through a selection process that it kept as a doing this in a way that draws
closely guarded secret, but they do employ attention such as excessive feeding to
other races, primarily humans, as enforcers the point of media attention and
and inquisitors. NEVER leaving a corpse.
3. Never let your inhuman appearance
A Celestial Enforcer is more or less the beat be seen outside protected areas.
cop of the magical world. More often than not Many of the magical races appear
an enforcer’s duty is to investigate suspected somewhat human, for them this rule
illegal use of magic as well as magical is an easy one. As long as a creature is
creatures that may be stepping out of line and disguised in a way to not draw
risking revealing themselves. If your heroes attention to themselves no being is
are tied strongly to the Celestial Court they disallowed from traveling within the
may in fact be such enforcers. non-magical world. Sadly some races
such as orcs can only achieve this feat
Celestial Inquisitors, however, are a force
through magical means.
unto themselves. They are the elite of the
4. Never knowingly allow texts or
enforcer ranks granted with magical abilities
artifacts of magic enter the
to read minds. If an inquisitor is seen it is a
unprotected world. It is bad enough
sure bet that someone committed a major
when magic slips into the non-magical
violation. Their main task is to clean up
word, but it is much worse when this
messes that cannot be easily explained away.
is done intentionally. Books of spells
It is rumored that a well-trained inquisitor can
and magical items can be weapons of
not only track down every witness to a
mass destruction when wielded in the
magical event, but also wipes their minds
wrong hands. Those found gifting
clean of the experience. Very little is known
magic in a physical form are treated
about them however as anyone recruited to
as the highest offender to the court.
their ranks is only ever seen again while on a
5. Spill no magical blood unless
mission.
authorized by the court. Long past
are the days of wars between the
dwarves and orc, but bad blood can
still run deep. For mutual survival it
has been decided and greed upon magical communities and thus subject to the
that no member of a protected race laws issues by the Celestial Court. In true the
can end the life of another protected Keepers have little trust in the court as well as
race without just cause. The court is much of the magical community and have
the final decider in what retribution is since employed their own heroes under the
considered just and may in fact grant guise of students. Many of these heroes are
permission for duels and even tasked with uncovering magical secrets as
executions, but it is always by their well as investigating the Celestial Court.
ruling.
6. Never mix or dilute the blood of the In the last decades the church has also
magical. The Celestial Court is of the reached out to the Keepers sending them
belief that dilution of racial blood will those that show divine affinity for further
mean the end of the races they training. While not a direct violation of the
protect. This is not an idea out of treaty with the Celestial Court this new
hate, but one of survival weather training of clerics has caused a lot of worry
correct or not. IT has already been within the magical community with fear that
seen in lesser beings such as thin humanity is gaining too much power too
blooded vampires and rabid quickly.
lycanthopes. When blood is mixed the
child is rarely deemed guilty of the
offense and allowed to live, but the
parents may meet much worse fates. While not an official group within the eyes of
the court the Merceti family is a human crime
family that deep ties to the magical
community. Known for being violent and
ruthless this group has a strangle hold on
An organization dating back to the early
1920’s the Keepers was originally a private many of the black markets in the area both
club of wealthy humans looking to discover magical and non. Orcs and other monstrous
the secrets of magic that succeeded. Since races frequently find paying work with the
then they have become known as the human Mercetis as they turn their nose up at the
voice within the magical world gain a rare laws of the court encouraging such races to
respect for finding magic on their own rather stop hiding their nature and even give into
than stumbling onto the mistakes of others. ancient blood lusts. In truth the family itself is
Today the Keepers is a secret college of descended from wood elves with rumors from
wizards training those they deem worthy of the darker parts of the city saying that the
magic. Their estate in the hills is the only family is actually just the latest in many
location the court has permitted such attempts by only enemies of the leaders of
education of humans legally. This was decided the court to disrupt their power.
by the treated of 1938 that granted the The Oilhien Clan
Keepers the privilege to edicate humans in The area known as the Bells is home to many
the ways of magic under the loophole that the wealthy residents, but it is also the home to
magics taught were discovered by humanity the dwarven clan known as the Oilheins.
and thus their right to give. In return the Making their fortunes on oil they no longer
Keepers were welcomed into the fold of care much about the goings on of both the
magical and non-magical worlds outside their cultivated suburbs however beneath its
own people. That said they still hold much surface sits the New Dwarven Kingdom
power and respect both from the Celestial
Court due to their long history and strict The New Dwarven Kingdom (NDK)
internal code of conduct as well as the Merciti Faction: The Oilhein Clan
family for their short allegiance in the 1920’s Important NPCs: Oollehg Oilhein
Oollehg Oilhein is the leader of the Oilhein
helping move alcohol through the city.
clan and considered the king of the
subterranean network that covers this area.
The clan has been incredibly quiet over the
last few years keeping to themselves,
however dwarves are never ones to not keep
themselves busy. Deep below the streets of
Bel-Air are dozens of personal forges where
expertly crafted swords and axes can still be
found. The problem is, many members of the
clan have reached a level of wealth that
normal currency is of no meaning to
them. Be prepared to have rare metals
or gems preferably with rich histories if
you’re looking to trade with the clan
Oilhein.

Consisting of both Beverly Hills


and the Beverly Crest areas this is
considered the domain of The Keepers.
Known even in the non-magical world as a
place for the rich and famous this is a place of
wealth and privilege. This is the only area in
the city and possibly the world where humans
are allowed to learn magic with the blessing
of the elves. Given the court’s leniency with
People & Places this area thanks to the treaty of 1938 few
L.A. is full of varied and interesting places. The Celestial Enforcers walk the street without
areas describes below are part of the region cause and strangely enough Inquisitors are an
known as the “Heart of the City”. Each area even rarer sight that normal. This however
consists of multiple neighborhoods that fall has led to the area serving as a hiding place by
under a unified control within the magical those with the wealth to afford it, using the
community. Keepers treaty as a shield against the court.

Known by most as Bel-Air this is a region of


relative peace filled with wealthy homes and
Keeper House demonic forces are hard at work keeping the
Faction: The Keepers chaos flowing in the part of the city.
Important NPCS: Grand Master Smith
The Goblin Tunnels
Keeper House is the main estate of the Faction: None
Keepers. It is said to be the location of the Important NPCs: The Goblin King
club that first discovered magic in the 1920’s, Buried within L.A.’s subway system is another
but now serves as a private school for the network of tunnels known as the Goblin
magical arts. The head of the school is Grand Tunnels. While in truth more gremlin’s reside
Master Smith an old wizard that some say in the tunnels than old world goblins the
rivals even the Celestial Court and may have name has stuck within the magical
even been one of the Keepers founding community. The tunnels spread through the
members. entire city, but nowhere are they more dense
and more populated than under the Holly
Leaf & Spines
Woods. This maze of dug and abandoned
Faction: The Keepers tunnels is known to be filled with traps as well
Important NPCs: Margret “Gretty” Hatcher as vicious beasts can luckily only be accessed
Known by most to be a coffee shop/book through the existing subway system. The
store, the Leaf & Spine is also the closest thing problem is that means if anyone or anything
Keeper House has to a college bar. Only about within the tunnels wants to see daylight they
3 block down from Keeper House, this will have to tread directly through crowds of
underground former speak easy is the place
innocent people. IT’s also a known fact that
to go for young wizards looking to talk shop fugitives of the Celestial Court that can’t
outside of classes. The place is run by a kindly afford the protection of the hills frequently
irish female Halfling by the name of Margret seek refuge in the tunnels by striking deals
known as “Gretty” to the locals. Being a the with Goblin King, and old and incredibly
Halfling she’s never been a student at Keeper intelligent hob goblin that may have the
House, but has a fondness for helping young
means to raise an entire army if he so chose.
casters blow off steam. One note however,
never under any circumstances make The Studio System
leprechaun jokes in her presence; she’s been Faction: Hell
known to polymorph rude customers using Important NPCs: Amadeus
the wild magic in her veins. Studio City is the home of many major motion
picture studios. It is also considered my most
to be an “off limits” zone. Exceptions are
made for those heroes looking to also make it
in show business, but heavy caution is
Spanning from Hollywood to Studio City is the
warned, because when they say Hollywood
region known as the Holly Woods. More than
will chew you up and spit you out they were
just a play with words, many in the magical
being more literal than you know; this is the
community consider this the closest to
realm of demons and fiends that take their
wilderness the city has to offer. Nasty gremlin
enjoyment in tormenting and manipulating
gangs and rabid lycans stalk the shadows
mortals and see other magical beings in their
here. The Celestial Court and even the
territory as either competition and toys more
Keepers have tried to tame this area, but
fun than what they have, at the top of this
heap if an elusive demon by the name of Wollywood. Nothing more than a collection of
Amadeus. Little is known about this strange apartment buildings hidden down an
figure other than the fact that those within enchanted alleyway, this is the home of many
the studio system mortal or demon alike fear magical creatures that choose not to take a
him. side in the political going-ons of the city. IT is
rumored that a pack of lycans take up
Club O Negative
residence here lead by the ancient “Wolf
Faction: None Mother”. Few attacks are reported by such
Important NPCs: Lars Von-Grout beasts leading many to believe this is only a
One of the few vampire bars known outside myth, but in truth this particular pack has
of their own community Club O Negative is found a peaceful existence within the city
both a human and nonhuman hotspot for refusing to feed on the flesh of intelligent
night life. The owner Lars Von-Gout has taken
beings.
pains to make this the perfect trap and
feeding ground for his people with the one
rule, “Feed don’t kill”. The Celestial Court
finds this location an affront to the rules they
forged for the city, but with it sitting well Taking up the neighborhoods of Sherman
outside their influence have little say in its Oaks, Van Nuys, Valley Glen, & Valley Village
going-ons other than personal judgement of is the region known as the valleys. Here
those that willingly attend its activities. hidden amongst the suburbs and shopping
centers is the Kingdom of the Elves and the
location of the Celestial Court. Considered a
place of strict magical law for those without
elven blood the region is thought to be on of
A shining sign that good can triumph, North the safest places in the city. In truth it is a
Hollywood was once considered a portion of
hidden war zone as the Celestial Court has
the Holly Wood until the mid-1990’s when a made many enemies that wage various
group of Keeper trained clerics and Celestial attacks. Celestial Enforcers and Inquisitors are
Inquisitors were able to take the region by in their highest numbers in this region
force. Much has been kept secret about why a however making sure any fallout is quickly
unified front was formed and why it stopped and efficiently cleaned up leaving the guise of
at North Hollywood, but what is known is that
a perfect region.
the area is some of the first newly claimed
land in almost 100years. Since 2000 the area The Celestial Court
has been on the rise in both the non-magical Faction: Celestial Court
and magical communities, but rumors of Important NPCs: The Celestial Council
recent disappearances has made many The home of the Celestial Court resides
wonder if there’s still a bit of the Holly Woods hidden deep in The Valleys through multiple
left lurking in North Hollywood. enchantments that allow the grand elven
building appear to be nothing more than an
The Burrows abandoned strip mall. Inside is a world of
Faction: None elven magic the likes many have and will
Important NPCs: Wolf Mother never see with a collection of magic and lore
The Burrows was the first magical community dating back before man discovered fire. The
to build up after the liberation of North
Celestial Council sits and holds court here to The Green Gable
make rulings on the laws of the magical Faction: Merceti Family
community. This is also the home base of the Important NPCs: Hurgolth the Brave
Celestial Enforcers and the origin of Celestial A place where orc blooded individuals can let
Inquisitors. their hair down and embrace their roots, this
underground club is the place to be within the
orcish community. Hidden in the sewers
To the south of both The Bells and The Hills below Lincoln Elementary School this is a
lies the region known as The Wests which favored watering hole for orcs and orc
covers the neighborhood of West Los Angeles. blooded alike. While no race is banned
This is a rather wealthy community within the outright from the establishment the owner,
non-magical world of suburbs, schools, and Hurgolth, has no patience for hate speech
shopping, but for the magical community it is within his walls. Within the magical world of
nearly a wasteland. In the past century the the Celestial Court entering this bar is the
human family known as the Mercetis have lowest form of “slumming it” a creature can
gained a large amount of control in this area get, but in truth this is a warm and inviting
by slowly but surely worked their way from place even if the regulars are a little loud and
the coast of Marina Del Ray all the way up to prone to rough housing.
what is now The Wests. While non-magical
themselves this family has strong ties within Pixy Dust Alley
trafficking magical drugs as well as the Faction: Merceti Family
support of several Orc tribes in the area. Important NPCs: Glenda
Because of this anywhere south of The Wests A well-hidden location to all but the most
is considered either Orc Land or at least wild trusted within the trade, Pixy Dust Alley is the
uncivilized territory filled with drug users and premiere marketplace for magical drugs and
violent outcasts. The Wests is the boarder of rare ingredients. This enchanted alleyway
such places and to many considered a opens to a football sized bazar filled with
battleground between the Merceti family and merchants from all over the world and
both the Celestial Court and The Keepers.. possibly other realms selling their wares to
Some speculate much of this is exaggerated dealers and deep pocketed buyers. An
propaganda by the court, but few have been invitation to the alley is no small feat as each
so bold as to pass beyond The Wests in member allowed in is personally reviewed by
Decades. In truth, much of this has in fact the screwed and skeptical sprite named
been exaggerated as the Merceti family is Glenda who has a knack for looking into the
controlled by the half-elf decedents of an souls of her guests.
ancient and finnatical wood elf tribe called
the Dormiente Foresta who have a centuries’
long feud with high elves of the Celestial
Court. They have no plans to destroy or even
fully reveal the magical world, but will do
what they deem necessary to end the control
the Celestial Court has on the city.
Celestial Court Inquisitor Celestial Court Mage
Medium Humanoid (any Race), any alignment Medium Humanoid (High Elf), any alignment

Armor Class 18 (S.W.A.T. Armor) Armor Class 12 (15 with mage armor)
Hit Points 127 (15d8+60) Hit Points 99 (18d8+18)
Speed 30ft Speed 30ft

Saving Throws Str +7, Dex +5, Con +7 Saving Throws Int +10, Wis +7
Resistance: Ballistics, Slashing Skills Arcan +14, History+14
Skills Athletics +10, Intimidation +5 Senses passive Perception 18 (keen senses)
Perception +5, Survival +8 Languages English, Sylvian
Senses passive Perception 18 Challenge 12 (8,400 XP)
Languages English Magic Resistance. The mage has advantage on
Challenge 6 (2,300 XP) all saving throws against spells and other magical
effects.
Fearless. Inquisitors are immune to fear effects.
Keen Senses. The mage gains advantage on all
Brute. A melee weapon deals one extra die Wisdom (Perception) checks. (This is calculated
damage when an inquisitor hits with it (included in into passive perception)
the attack)
Spellcasting. The mage is an 18th-level
spellcaster. Its spellcasting ability is Intelligence
ACTIONS (spell save DC 18, +10 to hit with spell attacks). The
Multiattack. The inquisitor makes three ranged arch mage can cast detect magic and crown of
madness at will and has the following wizard spells
attacks or two melee attacks. prepared:

Greatsword. Melee Weapon Attack: +7 to hit, Cantrips (at will):.friends, light, mage hand, poison
reach 5ft., one target. Hit 13 (3d6+4) slashing spray, prestidigitation,
damage. 1st level (4 slots): invisibility, identify, mage armor*,
magic missile
Revolver. Ranged Weapon Attack+5 to hit, range 2nd level (3 slots): detect thoughts, misty step,
40/120, clip 6, one target, 10 (2d8+2) ballistic suggestion
3rd level (3 slots): clairvoyance, counterspell, magic
damage. This damage is increased to 13 (2d8+6) if circle
the inquisitor took aim beforehand. 4th level (3 slots): arcane eye, banishment,
polymorph
Detect Thoughts (3/Long Rest) The inquisitor can 5th level (3 slots): dominate person, modify
cast detect thoughts without spell components. memory, scrying
6th level .(1 slot): globe of invulnerability
Mind Blank (1/Long Rest) The inquisitor can cast 7th level (l slot): teleport
mind blank without spell components. 8th level (l slot): mind blank*
9th level (l slot): time stop
*The mage casts these spells on itself before combat.

Arcane Recovery. Once per day after finishing a


short rest, a mage can choose to recover 9 levels
worth of spell slots.

ACTIONS
Dagger. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(ld4 + 2) piercing damage.
Cop Keeper
Medium Humanoid (any Race), any alignment Medium Humanoid (Human), any alignment

Armor Class 16 (Light Duty Vest) Armor Class 12 (15 with mage armor)
Hit Points 16 (3d8+3) Hit Points 99 (18d8+18)
Speed 30ft Speed 30ft

DR 3 ballistic Saving Throws Int +9, Wis +7


Skills Perception +3 Skills Arcan +13, History+13
Senses passive Perception 13 Senses passive Perception 13
Languages English Languages English, Latin
Challenge 1/8 (25 XP) Challenge 12 (8,400 XP)
Fearless. Keepers are immune to fear effects.
ACTIONS
9MM Pistol. Ranged Weapon Attack+4 to hit, Spellcasting. A keeper is an 20th-level
range 50/150, clip 15, one target, 8 (2d6+2) ballistic spellcaster. Its spellcasting ability is Intelligence
damage. This damage is increased to 10 (2d8+4) if (spell save DC 18, +10 to hit with spell attacks). The
the cop took aim beforehand. arch mage can cast chromatic orb and misty step at
will and has the following wizard spells prepared:
Taser. Melee Weapon Attack+3 to hit, 1 lightning
Cantrips (at will):.fire bolt, light, mage hand,
damage. A hit target must succeed against a DC15
mending, prestidigitation,
Constitution saving throw or be stunned for one
1st level (4 slots): feather fall, mage armor*, magic
minute. A stunned target must make a new saving
missile, sleep, identify(as ritual)
throw at the end of each of its turns ending the
2nd level (3 slots): blindness/deafness, locate
effect early.
object, mirror image
3rd level (3 slots): counterspell, dispel magic, haste,
Courier fly
Medium Humanoid (any Race), any alignment 4th level (3 slots): dimension door, fabricate
Armor Class 13 (Leather Jacket) Mordenkainen's Failhful Hound,
5th level (3 slots): animate objects, hold monster,
Hit Points 16 (3d8+3)
teleportation circle
Speed 30ft 6th level .(2 slots): globe of invulnerability, true
seeing
7th level (2 slots): delayed blast fireball, teleport
8th level (l slot): maze
Skills Athletics +4, Perception +6, Stealth +6, 9th level (l slot): wish
Survival +6 *The keeper casts these spells on itself before combat.
Senses passive Perception 20 (Keen Senses)
Languages English Arcane Recovery. Once per day after finishing a
Challenge 6 (2,300 XP) short rest, a keeper can choose to recover 10 levels
worth of spell slots.
Keen Senses. The mage gains advantage on all
Wisdom (Perception) checks. (This is calculated Ritual Caster. Keepers can cast spells with the
into passive perception) ritual descriptor without expending spell slots.

ACTIONS ACTIONS
Multiattack. The courier makes two ranged 9MM Pistol. Ranged Weapon Attack+6 to hit,
attacks or two melee attacks. range 50/150, clip 15, one target, 8 (2d6+2) ballistic
damage. This damage is increased to 12 (2d8+6) if
the keeper took aim beforehand.
Pocket Knife. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit 4 (1d4+2) slashing Haste. A keeper can cast the haste spell once per
damage. short rest as an action without expending a spell
slot.
Revolver. Ranged Weapon Attack+6 to hit, range
40/120, clip 6, one target, 10 (2d8+2) ballistic Fly. A keeper can cast the fly spell once per short
damage. This damage is increased to 13 (2d8+6) if rest as an action without expending a spell slot.
the courier took aim beforehand.
Merceti Lieutenant Monster Hunter
Medium Humanoid (any Race), any alignment Medium Humanoid (any Race), any alignment

Armor Class 15 (Kevlar Coat) Armor Class 17 (Monster Slayer Armor)


Hit Points 65 (10d8+20) Hit Points 95 (9d8+45)
Speed 30ft Speed 30ft

Saving Throws Str +5, Dex +5, Wis +4 DR 5 ballistic, 5 slashing


DR 2 ballistic Skills Athletics +5, Perception +3
Skills Athletics +5, Deception +4, Intimidate+4 Senses passive Perception 13
Senses passive Perception 12 Languages English
Languages English Challenge 3 (700 XP)
Challenge 2 (450 XP) Shotgun Spray. When attack with a shotgun
Brute. A melee weapon deals one extra die rather than making a targeted attack the hunter can
damage when a lieutenant hits with it (included in instead target all creatures in a foot cone. Targets
the attack) must make a DC 15 Dexterity saving throw or suffer
9(3d6) ballistic damage. A successful save reduces
the damage by half.
ACTIONS
Multiattack. The lieutenant makes two melee
ACTIONS
attacks.
Multiattack. Hunter can make two machete
Baseball Bat. Melee Weapon Attack: +5 to hit, attacks. If the machete is wielded in one hand it can
reach 5ft., one target. Hit 9 (2d6+3) bludgeoning also make a sawn off shotgun attack as well.
damage.
Machete. Melee Weapon Attack: +5 to hit, reach
9MM Pistol. Ranged Weapon Attack+5 to hit, 5ft., one target. Hit 7 (1d8+3) slashing damage, or 8
range 50/150, clip 15, one target, 9 (2d6+3) ballistic (1d10+3) slashing damage if the machete is
damage. This damage is increased to 12 (2d8+5) if wielded in tow hands.
the lieutenant took aim beforehand.
Sawn Off Shotgun. Ranged Weapon Attack+5 to
BONUS ACTIONS hit, range 5/90, clip 2, point blank, one target, 13
9MM Pistol. Ranged Weapon Attack+5 to hit, (3d6+1) ballistic damage.
range 50/150, clip 15, one target, 9 (2d6+3) ballistic
damage. This damage is increased to 12 (2d8+5) if Mugger
the lieutenant took aim beforehand. Medium Humanoid (any Race), any alignment

Armor Class 12 (Leather Jacket)


REACTIONS Hit Points 11 (2d8+2)
Shrug. The lieutenant ignores an amount of Speed 30ft
damage equal to 1d12+2. This can only be done
once per short rest.

Senses passive Perception 10


Languages English
Challenge 1/8 (25 XP)

ACTIONS
Multiattack. The courier makes two ranged
attacks or two melee attacks.

Pocket Knife. Melee Weapon Attack: +3 to hit,


reach 5ft., one target. Hit 4 (1d4+1) slashing
damage.
9MM Pistol. Ranged Weapon Attack+3 to hit, range
50/150, clip15, one target, 10 (2d8+1) ballistic
damage. This damage is increased to 13 (2d8+6) if
the courier took aim beforehand.
Sniper Spellcasting. The street priest is a 1st-level
Medium Humanoid (any Race), any alignment spellcaster. Its spellcasting ability is Wisdom (spell
save DC 12, +4 to hit with spell attacks). The
Armor Class 15 (Kevlar Coat) acolyte has following cleric spells prepared:
Hit Points 78 (12d8+24)
Speed 30ft Cantrips (at will): sacred flame, spare the dying,
thaumaturgy
1st level (3 slots): cure wounds, inflict wounds,
shield of faith
Saving Throws Dex +7, Int +5
DR 2 ballistic Celestial Legacy. A street priest can cast the
Skills Athletics +5, Deception +4, light can trip at will and lesser restoration spell once
Perception+10, Stealth +11 per long rest.
Senses passive Perception 25 (Keen Senses)
Languages English ACTIONS
Challenge 8 (3,900 XP) 9MM Pistol. Ranged Weapon Attack+3 to hit, range
Assassinate. During its first turn, the sniper has 50/150, clip15, one target, 10 (2d8+1) ballistic
advantage on attack rolls against any creature that damage. This damage is increased to 13 (2d8+6) if
hasn't taken a turn. Any hit the sniper scores
the priest took aim beforehand.
against a surprised creature is a critical hit.

Keen Senses. The mage gains advantage on all


Wisdom (Perception) checks. (This is calculated
into passive perception)
Street Thug
Medium Humanoid (any Race), any alignment

Sneak Attack (1/Turn). The sniper deals an extra Armor Class 11 (Leather Jacket)
16 (5d6) damage when it hits a target with a Hit Points 32 (5d8+10)
weapon attack and has advantage on the attack Speed 30ft
roll, or when the target is within 5 feet of an ally of
the sniper that isn't incapacitated and the sniper
doesn't have disadvantage on the attack roll.
Skills Intimidation +2
ACTIONS Senses passive Perception 10
Multiattack. The sniper makes two rifle attacks. Languages English
Challenge 1/2 (100 XP)
Bolt Action Rifle. Ranged Weapon Attack: +7 to Shotgun Spray. When attack with a shotgun
hit, range 80/240, loading, two handed, one target. rather than making a targeted attack the hunter can
Hit 23 (2d10+3) bludgeoning damage. This damage instead target all creatures in a foot cone. Targets
is increased to 27 (2d10+7) if the sniper took aim must make a DC 12 Dexterity saving throw or suffer
beforehand. 9(3d6) ballistic damage. A successful save reduces
the damage by half.
BONUS ACTIONS
Rapid Reload. A sniper can reload their rifle as ACTIONS
an additional time per turn as a bonus action Multiattack. The thug makes two melee attacks.

Baseball Bat. Melee Weapon Attack: +5 to hit,


reach 5ft., one target. Hit 6 (1d6+3) bludgeoning
Street Priest damage.
Medium Humanoid (any Race), any alignment

Armor Class 10) Sawn Off Shotgun. Ranged Weapon Attack+5 to


Hit Points 11 (2d8+2) hit, range 5/90, clip 2, point blank, one target,
Speed 30ft 12(3d6+0) ballistic damage.

Skills Medicine +4, Religeon +3


Senses passive Perception 10
Languages English
Challenge 1/4 (50 XP)
Gremlin Gremlin Gang Leader
Small Humanoid (goblinoid), any alignment Small Humanoid (goblinoid), any alignment

Armor Class 15 (Leather Jacket) Armor Class 17 (Under Vest, Shield)


Hit Points 9 (2d6+2) Hit Points 27 (6d6+6)
Speed 30ft Speed 30ft

Skills Stealth +7 Skills Stealth +7


Senses darkvision 60ft, passive Perception 9 Senses darkvision 60ft, passive Perception 9
Languages English, Goblin Languages English, Goblin
Challenge 1/2 (100 XP) Challenge 1 (200 XP)
Electric Shock. Creatures that hit a gremlin Electric Shock. Creatures that hit a gremlin
with either an unarmed attack or a metal with either an unarmed attack or a metal
melee weapon must make a DC12 melee weapon must make a DC12
Constitution saving throw or suffer 1d4 Constitution saving throw or suffer 1d4
lightning damage. lightning damage.

ACTIONS Shotgun Spray. When attack with a shotgun


Glitch. A gremlin can bestow a minor curse on any rather than making a targeted attack the hunter can
single creature within 60ft. A targeted creature must instead target all creatures in a foot cone. Targets
make a DC12 Dexterity save to avoid line of sight must make a DC 12 Dexterity saving throw or suffer
9(3d6) ballistic damage. A successful save reduces
with the gremlin. Failure results in all of the
the damage by half.
creature’s electronic equipment malfunctioning and
shutting down for the next minute. If the gremlin is
hidden from their target the target has disadvantage ACTIONS
on the save. Glitch. A gremlin can bestow a minor curse on any
single creature within 60ft. A targeted creature must
Hold Out. Ranged Weapon Attack+5 to hit, range make a DC12 Dexterity save to avoid line of sight
20/60, loading, point blank, one target, 8 (2d4+3) with the gremlin. Failure results in all of the
ballistic damage. This damage is increased to 10 creature’s electronic equipment malfunctioning and
(2d8+6) if the gremlin took aim beforehand. shutting down for the next minute. If the gremlin is
hidden from their target the target has disadvantage
Pocket Knife. Melee Weapon Attack: +5 to hit, on the save.
reach 5ft., one target. Hit 6 (1d4+3) slashing
damage. Brass Knuckles. Melee Weapon Attack: +5 to
hit, reach 5ft., one target. Hit 6 (1d4+3) bludgeoning
damage. Targets hit with brass knuckles are subject
to the gremlin’s electric shock ability.

Sawn Off Shotgun. Ranged Weapon Attack+5 to


hit, range 5/90, clip 2, point blank, one target,
12(3d6+3) ballistic damage.
Lightning Elemental Living Mannequin
Large elemental, neutral medium construct, chaotic evil

Armor Class 14 Armor Class 10


Hit Points 114 (12d10+48) Hit Points 36 (8d8)
Speed 60ft Speed 20ft

Damage Resistances bludgeoning, piercing, Damage Resistances bludgeoning, piercing,


and slashing from nonmagical weapons and slashing from nonmagical weapons
Damage Immunities lightning, poison Damage Immunities poison
Condition Immunities exhaustion, grappled, Condition Immunities charmed, exhaustion
paralyzed, petrified, poisoned, prone, restrained, ,frightened,paralyzed, poisoned, unconscious
unconscious Senses darkvision 60ft., passive Perception 10
Senses darkvision 60ft, passive Perception 10 Languages understands the languages of its
Languages - creator but can't speak
Challenge 5 (1,800 XP) Challenge 1 (200 XP)
Electrical Form. The elemental can move False Appearance. While the scarecrow remains
through a space as narrow as 1 inch wide without motionless, it is indistinguishable from an ordinary,
squeezing. A creature that touches the elemental or inanimate mannequin.
hits it with a melee attack while within 5 feet of
it takes 5 (1d10) lightning damage. In addition, the ACTIONS
elemental can enter a hostile creature's space and
stop there. The first time it enters a creature's space
Multiattack. The mannequin makes two slam
on a turn, that creature takes 5 (1d10) lightning attacks.
damage or 10 (2d10) lightning if the creature is
wearing large pieces of metal. Slam Melee Weapon Attack: +3 to hit, reach 5 ft.,
. one target. Hit: 4 (2d4) bludgeoning damage. If the
Illumination. The elemental sheds bright light in a target is a creature, it must succeed on a DC 11
10-foot radius and dim light in an additional 10 feet. Charisma saving throw or be stunned until the end
of the mannequin’s next turn.
Water Conductivity. For every 5 feet the
elemental moves in water, or for every gallon of
Hypnotic Gaze. The mannequin targets one
water splashed on it, it heals 1 hit point. creature it can see within 30 feet of it. If the target
can see the mannequin, the target must succeed on
ACTIONS a DC 11 Charisma saving throw or be magically
Multiattack. The elemental makes two touch stunned until the end of the mannequin's next turn.
attacks. A creature stunned in this way is also helpless.

Touch. Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit: 10 (2d6 + 3) lightning damage. If
the target is a creature wearing large pieces of
metal it takes an additional 5(1d10) lightning
damage.

Rabid Lycanthropy
In many games contracting lycanthropy is a curse resulting in either an evil uncontrolled character
turned NPC or (in lucky cases with non-evil were creatures) a chances at stat increases and new
shapechanging powers. Sadly in modern times the curse of lycanthropy has grown thin. While there
are still powerful were creatures in existence that can grant full lycanthropy, this is no longer always the
case. Sick and malnourished were creatures are at risk of contracting rabies and once this happens
the bestial nature of their curse also becomes infected creating mad and savage offspring turing the
spread of lycanthropy into more of a plague than a cure.

Those that contract rabid lycanthropy gains the immunities and keen senses of the were creature that
infected them, but also must make a DC15 Constitution saving throw each day of lose one point of
Intelligence. Once a creature’s intelligence drops to 6 or lower they begin becoming more and more
violent and irrational attacking friend or foe in the heat of battle. Once a creature’s Intelligence drops to
3 or lower they can no longer understand languages and forcibly turns into a were creature in its hybrid
form. Before this stage the effects of rabid lycanthropy can be removed with a combination of removing
disease and a casting of remove curse. Curing rabid lycanthropy does not recover the lost Intelligence
and once a creature reaches 3 of lower intelligence the change is irreversible.
Rabid Wererat Sewer Lurker
Small Humanoid (human shapechanger), any chaotic Large monstrosity, unaligned
alignment
Armor Class 13 (natural armor)
Armor Class 12 Hit Points 51 (6d10+18)
Hit Points 33 (6d8+6) Speed 30ft, swim 60ft
Speed 30ft

Skills Perception +5
Skills Perception +2, Stealth +4 Senses darkvision 60ft, passive Perception 15
Damage Immunities bludgeoning, piercing, and Languages -
slashing damage from non magical weapons that Challenge 2 (450 XP)
aren't silvered
Keen Smell. A sewer lurker has advantage on
Senses darkvision 60ft (rat form), passive
Wisdom (Perception) checks that rely on smell.
Perception 12
Languages - Aquatic. A sewer lurker can breathe in both air and
Challenge 2 (450 XP) water.
Shapechanger. The wererat can use its action to
polymorph into a rat-humanoid hybrid or into a giant ACTIONS
rat. Its statistics, other than its size, are the same in
Multiattack. The carrion crawler makes two
each form. Any equipment it is wearing or carrying
attacks: one with its tentacles and one with its bite.
isn't transformed. It reverts to its true form if it dies.
Tentacles. Melee Weapon Attack: +8 to hit, reach
Keen Smell. The were rat has advantage on 10ft., one creature. Hit: 4 (1 d4 + 2) poison damage,
Wisdom (Perception) checks that rely on smell. and the target must succeed on a DC 13
ACTIONS Constitution saving throw or be poisoned for 1
Multiattack (Rat or Hybrid Form Only). The minute. Until this poison ends, the target is stunned.
wererat makes three bite attacks. The target can repeat the saving throw at the end of
each of its turns, ending the poison on itself on a
Bite (Rat or Hybrid Form Only). Melee success.
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1 d4 + 2) piercing damage. If the target is a Bite. Melee Weapon Attack: +4 to hit, reach 5 ft .,
humanoid, it must succeed on a DC 11 Constitution one target. Hit: 4 (1d4 + 2) piercing damage plus
saving throw or contract rabid lycanthropy. 2(1d4) acid damage.

Creating a Rabid Were Creature


Any were creature can be turned into a rabid variant with the following steps.
 The creature’s Intelligence becomes 3.
 The creature’s alignment becomes chaotic.
 The creature gains one additional melee attack with the multiattack action
 If the creature does not have this ability they gain it with 2 attacks.
 All attacks with multi attack become Bite.
 The creature loses all languages and weapon proficiencies.
 The creature loses its true form from the shapechager ability.
Tremor Thin Blooded Vampire
Medium monstrosity, unaligned Medium undead, unaligned

Armor Class 15 (natural armor) Armor Class 13


Hit Points 85 (9d8+45) Hit Points 37 (5d8+15)
Speed 40ft, burrow 40ft Speed 30ft

Skills Perception +6, Stealth +7 Saving Throws Dex +4, Wis +2


Senses darkvision 60ft,Tremmorsense 60ft Skills Perception +2, Stealth +4
passive Perception 16 Damage Resistances necrotic; bludgeoning,
Languages - piercing, and slashing from non magical weapons
Challenge 5 (1,800 XP) Senses darkvision 60ft, passive Perception 12
Sneak Attack (1/Turn). The tremor deals an extra Languages English
12 (3d6) damage when it hits a target with a attack Challenge 3 (700 XP)
and has advantage on the attack roll, or when the Vampire Weaknesses. The vampire has the
target is within 5 feet of an ally of the tremor that following flaws:
isn't incapacitated and the tremor doesn't have Forbiddance. The vampire can'-t enter a residence
disadvantage on the attack roll. without an invitation from one of the occupants. ,
Harmed by Running Water. The vampire takes 20
ACTIONS acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
piercing weapon made of wood is driven into its
one target. Hit: 30 (4d12 + 4) piercing damage.
heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 10
Erupt. If the tremor burrows at least 15 feet as part radiant damage when it starts its turn in sun light.
of its movement, it can then use this action to erupt While in sunlight, it has disadvantage on attack rolls
out of a space that contains one or more other and ability checks.
creatures. Each of those creatures must succeed
on a DC 16 Dexterity saving throw or be knocked
prone and take 14 (3d6 + 4) bludgeoning damage
ACTIONS
plus 14 (3d6 + 4) slashing damage. On a successful Multiattack. The vampire makes two attacks, only
save, the creature takes only half the damage , isn't one of which can be a bite attack.
knocked prone, and is pushed 5 feet out of the
tremor's space into an unoccupied space of the Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
creature's choice. If no unoccupied space is within one creature. Hit: 7 (2d4 + 2) slashing damage.
range, the creature instead falls prone in the Instead of dealing damage, the vampire can grapple
tremor's space. If the tremor is successfully hidden the target (escape DC 12).
from the target during this movement the save is
made at disadvantage and the tremor can add its Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
sneak attack damage to the slashing damage dealt. one willing creature, or a creature that is grappled
by the vampire, incapacitated, or restrained. Hit: 5
(1d6 + 2) piercing damage plus 7 (2d6) necrotic
damage. The target's hit point maximum is reduced
by an amount equal to the necrotic damage taken,
and the vampire regains hit points equal to that
Thin Blooded Vampires amount. The reduction lasts until the target finishes
Similar to were creatures, the curse of a long rest. The target dies if this effect reduces its
vampirism has somewhat diluted over the hit point maximum to 0.
years. While there are still powerful vampire
lords and competent vampire spawn there
are now also thin blooded vampires that
gained all the weaknesses of vampirism, but
a limited amount of the benefits, namely
losing regeneration. These lesser vampires
are the foot soldiers and unlucky forgotten of
vampire society. Since they do not
regenerate the only way for a thin blooded
vampire is to feed. This makes them a
constant problem for heroes within many
modern games.

Das könnte Ihnen auch gefallen