d20 Modern Conversion: Advanced Classes, Round 2

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Advanced Classes

Sooner or later, your character is going to want to specialize, sending their heroic career in a particular direction. This is primarily done through their choice of advanced class. An advanced class represents a focus and a calling for the experienced adventurer. It provides a specialization and a range of power and ability to give a character that something extra to set them apart from the crowd.

While certain advanced classes may pair particularly well with certain basic classes (a Strong Hero makes for a particularly good Soldier, for example), each advanced class is available as an option for each basic class.

The advanced classes that follow are generally suitable for the majority of modern settings. Additional advanced classes that are a bit more setting or campaign specific are included later in this book.

The GM may add advanced classes specifically suited to their campaign, or they can decide that certain advanced classes aren’t available in the campaign. For example, the GM may decide the Techie advanced class is unsuitable for a WWII campaign. Check with your GM before selecting an advanced class.

Bodyguard

The Bodyguard makes security their specialty. They knows how to keep someone safe and how to provide personal protection to the utmost degree. The Bodyguard can be more than a security specialist, however. They might be part private detective, part hired muscle. They might serve as a driver or other personal aide, in addition to being ready at all times to offer protection to the client they watch out for.

The Bodyguard has the ability to avoid trouble, and when trouble can’t be avoided, they can protect a client through a variety of other means.

Select this advanced class if you want your character to excel at security and safekeeping, both from a tactical perspective and through the use of whatever level of force is required.

The Bodyguard
Level Features
3rd Additional Proficiency, Fighting Style, Harm's Way
7th Situational Awareness, Single Out
10th Counter, Neutralize
15th Blanket Protection
18th One-Man Barricade, Harm's Way (resistance)

Class Features

As a bodyguard, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per bodyguard level
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per bodyguard level

Additional Proficiency

When you take this advanced class at 3rd level, you gain proficiency with all armor.

Fighting Style

When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Close-Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.

Defense

While wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must have at least one free hand or be wielding a shield.

Harm’s Way

At 3rd level, when a creature makes an attack against an ally who is within 5 feet of you, you can use your reaction to redirect the attack to you. If the attack hits you, you take the damage and effects as normal. If the attack misses you, it also misses your ally. The attack is made

Additionally, you gain an additional reaction which can only be used for this feature.

At 18th level, if an attack redirected to you hits you, you have resistance against that attack’s damage.

Situational Awareness

Starting at 7th level, you add your proficiency bonus to your initiative rolls. In addition, you can always move and take actions and reactions on the first round of combat, even if you’re surprised.

Target Focus

At 7th level, you can focus your offensive efforts on a single creature to minimise the threat they pose.

As a bonus action, you may select one creature you can see. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Additionally, that creature has disadvantage on attack rolls against targets other than you for the duration.

Once you have used this ability, you cannot use it again until you have finished a short or long rest.

Counter

At 10th level, you are able to strike quickly in response to an attack. When a creature misses you with an attack, you can use your reaction to make a single attack against that creature.

Neutralize

Beginning at 10th level, while a creature is grappled by you, they have disadvantage on attack rolls and Dexterity saving throws and their AC is reduced by 2.

Blanket Protection

Starting at 15th level, you can take command and call out instructions to your allies to keep them safe. As a bonus action, select up to six allies within 60 feet of you who can see or hear you. Each creature has advantage on Dexterity saving throws, and gains a +2 bonus to AC and 20 temporary hit points for 1 minute.

You must finish a long rest before you can use this ability again.

One-Man Barricade

You excel at defending narrow passages, doorways, and other tight spaces.

Starting at 18th level, as a bonus action you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks and use your Harm's Way feature without using your reaction, and you can use your reaction to make an attack against a creature that moves more than 5 feet while within your range.

Additionally, while in your defensive stance, you provide three-quarters cover to allies behind you rather than half cover.

Daredevil

The fearless Daredevil risks life and limb to perform death-defying acts. When you need a stunt person, an extreme sports enthusiast, or someone with the know-how to stage a dangerous-looking spectacle or to succeed at a stunt that no one else in their right mind would even attempt, then call on the Daredevil.

The Daredevil can perform physical stunts and vehicle stunts, understands the magic of moviemaking, and is tough enough to take on a dangerous stunt, succeed at the stunt - and survive.

Select this advanced class if you want your character to excel at risk-taking and understand how to push the limits of possibility.

The Daredevil
Level Features
3rd Parkour, Adrenaline (4d8)
7th No Fear, Adrenaline (5d8)
10th Suck it Up, Adrenaline (5d10)
15th Push it Real Good, Adrenaline (6d10)
18th Willful Ignorance, Adrenaline (6d12)

Advanced Class Features

As a daredevil, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per daredevil level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per daredevil level

Parkour

At 3rd level, you gain the following benefits:

  • Your speed increases by 10 feet.
  • Standing up from prone costs 5 feet of movement instead of half your movement.
  • Difficult terrain costs 1 foot of movement less per 1 foot moved.
  • When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Adrenaline

At 3rd level, you gain a set of abilities that are fueled by special dice called adrenaline dice.

Adrenaline Dice. You have four adrenaline dice, which are d8s. An adrenaline die is expended when you use it. You regain all of your expended adrenaline dice when you finish a short or long rest.

You gain another adrenaline die at 7th level and one more at 15th level.

Using Adrenaline Dice. You can expend adrenaline dice to gain a number of different benefits:

  • When you make a check that allows you to apply your proficiency in Acrobatics, Animal Handling, Athletics, Perception or Performance, you can expend one adrenaline die to bolster the check. Add half the number rolled on the adrenaline die (rounding up) to your check. You can use this ability before or after making the ability check, but before any of the effects of the ability check are applied.
  • When you make a Strength, Dexterity, or Constitution saving throw, you can expend one adrenaline die to push through. Add half the number rolled on the adrenaline die (rounding up) to the saving throw. You can use this ability before or after making the saving throw, but before any of the effects of the saving throw are applied.
  • When you make a weapon attack against a creature, you can expend one adrenaline die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.

No Fear

At 7th level, your blatant disregard for personal safety reaches infectious levels.

You and any allies with 5 feet of you have advantage on any saving throw that would cause them to become frightened.

Suck it Up

Starting at 10th level, you can focus yourself to occasionally shrug off injury.

When you take damage, you can use your reaction to expend an adrenaline die. Reduce the damage received by the adrenaline die plus your Constitution modifier.

Push it Real Good

At 15th level, you have become accustomed to pushing yourself passed your limits at the expense of your personal health.

When you have no adrenaline dice left, can spend a bonus action to regain an adrenaline die. When you expend this adrenaline die, you gain a level of exhaustion.

Willful Ignorance

Beginning at 18th level, you are able to forge on despite the most grievous of injuries, for a time.

As a bonus action, you can gain a number of temporary hit points equal to half your hit point maximum. These temporary hit points last for 10 minutes. At the end of this duration, you take damage equal to half your hit point maximum and gain a level of exhaustion.

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

Field Scientist

The Field Scientist spends most of their time away from the laboratory, performing hands-on research and working in the field as an expert on either a single topic or a multitude of topics.

An adventurous archaeologist who’s comfortable raiding dank tombs and dodging ancient traps fits into this advanced class. So does a hazmat specialist, an oceanographer willing to dive into the water and swim with the sharks, a meteorologist who chases tornadoes, a military mission specialist with a scientific background, a criminal psychologist who profiles crime scenes, and a zoologist eager to hunt crocodiles and handle poisonous reptiles.

Select this advanced class if you want your character to excel at scientific theory and knowledge, with the ability to apply it in the field to solve problems and discover the truth of any situation.

The Field Scientist
Level Features
3rd Bonus Proficiencies, Prepared Explorer, Scientific Improvisation
7th Zoologist, Worldly Studies
10th Expertise, Erudition
15th Reliable Talent, Expert Zoologist
18th Smart Survival

Class Features

As a field scientist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per field scientist level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per field scientist level

Bonus Proficiencies

When you take this advanced class at 3rd level, you gain proficiency in two skills of your choice, and either one language or one tool of your choice.

Prepared Explorer

You are adept at navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • Attacks against you have disadvantage until the end of your first turn in combat.
  • When you roll initiative, you may use your reaction to immediately move up to your speed. You may do this even if you are surprised.
  • You have a climb or swim speed equal to your walking speed (your choice).

In addition, you are skilled preparing for travel. By studying a type of terrain arctic, coast, desert, forest, grassland, mountain, swamp, or underground) for at least four hours, you gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as documenting, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You gain these benefits for the studied terrain until you study a new type of terrain.

Scientific Improvisation

At 3rd level, you gain the ability to improvise solutions using common objects and scientific know-how. This ability lets you create objects in a dramatic situation quickly and cheaply, but that have a limited duration.

By spending 10 minutes and combining common objects, you can build a tool or device to deal with any situation.

Only objects that can normally be used more than once can be improvised. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. The object, when put into use, lasts for 1 minute before it breaks down. It can’t be repaired.

Zoologist

Beginning at 7th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of studied creature: beasts, fey, humanoids, monstrosities, or undead. When an ally within 30 feet of you attacks one of your studied creatures, you can use your reaction to briefly advise them. Until the start of their next turn, your ally gains a +2 bonus on damage rolls against your studied creatures. Additionally, you have advantage on Wisdom (Survival) checks to track your studied creatures, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Worldly Studies

Starting at 7th level, your broad studies and travels have left you with a natural aptitude in almost any task. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Expertise

At 10th level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Erudition

Beginning at 10th level, you can apply your smarts to help convince other creatures. You can add your Intelligence modifier to a Charisma check that you make, as long as the target of the check has an Intelligence of at least 6.

Additionally, your extensive experience in academia allows you to almost totally obscure the point of what you are saying. You know Smartspeak, a combination of highly technical terms, obscure phrases, and esoteric references that allows you to obscure messages such that only some can understand them. Other creatures can discern these messages if they also know Smartspeak, or if they succeed at an Intelligence (Investigation) check contested by your Intelligence (Deception) check. To a creature that doesn't discern the message, your conversation merely sounds like incomprehensible technobabble. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Expert Zoologist

At 6th level, you have expanded your studies to even more esoteric creatures. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. The bonus to damage rolls you can grant to your allies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Detailed Analysis

At 18th level, you know lots about lots. By spending an hour observing a creature or analyzing an item, you can gather extensive information about it. When you do so, make an Intelligence check. If you are observing a creature, the DC is equal to 8 + half the creatures challenge rating (round down). If you are analyzing an item, the DC is determined by the rarity of the item, as shown in the following table.

Item Rarity DC
  Rarity           DC          
  Abundant 8
  Common 10
  Uncommon 12
  Rare 14
  Very Rare 16
  Legendary 18

On a success, the GM shows you the statblock of an average example of the creature, or the details of the item. On a failure, you learn most of the information, but the GM can omit information or provide false information as they see fit.

Gunslinger

The Gunslinger knows everything there is to know about handguns of all types. Whereas the Martial Artist develops their body into a perfect weapon, the Gunslinger trains their mind and body to work in concert with their handguns. Their pistols become an extension of themselves.

The Gunslinger can be a mercenary or a modern-day knight, defending the weak and the innocent with a pair of blazing pistols instead of a sword and shield.

Select this advanced class if you want your character to excel with handguns or other fast-shooting ranged weapons

The Gunslinger
Level Features
3rd Additional Proficiencies, Fighting Style, Quick Draw
7th Defensive Position, Fast Loading
10th Extra Attack
15th Find the Shot
18th Bullseye, Hail of Bullets

Advanced Class Features

As a gunslinger, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per gunslinger level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunslinger level

Additional Proficiencies

At 3rd level, you gain proficiency with martial ranged weapons.

Fighting Style

When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Close-Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.

Sharpshooter

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While wearing armor, you gain a +1 bonus to AC.

Duelling

When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Quick Draw

Beginning when you take this advanced class at 3rd level, your draw speed significantly increases. On your first turn in combat, you may draw one weapon without taking an action.

Additionally, you have advantage on ranged attack rolls against any creature that hasn’t taken a turn in the combat yet. Also, any ranged hit you score against a creature that is surprised is a critical hit.

Defensive Position

Starting at 3rd level, you are able to make the most of small amounts of cover. When you are in half cover, you can use a bonus action to take up a defensive position. While in a defensive position, you treat half cover as three-quarters cover for yourself. This effect ends when you next move.

Fast Loading

Beginning at 7th level, once per turn when you take the Attack action, you may reload one firearm as part of that action.

Extra Attack

Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.

Find the Shot

Beginning at 15th level, you treat three-quarters cover as half cover and half cover as no cover for the purposes of your attack rolls using ranged weapons.

Bullseye

You have a reputation for never missing your target. Starting at 18th level, if you make an ranged weapon attack roll and miss, you can reroll it. You can use this feature only once on each of your turns.

Hail of Bullets

Beginning at 18th level, you are able to fire off many shots in quick succession. When you take the Attack action on your turn, you can opt to take up to 6 attacks, rather than three.

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

Infiltrator

The Infiltrator can break into places others wouldn’t dream of, find what they're looking for, and get back out again while eluding or evading anyone who would try to stop them. The Infiltrator is a master of stealth, breaking and entering, and second-story work. many have connections to the criminal underworld, or at least know their way around the seedier parts of town.

An Infiltrator can be a cat burglar or a spy, or they may just have all the skills necessary to accomplish missions for whatever agency pays her salary.

Select this advanced class if you want your character to excel at roguish activity and stealthy endeavors.

The Infiltrator
Level Features
3rd Additional Proficiencies, Sweep, Fast Hands
7th Improvised Implements, Second-Story Work
10th Supreme Sneak, Infiltration Expertise
15th Engineer, Impostor
18th Inside-Out

Advanced Class Features

As an infiltrator, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per infiltrator level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per infiltrator level

Additional Proficiencies

Two from hacking tools, thieves tools, mechanical tools, electrical tools, or disguise kit

Sweep

You know how to size up an area and get the lay of the land in a single sweep of the eyes that often isn’t perceptible to those around you.

Starting at 3rd level, you can use your bonus action to take the Search action.

Additionally, when you Search, you automatically learn the location of any obvious enemies, alarms and surveillance devices, traps, escape routes, and any expensive objects that are within 30 feet of you.

Fast Hands

Beginning at 3rd level, you can use the bonus action to make a Dexterity (Sleight of Hand) check, disarm a trap or open a lock, or take the Use an Object action.

Improvised Implements

Often required to enter a situations without a weapon or tools, you have learnt to make do with whatever you can find.

Beginning at 7th level, you are proficient with improvised weapons, and your attacks with improvised weapons use a d8 for damage. Your unarmed strikes use a d4 for damage. You can add your Dexterity modifier in place of your Strength modifier for attack and damage rolls with your unarmed strikes or improvised weapons.

Additionally, if you don't currently possess a tool with which you are proficient, you can add half your proficiency bonus to any check which would normally gain a benefit from using any of those tools.

Second-Story Work

At 7th level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 10th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Infiltration Expertise

Starting at 10th level, you can unfailingly create false identities for yourself. You must spend seven days and $1,000 to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading firm from a foreign country so you can insinuate yourself into the company of other corporate affiliates.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Engineer

At 13th level, you understand how machines and electrical devices work and are able to improvise the use of many devices. You gain advantage on checks to use, disarm or repair electrical and mechanical devices.

Additionally, when you fail to deactivate a trap, explosive or alarm, you can use your reaction to avoid triggering the effect (activating the trap, detonate an explosive or trigger an alarm). Once you use this feature, you must finish a short or long rest before you can use it again.

Impostor

At the 15th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Inside-Out

At 18th level, you know locations you have studied down to the smallest detail. After studying an area with a maximum size of 1 square for at least 1 hour, you learn the location of any obvious enemies, alarms, surveillance devices, traps, escape routes, and any expensive objects. Additionally, you learn two of the following details:

  • Access: The method to get passed a particular physical barrier in the area. This may be the password to a door, where the key to the door is kept, or a short workaround through an unlocked window.
  • Danger: The location of the greatest threat in the area studied. This may be the most well-equipped guards, a deadly trap or a hidden alarm. This information does not include a way to deal with the threat, however.
  • Equipment: The location of helpful equipment you could access within the area. This may be a well-stocked armory that is left unlocked, or perhaps a small dead drop you've managed to organize.
  • Tech: The location of any technological facilities that may be of use to you. This may include a surveillance room, networked computers, or a control facility for certain security features in the area.

Additionally, while you are in an area you have studied or are within 30 feet of a location where you have performed the Search action, you have advantage on initiative rolls provided you studied or searched the area no longer than 24 hours ago.

Investigator

The Investigator might be an intrepid reporter or a photojournalist. They might be a private investigator, or a detective with a law enforcement agency. The Investigator uses wisdom and deduction, as well as a lot of hard work, to get to the solution of whatever mystery comes before them.

One Investigator might prefer to expend brain power and intuition instead of muscle on the case at hand, while another won’t mind wading into trouble or engaging in a firefight while solving a crime.

Select this advanced class if you want your character to excel at investigation and deductive reasoning.

The Investigator
Level Features
3rd Bonus Proficiencies, Profile, Contacts
7th Apprehend, Home City
10th Discern Lie, Play a Hunch
15th Lethal Force
18th Sixth Sense

Advanced Class Features

As an investigator, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per investigator level
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per investigator level

Bonus Proficiencies

At 3rd level, you gain proficiency with two martial weapons of your choice, either thieves tools or disguise kits, and either Insight, Perception or Investigation.

Profile

At 3rd level, by spending at least 10 minutes talking to witnesses of a crime and investigating the crime scene or other evidence, you can combine eyewitness accounts with evidence to develop a profile of a suspect’s method of operation.

You compile a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. The profile is accurate, at least concerning a particular suspect as seen by witnesses.

You can have a number of suspects profiled equal to your Wisdom modifier (minimum of 1). After profiling a suspect, you cannot profile another until you have finished a long rest.

You have advantage on Wisdom (Survival) checks to track a suspect that you have profiled, as well as on Intelligence (Investigate) checks made to find more information about the suspect.

Contacts

Beginning at 3rd level, you cultivate associates and informants. The GM should develop supporting characters to represent the contacts. You can suggest the type of contacts you want to gain, but the contact will not accompany you on missions or risk their life. A contact can, however, provide information or render a service.

Contacts include informants, black marketeers, crime lab workers, reporters, street people, store clerks, taxi drivers, and others who can provide limited aid and information pertaining to the Investigator’s cases.

You can use your contacts to gather information or perform actions you can't do alone. By spending 1 minute or more talking to a character, you can ask them for a favor. To do so, make a Charisma (Persuasion) check, with a DC set by the GM, as appropriate for your relationship with that character. If you are successful, that character will provide the favor, provided it causes them no harm. You can’t call on the same contact more than once in a week, and when you do call on a contact, they will usually want some form of compensation for the assistance they provide.

In general, a professional associate won’t be compensated monetarily, but instead will consider that you owe them a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide. Generally, the Value of such services is 6 + twice the contact’s proficiency bonus.

Apprehend

At 7th level, while you are grappling a creature, you can attempt to apply handcuffs to the creature as a bonus action. Additionally, while a creature is grappled by you, they have disadvantage on attack rolls and Dexterity saving throws.

Home City

At 7th level, you know your city like the back of your hand, and your are adept at traveling and surviving within its borders. When you make an Intelligence or Wisdom check related to your city, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling in your home city, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by supernatural means.
  • Even when you are engaged in another activity while traveling (such as tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When tracking someone, you also learn the exact number of the group they’re traveling in and how long ago they passed through the area.

When you travel to another city, you can attune yourself to it by taking a week to learn its ins and outs, gaining these benefits. When you return to your home city, it takes two days to attune to it and reclaim it as your home city. After spending at least a month in another city, you may decide to make that city your home city, replacing your original home city.

Experienced Eyes

At 10th level, you gain proficiency in either Insight or Perception. Additionally, choose two of your skill proficiencies using either Intelligence or Wisdom. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Play a Hunch

At 10th level, you can use your action to determine whether an assumption, hunch, or guess is correct. When you do so, you must state the assertion (such "He has left the building", or "The mayor is an evil man"). Then, the GM rolls a percentile dice. There's a 70% + 1% per level chance of getting a response on the hunch. If the roll is a success, the GM lets the player know if the hunch is true, false, both or neither. A "both" response is possible for vague assumptions such as "the mayor is an evil man" can be both true and false (he is evil, but not human). An "unknown" response is for questions with no immediate answer.

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

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

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

Lethal Force

Starting at 15th level, when all other options have been exhausted, you know how to take down a suspect. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Sixth Sense

At 18th level, when you fail an Intelligence-based or Wisdom-based ability check, you can you can reroll the check with advantage and you must use the new roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Martial Artist

The Martial Artist is a student of one or more martial arts disciplines. To the Martial Artist, these disciplines represent more than self-defense and combat expertise. The training includes a profound philosophy that teaches restraint and humility. The Martial Artist works to master their mind as well as their body, attuning both to work in harmony through the techniques they have learned.

A Martial Artist might develop their combat skills and philosophy to aid their career as an agent or a law enforcer, or they may become an independent operative whose entire person is a weapon. No matter what career they choose to pursue, they possess confidence, commitment, and the means to get the job done.

Select this advanced class if you want your character to become a master of unarmed combat or close-quarters melee fighting.

The Martial Artist
Level Features
3rd Additional Proficiencies, Unarmored Defense, Martial Arts (d6), Ki
7th Stunning Strike, Superior Technique
10th Martial Arts (d8), Tranquility
15th Perfected Focus
18th Martial Arts (d10), Quivering Palm

Class Features

As a martial artist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per martial artist level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per martial artist level

Additional Proficiencies

At 3rd level, you gain proficiency with two martial melee weapons of your choice.

Unarmored Defense

Beginning when you take this advanced class at 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or Heavy property.

You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.

  • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.
  • You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain levels. At 10th level it increases to 1d8, and at 18th level it increases to 1d10.
  • When you use the Attack action with an unarmed strike or a monk weapon on Your Turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you still use the game statistics provided for the base weapon.

Ki

Your Training allows you to harness the a store of inner energy or focus known as ki. Your access to this energy is represented by a number of ki points. You begin with 3 ki points at 3rd level, and gain an additional point at each level.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus +

your Wisdom modifier
Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Stunning Strike

Starting at 7th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Superior Technique

As you tap into your inner focus, you are able to disrupt the focus of your opponent. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next Long Rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Additionally, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Perfected Focus

At 15th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Exploding Heart Technique

At 18th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Modifying Martial Artists

If you want your martial artist to practice the technques of a particular monastery, you can replace some of their advanced class features with those of monk subclasses. Apply the following steps:

  1. Replace the Martial Artist's "Stunning Strike" and Superior Technique" feature with the 3rd and 6th level features of the subclass.
  2. Replace the Martial Artist's "Tranquility" feature with the 11th level feature of the subclass.
  3. Replace the Martial Artist's "Exploding Heart Technique" feature with the 17th level feature of the subclass.

Negotiator

The Negotiator finds a way to mediate the most violent disputes, haggle the best business deal, and reach a compromise with the most dangerous criminals.

When a hostage situation takes center stage, the Negotiator is there to offer calm guidance and direct things to a peaceful conclusion. Got a jumper on a window ledge? Call the Negotiator. Need someone to close a big contract? Call the Negotiator. And when the talking ends and the situation remains volatile, the Negotiator knows how to mix it up and close the deal — in whatever manner is necessary.

Select this advanced class if you want your character to excel at bargaining, making deals, and talking his way into and out of trouble

The Negotiator
Level Features
3rd Bonus Proficiency, Conceal Motive, Think Twice
7th Talk Down
10th React First, Cause Panic
15th Talk Down (Multiple Creatures)
18th Talk Down (All Creatures), Sow Distrust

Advanced Class Features

As a negotiator, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per negotiator level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per negotiator level

Bonus Proficiency

When you choose this advanced class at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, Deception, or Persuasion. Alternatively, you learn one language of your choice.

Conceal Motive

At 3rd level, you are particularly hard to read. Other creatures have disadvantage on Wisdom (Insight) checks to determine information about you.

Think Twice

Starting at 3rd level, you are able to incite momentary hesitation or second thoughts by speaking to a target. As a bonus action, you can choose one target within 60 feet of you that can understand. That target must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save the target has disadvantage on the next attack roll it makes before the end of its next turn. Additionally, any time they deal damage, you can use your reaction to reduce the damage dealt by an amount equal to your Charisma modifier.

Talk Down

Starting at 7th level, you have a knack for talking your way out of trouble. You can talk down a single creature within 15 feet of your position or another source of your voice. The creature must be able to understand you.

As an action, you speak the target. The creature makes a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save that creature immediately stops fighting and reverts to an indifferent attitude regarding you and the situation in general. This indifference ends if the target is attacked or otherwise harmed, or if it witnesses any of its friends being harmed.

If a targeted creature’s saving throw is successful or if the effect ends due to it being attacked, it is immune to this ability for 24 hours.

At 10th level, you can talk down a number of creatures equal to your Charisma bonus within 15 feet of your position, or another source of your voice.

At 18th level, the range extends to 30 feet and covers all creatures within range who can hear and understand your voice.

React First

Beginning at 7th level, if you are not surprised at the start of combat, you can immediately use your reaction for the first round to move up to your speed or take an action that you would normally be able to do on your turn.

Cause Panic

Starting at 7th level, you know how to push people's buttons when they're stressed. As an action, you call out, attempting to cause a panic. Up to six creatures within 30 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, a creature begins panicking.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

     d10      Behaviour
1 The creature uses all its movement to move in a random direction. To determine the direction, roll
a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

This effect lasts for 1 minute. At the end of its turns, an affected target can retake the saving throw. If it succeeds, this effect ends for that target.

Once you use this ability, it cannot be used again until you complete a short or long rest.

Sow Distrust

Starting at 18th level, you can turn foe to friend. By spending an action talking to a creature that can hear and understand you, you can attempt to turn them against another creature that you designate.

The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature you are speaking to becomes hostile to the other creature. If the creature succeeds at the saving throw, it cannot be affected by this ability again for 24 hours.

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

Personality

The Personality is in the public’s eye by day, while working for a covert organization by night. A movie star or television talk show host, a high-profile community leader or politician, a world-famous novelist or self-help guru - all these and more fit into the Personality advanced class. The Personality is recognizable, has some amount of fame and a following, and often has the reputation and wealth (or illusion thereof) to go along with the spotlight.

A Personality might simply be famous because of who they are, or they may have earned their status by what they've done. They could be an entertainer, a celebrity, a dilettante, a politician, or the bored offspring of one of these public personalities. The trick is that the Personality uses their fame to advance their other career - as an agent or operative for whatever covert organization they work for.

Select this advanced class if you want your character to make the most of her Charisma and Charisma-based skills.

The Personality
Level Features
3rd Bonus Proficiency, Unlimited Access, Winning Smile
7th Rumormonger
10th Royalties, Moving Speech
15th Famous Face
18th Additional Royalties, Compelling Performance

Class Features

As a personality, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per personality level
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per personality level

Bonus Proficiency

When you choose this advanced class at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Unlimited Access

At 3rd level, you gain advantage on Charisma ability checks to smooth-talk or trick your way into a private party or invitation-only event.

In addition, when you buy a ticket to a show or for transportation, you can make a DC 15 Charisma (Persuasion) check to get that ticket upgraded. A ticket to a show might become a backstage pass, a ticket to a sporting event might become a field pass, a hotel room might become a suite, or an economy ticket for an airplane might become a first-class ticket.

Winning Smile

When you are not wearing any armor, your Armour Class equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, when you are wearing armor, you can use your Charisma modifier in place of your Dexterity modifier for calculating your Armour Class. If you have a negative Dexterity modifier, the penalty is applied even if you use your Charisma modifier to calculate Armour Class.

Rumormonger

At 5th level, you become adept at spreading stories and influencing people's views of others. When you speak for at least 1 minute to a group of creatures, you can attempt to influence their perception of another creature.

Up to six creatures that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, the creature is influenced either positively or negatively towards a creature that you designate. The designated creature has disadvantage on any ability check to interact socially with a negatively influenced target, or advantage on any ability check to interact socially with a positively influenced target.

This effect lasts for 24 hours. If a targeted creature’s saving throw is successful, it is immune to this ability for 24 hours, and any effects of this ability on that creature end immediately. If you or any of your companions damage a target, any effects of this ability on that creature end immediately.

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

Royalties

At 10th level, your activities in the public eye generate extra income. You can live a Wealthy lifestyle without having to pay anything, and you have a pool of money that contains $200 on your person in addition to any other money you have. Any money you spend is first spent from this pool, and then from any other money you have. This pool refills to $200 when you finish a long rest.

Moving Speech

At 10th level, your force of personal magnetism increases to the point that you can arouse a strong emotions in your audience at the drop of a hat. When you speak for at least 1 minute to a group of creatures, you can attempt to influence their emotions. When you do so, you can choose to inspire or terrorize the group.

When inspiring creatures, you choose up to six creatures within 60 feet of you that can see and hear you and can understand you. Each of those creatures gains temporary hit points equal to your level + your Charisma modifier. Additionally, on each of it's turns, a creature under this effect can roll a d4 and add the number rolled to an ability check, attack roll or saving throw. The creature can do this after the roll is made, but before any of the roll's effects occur. This effect lasts for 10 minutes.

When terrorizing creatures, up to six creatures within 60 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, a creature is Frightened of you for the duration. Additionally, whenever a creature under this effect makes a saving throw, roll a d4 and subtract the number rolled from the saving throw. At the end of its turns, an affected target can repeat the Wisdom saving throw. It it succeeds, this effect ends for that target. This effect lasts for 1 minute.

Once you use this ability, it cannot be used again until you complete a short or long rest.

Famous Face

Beginning at 15th level, if your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.

Additional Royalties

At 18th level your fame is now partnered with fortune. You can live an Aristocratic lifestyle without having to pay anything, and the pool of money granted to you by your Royalties feature increases $1,000.

Compelling Performance

Starting at 18th level, you captivate an audience like no other. When you speak for at least 1 minute to a group of creatures, you can attempt to compel them to a particular course of action. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to shoot itself, throw itself off a roof, immolate itself, or do some other obviously harmful act ends the effect.

Up to six creatures within 60 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a lawyer give her car to the first homeless person she meets. If the condition isn’t met before the effect expires, the activity isn’t performed.

This effect lasts for 24 hours. If you or any of your companions damage a creature under the effect of this ability the effect ends.

After the duration expires, the GM determines the reaction and attitude of the target based on what the Personality compelled the target to do.

Once you use this ability, it cannot be used again until you complete a long rest.

Soldier

The Soldier is a trained warrior, as good with a gun as they are with a knife. Some soldiers come out of formal military programs or law enforcement academies. Others acquire their skills on the field of battle.

A Soldier might be a dedicated idealist or a profit-seeking mercenary, a hired gun or a highly skilled adventurer. In all cases, the Soldier learns how to defeat their enemies, to complete their missions, and ultimately, to survive.

Select this advanced class if you want your character to be a well-rounded combat expert. It combines both melee and ranged weapon expertise, preparing the Soldier for whatever situation comes their way.

The Soldier
Level Features
3rd Additional Proficiencies, Fighting Style, Indomitable (one use)
7th Improved Critical
10th Extra Attack, Indomitable (two uses)
15th Superior Critical
18th Tactical Aid, Indomitable (three uses)

Class Features

As a solider, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per soldier level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per solider level

Additional Proficiencies

At 3rd level, you gain proficiency with all armor, all weapons, and all military vehicles.

Fighting Style

When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Close-Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.

Sharpshooter

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must have at least one free hand or be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Indomitable

Beginning at 3rd level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 10th level and three times between long rests starting at 18th level.

Improved Critical

Beginning at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Extra Attack

Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Tactical Aid

As you becomes more skilled, your tactical and leadership abilities increase. Starting at 18th level, you can use your knowledge of tactics to direct his allies in combat.

When you take the Help action, you can choose to use this ability. While the ally has Tactical Aid, they gain a bonus to their AC and their attack and damage rolls equal to your Intelligence modifier. You must concentrate to maintain this effect, as if concentrating on a spell. This effect ends at the end of your next turn, unless you Help that creature again on your next turn to maintain it.

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

Additionally, when you take the Help action, you may make a single weapon attack as part of that action.

Alternate Abilities

The following are alternate abilities meant to optionally replace certain class or advanced class abilities. These make use of the wealth and reputation systems, and are good for GMs that want the wealth and reputation systems to have a wider impact on gameplay. Some of these abilities work significantly better than their original versions when using the wealth or reputation systems. For example the alternative "Royalties" features for the Personality advanced class work much better than the base version when using the Wealth system.

Field Scientist

Erudition

Beginning at 7th level, you are respected in the scientific community for your discoveries. When you leverage your reputation to succeed on a Charisma check against someone who is familiar with your field of study, you treat your reputation score as 10 points higher when determining how much your reputation decreases.

Gunslinger

Bullseye

You have a reputation for never missing your target. Starting at 18th level, when you miss with a ranged weapon attack roll, you can Leverage your Reputation to succeed on the attack instead. Compare your reputation against a Value equal to the AC of the creature you were trying to hit, and lower your reputation accordingly.

Investigator

Contacts

Beginning at 3rd level, you cultivate associates and informants. The GM should develop supporting characters to represent the contacts. You can suggest the type of contacts you want to gain, but the contact will not accompany you on missions or risk his or her life. A contact can, however, provide information or render a service.

Contacts include informants, black marketeers, crime lab workers, reporters, street people, store clerks, taxi drivers, and others who can provide limited aid and information pertaining to the Investigator’s cases.

When requesting a favor from one of your contacts, you can treat your reputation score as if it were 5 points higher when determining how much your reputation decreases. You can’t call on the same contact more than once in a week, and when you do call on a contact, compensation may be required for the assistance the contact provides.

In general, a professional associate won’t be compensated monetarily, but instead will consider that you owe them a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide. Generally, the Value of such services is 6 + twice the contact’s proficiency bonus.

Sixth Sense

At 18th level, you can leverage your reputation to succeed at ability checks using Intelligence or Wisdom. When you do so, you may treat your reputation score as 10 points higher when determining how much your reputation decreases.

Personality

Royalties

At 10th level, your activities in the public eye generate extra income. Your Wealth increases by 4 and can never be less than 4.

Famous Face

Beginning at 15th level, when you leverage your reputation to succeed at a Charisma check, you may treat your reputation score as 10 points higher when determining how much your reputation decreases.

Additional Royalties

At 18th level your fame is now partnered with fortune. Your Wealth increases by 4 and can never be less than 8.

Changes

General

  • Abilities that relied on the wealth/reputation system are now separated from the classes and presented as the alternative rather than the norm.
  • I sold my soul and Americanized the spelling.

Bodyguard

  • Slightly buffed blanket protection, now also gives a some temporary hit points.

Daredevil

Field Scientist

  • "Explorer" renamed to "Prepared Explorer", replaced advantage on initiative rolls with a special movement reaction when rolling initiative, and changed so that it only applies to one terrain at a time, terrain can be changed by spending 1 hour in study. Mostly a flavor change to highlight the studious aspect of the advanced class.
  • In Scientific Improvisation: Removed the Intelligence check, because what was it really adding? Oh you failed the check let me guess you're gonna just try again? Also partially to remove the dependence on the wealth system.
  • "Respected Contributions" renamed to "Erudition", and re-flavored into impressing people with your intellect rather than being respected for your works. Also worked in a "Smartspeak" ability, a Thieves' Cant-like ribbon.
  • Changed the Zoologist abilities such that the damage bonus can be shared with your allies by instructing them

Gunslinger

Infiltrator

  • Slight rewording on Improvised Implements
  • Added the Infiltration Expertise and Imposter abilities from the Assassin roguish archetype. Though I don't want to borrow from the established 5th Edition content too much, they just fit the theme so well, and stop the later levels feeling too bare.

Investigator

Martial Artist

  • Added a section on modifying them into a variant based on a monk subclass, similarly to my Mage advanced class.

Negotiator

Personality

  • Had a crack at versions of the Royalties features that didn't rely on the Wealth system. These abilities are kinda tough to gauge, and I'm kinda considering removing them entirely.
  • No longer goes from no suggestion to mass suggestion, added the "Subliminal" ability

Soldier

  • Included the Mariner fighting style from Unearthed Arcana: Waterborne Adventures
  • Tweaked Tactical Aid so that to maintain it you have Help the target rather than just use a bonus action. Prevents a combo where two soldiers give each other tactical aid and still get full attacks, which would basically give them both +5 AC and +5 to hit for a whole combat with three attacks per turn each. While I like the idea of two soldiers working together as a unit, the ability would need to be debuffed if it were to allow for this, and I don't wanna debuff the whole ability because of one combo.

Credits

Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)

Art

Advanced Classes

Medical Bot: Odobenus on DeviantArt.

Source Material

"d20 Modern" role-playing game by Wizards of the Coast.

Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.

 

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