Cyberpunk Equipment

by jManAscending

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Cyberpunk Equipment

Armor
Armor Cost

Armor Class Strength Stealth Resists Weight
Light Armor
‏ ‏ ‏ ‏ Heavy Coat $50 11 + Dex Dis. Bludgeoning 6 lb.
‏ ‏ ‏ ‏ Steelcloth Outfit $200 11 + Dex Slashing 2 lb.
‏ ‏ ‏ ‏ Leather Jacket $100 12 + Dex Friction 4 lb.
‏ ‏ ‏ ‏ Stab-Proof Vest $300 12 + Dex Dis. Piercing 5 lb.
‏ ‏ ‏ ‏ Undercover Vest $500 13 + Dex Ballistic 4 lb.
Medium Armor
‏ ‏ ‏ ‏ Racing Suit $750 12 + Dex (max 2) Dis. Blg, Fri, Fire 6 lb.
‏ ‏ ‏ ‏ Street Armor $250 13 + Dex (max 2) Dis. (varies) 7 lb.
‏ ‏ ‏ ‏ Light-duty Vest $500 14 + Dex (max 2) Ballistic 8 lb.
‏ ‏ ‏ ‏ Plated Vest $900 15 + Dex (max 2) Str 11 Dis. Slashing 9 lb.
‏ ‏ ‏ ‏ Tactical Vest $4000 15 + Dex (max 2) Prc, Bal 8 lb.
‏ ‏ ‏ ‏ Reinforced Body Armor $7,500 16 + Dex (max 2) Str 13 Dis. All Physical 12 lb.
Heavy Armor
‏ ‏ ‏ ‏ Special Response Vest $300 15 Dis. Ballistic 10 lb.
‏ ‏ ‏ ‏ Military Pilot Armor $500 15 Dis. Blg, Fri 8 lb.
‏ ‏ ‏ ‏ Infantry Field Armor $2,000 16 Sla, Bal 10 lb.
‏ ‏ ‏ ‏ Land Warrior Armor $5,000 17 Str 11 Dis. Sla, Prc, Bal 13 lb.
‏ ‏ ‏ ‏ Heavy Tactical Suit $8,000 18 Str 13 Dis. All Physical 15 lb.
‏ ‏ ‏ ‏ Forced Entry Unit $15,000 19 Str 15 Dis. All except Psychic 20 lb.
Shields
‏ ‏ ‏ ‏ Riot Shield $150 +2 Dis. 5 lb.
‏ ‏ ‏ ‏ Ballistic Shield $1,500 +3 Str 13 Dis. 15 lb.

Abbreviations

Abbr Damage Type
Blg Bludgeoning
Prc Piercing
Sla Slashing
Bal Ballistic
Fri Friction

Physical Damage

If an armor type says it grants resistance to "all physical" damage, then that resistance applies to Bludgeoning, Piercing, Slashing, Friction, and Ballistic.

Bludgeoning Damage

If an armor type gives resistance to Bludgeoning damage, this applies to damage from weapon attacks only. Standard armor does not reduce Falling damage.

Armor

Light Armor

Generally concealable and easier to move around in, light armor favors those who need to blend in or move quickly. Light armor gives minimal protection, but is better than nothing.

Heavy Coat. A coat made with multiple layers of fabric, like modern gambeson. Not actually made for combat, so it can be bought like normal clothing in general stores. May be slightly conspicuous in hot weather.

Leather Jacket. A long jacket made from authentic leather. Has a reputation among bikers for being the best material to wear to protect you in case you get into a crash or fall off your motorcycle. Not that difficult to find, but it can be difficult for a layperson to notice if a jacket is made of real or faux leather, which is not as protective.

Steelcloth Outfit. Clothing that has a thin layer of steel embedded in the fabric. Until the clothing gets damaged, is generally indistinguishable from a normal outfit.

Stab-Proof Vest. A tightly woven kevlar vest designed more to mitigate the damage from spikes and knives instead of bullets.

Undercover Vest. A thin bulletproof vest that can be worn under clothing. Nearly imperceptible unless worn under thin or revealing clothing.

Medium Armor

Medium armor is slightly more effective than light armor, but also a bit more restrictive. Unlike light armor, most medium armor is very conspicuous, and may draw attention to you in public areas.

Racing Suit. A custom flame-retardant suit made specifically for racecar drivers. Has poor range of motion and does not protect against most modern weapons, but does protect against the most common major hazards of vehicle crashes.

Street Armor. Improvised armor crudely assembled from scavenged junk parts, commonly used by gangsters. Each set of street armor is unique, though often includes fashionable spikes and bolts. Can have up to one physical damage resistance: choose from Bludgeoning, Piercing, Slashing, Friction, or Ballistic, depending on what the armor is made of.

Light-duty Vest. A bulletproof vest made to be comfortable for everyday wear. Police standard issue.

Plated Vest. A solid metal vest made from overlapping steel and carbon fiber plates. Choice armor of melee combatants.

Tactical Vest. A vest made of a special blend of kevlar and carbon fiber designed to mix blade and bullet protection. Often employed by private security companies and government strike teams.

Reinforced Body Armor. Modern half-plate, covering just the vital organs and head. Each plate is made of solid steel, reinforced by carbon fiber and kevlar. Used for frontline fighters on high-priority incident response teams.

Heavy Armor

Heavy armor is generally military-grade gear. You will very rarely see anyone wearing these when not in active combat or deployed in wartime. Wearing heavy armor may grant you advantage on Intimidation checks against people less equipped than you.

Special Response Vest. A heavy bulletproof vest made for high-priority incident response teams. SWAT standard issue.

Military Pilot Armor. A heavily cushioned and layered outfit designed for military pilots and drivers. For aerial pilots, this is also often deployed with impact boots.

Infantry Field Armor. Military standard-issue armor for deployed soldiers. Consists of nearly full-body kevlar covering, plus a reinforced helmet.

Land Warrior Armor. Experimental heavy-duty frontline military armor. Consists mostly of kevlar, with grieves, pauldrons, bracers, breastplate, and helmet reinforced with carbon fiber.

Heavy Tactical Suit. This sleek full-body suit has thick bulletproof steel plates over critical areas and joints, and overlapping carbon fiber plates woven together with kevlar to cover the limbs. The armor is specifically shaped to redirect the force of incoming blows away from vital areas.

Forced Entry Unit. A full-body exosuit, made from steel, kevlar, and carbon fiber, with a bulletproof glass visor. Completely covers its wearer, granting extreme protection, at the cost of mobility and visibility. Grants resistance to all damage except psychic, but the wearer has disadvantage on perception, acrobatics, and sleight of hand checks.

Shields

Shields are rarely used in the modern world, since most military-grade weapons require two hands to use effectively. However, large shields can be useful in specific scenarios.

Riot Shield. A plastic tower shield used by police to control large crowds of civilians. When wielding one, attackers have disadvantage on grapple and shove checks against you unless you are flanked.

Ballistic Shield. A heavy steel shield, reinforced with carbon fiber. You can use a Bonus Action to put this shield down in front of you to grant 3/4 cover (+5 to AC and Dex saves) from a single direction, losing the +3 AC bonus from carrying it.

Weapons

All the weapons in the PHB still technically exist, though most of them are outdated. If you want to take one of those and reflavor it to a modern variant, go ahead. Depending on the weapon and how you want it flavored, I may or may not change its cost and stats.

Most gunshots can be heard from up to 300ft away. Using a suppressor and/or subsonic ammo can reduce that radius.

Weapon Categories

Archaic. Most weapons from the PHB fall under this category - e.g. regular swords, halberds, bows, etc. Most people in the modern world don't have proficiency in Archaic weapons, unless they're older than a few centuries. If it makes sense in your character's background, you can add proficiency in Archaic weapons for free.

Simple. Simple weapons are generally easy to learn to use, and legal for civilians to own (with proper licensing).

Martial. Martial weapons require a lot of training to use effectively, and are usually only legal for military or paramilitary use, though some exceptions may apply.

Explosives. Subcategory of Martial weapons, specifically for things that make big booms. Thrown explosives are usually flavored as Grenades, but they can take many forms once modifiers start being piled on.

Ammunition. Ammunition is required to use most firearms, and different types of ammo could change how a weapon functions.

Weapon Properties

The properties from the PHB apply to these weapons, and are not duplicated here. For space reasons, "two-handed" has been abbreviated to "2h", and "ammunition" has been abbreviated to "amm."

Burst Fire. A weapon that has the burst fire property can make a single-target attack as part of the Attack action, or it can spray a 10ft cube area within its normal range as an Action. Each creature in the area must succeed on a DC 15 Dex save or take the weapon's normal damage.

Alternatively, a creature can take an Action to use this weapon to provide suppressing fire on a 10ft cube within normal range. Until the start of your next turn, whenever a creature moves within or enters that area for the first time on a turn, they must make a DC 15 Dex save or take the weapon's normal damage.

Both of these actions use ten pieces of ammunition.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action.

Scoped. A scoped weapon has a third range increment. When firing a scoped weapon within its first range increment, you have disadvantage on the attack roll. When adding a scope to a weapon that does not already have one, its first and second (now second and third) range increments increase by 30, and it gains a first range increment of 15.

Stunning. The first time on a turn that a creature takes damage from this weapon, they must make a DC 15 Con save or be Stunned until the end of their next turn. If they fail this save by 5 or more, they are Paralyzed instead of Stunned.

Explosive. This weapon deals damage to every creature within a certain radius of a target point within range. Every creature in the area must make a Dex save or take the weapon's damage, or half on a success.

If an explosive has the Thrown property, it does not go off immediately. Instead, after throwing it, it explodes at the start of your next turn. To 'cook' a grenade, you can Ready your action to throw it.

Explosive weapons generally only have a maximum range increment, as there is no attack roll to have disadvantage on. However, a Thrown explosive can be used as an improvised weapon, with a base range of 20/60.

Weapons
Weapon Cost

Damage Weight

Properties
Simple Melee
‏ ‏ ‏ ‏ Pepper Spray $10 1 acid 1/2 lb. Light, finesse, reload 6, special
‏ ‏ ‏ ‏ Stun Baton $100 1d2 lightning 1 lb. Light, stunning
‏ ‏ ‏ ‏ Chainsaw $150 2d6 slashing 10 lb. 2h, heavy
‏ ‏ ‏ ‏ Flamethrower $1,000 2d8 fire 1 lb. 2h, heavy, reload 10, reach (15ft), special
Simple Ranged
‏ ‏ ‏ ‏ Taser $100 1d2 lightning 1 lb. Light, amm. (range 10/30), reload 1, stunning
‏ ‏ ‏ ‏ Pistol $350 2d6 ballistic 3 lb. Light, amm. (range 50/150), reload 10
‏ ‏ ‏ ‏ Revolver $400 2d8 ballistic 3 lb. Amm. (range 40/120), reload 6
‏ ‏ ‏ ‏ Shotgun $400 2d12 ballistic 7 lb. 2h, amm. (range 30/90), reload 2
‏ ‏ ‏ ‏ Hunting Rifle $500 2d10 ballistic 8 lb. 2h, amm. (range 80/240), reload 5
Martial Melee
‏ ‏ ‏ ‏ Vibrosword $3,000 2d8 piercing 3 lb. Light, finesse
‏ ‏ ‏ ‏ Charged Whip $4,000 2d4 lightning 3 lb. Finesse, reach (10ft), stunning
‏ ‏ ‏ ‏ High-Freq. Blade $5,000 2d10 slashing 5 lb. Versatile (2d12)
‏ ‏ ‏ ‏ Rocket Hammer $8,000 4d6 bludgeoning 20 lb. 2h, heavy
Martial Ranged
‏ ‏ ‏ ‏ Compound Bow $500 1d10 piercing 4 lb. 2h, heavy, amm. (range 150/600)
‏ ‏ ‏ ‏ Machine Pistol $750 2d8 ballistic 8 lb. Amm. (range 50/150), burst fire, reload 30
‏ ‏ ‏ ‏ Assault Rifle $750 2d10 ballistic 8 lb. 2h, amm. (range 80/240), burst fire, reload 30
‏ ‏ ‏ ‏ Combat Shotgun $1,000 2d12 ballistic 8 lb. 2h, amm. (range 40/120), reload 8
‏ ‏ ‏ ‏ Sniper Rifle $5,000 3d12 ballistic 10 lb. 2h, amm. (range 30/240/960), reload 1, scoped
‏ ‏ ‏ ‏ Minigun $100,000 3d10 ballistic 40 lb. 2h, heavy, amm. (range 60/180), burst fire only, reload 50
Explosives
‏ ‏ ‏ ‏ Smoke Grenade $50 1 lb. Thrown (60ft), explosive (radius 20ft) special
‏ ‏ ‏ ‏ Flashbang Grenade $50 1 lb. Thrown (60ft), explosive (radius 30ft), special
‏ ‏ ‏ ‏ Dynamite $100 3d6 thunder 1 lb. Thrown (60ft), explosive (radius 5ft, DC 12), special
‏ ‏ ‏ ‏ Frag Grenade $100 5d6 piercing 1 lb. Thrown (60ft), explosive (radius 20ft, DC 15)
‏ ‏ ‏ ‏ Stun Grenade $500 2d4 lightning 1 lb. Thrown (60ft), explosive (radius 5ft, DC 10), stunning
‏ ‏ ‏ ‏ Grenade Launcher $750 10 lb. 2h, heavy, reload 4, special
‏ ‏ ‏ ‏ RPG Launcher $2,000 15 lb. 2h, heavy, loading, special
Ammunition
‏ ‏ ‏ ‏ Handgun x50 $20 1 lb. For: Pistol, Revolver, Machine Pistol
‏ ‏ ‏ ‏ Rifle x50 $40 2 lb. For: Hunting Rifle, Assault Rifle, Sniper Rifle
‏ ‏ ‏ ‏ Shotgun x50 $50 3 lb. For: Shotgun, Combat Shotgun
‏ ‏ ‏ ‏ Minigun x50 $100 5 lb. For: Minigun
‏ ‏ ‏ ‏ Napalm x10 $150 4 lb. For: Flamethrower

Special Weapons

Some weapons have unique properties that could not be expressed in the above table.

Pepper Spray. When a creature with at least one organic eye takes damage from pepper spray, they must succeed on a DC 10 Con save or be Blinded until the end of their next turn. In addition, when a creature other than a construct is reduced to 0 HP from pepper spray, they are stable.

Buying a pepper spray refill costs the same as buying a new spray can, since the mass-produced ones are not intended to be reusable. However, pepper spray can easily be flavored as the same sprayer mechanism loaded with a new canister.

Flamethrower. As an Action, the wielder can force everyone in a 30x5 ft line to make a DC 15 Dex saving throw or take the normal damage of the weapon.

Dynamite. Sticks of dynamite can be strapped together to form a bigger bomb. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the blast radius by 5ft (to a maximum of 20ft).

Smoke Grenade. When the smoke grenade explodes, it does no damage, but instead it emits a cloud of smoke that creates a heavily obscured area in a 20ft radius. A moderate wind (at least 10 mph) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. The smoke goes away on its own after 1 minute (10 rounds).

Flashbang Grenade. Every creature within range that can see or hear the grenade when it explodes must make a DC 10 Con save. A creature can use a reaction to avert their eyes and cover their ears to grant advantage on this save. If a creature fails the save, they are Blinded and Deafened until the end of their next turn.

Grenade Launcher. A Grenade Launcher can be loaded with explosives that have the Thrown property. When fired, it can launch grenades up to twice as far as a throw (120ft).

RPG Launcher. A Rocket-Propelled Grenade Launcher can be loaded with explosives that have the Missile property. When fired, an RPG launcher can throw its ammunition up to 240ft away, or further if there is an onboard targeting system built into the missile (such as a heat-seeking module).

Special Ammunition

Using different ammunition can change how a weapon functions.

Subsonic Ammo. Lowers the damage of the firearm by 1 die (e.g. 2d8 >> 1d8). Halves the normal and long ranges of the weapon, as well as the distance from which the shot can be heard (150ft). Stacks with a Suppressor, reducing the radius to 50ft.

Costs 1.5 times as much as normal ammo for the gun.

Tracer Ammo. Causes the firearm to deal 1 extra point of fire damage per hit. After making an attack with tracer rounds, you have advantage on your next attack with the weapon against the same target before the end of your next turn.

Costs twice as much as normal ammo for the gun.

Armor Piercing Ammo. Allows the weapon's damage to bypass ballistic damage resistance and reduction from armor. Also gives the weapon the Siege property, dealing double damage to objects and structures.

Costs three times as much as normal ammo for the gun.

Incendiary Ammo. Causes the firearm to deal 1d6 extra fire damage on a hit. If the target is flammable and is hit by this type of ammo twice on the same turn, it is ignited. A flaming creature takes 1d6 damage at the start of each of its turns until it uses an Action to douse the flames.

Costs three times as much as normal ammo for the gun.

Electroshock Rounds. Reduces the firearm's damage down to one die, deals 1 extra point of lightning damage, and gives the weapon the Stunning property.

Costs three times as much as normal ammo for the gun.

Rubber Bullets. Changes the damage of a firearm to 1d2 bludgeoning. Also halves the weapon's range.

Costs twice as much as normal ammo for the gun.

Blank Rounds. Reduces a firearm's normal range to 0ft, and its long range to 5ft.

Costs the same as normal ammo for the gun.

Trick Arrows. While compound bows are not as dangerous in untrained hands as guns are, high skill and custom arrows can make up for the difference:

  • Explosive Arrow. Arrow tipped with a single explosive with either the Impact or Remote variant. Costs 2.5x the cost of the base explosive.
  • Grappling Hook Arrow. Rope sold separately. Costs $30.
  • Net Arrow. Acts as a Net with the range of the bow. Costs $40.
  • Flare Arrow. Acts like a Flare Gun with the range of the bow. Cots $50.
  • Boxing Glove Arrow. Deals 1d4 bludgeoning damage on a hit. Costs $20.

Variant Explosives

Some explosives have more specialized purposes than normal grenades.

Remote Detonator. When this template is applied to an explosive, it no longer explodes automatically after being thrown or placed. Instead, you must use a Bonus Action to trigger the explosion.

Costs 1.5 times as much as a normal explosive.

Shaped Charge. Focuses the blast in one direction. When this template is applied to any explosive, the blast radius is halved in one direction, the damage increases by 1 die, and the charge gains the Siege property.

Costs twice as much as a normal explosive.

Impact Grenade. Can only be applied to explosives with the Thrown property. When this template is applied to an explosive, it detonates immediately upon impact with a creature or solid surface.

Costs twice as much as a normal grenade.

Sticky Bomb. When this template is applied to an explosive, it will adhere to whatever it next touches after being activated. A DC 15 Strength check is required to unstick the explosive.

Costs twice as much as a normal grenade.

Missile. Can only be applied to explosives with the Thrown property. When this template is applied to an explosive, it can no longer be thrown, but it can be launched over very long range using guidance software, or loaded as ammunition into an RPG Launcher.

Costs twice as much as a normal grenade.

Heat-Seeking. Can only be applied to explosives with the Missile property. When you fire a missile with this template applied, you can choose a target that is at least 90°F that you can see. The missile will then travel at 500ft per round until it reaches that target, then explode.

Costs 4 times as much as a normal missile.

Anti-Personnel Mine. Can only be applied to explosives with the Thrown property. When this template is applied to an explosive, it loses the Thrown property, and must instead be installed on a solid surface and primed over the course of 1 minute. Once primed, it detonates automatically whenever a Medium or larger creature or vehicle enters the mine's space. Alternatively, you can set up a mine to detonate when a creature leaves its space, if you anticipate multiple creatures walking over it in quick succession.

A primed mine can be disarmed as an Action with a DC 15 Dexterity (Thieves' Tools or Tinker's Tools) check.

Costs twice as much as a normal explosive.

Anti-Tank Mine. Can only be applied to explosives with the Thrown property. Effectively acts as a combination of the Shaped Charge and AP-Mine templates. When this template is applied to an explosive, it loses the Thrown property, and must instead be installed on a solid surface and primed over the course of 1 minute. Once primed, it detonates automatically whenever a Large or larger creature or vehicle that is not hovering or flying enters the mine's space. When the mine explodes, it also gains the Siege property, and the damage increases by 1 die.

A primed mine can be disarmed as an Action with a DC 15 Dexterity (Tinker's Tools) check.

Costs 4 times as much as a normal explosive.

Firearm Accessories

Accessories can change how a firearm functions.

Suppressor. Lowers the damage dice of the weapon by 1 tier (e.g. 2d8 >> 2d6). Halves the normal and long ranges of the weapon, as well as the distance from which the shot can be heard (150ft). Stacks with Subsonic Ammo, reducing the radius to 50ft. Can be installed or uninstalled with an Action.

Costs $500.

Scope. Gives a weapon the Scoped property. The weapon's normal and long ranges increase by 30ft, and it gains a short range of 15ft.

Costs $20.

Laser Sight. Can be turned on or off with a Bonus Action. While the laser is on, the weapon's normal range increases by 30ft, and if the weapon is scoped, it does not have disadvantage from firing in its short range. However, the wielder has Disadvantage on Stealth checks.

Has no effect on a weapon's long range.

Costs $20.

Bipod. While you are Prone, you can use a Bonus Action to deploy a bipod attached to your firearm. Your speed drops to 0 as long as you are holding the gun and the bipod is deployed. While the bipod is deployed, you do not suffer disadvantage from attacking with the attached weapon while prone, nor from firing beyond your normal range increment with that weapon.

Costs $50.

Advanced Safety System. Embeds either a biometric identifier or an RFID chip into your gun to only allow authorized users to fire it. If any unauthorized user attempts to use the weapon, they will be unable to fire it unless they succeed on a DC 15 Hacking Tools check.

Costs $500.

Smart Targeting Module. Automatically adjusts the angle of a gun's barrel to target the nearest creature in front of you. Grants advantage on attack rolls against the nearest creature other than you in a 60ft cone out to the weapon's normal range in the direction of your target, and disadvantage on attack rolls against other targets within that cone. You can use a Bonus Action to engage or disengage the system.

Costs $750.

Extended Magazine. Increases the ammunition a firearm can hold at once by 10. When using an extended magazine, reloading requires an Action. This can be sped up to a Bonus Action if you have either the Rapid Reload or Fast Hands abilities.

Only compatible with Martial ranged weapons that have the reload property.

Costs $50.

Speed Loader. Decreases the time it takes to reload the firearm to a bonus action.

Only usable with Simple ranged weapons that have the reload property.

Costs $50.

Bleeding-Edge Equipment

Most military-grade hardware is based on projectile weaponry, e.g. bullets and rockets. However, war never truly changes, and so experimental weapons are always being developed that are far more destructive than classical armaments.

Oftentimes prototype weapons are built as enchanted magic items, but that business model is not generally efficient enough to pass to mass-production, due to the level of magic required. However, there is one technology invented within the past few years that has allowed for an entirely new type of standard-issue.

Possibly the most important invention in the past decade was the energy cell - a small device that contains ludicrously high amounts of stored magical energy, and focuses it using a mix of technology and magic. These small energy cells are used as ammunition for the most advanced weapons known to the world yet.

Larger energy cells are often used as power sources for buildings, rockets, and other massive devices. However, the most destructive weapons created with them are class-10 weapons: devices considered on the same level as 10th level spells. Regardless of domain or alignment, almost every god in the cosmos agrees that these weapons should never be used - for if they did, it would likely lead once again to the destruction of Prima.

All devices in this section are considered to be magical in nature, and as such are unusable within an Anti-Magic Field. Counterspell does not effect shots fired from these weapons, but a third level Dispel Magic can instantly drain a small energy cell.

Every device in this section requires energy cells as a power source to function. Fully charged energy cells cost $500 each, and have 60 charges worth of power in them. Weapons with the Reload property use energy cells as ammunition, expending charges on every attack equal to the number listed. Devices with the Powered property must be activated with a Bonus Action. When you activate a Powered device, and at the start of each subsequent turn, the device's cell loses a number of charges equal to the number listed.


Bleeding-Edge Equipment
Device Cost

Damage/Effect Weight

Properties
Martial Melee
‏ ‏ ‏ ‏ Plasma Saber $50,000 3d10 fire 1 lb. Finesse, light, powered (-1)
‏ ‏ ‏ ‏ Electrostaff $75,000 3d6 lightning 8 lb. Versatile (3d8), stunning, powered (-1)
‏ ‏ ‏ ‏ Energy Whip $60,000 3d4 force 5 lb. Finesse, reach (15ft), powered (-1)
Martial Ranged
‏ ‏ ‏ ‏ Laser Pistol $50,000 3d6 radiant 2 lb. Light, amm. (range 30/120), reload (-1)
‏ ‏ ‏ ‏ Laser Rifle $75,000 3d8 radiant 9 lb. 2h, amm. (range 100/300), reload (-1)
‏ ‏ ‏ ‏ Railgun $60,000 2d10 prc + 2d8 fire 18 lb. 2h, amm. (range 100/400), loading, reload (-2)
‏ ‏ ‏ ‏ Penetrating Rifle $100,000 4d12 radiant 12 lb. 2h, amm. (range 30/500/2000), scoped, siege, reload (-3)
‏ ‏ ‏ ‏ Pulse Cannon $50,000 3d12 thunder 24 lb. 2h, reload (-2), special
‏ ‏ ‏ ‏ Death Ray $150,000 4d10 radiant 40 lb. 2h, heavy, reload (-3), special
Armor
‏ ‏ ‏ ‏ Energy Shield $50,000 +3 AC 2 lb. Resist nonmagical, powered (-1), special

Pulse Cannon. The Pulse Cannon cannot be used to make an attack. Instead, all creatures in a 15ft cone originating from you must make a DC 15 Con save or take the weapon's damage.
Death Ray. The Death Ray cannot be used to make an attack. Instead, all creatures in a 60ft by 5ft line originating from you must make a DC 15 Dex save or take the weapon's damage.
Energy Shield. You can use a Reaction and expend 2 charges of the shield's energy cell to raise the AC bonus from the shield to +5 until the start of your next turn.

Adventuring Gear

When picking adventuring gear for your character, most things from the PHB can be reflavored to modern equivalents. For example, a modern 'abacus' is a graphing calculator. In these cases, the weights and prices generally won't change.

This table lists generic versions of items that are completely new and unique to the modern setting, and don't have medieval equivalents.

None of this gear replaces starting equipment; it must be purchased using starting cash. It may be possible to buy slightly better or worse versions of these items at different prices, depending on which brand and model you purchase.

It is possible to have some of this equipment cybernetically attached to your body. The cost, impact, and mechanics of the augmentation will be handled by the DM on a case-by-case basis.

Adventuring Gear
Item Cost Weight
Credstick $20 0 lb.
RFID Chip $5 0 lb.
Flash Drive $10 0 lb.
External HDD $50 1 lb.
External SSD $200 1 lb.
VR Headset $500 1 lb.
Fulldive Headset $2000 2 lb.
GPS Tracker $50 1 lb.
Burner Phone $50 .5 lb.
Smartphone $500 1 lb.
Laptop Computer $500 5 lb.
Desktop Computer $1000 30 lb.
Hacking Tools $100 5 lb.
Signal Jammer $1000 50 lb.
Scouting Drone $400 15 lb.
Decoy Hologram $500 1 lb.
Flare Gun $50 1 lb.
Water Purifier $30 1 lb.
Auto Injector $100 0 lb.
Item Cost Weight
Gas Mask $200 1 lb.
Hazmat Suit $500 5 lb.
Scuba Gear $800 10 lb.
Jetpack $5000 15 lb.
Impact Boots $1000 2 lb.
Outfit Heating System $300 5 lb.
Outfit Cooling System $300 5 lb.
Tactical Shovel $50 2 lb.
Parachute $500 30 lb.
Short-Range Radio $30 1 lb.
Earpiece Radio $50 0 lb.
Electronic Lock $100 1 lb.
Camera $20 1 lb.
Microphone $20 1 lb.
Grapple Gun $200 3 lb.
Binoculars $100 1 lb.
Night Vision Goggles $2000 1 lb.
Thermal Drill $2000 50 lb.
Spike Strip $300 10 lb.

Credstick. A small chip that can store a Credcoin vault, to allow nigh untraceable exchange of the cryptocurrency.

RFID Chip. A tiny chip that can store a small amount of data that can be wirelessly detected by devices within 5ft of it.

Flash Drive. A small storage device that can hold up to 10 GB of data, and can transfer it very fast.

External HDD. A storage device that can hold up to 100 TB of data, but transfers it very slowly.

External SSD. A storage device that can hold up to 50 TB of data, and can transfer it very fast.

VR Headset. A wearable headset for humanoids that displays a different image to each eye and includes headphones, for full audiovisual immersion. Also includes motion tracking controllers.

Fulldive Headset. A wearable headset for humanoids that completely hijacks their nervous system, immersing all 5 senses into a simulation. While immersed, the person wearing the headset is Paralyzed.

GPS Tracker. A small black box that can be remotely tracked using GPS. Can be magnetically attached or taped to a target.

Burner Phone. A cheap flip-phone, able to make voice calls and send text messages using the common alphabet.

Smartphone. A miniature touchscreen computer, able to make calls and send text messages in basically any known language, access the internet, and download applications to do a wide number of things. Not powerful enough for VR.

Laptop Computer. A small computer that fits on one's lap, with moderate storage space and processing power. Can be reflavored to a Tablet Computer - a laptop with a touchscreen instead of a keyboad/mouse.

Desktop Computer. A medium-sized computer that requires many peripherals to be usable (included in the price). Intended to be stationary.

Hacking Tools. A set of specific hardware and software designed to bypass most electronic security systems.

Signal Jammer. A large device that emits an electromagnetic signal that prevents wireless communications within 500 feet. Can be easily tracked using specialized equipment within the radius.

Scouting Drone. A Small Construct with 10 AC, 5 HP, and a flying speed of 50 feet. Has a camera built-in, and can be remotely controlled. Cannot attack or take any actions without significant upgrades.

Decoy Hologram. You can use an Action to throw this device up to 30ft. when you do so, an illusory hologram of you is projected that mimics all your motions, consistent with the Silent Image spell. A DC 15 Investigation check can reveal the illusion.

Flare Gun. Can be used as a ranged weapon with range (30/60), deals 1 point of fire damage on a hit. When fired, emits bright light in a 30 ft radius and dim light in a 90ft radius. This light lasts until the projectile hits a target or until 1 full round passes.

Water Purifier. Over 60 seconds, removes any poisons or impurities from up to half a gallon of liquid.

Auto Injector. As an Action, you can fill the injector with a potion or drug. One injector can hold up to three separate doses at any given time. While the injector is full and on your person, you can then use an Item Interaction on your turn to inject one dose. Alternatively, you can activate the injector as a Reaction in response to anything relevant to the potion or drug's mechanics. For example, if the injector is filled with a health potion, you can inject the potion as a reaction to taking damage.

Gas Mask. While wearing this mask, you are immune to airborne poisons and pathogens.

Hazmat Suit. While wearing this suit, you have resistance to environmental damage - i.e., damage that you would take just from being in a location.

Scuba Gear. While wearing this suit, you can breathe underwater for up to 1 hour, until your air tank runs out. Replacement air tanks cost $50.

Jetpack. As an Action, you can activate and deactivate this device. While activated and worn, you gain a flying speed of 30ft for up to one hour before it runs out of fuel. Most jetpacks require very specialized fuel, costing $150/hour of flight time. Modified, bleeding-edge jetpacks can run for 24 hours off of 1 energy cell.

Impact Boots. While wearing these boots, if you are not Incapacitated, you have resistance to falling damage.

Outfit Heating System. This system can be integrated into basically any outfit. While being worn, the wearer is immune to the effects of cold climates.

Outfit Cooling System. This system can be integrated into basically any outfit. While being worn, the wearer is immune to the effects of hot climates.

Tactical Shovel. A shovel that can be reconfigured to act as a handaxe, dagger, tinderbox, whistle, and possibly various other random gadgets.

Parachute. While equipped, the creature wearing it can use an Action to deploy the chute. Once released, if the creature is falling, their falling speed is reduced to 60 feet per round. If they land with the parachute deployed and intact, the creature takes no falling damage. The chute can be repacked over a short rest.

Short-Range Radio. When multiple radios are tuned to the same frequency, a creature holding one can use a Bonus Action to transmit audio between them wirelessly. This signal can only extend in a 500ft radius.

Earpiece Radio. Acts like a short range radio, but fits subtly in a humanoid ear. Unlike larger radios, all audio is transmitted between them, with no actions required. It can be disabled or enabled by removing it from one's ear as an Action.

Electronic Lock. Can be unlocked with a passcode, keycard, or RFID chip, depending on the type of lock. Requires a DC 20 Dexterity (Thieves' Tools) check or a DC 15 Intelligence (Hacking Tools) check to bypass.

Camera. Can take pictures in a 120ft cone. Alternatively, can record video in a 60ft cone and audio in a 60ft radius.

Microphone. Can record audio in a 120ft. radius.

Grapple Gun. As an Action, you can fire a grappling hook on a rope up to 60ft. As an Action on a subsequent turn, you can retract the hook and rope. If fired at a creature, it it has disadvantage beyond 30ft, deals 1d4 piercing damage and attaches on a hit, and can pull creatures up to Medium size back when retracted.

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

Night Vision Goggles. While wearing these goggles, you have Blindsight out to 60ft, but are Blinded when in bright light. You can take them off or put them on as a Bonus Action.

Thermal Drill. Deals 3d6 piercing and 3d6 fire damage to whatever the drill is held against every 6 seconds. If used as an improvised weapon, deals 1d6 piercing + 1d6 fire on a hit. Usually used to break into safes and through armored walls.

Spike Strip. Can be laid out across a 5x10 foot area of the ground as an Action. Any creature or vehicle that moves through that area takes 2d8 piercing damage when they first enter it. If a land vehicle with normal rubber tires takes this damage, its tires pop, halving its speed.

Augmentations

With magic boosting the progress of technology, advanced electronic devices have been developed that are able to directly link with the nervous system. The programs started by offering advanced prosthetics technology to the disabled, but soon became commonplace as cosmetic or functional enhancements.

These enhancements come with a price, however. A normal biological body can only handle so much mechanical augmentation before it begins to take its toll on the binding that links the body and soul. Those who augment their bodies past this point find their humanity slipping away, and their ability to relate to the world and effectively empathize with others disappears. Too many augmentations can leave a person as a robotic shell of their former self, incapable of emotion or empathy, though their personality stays mostly intact.

Cybernetic augmentations are not the only way to improve one's body, however. Advances in medicine have led to the ability to genetically modify fetuses to have traits that the parents want, and stem cells can be magically created to grow entirely custom organs.

Cybernetic Capacity

A creature's ability to withstand cyberware is represented by their Cybernetic Capacity. Each cybernetic augmentation has a point cost associated with it. If the point cost of all a creature's cyberware exceeds their Capacity, that creature gains a secondary creature type of Construct, and their Charisma decreases by an amount equal to the difference, to a minimum of 1.

If an augmented creature's Charisma reaches 1, that creature fully becomes a Construct, they lose the ability to feel emotion, and their soul can no longer return to their augmented body if they die. They retain their alignment and personality traits.

Cybernetic Capacity

For most types of creatures:

Cybernetic Capacity = your proficiency bonus +

your Wisdom modifier (minimum 1)

Living Constructs

Warforged and Autognomes, being races of robots, have a unique resistance to the spiritual breakdown that augmentation causes. An average Warforged can be augmented much further than a human can before they start feeling the negative effects, and an Autognome has no cyberware penalty, as they lack souls.

However, due to their extremely specialized construction, Warforged and Autognome constructs cannot be augmented with Bioware.

Warforged Cybernetic Capacity

For Warforged only:

Cybernetic Capacity = 2 × (your proficiency bonus +

your Constitution modifier + your Wisdom modifier)

(minimum 2)

Installing Augmentations

Cyberware

Cyberware requires magic to install, but not to operate. Cyberware cannot be installed in an Antimagic Field, but an Antimagic Field will not prevent installed augmentations from functioning.

Augmenting someone with Cyberware has three phases:

Design

Designing Cyberware requires proficiency in Tinker's Tools and Medicine. Pre-made designs for common augmentations are readily available for purchase from cybernetic corps.

Construction

Building cyberware requires materials equal to half the cost of the augmentation, and downtime with Electronics Tools. They are more commonly mass-produced in a factory setting.

Installation

A Healer's Kit and an Augmentation Kit are required to actually install the cyberware. It also helps to have a source of magical healing. Augmentation Kits are Uncommon magic items that can be purchased or created with enchanting.

Proficiency in Medicine is not required to install cyberware in a Warforged, nor is a Healer's Kit.

Bioware

Like Cyberware, Bioware augmentation requires three phases:

Design

Designing Bioware requires proficiency in Science and Medicine. Pre-made designs for common augmentations are readily available for purchase from biotech corps.

Growth

Bioware requires Alchemical Tools and a sterile environment to create, as well as nutrients to help the organ grow over weeks to months. It cannot be mass produced, as creating one requires stem cells from the intended recipient in order to ensure genetic compatibility.

Implantation

Implanting Bioware follows the same process as any organ transplant. Doing so successfully requires a DC 15 Medicine check with a Healer's Kit.

Cyberware

Common Cyberware
Augmentation Price Location Capacity Cost
Cosmetic Enhancement $500 Varies 0 points
Fingertip Compartment $750 1 Finger (replaces) 0.2 points
Arm Prosthetic $1500 1 Arm (replaces) 1 point
Leg Prosthetic $1500 1 Leg (replaces) 1 point
Math Processing Unit $1500 Head 1 point
Vancian Memory Cache $1500 Head 1 point
Cyber Eye $1500 1 Eye (replaces) 1 point
Camera $1500 1 Eye 1 point
Cyber Ear $1500 1 Ear (replaces) 1 point
Microphone $1500 1 Ear 1 point
Integrated Device $1500 Varies 1 point
Integrated Tool $3000 Varies 2 points
Integrated Weapon $3000 1 Arm 2 points
Toxin Filter $3000 Abdomen 2 points
Smuggling Compartment $3000 Varies (replaces) 2 points
Commlink $3000 Head 2 points
Thaumatic Booster $3000 Head 2 points
Hologram Projector $3000 Varies 2 points
Underwater Breathing Apparatus $3000 Neck 2 points
Hoverskates $3000 Both Legs 2 points
Reinforced Spine $3000 Torso 3 points
Rocket Feet $5000 Both Legs 3 points
Datajack $5000 Head or Neck 3 points
Radar Sensor $5000 Head 3 points
Reaction Enhancers $5000 Head 3 points
Focus Enhancer $5000 Head 3 points

Common Cyberware

This is not an exhaustive list of possible augmentations, only examples of common ones.

Cosmetic Enhancement. Any enhancement that grants minimal mechanical value, but looks cool. Examples include eye colors, fiber optic hair, breast implants, etc. For warforged, this could include artificial genitalia if they were constructed without any.

Fingertip Compartment. This compartment is hidden in the hollowed out last joint of one finger, with a catch that allows the fingernail to be lifted up as an access panel, or the entire fingertip removed. This compartment can hide extremely tiny items, such as an RFID chip or a rolled up slip of paper.

Arm Prosthetic. Weapons that have the Thrown property have their normal and long ranges doubled when thrown by you. If your Unarmed Strikes usually deal 1 damage, they deal 1d4 instead. Otherwise, your Unarmed Strikes with this arm get an extra damage die.

If you replace both arms, you gain advantage on Strength checks and saves.

Leg Prosthetic. Your walking speed increases by 5ft, and you have advantage on Con saves to Dash while in a chase.

If you replace both legs, the speed bonus increases to 10ft, and your long jump distance and high jump height are doubled.

Math Processing Unit. You have advantage on Intelligence checks to solve mathematical problems. This also functions as an accurate alarm clock and stopwatch.

Vancian Memory Cache. You can prepare or know one extra spell. If you do not have the Spellcasting or Pact Magic feature, this augmentation has no effect.

Cyber Eye. You have advantage on Perception checks relying on sight, and you gain Darkvision out to 60ft if you didn't already have it. If you augment both eyes, your Darkvision is increased to 120ft.

Camera. You can record what you see and store it as video data. This data can be retrieved via chip, datajack, or commlink. This augmentation costs half as much if a Cyber Eye is already installed or installed alongside it.

Cyber Ear. You have advantage on Perception checks relying on hearing, and you can hear things happen from twice as far away. If you augment both ears, creatures cannot gain advantage on attack rolls against you by being unseen if you can hear them.

Microphone. You can record what you hear and store it as audio data. This data can be retrieved via chip, datajack, or commlink. This augmentation costs half as much if a Cyber Ear is already installed or installed alongside it.

Integrated Device. You now constantly have a piece of electronic gear integrated into your body, that you can turn on or off at will. This may have varying affects based on what device is integrated. A common use for this type of augment is to effectively have a radio or cell phone in your head.

Integrated Tool. You now constantly have a tool set with you in place of one arm. After 1 week of practicing during downtime, you have advantage on ability checks with this tool.

Integrated Weapon. You now constantly have a weapon with you that you cannot be disarmed of. If it is a melee weapon, you have advantage on attack rolls with it. If it is a ranged weapon, its normal range increases by 30ft. It takes 1 week of downtime training to be able to use it proficiently.

Toxin Filter. You have advantage on Con saves against poison, and resistance to poison damage.

Smuggling Compartment. A relatively small part of your body is hollowed out to allow you to smuggle things too large to fit in a finger. This compartment can fit any Tiny object or creature up to 5 lbs.

Commlink. You gain the ability to connect wirelessly to one computer device that you have admin access to. While connected, you can wirelessly operate that computer device using your mind as long as you are on the same planet/planar layer. You can interact with this device as if you were controlling it by standard means. You can only be connected to one device in this way at a time.

Thaumatic Booster. Any spell you cast that does not have a range of Touch or Self has its maximum range increased by 50%. If you have any other abilities that extend spell range, this bonus is added last.

Hologram Projector. You can cast Major Image at-will, with only Somatic components. When casting it in this way, it is immediately obvious to all observers that the result is an illusion projected by you. If you have this augmentation + a camera and microphone, you can project recorded data.

Underwater Breathing Apparatus. You can breathe air and water.

Hoverskates. Your walking speed increases by 15ft, and you can hover over liquids.

Reinforced Spine. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift

Rocket Feet. You gain a flying speed of 30ft.

Datajack. You have the capability to interact with computers using your mind, by connecting a wire from your head into a computer port. If you have proficiency in Hacking Tools, you can make Hacking Tools checks using this connection without actually having the tools with you.

Radar Sensor. You have an internal radar system that can scan the surroundings and translate the data into usable neural information. You gain Blindsight out to 60ft, extending even through thin walls. This Blindsight is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Reaction Enhancers. You can add your proficiency bonus to your initiative rolls, and you cannot be Surprised while conscious.

Focus Enhancer. You can maintain concentration on two spells or similar effects simultaneously. You must use an Action each subsequent round on maintaining this concentration, or lose concentration on both spells at the end of your turn. While concentrating on multiple spells, you have disadvantage on concentration checks, and the minumum DC is 10 + both spells' levels combined. While concentrating on only one spell, you have advantage on concentration checks.

Bioware

Common Bioware
Augmentation Price Location Growth Time
Cosmetic Enhancement $5000 Varies 2 weeks
Elven Eyes $7500 Eyes 2 weeks
Webbed Fingers/Toes $7500 Hands and Feet 2 weeks
Amplified Immune System $7500 Torso 2 weeks
Natural Weapons $7500 Varies 2 weeks
Adrenaline Pump $10,000 Torso 1 month
Enhanced Articulation $10,000 Joints and Muscles 1 month
Muscle Augmentation $10,000 Muscles 1 month
Tailored Pheromones $10,000 Skin 1 month
Toxin Extractor $10,000 Torso 1 month
Mnemonic Enhancer $10,000 Head 1 month
Gills $10,000 Neck 1 month
Orthoskin $25,000 Skin 3 months
Warforged Cyberintegration $25,000 Torso and Limbs 3 months
Wings $25,000 Torso 3 months
Chemical Gland $25,000 Neck 3 months

Advantages of Bioware over Cyberware:

  • Bioware does not count against your cybernetic capacity
  • Bioware cannot be disabled by EMPs or the Shutdown spell
  • Bioware cannot be hacked

Limitations of Bioware compared to Cyberware:

  • Bioware is more expensive than cyberware
  • Bioware cannot be mass produced
  • Bioware is more expensive, partially due to the costly material components required for the Create Stem Cells spell, and partially due to the specific conditions required to grow them.
  • You cannot implant Bioware into Warforged constructs, nor can you install it into body parts you have replaced with Cyberware.
  • Bioware is generally not as powerful as Cyberware

Common Bioware

This is not an exhaustive list of possible augmentations, only examples of common ones.

Cosmetic Enhancement. Any enhancement that grants minimal mechanical value, but looks cool. Examples include hair color, voice change, a tail, etc.

Elven Eyes. You have Darkvision out to 60ft.

Webbed Fingers/Toes. You have a swimming speed equal to your walking speed.

Amplified Immune System. You have advantage on saving throws against Disease.

Natural Weapons. You replace your teeth with fangs, your nails with claws, or a similar change. Your unarmed strikes with the augmented feature deal 1d4 slashing or piercing damage instead of 1.

Adrenaline Pump. Automatically activates when you roll initiative or when you receive the Frightened condition, once per day. While active, you cannot rest, but are temporarily immune to exhaustion. After 1 hour passes, it deactivates until the end of your next long rest. After deactivating, you gain 1 point of exhaustion, as well as any further points of exhaustion you would have gotten while the Adrenaline Pump was active.

Enhanced Articulation. You have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.

Muscle Augmentation. You have advantage on Strength (Athletics) checks and Strength saving throws.

Tailored Pheromones. You have advantage on Persuasion checks on humanoids that can smell you. Creatures with Keen Smell will automatically notice your unique scent.

Toxin Extractor. You have advantage on Constitution saving throws against poison.

Mnemonic Enhancer. You have advantage on Intelligence checks to recall memories and information.

Gills. You can breathe air and water.

Orthoskin. You have Natural Armor: your AC cannot be lower than 18.

Warforged Cyberintegration. A unique augmentation that also requires a cyberware Augmentation Kit to install. Allows you to add your Constitution modifier to your Cybernetic Capacity.

Wings. You have a flying speed equal to half your walking speed while you are not wearing Heavy Armor.

Chemical Gland. You have a breath weapon of your choice from the Dragonborn racial stats.

 

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