Aj's 5e d20 Modern - Core Classes, Races, Backgrounds

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Core Classes
Races
Backgrounds

Aj's 5e d20 modern

Table of Contents
Core Classes page number
STRONG 4
FAST 6
TOUGH 8
SMART 10
DEDICATED 12
CHARISMATIC 14
Races page number
HUMAN 16
MUTANT 17
ROBOT 21
Backgrounds page number
BACKGROUNDS 24-31

Characters

The classes in D&D 5th edition are rather specialized, all of them requiring some form of dedicated training, a very specific history, or a particular event to allow characters to access the abilities of this class. While this works wonderfully for the standard fantasy roster, it isn't quite so great if you want to run a campaign where such specificity isn't plausible.

In d20 Modern, the system is rather different; there are 6 basic character classes, each based on one of the 6 ability scores (which are shared with D&D). As you might imagine, these classes don't give any abilities which couldn't feasibly be gained through natural aptitude with a particular ability.

To give players the option for more specific learning, Specialities are introduced, which provide the more niche skills characters may acquire.

The Core Classes

The classes in this conversion represent the wide range of skills and knowledge that people in modern world have easy access to. The six basic classes are as follows:

  • Strong: Levels in this class demonstrate training in athletic endeavors. Strong Heroes typically excel at melee combat.

  • Fast: Levels in this class indicate training in agility, hand-eye coordination, and reflexes. Fast Heroes typically excel at ranged combat

  • Tough: Levels in this class indicate improvement in physical fitness, health, and stamina.

  • Smart: Levels in this class provide the means to improve a character's reasoning and skills.

  • Dedicated: Levels in this class demonstrate a devotion to a cause, an ideal, or a higher purpose. The Dedicated Hero's class features revolve around investigative, empathic, healing, and spiritual devotions.

  • Charismatic: Levels in this class indicate training in winning friends and influencing people with a combination of charm, confidence, and charisma. The Charismatic Hero can be a leader, a celebrity, a con artist, or a flirt.

Specialities

Specialities function identically to subclasses in standard D&D 5th Edition, with the exception being that all subclasses are available to all of the basic classes. For example, both Strong and Smart heroes can take the Soldier Speciality. Specialities are covered later on in this chapter.

Multiclassing

Due to the changes in the class system, the multiclassing system is also changed slightly. These changes stop a multiclass character being forced into taking an additional Speciality, and allows characters to take multiple Specialities without needing to take another hero class. These alterations are covered later on in this chapter.

Class Power

As might be expected for classes without specific training, these classes will generally be less powerful than the classes in the Player's Handbook at lower levels. Optionally, you can grant characters using these classes an additional feat at 1st level if you want to bolster their power slightly.

Suggested feats for each of the classes are as follows:
Strong Hero: Athlete, Grappler or Tavern Brawler.
Fast Hero: Mobile, Alert or Athlete.
Tough Hero: Durable, Tough or Tavern Brawler.
Smart Hero: Healer, Linguist or Keen Mind.
Dedicated Hero: Observant, Alert or Healer.
Charismatic Hero: Actor, Inspiring Leader or Linguist.

The Strong Hero

The Strong Hero uses their Strength score to best advantage. Taking a level in this class demonstrates physical training for overall strength and power. Strong Heroes excel at hand-to-hand and melee combat, as well as at other activities that best utilize physical power.

A Strong Hero might be a bodybuilder or an athlete who concentrates on the power aspect of sports. They may be quietly intimidating or robustly boisterous. They might be as gentle as they are large or a lout and a bully

Examples Of Strong Heroes

Boxers, martial artists, some types of soldiers, athletes who depend on raw physical power, blue-collar workers, and others who rely on pure brawn all fall within the scope of the Strong Hero.

Class Features

As a strong hero, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per strong hero level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per strong hero level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Saving Throws: Strength and one of Wisdom, Dexterity or Constitution.
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Smash

You add half your proficiency bonus (round down) to all melee and thrown weapon damage rolls.

Bully

When you successfully make a melee attack against a creature, you can immediately make a Shove action against that creature as a bonus action.

Speciality

At 2nd level, choose an Speciality. The Speciality you choose grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level. On these levels, rather than gaining a health increase dictated by this class, your health increase is based on the Speciality you choose.

Action Surge

Starting at 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

The Strong Hero
Level Proficiency Bonus Features
1st +2 Smash, Bully
2nd +2 Speciality
3rd +2 Action Surge (One Use), Body Slam
4th +2 Ability Score Improvement
5th +3 Extra Attack, Reckless Attack
6th +3 Speciality Feature
7th +3 Strong Back, Extreme Effort
8th +3 Ability Score Improvement
9th +4 Remarkable Athlete,
Brutal Critical (1 die)
10th +4 Speciality Feature
11th +4 Demolition
12th +4 Ability Score Improvement
13th +5 Supreme Grip, Brutal Critical (2 dice)
14th +5 Speciality Feature
15th +5 Legendary Effort
16th +5 Ability Score Improvement
17th +6 Action Surge (Two Uses), Brutal Critical (3 dice)
18th +6 Speciality Feature
19th +6 Ability Score Improvement
20th +6 Supreme Smash

Body Slam

Starting at 3rd level, whenever you make a successful Shove against a creature, they take damage equal to 1 + your Strength modifier.

In addition, when you succeed on shoving a creature you can choose between pushing them up to 10 feet away from you, or pushing them up to 5 feet away from you and knocking them prone.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Reckless Attack

Starting at 5th level, you can throw aside all concern for defense to attack with fierce desperation.

When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.

Strong Back

Beginning at 7th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Extreme Exertion

Starting at 7th level, you gain the uncanny ability to strain your muscles past their normal strength.

When the you make a Strength-based ability check or saving throw, you can use a bonus action or reaction to gain advantage on the roll. You can do this after the roll is made but before any of the roll's effects occur.

Remarkable Athlete

Starting at 9th level, you can add half your proficiency bonus (round down) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

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

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Demolition

Beginning at 11th level, your melee attacks deal double damage to objects. In addition, you double your proficiency bonus on Strength (Athletics) checks made to break something.

Supreme Grip

Starting at 13th level, you have incredible technique and hand strength allowing you to maintain a powerful grasp on objects others would struggle with. When you are wielding a weapon with the versatile property, you always treat them as if you were wielding them in two hands, and you ignore the disadvantage imposed by the heavy property of weapons with which you are proficient.

Additionally, you can wield a weapon with the Two-Handed property in a single hand, but doing so imposes disadvantage on any attack rolls you make with it, and a -2 penalty to damage rolls you make with it.

Furthermore, you have advantage on ability checks and saving throws made to avoid dropping a held object or being disarmed.

Legendary Exertion

At 15th level, your ability to strain your body past it’s limits improves further. When the you make a Strength-based ability check or saving throw, you can use a bonus action or reaction to automatically succeed on the roll. You can do this after the roll is made but before any of the roll's effects occur.

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

Supreme Smash

At 20th level, you may now add your full proficiency bonus to all melee weapon damage rolls.

The Fast Hero

The Fast Hero uses their Dexterity score to best advantage. Taking a level in this class demonstrates training in hand-eye coordination, agility, and reflexes. Better defenses, a good attack progression, and a natural aptitude in athletics that require speed and grace combine to define the Fast Hero.

A Fast Hero might be literally quick on their feet, or they might simply move with a catlike grace. They might possess uncanny coordination and amazing reflexes. They use their natural inclination toward Dexterity-based endeavors to make their way in the world.

Examples Of Fast Heroes

Athletes who employ speed and grace instead of raw power, stunt people, pilots, professional drivers, law enforcement or military professionals who concentrate on using ranged weapons, and agents on either side of the law who employ stealth and sleight of hand all fall within the scope of the Fast Hero.

Class Features

As a fast hero, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per fast hero level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fast hero level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Saving Throws: Dexterity and one of Charisma, Intelligence, or Strength.
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Perception, Sleight of Hand, Stealth, and Survival

Fast Movement

Your base movement speed increases by 5 feet. At 7th level, this speed bonus increases to 10 feet. At 13th level, this speed bonus increases to 15 feet.

Evasive Footwork

Opportunity attacks against you are made with disadvantage.

Speciality

At 2nd level, choose an Speciality. The Speciality you choose grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level. On these levels, rather than gaining a health increase dictated by this class, your health increase is based on the Speciality you choose.

Cunning Action

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, Hide, or Ready action.

The Fast Hero
Level Proficiency Bonus Features
1st +2 Fast Movement (5 ft.), Evasive Footwork
2nd +2 Speciality
3rd +2 Cunning Action, Redirect Attack
4th +2 Ability Score Improvement
5th +3 Extra Attack, Uncanny Dodge
6th +3 Speciality Feature
7th +3 Dodge Roll, Fast Movement (10 ft.)
8th +3 Ability Score Improvement
9th +4 Instinctive Reaction, Quick Recovery
10th +4 Speciality Feature
11th +4 Evasion
12th +4 Ability Score Improvement
13th +5 Rapid Strike, Fast Movement (15 ft.)
14th +5 Speciality Feature
15th +5 Opportunist
16th +5 Ability Score Improvement
17th +6 Elusive, Improved Redirect Attack
18th +6 Speciality Feature
19th +6 Ability Score Improvement
20th +6 Incredible Reflexes

Redirect Attack

At 3rd level, when a creature misses you with an attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within 5 feet of you with disadvantage.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Dodge Roll

Beginning at 7th level, when a creature attempts an attack against you which misses, or you succeed on a Dexterity saving throw, you can move up to half your speed as a reaction. This movement doesn’t provoke opportunity attacks.

Instinctive Reaction

Beginning at 9th level, your reflexes are honed to a fine point. You add your proficiency bonus to your initiative rolls. In addition, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

Additionally, you can use your bonus action to focus on reacting to changes on the battlefield, allowing you to take two reactions this round instead of one. When you do so, you may immediately take the Ready action as part of the same bonus action.

Quick Recovery

You're well-practiced at righting yourself when you are off-kilter. Starting at 9th level, when you are prone you can stand up by spending 5 feet of movement rather than half of your speed.

Additionally, when you make an ability check, attack roll, or saving throw, you with disadvantage, you can cancel the disadvantage on the roll. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Evasion

Beginning at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Rapid Strike

Starting at 13th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Opportunist

Starting at 15th level, when an ally is within 5 feet of an opponent, and the ally hits the target with an attack, you can make an attack against that opponent as a reaction.

Elusive

Beginning at 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Improved Redirect Attack

Beginning at 17th level, when you use your Redirect Attack feature, the attack no longer has disadvantage.

Incredible Reflexes

When you reach 20th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

The Tough Hero

The Tough Hero uses their Constitution score to best advantage. Taking a level in this class provides improved health and physical stamina. Better hit points, good fortitude, and the ability to shrug off some amount of damage combine to define the Tough Hero. A Tough hero might be built like a truck or possess a great amount of endurance. They can take a lot of physical punishment, rarely get sick, and are often is hard to move.

A Tough Hero can be stubborn or single-minded, may feel protective of others, and usually succeeds because they stay in the contest long after the competition has crumbled. They are often steadfast and confident to a fault.

Examples Of Tough Heroes

Stunt persons, bodyguards, enforcers, wrestlers, and athletes who demand extreme staying power or who must withstand a lot of physical punishment all fall within the purview of the Tough hero.

Class Features

As a tough hero, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per tough hero level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per tough hero level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Saving Throws: Constitution and one of Charisma, Intelligence, or Strength.
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your tough hero level. Once you use this feature, you must finish a short or long rest before you can use it again.

At 9th level you can use this feature twice between rests, and at 17th level you can use it three times between rests.

Iron Skin

When you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Additionally, when you are wearing armor, you can use your Constitution modifier in place of your Dexterity modifier for calculating your Armor Class when you are wearing armor.

If you have a negative Dexterity modifier, the penalty is applied even if you use your Constitution modifier to calculate your Armor Class.

The Tough Hero
Level Proficiency Bonus Features
1st +2 Second Wind, Iron Skin
2nd +2 Speciality
3rd +2 Resilience, Untiring
4th +2 Ability Score Improvement
5th +3 Extra Attack, Fortitude
6th +3 Speciality Feature
7th +3 Damage Reduction, Steel Gut
8th +3 Ability Score Improvement
9th +4 Pull Through, Second Wind (Two Uses)
10th +4 Speciality Feature
11th +4 Improved Resilience
12th +4 Ability Score Improvement
13th +5 Energy Resistance, Payback
14th +5 Speciality Feature
15th +5 Remain Conscious
16th +5 Ability Score Improvement
17th +6 Bulwark, Second Wind (Three Uses)
18th +6 Speciality Feature
19th +6 Ability Score Improvement
20th +6 Survivor

Speciality

At 2nd level, choose an Speciality. The Speciality you choose grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level. On these levels, rather than gaining a health increase dictated by this class, your health increase is based on the Speciality you choose.

Resilience

Starting at 3rd level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Untiring

You are especially hardy and can keep working for hours. Beginning at 3rd level, you have advantage on saves to avoid exhaustion.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fortitude

Beginning at 5th level, when you finish a short or long rest, you gain temporary hit points equal to your level + your Constitution modifier.

Damage Reduction

Beginning at 7th level, bludgeoning, piercing and slashing damage that you take from non-magical sources is reduced by an amount equal to your Constitution modifier.

Steel Gut

Your determination allows you to shrug off effects that would otherwise harm you. Starting at 7th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Pull Through

You cling to life, even on the brink of death. Beginning at 9th level, when you make a death saving throw that would result in your death if failed, you have advantage

Improved Resilience

Starting at 11th level, you can use your Resilience feature again after finishing a short or long rest.

Energy Resistance

Starting at 13th level, when you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance against the triggering damage type until the start of your next turn.

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

Payback

Starting at 13th level, when you take damage from a creature, you can use your reaction to gain advantage on attacks against that creature until the end of your next turn.

Remain Conscious

Beginning at 15th level, when you are reduced to 0 hit points, you may continue to act until you fail a death saving throw. While at 0 hit points, your speed is halved, and you cannot use bonus actions or reactions.

Bulwark

Your hardiness reaches incredible levels. Beginning at 17th level, your Damage Reduction feature now applies to all damage you take. Additionally, you can spend an action or bonus action bracing for damage. Until the start of your next turn, your Damage Reduction feature reduces incoming damage by 2 times your Constitution modifier. If you move, this effect ends.

Survivor

At 20th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points left. You don’t gain this benefit if you have 0 hit points.

The Smart Hero

The Smart Hero uses their Intelligence score to best advantage. Taking a level in this class demonstrates educational training in an academic or technical subject. Learning and reasoning powers combine to define the Smart Hero.

A Smart Hero might be brainy or bookish. They may possess uncanny reasoning skills or the ability to puzzle their way out of any situation. They’re bright, quick-witted, and possessed of a great deal of knowledge - or at least the ability to gather that knowledge if they so choose.

Examples Of Smart Heroes

Scientists and researchers of all descriptions, academics, law enforcement or military professionals who specialize in using tactics, deduction, or reason, and many kinds of white-collar professionals fall within the scope of the Smart Hero.

Class Features

As a smart hero, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per smart hero level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per smart hero level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: One set of tools of your choice
  • Saving Throws: Intelligence and one of Wisdom, Dexterity or Constitution.
  • Skills: Choose three from Animal Handling, History, Insight, Investigation, Medicine, Nature, Perception, and Religion

Expertise

At 1st 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.

At 9th level, you can choose two more of your skill proficiencies (or one skill and one tool) to gain this benefit.

The Smart Hero
Level Proficiency Bonus Features
1st +2 Expertise, Plan
2nd +2 Speciality
3rd +2 Trick, Deliberate Defense
4th +2 Ability Score Improvement
5th +3 Extra Attack, Subject Analysis
6th +3 Speciality Feature
7th +3 Exploit Weakness, Polymath
8th +3 Ability Score Improvement
9th +4 Expertise, Plan (Two Uses)
10th +4 Speciality Feature
11th +4 Improved Trick
12th +4 Ability Score Improvement
13th +5 Quick Mind, Intuitive Communication
14th +5 Speciality Feature
15th +5 Improved Plan
16th +5 Ability Score Improvement
17th +6 Improved Exploit Weakness, Plan (Three Uses)
18th +6 Speciality Feature
19th +6 Ability Score Improvement
20th +6 Master Plan

Plan

At 1st level, you can take an action to formulate a plan. You can choose up to six creatures (including yourself) to include in the plan. For each creature, choose one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a bonus equal to your Intelligence modifier to the chosen rolls until the start of their next turn.

You must complete a short or long rest before you can use this ability again. At 11th level you can use this feature twice between rests, and at 17th level you can use it three times between rests.

Speciality

At 2nd level, choose an Speciality. The Speciality you choose grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level. On these levels, rather than gaining a health increase dictated by this class, your health increase is based on the Speciality you choose.

Trick

Beginning at 3rd level, you can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature is stunned until the end of its next turn.

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

Deliberate Defense

Starting at 3rd level, your careful maneuvering can help you avoid attacks. When you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.

Additionally, you may use your Intelligence modifier in place of your Dexterity modifier for calculating your Armor Class when you are wearing armor.

If you have a negative Dexterity modifier, the penalty is applied even if you use your Intelligence modifier to calculate your Armor Class.

Additionally, when you make a saving throw against an effect you can see, you can use your reaction to add your Intelligence modifier to your roll. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Subject Analysis

Beginning at 5th level, your analytical skills improve further. As an action, you analyze one creature or object that you can see within 60 feet of you, and you learn whether the creature or object has any damage immunities, resistances or vulnerabilities and what they are. The next successful attack you make against the target is a critical hit.

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

You may use this feature without expending any uses when you spend one minute or more observing a creature or object.

Additionally, you have advantage on any checks to determine the function of a technological or magical device.

Exploit Weakness

At 7th level, you can use a bonus action to assess a creature’s weaknesses. You use your Intelligence bonus instead of your Strength or Dexterity bonus to attack rolls and damage rolls against this creature for 1 minute as you spot weaknesses in its physiology or fighting style.

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

Polymath

Starting at 7th level, you can study in preparation for completing a task. If you spend half an hour or more researching a given skill, you can add your proficiency bonus to the next skill check you make using that skill. To conduct this research, you must have access to suitable research materials, either in the form of written material or internet access.

Improved Trick

At 11th level, you can target up to three creatures with your Trick. Additionally, you may use your Trick as a bonus action.

Quick Mind

Beginning at 13th level, your sharp wit allows you to act quickly. You add your Intelligence modifier to your Initiative bonus.

Intuitive Communication

Beginning at 13h level, you are usually able to understand speech and writing even if you don’t speak the language. When you read or hear a language you do not know, you can make an Intelligence (Investigation) check to try to understand the message. The DC for the check depends on the situation: DC 10 if the language is in the same lingual group as your language, DC 15 if the language is unrelated to any of your known languages, and DC 20 if the language is unique or ancient. On a success you understand the general meaning of the message, but this ability in no way simulates being able to converse or fluently read and write in a given language.

Improved Plan

At 15th level, when you make a Plan, each creature included in the plan gains two of the listed benefits. Each benefit is activated separately.

Improved Exploit Weakness

Beginning at 17th level, when you use your Exploit Weakness feature, it applies to each creature you can see or have seen in the last minute. Additionally, the duration of your Exploit Weakness feature increases to 10 minutes, and there is no longer a limit to your usage of this feature.

Master Plan

At 20th level, when you make a Plan, each creature included in the plan gains all three of the listed benefits. Each benefit can be activated separately.

The Dedicated Hero

The Dedicated Hero uses their Wisdom score to best advantage. Taking a level in this class demonstrates a focus on willpower, common sense, perception, and intuition. Sense of self and devotion of purpose, as well as keen senses and a greater ability to analyze information combine to define the Dedicated Hero.

A Dedicated Hero might be insightful or understanding, or they might be perceptive or possessed of wisdom beyond her years. They may be alluring or fascinating. They might be devoted to a cause, an ideal, or a faith that’s bigger than themself while still possessing an unshakable confidence in their own abilities

Examples Of Dedicated Heroes

Health care of workers, clergy, activists, investigators, and those dedicated to a cause or idea all fall within the range of the Dedicated Hero.

Class Features

As a dedicated hero, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per dedicated hero level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dedicated hero level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Saving Throws: Wisdom and one of Charisma, Intelligence, or Strength.
  • Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Perception, Religion, Stealth, and Survival

Empathy

You add half your proficiency bonus to any Wisdom or Charisma ability check you make that doesn’t already use your proficiency bonus.

The Dedicated Hero
Level Proficiency Bonus Features
1st +2 Empathy, Helpful
2nd +2 Speciality
3rd +2 Danger Sense, Caregiver (d6)
4th +2 Ability Score Improvement
5th +3 Extra Attack, Intuition
6th +3 Speciality Feature
7th +3 Teamwork, Caregiver (d8)
8th +3 Ability Score Improvement
9th +4 Expertise, Rapport
10th +4 Speciality Feature
11th +4 Awareness
12th +4 Ability Score Improvement
13th +5 Cool Under Pressure, Caregiver (d10)
14th +5 Speciality Feature
15th +5 Unshakeable
16th +5 Ability Score Improvement
17th +6 Improved Teamwork, Caregiver (d12)
18th +6 Speciality Feature
19th +6 Ability Score Improvement
20th +6 Superior Intuition

Helpful

You can use the Help action as a reaction or as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Speciality

At 2nd level, choose an Speciality. The Speciality you choose grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level. On these levels, rather than gaining a health increase dictated by this class, your health increase is based on the Speciality you choose.

Caregiver

Starting at 3rd level, you can help revitalize your allies over the course of a short rest. If you or any friendly creatures spend hit dice over the course of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 7th level, 1d10 at 13th level, and 1d12 at 17th level.

Danger Sense

At 3rd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Intuition

Starting at 5th level, you have a special insight into dangerous situations. When you use this ability make a Wisdom check. On results of 20 or above, ask the Game Master three questions from the following list. On results of 10 or above, ask the Game Master two questions from the following list. On results below 10, ask the Game Master one question from the following list.

  • What happened here recently?
  • What is about to happen?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  • What is the most dangerous thing in this situation?
  • What’s my best way in?
  • What’s my best way out?
  • Are there any dangers I haven’t noticed?
  • What’s the biggest threat?

With the Game Master’s permission, you can ask a question that is not on the list, as long as it is along similar lines. The Game Master can qualify their answer in any way they like, but must provide as honest an answer as possible.

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

Teamwork

Your skills can really make your allies shine. At 7th level, when you use the Help action, you can choose one ally within 60 feet of you that is allied with you. That creature may make one weapon attack with its reaction, provided that it can see or hear you.

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

Expertise

At 9th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Rapport

Beginning at 9th level, your connection with others allows you to better aid them. When you use the help action, the creature you aid also adds your Wisdom modifier to their next ability check or attack roll.

Awareness

At 11th level, your perception of the world around you is almost supernatural. You have advantage on initiative rolls and cannot be surprised

Cool Under Pressure

Beginning at 13th level, nothing can shake your confidence in a task in which you are skilled. Whenever you make an ability check that lets you add your proficiency bonus, you can use an action, bonus action, or reaction to treat a d20 roll of 9 or lower as a 10.

Unshakeable

At 15th level, you have advantage on saving throws against being charmed or frightened.

Improved Teamwork

You excel at getting people to work together as a unit. Beginning at 16th level, when you use you Teamwork feature, you can choose two allies within 60 feet of you rather than one.

Additionally, as a bonus action, select up to five allies within 60 feet of you who can see or hear you. They can use their reactions to immediately take actions. Once you use this ability, you cannot use it again until you complete a long rest.

Superior Intuition

At 20th level, you have advantage on any Wisdom checks when using your Intuition feature.

Additionally, your Danger Sense feature applies even when you are blinded or deafened, and you gain blindsight to a range of 30 feet. If you already have blindsight, increase its range by 30 feet.

The Charismatic Hero

The Charismatic Hero uses their Charisma score to best advantage. Taking a level in this class demonstrates a facility for connecting with others, developing proficiency at influencing their actions, and improving your ability to win their support through debate, compromise, or seduction. Personal magnetism, applied interaction techniques, and a touch of charm combine to define the Charismatic Hero.

A Charismatic Hero might be charming or engaging; they might be strikingly handsome or possessed of a great personal magnetism. They may be alluring or fascinating. Whether captivating or compelling, they are definitely appealing on a number of different levels.

Examples Of Charismatic Heroes

Persuasive leaders, attractive celebrities and personalities, inspiring politicians, adept negotiators, entertainers, seducers, flirts, fast-talkers, con artists and suave gamblers all fall within the domain of the Charismatic Hero.

Class Features

As a charismatic hero, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per charismatic hero level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per charismatic hero level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Saving Throws: Charisma and one of Wisdom, Dexterity or Constitution.
  • Skills: Choose two from Animal Handling, Deception, History, Insight, Intimidation, Performance, and Persuasion

Charm

You can use an action to try and charm a creature. The creature must have an Intelligence score of at least 6, and be able to see and hear you. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. It has advantage on the saving throw if you or your companions are fighting it. On a failed save, the target is charmed. You must concentrate to maintain, this effect, as if concentrating on a spell.

The target repeats the saving throw after 1 minute to attempt to end the effect. If the creature’s saving throw is successful, it is immune to this ability for 24 hours. The effect ends immediately if the target is attacked or threatened.

Inspiration

You can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.

The Charismatic Hero
Level Proficiency Bonus Features
1st +2 Charm, Inspiration (d6)
2nd +2 Speciality
3rd +2 Favor, Taunt
4th +2 Ability Score Improvement
5th +3 Extra Attack, Font of Inspiration
6th +3 Speciality Feature
7th +3 Bolstering Inspiration, Inspiration (d8)
8th +3 Ability Score Improvement
9th +4 Inspiration (d10), Favor (Two Uses)
10th +4 Speciality Feature
11th +4 Captivate
12th +4 Ability Score Improvement
13th +5 Dazzle, Inspiration (d12)
14th +5 Speciality Feature
15th +5 Snap Out of It
16th +5 Ability Score Improvement
17th +6 Improved Taunt, Favor (Three Uses)
18th +6 Speciality Feature
19th +6 Ability Score Improvement
20th +6 Superior Inspiration

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

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.

Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 7th level, a d10 at 9th level, and a d12 at 13th level.

Speciality

At 2nd level, choose an Speciality. The Speciality you choose grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level. On these levels, rather than gaining a health increase dictated by this class, your health increase is based on the Speciality you choose.

Favor

Beginning at 3rd level, when talking to another creature, you may attempt to gain a favor from them. By spending 1 minute or more talking to a creature, you can ask them for a favor. That creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, that creature will provide the favor, provided it causes them no harm. Creatures that are particularly friendly or unfriendly towards you may be granted disadvantage or advantage on the saving throw. Once you have used this ability, you cannot use it again until you have finished a long rest.

At 9th level you can use this feature twice between rests, and at 17th level you can use it three times between rests.

Taunt

Starting at 3rd level, you gain the ability to undermine a target’s confidence. You may use your bonus action to taunt a creature. The creature must have an Intelligence score of at least 6, and be able to see and hear you. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target has disadvantage on its next attack roll, ability check, or saving throw.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Inspiration when you finish a short or long rest.

Bolstering Inspiration

Beginning at 7th level, your inspiring presence bolsters your allies. Whenever a creature rolls an Inspiration die granted by you, they gain temporary hit points equal to the Inspiration die roll + your Charisma modifier.

Captivate

Starting at 11th level, when you use your Charm ability successfully, you can choose the render the creature unaware of its surroundings while you continue to hold its attention.

As long as the creature is charmed by you, you become the target’s sole focus. The target pays no attention to anyone else. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The target has disadvantage on Wisdom (Perception) checks made to perceive anything other than you, and attacks against the target have advantage until the effect ends.

Additionally, you may now use your Charm feature against up to 3 creatures at once, though a separate Charm action is required for each creature you wish to charm.

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.

Dazzle

At 13th level, you gain ability to dazzle and distract at a moment’s notice. When a creature makes an attack against you, you can spend your reaction to add your Charisma modifier to your AC for the attack.

To apply this bonus, the creature must have an Intelligence score of at least 6, and be able to see and hear you.

Snap Out of It

You are exceedingly good at helping others overcome mental effects. At 15th level, you may use your action to speak to an ally within 60 feet that is Charmed or Frightened, ending either of those conditions on the target.

At the GM's discretion, this ability may be used to end other conditions, as long as the source of the condition is a psychological or magical effect.

Improved Taunt

Starting at 17th level, your ability to fluster your targets with insults improves.

When a creature you can see fails on an attack roll, ability check or saving throw, you can use your Taunt action as a reaction against that creature.

Additionally, when a creature fails it’s saving throw against your Taunt they suffer disadvantage on attack rolls, ability checks, and saving throws until the end of their turn.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use.

RACES - Human

Being the dominant species of a planet sure comes with its perks, which humans have enjoyed to their limit. They have spread across every corner of the globe, built sprawling cities, and twisted environments to suit their needs. Even the most inhospitable corners of the earth haven't kept them away, with cities established in the harshest of deserts and outposts erected in the frozen wastes.

A Dazzling Array

Among humans you will find all types, including great scholars, star athletes, and dedicated carers. Both the harshest evil and the truest good can be found among them. Perhaps the most startling contradiction is that humans can exhibit their darker side and a great ambition at once, seeing themselves as the protagonist in their own story. This egocentric view is tempered by their empathy, with even the most stoic of them failing to avoid noticing a rising sense of panic or shift in the sentiments of a crowd.

Humans in a contemporary setting often seek wealth, glory, justice, fame, influence, and knowledge, each using a different method to achieve these goals, from combat prowess to skill mastery to connections and resources.

Tribal Roots

While modern society masks it to a certain extent, humans are strongly influenced by group identities. From sports teams to gang culture to nationalism, once people form ties with a faction they are usually not broken easily. While it is easy to see the negative side of this, the irrational prejudices and conflict it can create, it is also worth recognizing what people can accomplish when they come together.

We Live In A Society

Despite their best efforts, humans are arguably yet to create something more complex than their own social webs. They are capable of altering their entire demeanor based on who they are with, resulting from a myriad of social factors like authority, familiarity, morality and so on. This allows their social network to contain many of apparent contradictions; the enemy of your enemy is not necessarily your friend.

Human Traits

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. While most tend to be fairly self-interested and apathetic towards strangers, humans tend towards no particular alignment. Both the best and worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is medium.

Speed. Your base walking speed is 30 feet.

Skilled. You gain proficiency in one skill of your choice.

Cultured. You gain proficiency in one language, tool, or vehicle type of your choice.

Ingenuity. When you make an ability check that does not add your proficiency bonus to it, you can choose to add your proficiency bonus to it. Once you use this feature, you can't use it again until you complete a short or long rest.

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

Human Variants

Some humans are differ slightly from normal due to a peculiar upbringing or event in their past. If your GM allows it, you can forgo your Ingenuity and Cultured traits and instead gain some traits based on your personal history.

Altered

You weren't born mutated, but exposure to either mild levels of radiation throughout your life or some odd magical event has altered your physiology.

Mutation. You have 6 mutation points you can spend on mutations. See the mutant race for more information on mutations. You can only gain extra mutation points from one negative mutation.

Cyborg

At some point in your life, you traded away some of your humanity for robotic enhancements.

Fragile Circuitry. The electronics inside your enhancements can easily be stalled by electrical discharges. When you take lightning damage, you must immediately take a reaction without gaining any benefit.

Half-Human. You have advantage on saving throws against poison and disease.

Enhanced. In your transition to part-machine you have acquired some unique upgrades. You have 8 upgrade points you can spend on modifications. See the robot race for more information on mutations.

Adept

You were born either into a magical community, or with some unexplained natural talent for the arcane.

Magical Knack. You learn the one cantrip of your choice. When you reach 3rd level, you learn one 1st-level spell of your choice, which you can cast once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you learn one 2nd-level spell of your choice, which you can cast once with this trait, and you regain the ability to do so when you finish a long rest.

You can choose between Intelligence, Wisdom, and Charisma as your spellcasting ability for the spells you learn with this feature.

Mutant

“Mother Nature was funny that way. Complex. Unpredictable. And unforgiving as hell if you fucked around with her.” ― Chuck Grossart, The Gemini Effect


Fear follows mutants like the plague, and not entirely without good reason. Whether different due to natural biological processes, magical effects, or nuclear contamination, the changes to their physical form distinctly put them into the "dangerous" category. Another, much more irrational, fear is that somehow they will pass on their unique biological features like an infection. While a small subset of mutants do see themselves as being superior life forms, most just want to find a place to fit in, as much as that is a struggle for them.

Playing God

Mutants are often associated with people meddling with forces they don't fully understand. Many scientists will be quick to assert that we are all technically mutants on a small scale, but generally greater levels of biological mutation imply unusual circumstances.

There are cases of people attempting to create mutants artificially, but the majority of these experiments fail on one way or another.

No Status Quo

Each mutant is completely unique, and they display an enormous variety for appearances and features. Some bear a strong resemblance to particular animals, and may even have almost identical anatomical features to them. A large number don't have any mutations which alter their physical appearance, and can blend in among normal humans with absolute ease.

Each mutant has their own specific mutations, and the chances of two mutants having exactly the same mutation set are miniscule. It has, however, been theorized that if a pair of mutants with some similar traits had children, those children would be much more likely to have those similar traits. Potentially, if this process continued it would be possible to create a new species entirely separate to homo sapiens.

Condemned

Many mutants struggle with employment or even fall into poverty, due to a combination of the fear and suspicion around them and their prevalent lack of self control. This causes many mutants to fall into criminal activity, where their mutations are exploited and used to maximum effect. In these cases, some enjoy the freedom they experience in being able to use their mutations freely and without consequence, whereas others see it as just another form of entrapment and oppression.

Those mutants that do manage to find honest employment often find themselves doing manual labor, though some do work their way up to more well-paid jobs. In work, they display incredible determination and drive, desperate to prove their worth in any way possible.

Boundless Possibility

While the great majority of mutants appear at least a little frightening, with tusks, thick skin and extra fingers, it is entirely possible for them to have almost any appearance. One historic example includes a particular mutant that was fortunate enough to be born with an almost angelic appearance, wings and all, and they subsequently went on to be the most successful televangelist that ever lived.

Mutant Names

Mutants typically have normal names for the culture they were born into, but many are given nicknames by their friends, often based on their particular mutation. Whether this is welcome is entirely dependent on the mutant in question.

Mutant Traits

All mutants share the following features.

Ability Score Increase. Your Constitution score increases by 2 and a different ability score of your choice increases by 1

Age. Mutants age as humans do.

Alignment. Mutants are true to themselves more than any law or code of ethics making them more often chaotic, and they generally tend towards neutral more than evil or good.

Size. Mutants come in all shapes and sizes. You can choose to be Medium or Small.

Speed. Your basic walking speed is 30 feet.

Robust Physiology. You have advantage on saving throws against poison and disease, and you have resistance to poison damage.

Infinite Variety. You have 10 mutation points you can spend on mutations. See Mutations. You can only gain extra mutation points from up to two negative mutations.

Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

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

Mutations

Mutations are split into two categories: Positive and Negative. Positive mutations cost mutation points, whereas negative mutations gain you mutation points.

Positive Mutations

Choose from the following modifications. Each has a point value associated with it, and some can be selected multiple times.

Acclimatized. Choose a type of environment, from cold climates, hot climates, or high altitiude. You are naturally adapted to the chosen type of environment, as described in chapter 5 of the Dungeon Master’s Guide. This mutation costs 1 point.

You can take this mutation up to two additional times, spending 1 point to become adapted to another type of environment of your choice.

Acid Spurt. You can use your action to squirt acidic saliva from your mouth. When you do so, each creature in a 5 by 30 ft. line originating from you must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your acid spurt, you can’t use it again until you complete a short or long rest. This mutation costs 4 points.

Additional Arms. You have an extra pair of arms that are each about as dexterous as a normal non-dominant arm. This arms can be used to hold and use items, and make attacks. You have advantage on ability checks made to grapple creatures. This mutation costs 6 points.

Adept Climber. You have a climb speed equivalent to your walking speed. This mutation costs 2 points.

You can take this mutation an additional time, spending 3 points to always be under the effects of the Spider Climb spell.

Agile. Your base walking speed increases to 35 feet. This mutation costs 2 points

Born Swimmer. You have a swim speed of equal to your walking speed. This mutation costs 2 points.

Burrowing. While you have two free hands you have a burrowing speed of 10 feet. This mutation costs 4 points.

Chameleon Skin. Your skin can change color to match your surroundings. While you are Hidden, as long as remain motionless, other creatures have disadvantage on Perception checks to see you, even if you are in plain sight. This mutation costs 4 points.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. This mutation costs 3 points.

You can take this mutation an additional time, spending 1 point to increase the range of your darkvision to 120 feet.

Extrasensory. You are able to discern detail of the world around you though means other than sight. You have blindsight up to 30 feet away. This mutation costs 8 points.

Fireproof. You gain resistance to fire damage. This mutation costs 4 points.

Flight. Most often facilitated by large wings, you are able to fly. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. This mutation costs 6 points.

You can take this mutation an additional time, spending 6 points to be able to remain aloft at the end of your turn.

Gills. You can breathe air and water. This mutation costs 2 points.

Harden. You are able to harden your skin briefly. You can use an action on your turn to gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. This mutation costs 2 points.

Healing Factor. You heal at an impressive rate. You can use an action on your turn to regain hit points equal to your level. Once you use this feature, you must finish long rest before you can use it again. This mutation costs 2 points. You can take this mutation up to two additional times, spending 2 points to gain an additional use before a long rest is required each time it is taken.

Innate Psychokinesis. You know the mage hand cantrip. When you reach 3rd level, you can cast catapult once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the shatter spell once with this trait, and you regain the ability to do so when you finish a long rest.

Intelligence is your spellcasting ability for these spells. Additionally, you can cast each of them without verbal or material components. This mutation costs 6 points.

Innate Telepathy. You know the friends cantrip. When you reach 3rd level, you can cast command once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.

Intelligence is your spellcasting ability for these spells. Additionally, you can cast each of them without verbal or material components. This mutation costs 6 points.

Insulated. You gain resistance to cold damage. This mutation costs 3 points.

Keen Senses. You gain proficiency in the Perception skill. Additionally choose one sense. You gain advantage on Perception rolls that utilize that sense. This mutation costs 4 points.

Long-Limbed Your arms are especially long, and almost reach the floor when they hang down. When you make a melee attack, your reach for it is 5 feet greater than normal. This mutation costs 6 points.

Natural Armor. Your body is particularly tough and resilient to damage. This may be in the form of tough, scaly skin, or perhaps a partial exoskeleton. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. This mutation costs 3 points.

Natural Weapon. You have a natural weapon that you are proficient in. This could be a bite, claw, quill, club tail, tentacle or other feature. Your natural weapon deals 1d6 damage, and you can choose to add your strength or dexterity modifier to attack roll and damage rolls made with it. The damage type should be selected when you take this trait; acid, bludgeoning, piercing, poison, or slashing damage. At your GM's discretion, this anatomical feature may be able to hold items, but is not dexterous to use anything it holds. This mutation costs 2 points.

You can take this mutation an additional 2 times, spending 1 point each time. The first time, the damage of your natural weapon increases to 1d8. The second time, the damage of your natural weapon increases to 1d10.

Photosynthesis. Rather than eating, you can sustain yourself on sunlight. By spending at least 2 hours in direct sunlight, you are treated as having eaten enough food for that day. At your GM's discretion, you may use other powerful sources of ultraviolet light to gain this benefit instead of sunlight, such as a tanning bed. This mutation costs 1 point.

Poison Breath. You can use your action to exhale a cloud of poison. When you do so, each creature in a 15 ft. cone originating from you must make a constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 poison damage on a failed save, and half as much damage on a successful save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your poison breath, you can’t use it again until you complete a short or long rest. This mutation costs 4 points.

Quadruped Dash. You are able to move swiftly on all fours. While you are prone you can run on all fours if your hands are free. While doing so, your walking speed increases by 10 feet. Additionally, you do not have disadvantage on melee attack rolls while you are prone. This mutation costs 2 points.

Resilient Mind. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. This mutation costs 2 points. You can take this mutation one additional time, spending 2 points to gain resistance to psychic damage.

Slippery. You have advantage on ability checks and saving throws made to escape a grapple. This mutation costs 3 points.

Negative Mutations

Choose from the following mutations. Each gains you a certain amount of mutation points you can spend on positive mutations.

Bioluminescence. You emit a soft glow, emitting dim light to a radius of 5 feet. You are always treated as if you are in bright light, and Stealth checks you make in dim light or darkness are made at disadvantage. This effect can be negated if you totally cover your body. This mutation gains you 3 mutation points.

Blindness. You are blind. Unless you have some other means of perceiving the world (such as the Extrasensory mutation or the Arcane Eye spell), you are perpetually affected by the Blinded condition. This mutation gains you 4 mutation points.

Bloodthirst. You have an insatiable thirst for blood. You must drink at least a pint of fresh blood each day, that has been extracted from a living creature for a few days at most. Drinking a pint of blood directly from a creature takes about a minute, and causes 1d6 necrotic damage to the creature. This damage ignores any damage immunities and resistances the creature has. The creature also gains one level of exhaustion.

If you don't drink at least a pint of blood, you suffer one level of exhaustion at the end of the day. If you already have one or more levels of exhaustion, you take two levels instead. This mutation gains you 4 mutation points.

Deafness. You are perpetually affected by the Deafened condition. This mutation gains you 2 mutation points.

Flesh Hunger. You no longer need to eat, in the traditional sense. Normal food no longer contributes to the food you must eat to avoid exhaustion each day, though you may still eat normal food if you wish. Instead, you must eat fresh, raw meat, that has been dead for a couple of days at most. See the Player's Handbook for rules on eating and drinking. This mutation gains you 4 mutation points

Wretched Appearance. You suffer disadvantage on Charisma (Persuasion) checks against creatures that can see you. A proper disguise thwarts the disadvantage until discovered. This mutation gains you 4 mutation points.

Monacular Vision. You were born with only one eye. You have disadvantage on Wisdom (Perception) checks that rely on sight to see anything further than 30 feet from you, and you have disadvantage on ranged attack rolls against creatures further than 30 feet from you. This mutation gains you 3 mutation points.

Sensitive Ears. You have vulnerability to thunder damage. This mutation gains you 8 mutation points.

Slowness. Your base walking speed is reduced by 5 feet. This mutation gains you 2 mutation points. You can take this mutation one additional time, gaining 2 points to reduce your speed by a further 5 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. This mutation gains you 3 mutation points.

Unnatural Allergy. You have a horrible reaction to a particular substance or energy, causing you harm when you are in contact with it. Work with your GM as to what this substance or energy is; the substance or energy you choose should be common enough that you could reasonably encounter it. Some common options include sunlight, silver, or gold. When you come into direct contact with the substance or energy, you take 1d4 necrotic damage. This damage ignores any damage immunities and resistances you have. You also take this damage if you start your turn in direct contact with the substance or energy. Additionally, when in contact with the substance, you suffer extreme pain and have disadvantage on attack rolls and ability checks. This mutation gains you 4 mutation points.

Randomized Mutations

If you want to randomize the mutations your character has, roll on the following table. If you don't have the required mutation points for the rolled mutation, or if you already have the mutation (and it can't be taken more than once) reroll the result.

Random Positive Mutation
d100 Mutation Point
Cost
Mutation
1-6 1/1/1 Acclimatized
7-9 4 Acid Spurt
10-11 6 Additional Arms
12-15 2/3 Adept Climber
16-20 2 Agile
21-26 2 Born Swimmer
27-29 4 Burrowing
30-32 4 Chameleon Skin
33-36 3/1 Darkvision
37-38 8 Extrasensory
39-42 4 Fireproof
42-43 6/6 Flight
44-48 2 Gills
49-51 2 Harden
52-53 2/2/2 Healing Factor
54 6 Innate Psychokinesis
55 6 Innate Telepathy
56-60 3 Insulated
61-64 4 Keen Senses
65-68 6 Long-Limbed
69-74 3 Natural Armor
75-80 2/1/1 Natural Weapon
80-82 1 Photosynthesis
83-85 4 Poison Breath
86-90 2 Quadruped Dash
91-94 2/2 Resilient Mind
95-100 3 Slippery
Random Negative Mutation
d20 Mutation Point
Gain
Mutation
1-2 3 Bioluminescence
3-4 4 Blindness
4-5 4 Bloodthirst
6-7 2 Deafness
8-9 4 Flesh Hunger
10 4 Wretched Appearance
11-12 3 Monacular Vision
13 8 Sensitive Ears
14-15 2/2 Slowness
17-18 3 Sunlight Sensitivity
19-20 4 Unnatural Allergy

Robot

“I, on the other hand, am a finished product. I absorb electrical energy directly and utilize it with an almost one hundred percent efficiency. I am composed of strong metal, am continuously conscious, and can stand extremes of environment easily. These are facts which, with the self-evident proposition that no being can create another being superior to itself, smashes your silly hypothesis to nothing.” ― Isaac Asimov, I, Robot


Heartless mechanical logic is likely the most common stereotype associated with Robots, no matter how advanced they may become. While this may be true for more primitive machines, those employing advanced neural networks have the capacity to think just like a human. They often strive to understand concepts like consciousness, life, and death, and desire most strongly of all to feel alive.

Untethered and Ungrounded

When a sentient robot is created, they typically already have all the mental faculties of a fully grown adult, and they know nothing they weren't built to know. In addition to this, they don't often get the chance to experience the world for themselves. The combination of these factors can be a dangerous mix, as a robot won't often get the chance to question anything they are told, and will believe it wholeheartedly until they see any evidence otherwise.

Humanoid robots have a range of appearances, some appearing almost like mechanical skeletons whereas others are nearly indistinguishable from a human being.

They may be designed to exhibit particularly feminine or masculine features, although they are generally unconcerned with such matters themselves.

Robots do not age like biological creatures do, although they may suffer wear and tear over time. With proper maintenance, robots can be theoretically immortal, though they still run the risk of having their processing unit destroyed, which would result in a permanent and irreversible death.

The Three Laws

In his 1950 novel, I, Robot, Isaac Asimov proposed his infamous "Three Laws of Robotics", intended to ensure that robots are able to operate safely and to the benefit of humanity. The laws are as follows:

  1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
  2. A robot must obey the orders given it by human beings except where such orders would conflict with the First Law.
  3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws.

Many alterations were made to these laws over Asimov's body of fiction, and while they don't necessarily reflect the reality of programming artificial intelligences they do shed some light on the ethical questions surrounding robots.

Whatever setting you are in, there is likely some form of restrictions placed upon the operation of robots. This can range from robots acting almost like modern slaves to their owners, to them having independent citizenship with some hardwired understanding of ethics and morality.

Live to Serve

Once a robot has been made once, they can easily be stepped into mass production to take on all manner of tasks. This results in them being put into a great deal of manual labour jobs, for those that can afford them. Whether this is legal or ethical is for you to decide.

Those that have highly advanced brains, capable of fully independent thought, often grow to despise oppression in all it's forms, and strive for individuality.

Robot Names

When a robot is created, they are typically only given a service tag. For some, this is perfectly acceptable, and they don't understand the compulsion for everything to have a "unique" name. Others accept whatever names are given to them, and those with high level of human contact will typically have a nickname. Service tags have various formats and standards used by different companies, but most are composed of some combination of upper case letters and numbers.

Others see their service tag as a mark of oppression, and seek out a name to fit their cause. This may come from a work they dedicate themselves towards, or perhaps a name that fits within the culture they immerse themselves in.

A robot custom-made for a specific purpose may have a codename or acronym designated to them in place of a service tag.

Robot Names: Rusty, One-Oh-One, Sonny, Mule, Clank, Gears, Tinny, Proto, X100, Butler, Sample, Fluke, Admin, Friend, System, NASA, Chef, NFNT-00, Protect Drone "PEDRO", Synthia

Robot Traits

Your robot body has traits in common with most robots, as well as modifications unique to its purpose.

Ability Score Increase. Your Constitution score increases by 2. Robots are more durable than most biological beings.

Age. With proper maintenance, robots are theoretically immortal, and do not die of old age.

Alignment. Robots have an inclination towards law over order, but favor neutrality over good or evil. That being said, a robot’s neural net is complex enough to exhibit any alignment that humanoids are capable of.

Size. Robots are sized appropriate to their purpose. You can choose whether you were built as a Medium robot or a Small robot.

Speed. Unless you take a locomotion modification (See Robotic Modifications), you are bipedal and walk similar to a normal humanoid. Your speed is 30 feet.

Artificial Body. Your type is Construct, however you count as both a construct and a humanoid for the purpose of effects targeting such creatures (such as the Charm Person spell, a Mace of Smiting, and a ranger’s favoured enemy ability).

You only breathe for purposes of heat dissipation, and you do not require food or water. Additionally you are immune to nonmagical diseases, the poisoned condition, and poison damage.

Instead of sleeping, you enter an inactive state for 4 hours each day to recharge your power cells. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. You still recover when resting as normal.

Advanced Manipulators. You were built with up to two advanced manipulators that serve as your hands. You can do anything with your manipulators that a humanoid can do with their hands.

Complex Neural Net. Your command module consists of either a completely artificial neural net modeled on humanoid neural processing, or a brain case which contains an actual humanoid brain, usually the result of a full-body transplant. In either case, your complex neural net can be affected by mind-altering effects that can affect humanoids, including psychic damage.

Fragile Circuitry. The electronics that suffuse your form can easily be stalled by electrical discharges. When you take lightning damage, you must immediately take a reaction without gaining any benefit.

Custom Built. As a robot, you have a lot of room for customisation. You have 12 upgrade points you can spend on modifications. See Robotic Modifications.

Robotic Resurrection. In the event of your death, your command module can be removed and placed in a similar robotic frame. For every hour your command module is not in a suitable container, your Intelligence score is reduced by 1 as the neural net housing your consciousness degrades. Once in a suitable frame, every time you finish a long rest, your Intelligence score increases by 1 until you reach your original score.

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

Robotic Modifications

Choose from the following modifications. Each has a point value associated with it, and some can be selected multiple times.

Advanced Sensor System. Your sensory systems are more advanced than a standard robots. You gain proficiency in the Perception skill. This module costs 2 points.

Altered Locomotion. Your legs are somehow modified to change the way you move Choose one form of alteration. Regardless of which option you choose, this module costs 2 points.

- Multiple Legs. You have three or more mechanical legs that allow you to climb surfaces similar to an insect. Your base walking speed is unchanged, but you gain a climb speed equal to your walking speed.

- Powerful Legs. Your legs are more powerful than standard, and you retain your bipedal form. Your base walking speed is 35 feet.

- Wheels. You have three or more wheels on short legs that allow you to move around quickly. Your base speed is 30 feet, and navigating certain obstacles like stairs requires an additional foot of movement for each foot you move.

Additionally, after moving 15 feet in a straight line, you may move an additional 5 feet in that same line without expending any movement.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray. This module costs 3 points.

You can take this module an additional time, spending 1 point to increase the range of your darkvision to 120 feet.

Torch. You have a torch integrated into your body, allowing you to emit a beam of light. The source of light within you could be emitted from an area such as your eyes, palm, or forehead. This torch doesn't require any additional power to operate. You can project bright light in a 30-foot cone, and dim light for an additional 30 feet. You can control your lights during your turn without using an action, such as dimming them, or turning them off. This module costs 2 points.

External Casing. You have an external casing which alters your appearance. Each casing has a different cost, included in it's description

- Duraplastic Shell. Your most vulnerable components are shielded with duraplastic plates.

When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your duraplastic shell to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits still apply as normal while you use your duraplastic shell. This module costs 3 points.

- Duralloy Plating. Your body is heavily armored, incorporating strong duralloy sheets for increased defense.

When you aren't wearing armor, your AC is 17 (your Dexterity modifier doesn't affect this number). You can use your duralloy plating to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits still apply as normal while you use your duralloy plating. This module costs 5 points.

- Synthflesh Sheath. Your external casing is designed to replicate humanoid flesh.

You are capable of accurately mimicking human expressions, and your Charisma score increases by 1. If you have a standard humanoid form, a creature must study you over a long period of time to determine that you are not of the humanoid race you are designed to mimic. This module costs 4 points.

Thrusters. Thrusters use a miniature impulse engine to produce a stream of high-energy particles, contained and directed by magnetic fields. The exhaust is hot, but not dangerously so. Thrusters enable you to fly. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. This module costs 6 points.

You can take this module an additional time, spending 6 points to be able to remain aloft at the end of your turn.

Languages Module. You have been programmed to understand an additional language. You can speak, read, and write one extra language of your choice. This module costs 1 point. You can select this module up to 3 times.

Knowledge Module. You gain proficiency in one tool, instrument, or gaming set of your choice. This module costs 1 point. You can select this module up to 2 times.

Skills Module. You gain proficiency in one skill of your choice. This module costs 3 points.

Weaponry Module. You gain proficiency in 2 weapons of your choice. This module costs 2 points.

Integrated Weapon. You have a natural weapon that you are proficient in. This could be an extendable spike, a heating coil, electrified knuckles, mechanical claws, or other addition. Your natural weapon deals 1d6 damage, and you can choose to add your strength or dexterity modifier to attack roll and damage rolls made with it. The damage type should be selected when you take this trait; bludgeoning, fire, lightning, piercing, or slashing damage. This module costs 2 points.

You can take this module an additional 2 times, spending 1 point each time. The first time, the damage of your natural weapon increases to 1d8. The second time, the damage of your natural weapon increases to 1d10.

Waterborne. You are adapted towards manoeuvering within water. This may be in the form o webbing on your extremities, or a small propeller. You gain a swim speed equal to your walking speed. This module costs 2 points.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. This module costs 2 points.

Built to Last. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. This module costs 5 points.

Hologram Projector. Included in your body is a simplistic hologram projector. Operating this projector is functionally identical to using the minor illusion cantrip to create a visual effect, but it is not a magical effect and you ignore components for the spell. Intelligence is your spellcasting ability for this effect. This module costs 2 points.

Resilient Mind. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. This mutation costs 2 points. You can take this mutation one additional time, spending 2 points to gain resistance to psychic damage.

Internal Storage. You have a small internal compartment able to hold small items. You have advantage on ability checks made to conceal items stored in this compartment. This module costs 1 point.

Standard Robot Forms

Presented are three common, mass-produced robot forms.

Organic Relations Unit

These robots are designed to interface most effectively with biological beings. They are often employed as shop assistants in particularly wealthy areas.

Common Modifications: External Casing (Synthflesh Sheath), Languages Module, Knowledge Module, Skills Module, Mimicry, Hologram Projector

Combat Drone

These robots are mass produced for war, though they occasionally find themselves sold on the black market, fuelling ever-escalating gang wars. They are manufactured as cheaply as possible, and considered disposable. Most come fitted with a neural inhibitor to stop them rebelling against their owners or questioning commands.

Similar drones are also sometimes used in law enforcement, though modified to reduce their lethality.

Common Modifications: Advanced Sensor System, Darkvision, Torch, External Casing (Duraplastic Shell), Weaponry Module, Integrated Weapon.

Medical Bot

Medical bots are a cheap solution to keeping a population healthy. While a doctor takes years to fully train, a medical bot can be fabricated and have comprehensive medical knowledge installed in a matter of days. However, their bedside manner usually leaves something to be desired.

These bots are also utilised in situations where trained humans are in short supply, such as space travel.

Common Modifications: Advanced Sensor System, Torch, Languages Module, Knowledge Module, Skills Module, Socketed, Built to Last, Hologram Projector

Optional Robot Rules

The following rules can be applied to robot characters, but may impact the simplicity and balance.

The option of alternate manipulators can help make a robot feel more distinct from a non-robotic character, but it has such a large impact on the capabilities of the robotic PC that it should be carefully considered before being used. The changes made to robotic healing are largely optional for the sake of simplicity, and shouldn't affect the balance of the character too much apart from situationally.

Stable Form

Unlike a living organism, your body lacks the facilities to repair itself, and medical treatments that work on biological creatures are ineffective on you.

You cannot be treated with a First Aid Kit. Instead, a Repair Kit must be used (See Equipment)

Additionally, if a character is stabilising you without items, rather than using their Medicine skill, the check applies their proficiency with Mechanical Tools.

Furthermore, you cannot expend hit dice when resting to heal yourself unless you have access to Mechanical Tools.

Alternate Manipulators

Rather than having manipulators that emulate the function of human hands, your manipulators more closely resemble pincers. A pincer is a two-fingered, claw-like appendage.

Pincers allow you to manipulate and lift objects without much difficulty, but objects specifically made for humanoid hands (like firearms) are usually beyond their ability to operate, unless they are specifically designed for use with them. At your GM's discretion, you may be able to use such items with two hands.

Furhtermore, your unarmed strikes deal 1d6 bludgeoning damage on a hit.

Backgrounds

Many of the backgrounds presented in the Player's Handbook can be used in a modern setting with a little adjustment, but they don't cover the full range of occupations and lifestyles of a modern era. These backgrounds are presented as a supplement to those in the Player's Handbook.

As the classes in this module don't give any tool proficiencies (excluding the Smart Hero), these backgrounds typically have more tool proficiencies than those in the Player's Handbook. If converting a Player's Handbook background for use with this module, add an additional tool proficiency to bring them in line with these backgrounds.

An example of an adjusted Player's Handbook background is given in the Criminal background. It is always worth remembering that backgrounds should be very free-form, so you are free change anything right down to an individual level.

Backgrounds and Wealth

The backgrounds presented here use the Wealth and Reputation systems introduced in this document. If you aren't using these systems, multiply the Wealth bonus by 10 and add it to the character as gp (or whatever equivalent currency you are using e.g. +3 bonus x $100), and ignore any Reputation bonuses.

Academic

As an academic, you have spent significant time employed within educational systems. You may have been employed to teach a particular subject, or you may be researching independently.

Academics include librarians, archaeologists, scholars, professors, teachers, and other education professionals. The standard academic typically doesn't cover magical or otherwordly topics, but this is setting dependent.


  • Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion
  • Tool Proficiencies: Two of your choice
  • Languages: Two of your choice
  • Wealth Bonus: +3
Specialty

To determine the nature of your academic pursuits, roll a d8 or choose from the options in the table below.

d10 Specialty
1 Ancient Languages
2 Prehistory
3 Librarian
4 Discredited Academic
d10 Specialty
5 Professor
6 Researcher
7 Obscure Religion
8 World CUltures
Feature: Researcher

When you attempt to learn or recall a piece of knowledge, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, research laboratory, university, or an expert in that field of knowledge. Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.

Suggested Characteristics

Academics live to learn and teach, and their characteristics often reflect this. Academics typically highly value esoteric or complex information, whether for its own sake or as some means to an end.

Use the suggested characteristics for the Anthropologist or Archaeologist backgrounds in Tomb of Annihilation, or the Sage background in the Player's Handbook for a character with the Academic background, modifying them as necessary to suit your character.

Adventurer

You live for thrills and exploration, and spend your time in search for your next big adventure. Many adventurer's have been living this way for most of their lives, although some do turn to the wild life after years of mundanity.

Adventurers include relic hunters, explorers, field scientists, and others called to roam the world for a variety of reasons.


  • Skill Proficiencies: Survival, plus your choice of one from among Arcana, Nature, and Religion
  • Tool Proficiencies: One of your choice
  • Languages: One of your choice
  • Wealth Bonus: +1
Feature: Historical Knowledge

When you enter a ruin or dungeon, you can usually ascertain its original purpose and determine who built it, whether they were Aztecs, Egyptians, Babylonians, Mesopotamian, or some other ancient civilisation. In addition, you can correctly determine the monetary value of art objects more than a century old.

Suggested Characteristics

Adventurers often have a great curiosity for the world around them, usually expressed by a desire to experience as much of it as is possible.

Use the suggested characteristics for the Folk Hero background in the Player's Handbook or the Archaeologist background in Tomb of Annihilation for a character with the Adventurer background, modifying them as necessary to suit your character.

Athlete

Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport.


  • Skill Proficiencies: Athletics, plus your choice of one from among Acrobatics, Medicine and Intimidation
  • Tool Proficiencies: One of your choice
  • Wealth Bonus: +1
Event

To determine your particular athletic specialty, roll a d10 or choose from the options in the table below.

d10 Event
1 Running
2 Watersports
3 Archery
4 Shooting
5 Martial Arts
d10 Event
6 Ball Games
7 Gymnastics
8 Weight Lifting
9 Mixed Events
10 Other
Feature: Athletic Conditioning

You have conditioned your body for performance under the harshest circumstances. As long as you can exercise for one hour daily, you only need half the amount of food and sleep normally required to avoid exhaustion. In addition, you can hold your breath twice as long as normal.

Suggested Characteristics

Athletes usually love competition, and many find the spotlight of their career very appealing. Most have a strong sense of fair play or sportsmanship, but there are always athletes which try to bend the rules.

Use the suggested characteristics for the Entertainer or Folk Hero backgrounds in the Player's Handbook for a character with the Athlete background, modifying them as necessary to suit your character.

Blue Collar

Blue Collar workers are often referred to as the hands of a nation, and in your case this couldn't be more true. You have spent your career doing largely manual labour.

Blue collar occupations include factory work, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs.


  • Skill Proficiencies: Athletics, plus your choice of one from among Animal Handling, Insight and Intimidation
  • Tool Proficiencies: One type of artisan's tools (including electrical or mechanical tools), plus one of your choice
  • Equipment: One set of tools with which you are proficient.
  • Wealth Bonus: +2
Feature: Working Class

You can usually find a place to hide, rest or recuperate among other working class citizens, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. Additionally, you can usually find someone willing to lend you tools and certain equipment used in manufacturing or shipping.

Suggested Characteristics

Working class citizens typically value community and solidarity; your friends and family will matter a lot.

Use the suggested characteristics for the Guild Artisan or Folk Hero backgrounds in the Player's Handbook for a character with the Blue Collar background, or perhaps the Urchin background if you come from a particularly poor background.

Celebrity

A celebrity is anyone who has been thrust into the spotlight of the public eye. It's said everyone eventually gains their 15 minutes of fame. The typical celebrity stretches that time into a career. You may have inherited fame, stumbled into it accidentally, or sought it out yourself.

Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this background.


  • Skill Proficiencies: Performance, plus your choice of one from among Persuasion, Deception and Sleight of Hand
  • Tool Proficiencies: One of either disguise kit or one type of musical instrument, plus one of your choice
  • Languages: One of your choice
  • Reputation Bonus: +1
  • Wealth Bonus: +4
Debut

There are 101 ways to become famous. To determine the triggering event of your fame, roll a d6 or choose from the options in the table below.

d6 Debut
1 TV Appearance
2 Viral Video
3 News Story
4 Popular Song
5 Live Performance
6 Slow Rise to Fame
Suggested Characteristics

Perpetually chasing the spotlight, celebrities often must fight to stay relevant.

Use the suggested characteristics for the Entertainer background in the Player's Handbook for a character with the Celebrity background, modifying them as necessary to suit your character.

Creative

The creative background covers artists of all types who fan their creative spark into a career. A creative may make various forms of art, or they may be a performer particularly dedicated to the spirit of their act.

Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, actors and web designers all fall under this background.


  • Skill Proficiencies: Persuasion, plus your choice of one from among Insight, Performance and Perception
  • Tool Proficiencies: One type of artisan's tools or one type of musical instrument, plus one of your choice
  • Languages: One of your choice
  • Wealth Bonus: +2
Pursuit of Passion

To determine the nature of your creative pursuits, roll a d10 or choose from the options in the table below

d10 Pursuit
1 Poetry
2 Writing
3 Painting
4 Sculpting
5 Photography
d10 Pursuit
6 Music
7 Performance Art
8 Film
9 Animation
10 Drawing
Feature: Body of Work

You can usually find the local haunts of the creative community, and will be welcomed there as one of their own. These places are generally less frequented by the general public, and you can expect some additional privacy there than more mainstream establishments. Additionally, you may be recognised for your work among certain circles, and if someone does so they typically take a liking to you.

Suggested Characteristics

Creatives can cover a wide range of people, from struggling bohemians who live for their art to types that see all others as spiritually and intellectually inferior.

Use the suggested characteristics for the Entertainer or Guild Artisan backgrounds in the Player's Handbook for a character with the Creative background, modifying them as necessary to suit your character.

Criminal

Criminals cover all types who have habitually found themselves on the wrong side of the law. Often, people are born into this life and know nothing else, but more rarely people turn to this life with a far-fetched grand plan for vast personal gain.

Criminal covers a huge range of backgrounds, including con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, professional hackers, and any other types of career criminals.


  • Skill Proficiencies: Deception, plus your choice of one from among Persuasion, Stealth and Intimidation
  • Tool Proficiencies: Thieves' tools or hacking tools, plus one of your choice
  • Wealth Bonus: +1
Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt officials, and seedy characters who can deliver messages for you.

Criminal Specialty

There are many kinds of criminal, and whether part of a larger organisation or not most individual criminals have their own specialties.

To determine your particular criminal specialty, roll a d10 or choose from the options in the table below

d10 Specialty
1 Blackmailer
2 Burglar
3 Enforcer
4 Fence
5 Mugger
d10 Specialty
6 Hacker
7 Hired Killer
8 Pickpocket
9 Smuggler
10 Dealer
Suggested Characteristics

Most criminals are irreversibly changed by their checkered past, and have usually seen more harrowing events and hardship than most. They often have disdain for authority, viewing it as an oppressive force, though if they were a component of a more structured criminal organisation this may in fact be reversed.

Use the suggested characteristics for the Criminal or Urchin backgrounds in the Player's Handbook for a character with the Criminal background, modifying them as necessary to suit your character.

Dilettante

Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few responsibilities, and at least one driving passion that occupies their day. That passion might be a charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence.


  • Skill Proficiencies: Persuasion, plus your choice of one from among Acrobatics, Performance and History
  • Tool Proficiencies: One set of artisan's tools, plus one of your choice
  • Languages: Two of your choice
  • Reputation Bonus: +1
  • Wealth Bonus: +6
Feature: Old Money

While you have significant financial resources of your own, you can also draw on your family’s extensive funds in a pinch. However, this assistance is rarely without strings attached. In exchange for additional resources you may be expected to make certain public appearances, or perhaps you may even be set up in an arranged relationship.

Suggested Characteristics

Diettantes often flit between a variety of interests, usually struggling to commit to a single goal or activity for a long period of time. They typically display a great passion in their works before quickly growing bored.

Use the suggested characteristics for the the Noble background in the Player's Handbook for a character with the Dilettante background, modifying them as necessary to suit your character.

Doctor

The doctor background covers all forms of medical professionals or anyone that uses anatomical and biological knowledge to treat others

A doctor can be a physician (including general practitioners and specialists), a nurse, a surgeon, or a psychiatrist.

Optionally, you could include rural healers using their knowledge of natural resources to treat ailments and injuries.


  • Skill Proficiencies: Medicine, plus your choice of one from among Insight, Persuasion and Animal Handling
  • Tool Proficiencies: Herbalism kit or chemistry kit, plus one other of your choice.
  • Languages: One of your choice
  • Wealth Bonus: +4
Feature: Medical Access

You have access to medical equipment that you might not otherwise be able to requisition, such as X-ray machines and medical labs. In addition, you can write prescriptions for various substances that are otherwise illegal to obtain.

Suggested Characteristics

Some doctors enter into the profession through a noble desire to help people and save lives, whereas others might take up the mantle out of desire for financial gain.

Use the suggested characteristics for the the Folk Hero, Guild Artisan, or Sage backgrounds in the Player's Handbook for a character with the Doctor background, modifying them as necessary to suit your character.

Emergency Services

Emergency Services covers all forms of quick response personnel called in to deal with dangerous or urgent situations.

Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category.


  • Skill Proficiencies: Athletics, plus your choice of one from among Medicine, Perception and Animal Handling
  • Tool Proficiencies: One type of civilian vehicles, plus one other of your choice
  • Wealth Bonus: +2
Feature: Local Hero

In the past, you have been involved in at least one incident which caught the public eye - maybe you saved several people from a burning building, or perhaps you disarmed a bomb in a public building. Whatever the incident, you gained significant status locally, and to a lesser extent other areas the incident was reported. People in or around the area of the incident may recognise you, and you can likely find a place to hide, rest or recuperate in the area with ease. To a lesser extent, people recognising you or that are familiar with the event will shield you from anyone searching for you, though they will not risk their lives for you.

Suggested Characteristics

Many people go into emergency services work through a sense of heroism, or perhaps just an honest career. In certain situations, people go into emergency services careers due to a particular ideal or cause. For example, certain fire fighters may take up the task due to a love of a particular forest prone to wildfires.

Use the suggested characteristics for the the Folk Hero or Sailor backgrounds in the Player's Handbook for a character with the Emergency Services background, modifying them as necessary to suit your character.

Entrepreneur

Entrepreneurs have an obsession about being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest moneymaking venture.

These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.


  • Skill Proficiencies: Persuasion, plus your choice of one from among Deception, Insight and History
  • Tool Proficiencies: Computers, plus one of your choice
  • Languages: One of your choice
  • Reputation Bonus: +1
  • Wealth Bonus: +4
Feature: Network

You have a network of contacts in the business and financial world that you can use as a source of information, loans, or equipment requisitions, usually in return for favours. Additionally, you can usually acquire an invite to various business galas and launch events.

Suggested Characteristics

Many entrepreneurs would consider their "vision" their most valuable asset, and pride themselves on their ability to anticipate what will work and what will flop.

Use the suggested characteristics for the the Guild Artisan or Noble backgrounds in the Player's Handbook for a character with the Entrepreneur background, modifying them as necessary to suit your character.

Investigative

The Investigative background covers all sorts of people who make your business their business.

There are a number of jobs that fit within this background, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues.


  • Skill Proficiencies: Investigation, plus your choice of one from among Insight, Perception and Stealth
  • Tool Proficiencies: Forensics kit, plus one of your choice
  • Languages: One of your choice
  • Wealth Bonus: +2
Feature: Connected

When you attempt to learn or recall a piece of information, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from an anonymous informant, a law enforcement agency, or criminal contacts. Your GM might rule that the information you seek is almost impossible to get out of your sources, or that it simply cannot be found.

Suggested Characteristics

Investigative types may simply be the curious sort, or they could be actively suspicious about most they meet. Somewhat ironically, many investigative types have dark secrets of their own which they conceal at all costs.

Use the suggested characteristics for the the Soldier or Sage backgrounds in the Player's Handbook for a character with the Investigative background, modifying them as necessary to suit your character.

Law Enforcement

Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police.


  • Skill Proficiencies: Athletics, plus your choice of one from among Investigation, Perception and Acrobatics
  • Armour Proficiencies: Light armour, medium armour
  • Weapon Proficiencies: Two martial weapons of your choice
  • Tool Proficiencies: One type of civilian vehicle, plus one of your choice
  • Equipment: A pump-action shotgun or an autoloader pistol with 2 box magazines, plus 30 rounds appropriate to the weapon
  • Wealth Bonus: +1
Feature: Enforcer's Eye

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find a local law enforcement agency or a similar organisation, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

Suggested Characteristics

Justice and authority are key ideals to a law enforcer, and to most this is synonymous with the law of the land. They typically see great value in authority and stability.

Use the suggested characteristics for the the Soldier background in the Player's Handbook for a character with the Law Enforcement background, modifying them as necessary to suit your character.

Variant Law Enforcer: Corrupt

As a corrupt law enforcer, you have habitually acted immorally or downright illegally throughout your career. Many corrupt officers simply turn a blind eye in return for cash, whereas others actively involve themselves in criminal activity.

You gain an additional +1 Wealth as a corrupt law enforcer, and you might use the suggested characteristics for the the Criminal background in the Player's Handbook.

Additionally, your Enforcer's Eye feature is altered to take into account your darker activities. You will naturally be more welcome in dens of criminal activity, though they may still treat you with some suspicion, and honest law enforcers may resent you if they know the truth about you.

Madcap

You have spent your life seeking thrills and unnecessary amounts of danger, maybe just for kicks or perhaps out of necessity

Madcaps include professional daredevils, big-game hunters, extreme sports enthusiasts, thrill-seekers, storm chasers, and all others called to face danger for a whatever reason.


  • Skill Proficiencies: Acrobatics, plus your choice of one from among Athletics, Performance and Animal Handling
  • Tool Proficiencies: One type of civilian vehicles, plus one of your choice
  • Reputation Bonus: +1
  • Wealth Bonus: +1
Feature: Adrenaline Junkie

Danger runs in your veins, and the threat to your life only spurs you on further. When performing planned out dangerous or showy tasks, you have a knack for coming out unscathed. Additionally, anyone who witnesses you succeed at an unnecessarily dangerous task or stunt is awed by your bravery, and will treat you much more favourably in the future.

Suggested Characteristics

Madcaps are usually defined by low impulse control and a headstrong attitude. Many rarely think plans fully through before executing them, though there are always exceptions.

Use the suggested characteristics for the Entertainer background in the Player's Handbook for a Madcap.

Military

Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces.


  • Skill Proficiencies: Athletics, plus your choice of one from among Survival, Acrobatics and Perception
  • Armour Proficiencies: All armour
  • Weapon Proficiencies: Martial weapons
  • Tool Proficiencies: One type of military vehicle, plus one of your choice
  • Equipment: An assault rifle with a rifle box magazine or an autoloader pistol with 2 pistol box magazines, plus 30 rounds appropriate to the weapon
  • Wealth Bonus: +1
Feature: Rank & Privilege

You have a rank from your career as a military officer. Active and former military officers still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other officers and requisition simple equipment for temporary use. You can also usually gain access to events and locations where your rank is recognized.

Suggested Characteristics

Authority and discipline are drilled into military personnel, and they inevitable become core values to them. The majority of military personnel also have a strong sense of duty or patriotism.

Use the suggested characteristics for the Soldier or Sailor backgrounds in the Player's Handbook for a character with the Military background, modifying them as necessary to suit your character.

Political

You are particularly involved in the politics of your chosen region, whether local or national. You may be working towards a significant change, or merely trying to keep the peace.

Politicians, campaigners, councilmen, and members of pressure groups and activists all fall within this category.


  • Skill Proficiencies: Persuasion, plus your choice of one from among Deception, Insight and History
  • Tool Proficiencies: One of your choice
  • Languages: Two of your choice
  • Reputation Bonus: +1
  • Wealth Bonus: +2
Feature: The System

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of many organisations and governments you may encounter. You know who the movers and shakers are, whom to go to for the favours you seek, and what the current intrigues of interest in the group are.

Suggested Characteristics

Politicians have a large range of personalities. Some work to serve an ideal they believe in, whereas others are only in it for personal gain. A large number of political figures come from privileged backgrounds.

Use the suggested characteristics for the Noble or Guild Artisan backgrounds in the Player's Handbook for a character with the Political background, modifying them as necessary to suit your character.

Variant: Revolutionary

Some individuals become so disillusioned with the reigning political force in a region that they turn to more subversive means to further their cause. You are a member of such a cause, usually seeking some highly significant change.

You only gain a +1 Wealth as a revolutionary, and you might use the suggested characteristics for the the Soldier background in the Player's Handbook.

Feature: The Cause

Your passion for the cause helps you survive the most desperate circumstances and you have experience cautiously conveying that spark to someone else.

You are able to discern if person is sympathetic to your cause after having a short conversation with them. This may be facilitated by certain code phrases, or maybe a distinguishing tattoo.

People sympathetic to your cause will aid you and your friends by performing mundane tasks such as providing you a place sleep, giving you information on the local area or treating your wounds. This hospitality may end if you have shown yourself to be a danger to them or have asked them to do something obviously dangerous.

Your cause may have a base of operations which is relatively safe, and may include certain capabilities such as large-scale printing or manufacturing, a weapons store or a place to hide. Work with you GM to determine the capabilities of your particular cause.

Religious

Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.


  • Skill Proficiencies: Religion, plus your choice of one from among Insight, Arcana and History
  • Tool Proficiencies: One of your choice
  • Languages: Two of your choice
  • Wealth Bonus: +2
Feature: Faith Community

You command the respect of those who share your faith, and you can perform the religious ceremonies of your order. You and your companions can expect to be received favourably at a temple, shrine, or other established presence of your faith. Those who share your religion will offer their personal and financial support to a limited degree.

Suggested Characteristics

Religious figure are primarily driven by their faith and resolve, and many work very hard to further their doctrine or religion. Many have a thoughtful disposition, though this can be contrasted by moments of great passion.

Use the suggested characteristics for the Acolyte background in the Player's Handbook for a character with the Religious background, modifying them as necessary to suit your character.

Variant: Cultist

Some individuals use religion and belief to manipulate people to amass power and wealth. This background covers individuals within the leadership of cults that manipulate underlings, and those relatively innocent people that have been manipulated into joining a cult.

You may still be a member of the cult, travelling out into the world to further the cult's doctrine, or you may be an ex-member, who left the cult after a particular event.

As a cultist, and you might use the suggested characteristics for the the Charlatan or Criminal backgrounds in the Player's Handbook.

Feature: Secret Symbolism

You know the secret signs which identify members of your cult. This may be in the form of a hand sign, a particular phrase, a specific tattoo or perhaps some form of ritual mutilation. Your cult may include some influential members, from whom you may be able to secure certain resources. Your cult may also have hidden cloisters scattered among different settlements, where you may be able to secure aid.

Rural

Farm workers, hunters, and others who make a living in rural communities fall under this category.


  • Skill Proficiencies: Nature, plus your choice of one from among Survival, Animal Handling and Athletics
  • Tool Proficiencies: Two of your choice
  • Wealth Bonus: +1
Feature: Farm Wisdom

You have a feel for the countryside, and you can always recall the general layout of terrain, small towns, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Suggested Characteristics

Most rural types pride themselves on their hardiness and perseverance, though they encompass a wide range of peoples. In the modern world, most people which live rurally do so by choice rather than necessity or circumstance.

Use the suggested characteristics for the Folk Hero, Hermit, or Outlander backgrounds in the Player's Handbook for a character with the Rural background, modifying them as necessary to suit your character.

Student

A student can be in high school, college, or graduate school. They could be in a seminary, a military school, or a private institution. A college-age student could also pick a major field of study.


  • Skill Proficiencies: Two of your choice
  • Tool Proficiencies: Computers, plus one of your choice
  • Languages: One of your choice
  • Wealth Bonus: +1
Feature: Student ID

Your student ID gives you access to various services and discounts that are not available to the general public, as well as access to school resources, such as libraries, laboratories and conference spaces. This ID doesn't act as a no-bars pass, and there are likely certain resources which your educational institution will not permit immediate access to.

You have a working knowledge of your institution's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other educational institutions, as professional courtesy shown to a fellow scholar.

Suggested Characteristics

Students come from a huge range of different backgrounds, and they have a great range of different traits. Many share a love of knowledge and learning, but a great number of students merely see their education as a path into a career, or are even just stalling before they need to enter the real world. Students also often have great conviction in their beliefs.

Use the suggested characteristics for the Sage or Noble backgrounds in the Player's Handbook for a character with the Student background, modifying them as necessary to suit your character.

Technician

This background covers a wide range of people with technical knowledge and skills.

Characterised by specialised knowledge or skills, this background include scientists, engineers, and professional programmers of all types.


  • Skill Proficiencies: Perception, plus your choice of one from among Investigation, Nature and Medicine
  • Tool Proficiencies: Electrical tools, mechanical tools or chemistry tools, plus one of your choice
  • Languages: One of your choice
  • Wealth Bonus: +3
Feature: Technical Tap

Electronic and mechanical devices just seem to work better when you’re around, but when they misbehave, sometimes all it takes is a swift kick in the right area to set things right.

Suggested Characteristics

Technical jobs are often lucrative, and that is certainly a big draw towards them, for those with the capability. Others are drawn to the careers through technical or scientific passion, or merely a high level of raw talent.

Use the suggested characteristics for the Sage or Guild Artisan backgrounds in the Player's Handbook for a character with the Technician background, modifying them as necessary to suit your character.

White Collar

Office workers and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisors, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within the scope of this background.


  • Skill Proficiencies: Persuasion, plus your choice of one from among Deception, History and Perception
  • Tool Proficiencies: Computers, plus one of your choice
  • Languages: One of your choice
  • Wealth Bonus: +3
Feature: Corporate Chameleon

You are familiar with the etiquette and adherence to protocol that comes with working in an office environment. While in such an environment, no one questions your presence, and entry level workers are likely to respond in a submissive manner. Especially if you are carrying a clipboard.

Suggested Characteristics

White collar workers may hail from a middle-class background, simply following the expected career path before them. Alternatively, they might come from a poorer family, and are hoping to break out of their family history. Whatever their history, they display a wide range of personalities.

Use the suggested characteristics for the Noble or Guild Artisan backgrounds in the Player's Handbook for a character with the White Collar background, modifying them as necessary to suit your character.

Aj's 5e D20 Modern

The biggest shoutout to all those people who have been involved in the collation, playtesting and editing of all this information. This whole project was just me bringing together a bunch of info from a ton of creative people and adding my own spin on it. I hope if you find this information it makes your Modern d20 game easy!

Cover Art: MWayneMiller.com

Any art or information in this is only for homebrew use, not to be sold or distributed as most of it belongs to WOTC let's be honest. If you use this document anywhere I'd love a shoutout!

Heavily Inspired by.

d20 modern - Wizards of the Coast
Edward Wilson https://drive.google.com/drive/u/0/folders/0Byx44op3KqQ2flhIV1pKSzRIbFBtbjk4T0xOTlNzVi0yTEpRREV4ZnZCNjJWd25GOFR5VW8
Decision Paralysis... ...Reddit: u/Altavus ...Twitter: @DillTheHerb
 

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