Odyssey to Quanthem (2014)

by Euki

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Odyssey to Quanthem
D&D 2014

Table of Contents

Land of Quanthem

The Land of Quanthem, the sprawling nation that spans the expanse of a continent, is a thriving and vibrant country teeming with life and diversity. Its megacities, each with its own distinct focus and challenges, contribute to the rich tapestry of Quanthem's landscape. It has several mega cities in it and each has their own focus and specialty.


At the heart of Quanthem lies Astra Hyperion, the majestic capital city that stands as a beacon of technological advancement. Here, the brightest minds push the boundaries of innovation, striving to propel Quanthem to even greater heights. Astra Hyperion serves as the pulsating center of high-level technology improvements, attracting scientists, engineers, and visionaries from across the globe. In contrast, Thravenus thrives as a bustling hub of trade and commerce. Warstone, with its stunning landscapes and awe-inspiring natural beauty, has become a sought-after destination for travel and vacations. Leahavn, a city shrouded in mystique and enchantment, delves deep into the arcane arts. Lastly, there’s the Hyperius. The enigmatic predecessor of Astra Hyperion, stands as a city of dualities. Embracing both modern technology and arcane magics in perfect harmony.

Quanthem, with its vast size and diverse cities, presents a tapestry of challenges and triumphs. It is a nation of contrasts, where progress and problems coexist, driving its inhabitants to strive for solutions and create a better future. From the cutting-edge technologies of Astra Hyperion to the ancient mysteries of Leahavn, Quanthem is a nation that captivates the imagination and inspires awe.

Astra Hyperion

Dear Resident or Visitor,


Welcome to Astra Hyperion, the city of the future where high tech machines and complex applied magic come together to make your daily life easier and more enjoyable. We are proud to offer you a unique living experience in a city that is brimming with cutting-edge technology and advanced magical systems.


Our city is designed to cater to all your needs, whether you're a busy professional looking for an efficient and sustainable work environment or a family seeking a safe and comfortable place to call home. Astra Hyperion is a city of possibilities, where you can achieve your goals and pursue your dreams in an environment that fosters growth, creativity, and innovation. Our team of experts has carefully crafted a city that blends the latest in technology and magic to create a seamless and integrated urban landscape. From our state-of-the-art transportation system to our energy-efficient buildings, every aspect of Astra Hyperion is designed to make your life easier and more comfortable.


We invite you to explore our city, to discover its wonders and to experience its magic. Whether you're a long-time resident or a first-time visitor, we hope that you'll find Astra Hyperion to be an exciting and inspiring place to be.


Thank you for choosing Astra Hyperion as your home or destination. We look forward to welcoming you.


Sincerely, The Astra Hyperion City Council

City Parts

There are several major parts in the mega city for you to explore. Each part of the city has its own function and facilities in order for the city to grow.

Novera

Novera District is a welcoming and comfortable residential area situated on the northwestern outskirts of the city. The district is known for its peaceful and laid-back atmosphere, making it an ideal place to call home for those seeking a slower pace of life.

The district features a range of housing options, from cozy and comfortable family homes to modern and stylish apartments, catering to a diverse range of lifestyles and preferences. Each residence is designed to provide maximum comfort and livability, with spacious interiors and all the modern amenities needed for a comfortable and fulfilling lifestyle.

Novera District is also home to a range of community spaces and recreational areas, providing residents with plenty of opportunities for relaxation and socializing. The district features several parks and green spaces, as well as a community center that hosts a range of events and activities throughout the year.

The district's location on the outskirts of the city provides residents with easy access to the city center, while also offering a tranquil and serene setting that is removed from the noise and chaos of urban life. With its comfortable homes, inviting community spaces, and laid-back atmosphere, Novera District is the perfect place to call home for those seeking a peaceful and fulfilling lifestyle.

Edgewood

Edgewood is a vibrant waterfront district situated on the southwestern coast of the city. The district is known for its bustling port harbors and thriving shipping industry, which makes it a vital hub for the city's commerce and trade.

The port harbors in Edgewood are some of the busiest in the region, handling a wide variety of goods and materials from around the world. The district's focus on shipping and trade means that it is home to many businesses that cater to the needs of sea vehicles and the people who work with them.

Fairhaven

Fairhaven Ward is the bustling downtown district of the city that offers a unique and exciting urban living experience. This district is home to a number of towering megacomplex apartments and other high-rise buildings that offer modern and luxurious living spaces to the residents who call them home.

The Fairhaven Ward is a perfect choice for those who want to live close to the Baymont Commercial District, which is one of the city's busiest business and commercial hubs. The location of Fairhaven Ward offers easy access to the city's major transportation routes and provides an ideal environment for professionals and individuals who work or live in this area.

The Fairhaven Ward is a thriving urban community that offers a vibrant and diverse cultural experience, with plenty of restaurants, cafes, and bars for residents and visitors to enjoy. This district also boasts a range of shopping options, from trendy boutiques to large department stores, making it a shopper's paradise.

Baymont

The Baymont Commercial District is the thriving hub of Astra Hyperion, a bustling center of business, innovation, and opportunity. Towering above the city streets, its gleaming skyscrapers house the offices of leading corporations, financial institutions, and legal firms, and its bustling streets are home to a dizzying array of shops, cafes, and restaurants.

As the heart of the city's commerce and industry, the Baymont Commercial District is a hub of activity, drawing in thousands of workers and visitors every day. Its cutting-edge technology and world-class facilities make it a sought-after destination for businesses and investors, while its vibrant atmosphere and diverse offerings make it an appealing place to live, work, and play.

From its towering buildings to its bustling streets, the Baymont Commercial District is a symbol of Astra Hyperion's dynamic energy and ambitious spirit, a place where innovation and opportunity intersect to create a vibrant and exciting urban landscape.

Tavo-09

Tavo-09 is the apex point of Astra Hyperion’s technological miracles. It consists of multiple sub-districts and are interconnected by a network of high-speed maglev trains and underground tunnels, ensuring that researchers and engineers can move freely between the different areas of the district with ease.

Tavo-01 specializes in biochemistry and is home to some of the most advanced genetic research labs in the world, while Tavo-02 focuses on clean energy and sustainable technologies. Tavo-03 is dedicated to nanophysics. Tavo-04 is used as a testing ground for Tavo-05 munition tests, while Tavo-06 is the hub for robotics and automation.

Tavo-07 focuses on astrophysics and uses Tavo-08 as a landing pad for interplanetary rocket travel.The focus of Tavo-09's next building extension remains unknown to the public eye, but it is sure to be another technological breakthrough that will revolutionize the world.

Rimdale

Rimdale District, located on the outermost southeastern edge of Astra Hyperion city, is the most neglected and underdeveloped area of the city. Despite its proximity to the city's bustling downtown and commercial district, the area is known for its poor infrastructure and lack of essential amenities. Many of the buildings in this district are rundown and dilapidated, with several abandoned structures left to decay.

One of the most pressing issues in Rimdale is its rampant waste management problems. A significant portion of the district is used as a landfill, leading to pollution and environmental hazards for its residents. Many of the residents here live in poverty, with few job opportunities or prospects for advancement. Despite these challenges, some people find solace in the tight-knit community that has formed here, with a strong sense of camaraderie and mutual support among its residents.

Most of criminals tend to reside here and making this part of town to be the most dangerous place to live in, much even to go into.

The Heart of Quanthem

The pulsating heart of Quanthem, stands as a testament to the boundless spirit and limitless potential of this remarkable land. Nestled at the core of the region, this thriving metropolis radiates with energy and vitality, captivating all who venture within its boundaries. Astra Hyperion serves as the nexus of Quanthem's culture, innovation, and progress, where ancient traditions harmoniously blend with cutting-edge technology and mystical wonders. From its towering spires that reach toward the heavens to its bustling streets teeming with life, every corner of Astra Hyperion breathes with a palpable sense of purpose and ambition. Here, knowledge is cherished, creativity flourishes, and dreams find their wings to soar. It is a place where the vibrant tapestry of Quanthem's past, present, and future converges, offering a glimpse into the very essence of this extraordinary realm.

Thravenus

Dear Resident or Visitor,


Welcome to Thravenus, the pinnacle of civilization in the heart of the unforgiving wasteland. Here, we have mastered the art of harnessing technology to create a haven of comfort amidst the scorching heat. Our state-of-the-art heat wave shield is second to none, ensuring a comfortable living environment for all our residents.


With a thriving economy and an abundance of job opportunities, Thravenus is the ideal destination for those seeking a better life. Our advanced infrastructure and modern amenities will make you feel right at home, and our friendly community will welcome you with open arms. Don't let the harsh surroundings deter you.


In Thravenus, anything is possible !


Sincerely, The Thravenus City Council

City Parts

There are several major parts in the mega city for you to explore. Each part of the city has its own function and facilities in order for the city to grow.

Ruston

Ruston, the heart of Thravenus, is a trading hub in the midst of the barren Norweiden desert, with its streets lined with towering buildings made of rusted metal and concrete, and the faint hum of machinery echoing in the distance.

Despite its weathered appearance, it boasts a variety of high-tech advancements that aid in the city's trade and survival in the harsh desert environment, from self-sustaining power grids to advanced filtration systems that provide clean water. The hustle and bustle of traders and merchants from all over the wasteland, along with the occasional whirring of futuristic machinery, create a unique atmosphere that is both gritty and awe-inspiring.

Dunedal

Dunedal is a fortified town that stands at the edge of the wasteland, with thick walls and watchtowers that overlook the vast expanse beyond. Its gates are always open to traders seeking passage into Thravenus, but only after a thorough inspection of their goods and credentials by the vigilant guards stationed there.

Despite its utilitarian purpose, the town exudes a rustic charm, with quaint houses made of stone and wood that huddle together along narrow alleys. The air is heavy with the scent of spices and oils from the market stalls that line the streets, and the sounds of merchants haggling and animals braying fill the air.

Though sparsely populated, the few rugged souls who call this place home have built sturdy dwellings and humble shops to cater to the needs of the weary merchants who stop here to rest and resupply, creating a modest but lively trading hub in the midst of the harsh wilderness.

Montware

Montware, the towering imperial city complex that embodies the strength and grandeur of the Thravenus citadel, standing tall with its imposing architecture and grandiose design.

It serves as the central hub of government operations, with its countless military headquarters and command centers stationed within its walls, overseeing the protection of the nation and its people. The city's expansive science centers, filled with brilliant minds and cutting-edge technology, propel the nation forward into a brighter future.

Beyond its governmental and military functions, Montware features a few commercial avenue that offers a variety of goods and services to its citizens. Its streets are always busy with people, both locals and visitors alike, making it a vibrant and lively place to be.

Kartelite

Kartelite, the industrial hub of Thravenus, is a sprawling complex of factories, warehouses, and assembly lines that churn out the latest technological advancements for the nation. The air is thick with the smell of burning coal and the deafening sounds of machinery, as workers tirelessly toil to meet production quotas. Despite the grueling work, the inhabitants of Kartelite take pride in their ability to contribute to the advancement of their beloved nation, and the area bustles with a sense of purpose and determination.

921th Complex

The 921th Complex is a true testament to the resilience and perseverance of the people of Thravenus. Despite being ravaged by countless sandstorms and civil unrest, the complex has been rebuilt an impressive 921 times. Today, it stands as a beacon of hope and a symbol of the city's unbreakable spirit.

Despite its turbulent history, the 921th Complex is now a bustling hub of activity. Its streets are lined with shops, cafes, and restaurants, and its towering buildings house the headquarters of many of the city's largest corporations. Yet, even as the city thrives, the government remains watchful, knowing that disaster could strike at any moment. The 921th Complex may have weathered countless storms, but its future is always uncertain.

Warstone

Dear Resident or Visitor,


Welcome to Warstone Bay, a captivating coastal city nestled along the shimmering shores of the Cantilta ocean. With a focus on providing unforgettable recreational experiences, Warstone Bay is a haven for leisure seekers and adventure enthusiasts alike. This enchanting city boasts a splendid array of beachfront resorts that exude luxury and offer breathtaking views of the oceanic expanse.


Immerse yourself in the carefree ambiance as you stroll along the sun-kissed boardwalk, lined with quaint cafes, vibrant shops, and lively street performers. Warstone Bay takes pride in its collection of world-class hotels, where every detail is meticulously crafted to ensure your comfort and relaxation.


Warstone Bay, a coastal gem where dreams are woven with the salty ocean breeze, invites you to immerse yourself in a world of relaxation, excitement, and unforgettable experiences. Let the rhythm of the waves and the warmth of the sun guide you to a place where leisure and recreation intertwine in perfect harmony.


Sincerely, The Warstone City Council

City Parts

There are several major parts in the mega city for you to explore. Each part of the city has its own function and facilities in order for the city to grow.

Sorrest

Sorrest, nestled on the sun-kissed shores of Warstone Bay, is a serene coastal retreat. With pristine beaches and a tranquil atmosphere, it offers a haven of relaxation and natural beauty. Beachfront resorts provide a seamless blend of comfort and scenic views, allowing you to immerse yourself in the coastal serenity.

Sorrest is a peaceful getaway where the gentle waves and soft sands create a soothing ambiance. Whether you're seeking relaxation, long walks along the shoreline, or simply to reconnect with nature, Sorrest is the perfect destination for a serene coastal escape.

Hydrangea

Hydrangea is the bustling downtown of Warstone, with towering skyscrapers and a network of busy streets and highways. The district is the commercial and financial hub of the city, with numerous office buildings and corporate headquarters.

The constant hustle and bustle of the area is balanced by a lively arts and culture scene, with galleries, theaters, and museums showcasing the city's creative energy. Whether you're looking for shopping, dining, or entertainment, Hydrangea has something for everyone.

Mossiere

Mossiere, a picturesque harbor nestled along the coastline, welcomes a parade of ships and yachts with open arms. This bustling maritime hub is a gateway to the sea, where vessels from near and far find safe haven amidst the tranquil waters.

The harbor embraces a vibrant maritime community, with docking facilities catering to a variety of vessels. Shipping boats laden with goods from distant lands find solace here, while private yachts and boats elegantly adorn the marina, offering their owners a gateway to exploration and leisure on the open waters.

New Tropica

New Tropica offers a unique blend of modernity and comfort, where cutting-edge technology seamlessly integrates into daily life. Smart homes with advanced automation systems provide effortless control and convenience, enhancing the living experience for residents. This vibrant community thrives amidst lush green spaces, creating a serene oasis within the bustling city.

With a range of amenities and a strong sense of togetherness, New Tropica is a place where futuristic living meets a warm and welcoming atmosphere. This residential retreat embraces the possibilities of the future while providing a comfortable and connected lifestyle for its residents.

La Tropica

La Tropica, sustainable living is at the core. Residents cherish the beauty of their surroundings and prioritize eco-conscious practices. From utilizing renewable energy sources to embracing natural solutions, this community harmonizes modern comforts with a deep respect for the environment.

The tranquility of La Tropica is where nature's embrace and a slower pace of life create an idyllic residential retreat. Immerse yourself in the beauty of the tropical landscape, find solace in the serenity, and rediscover the joy of living in harmony with nature.

Rakkene

Rakkene, Warstone's covert underwater military base, embodies advanced technology and strategic defense. Hidden in the depths of the ocean, it safeguards vital interests with state-of-the-art facilities, elite forces, and cutting-edge weaponry. With impenetrable defenses and specialized training facilities, Rakkene is a symbol of strength and preparedness against any threat.

Leahavn

Dear Resident or Visitor,


Welcome to Leahavn Agglomerate, an enchanting megacity nestled within a lush jungle of Orabel. Here, the convergence of magic and innovation has given rise to a realm of limitless possibilities. Our city stands as a testament to the harmonious blend of ancient arcane practices and modern advancements.


As you wander our vibrant streets, you'll witness towering spires infused with mystical energies and wondrous floating gardens nurtured by enchanted flora. Leahavn Agglomerate serves as a guiding light, advocating for the exploration and utilization of magic alongside technology, resulting in lower energy costs and awe-inspiring effects.


Embark on a transformative journey through our magical sanctuary, where every corner pulses with the energy of enchantment. Delve into ancient arcane knowledge, immerse yourself in a rich cultural tapestry, or simply revel in the serenity of our lush surroundings. Leahavn Agglomerate invites you to embrace the extraordinary and experience the magic that illuminates our lives.


Sincerely, The City Council of Leahavn Agglomerate

City Parts

There are several major parts in the mega city for you to explore. Each part of the city has its own function and facilities in order for the city to grow.

Terrasery

Terrasery, a thriving district within Leahavn, harmoniously blends enchantment and agriculture. Skilled farmers harness the power of magic to cultivate vibrant fields and bountiful crops, creating a captivating landscape that showcases the profound bond between nature, tradition, and the mystic energies at play.

Terrasery stands as a testament to the captivating union of magic and farming, where the abundance of the land is nurtured by the skilled hands and the harmonious forces that shape its flourishing harvests.

Crocus

Crocus, the rainy heart of Leahavn, is a captivating nocturnal city where magic and commerce intertwine. Its bustling streets come alive under the mesmerizing glow of twilight, offering enchanting storefronts, vibrant entertainment venues, and a vibrant nightlife. With spell-infused artifacts, captivating performances, and enticing aromas, Crocus beckons visitors to immerse themselves in its alluring blend of commercial magics and nocturnal allure, creating an unforgettable experience that lingers in their hearts.

Solstice

Solstice, the radiant core of the city, emanates with a boundless arcane energy that breathes life into every aspect of its existence. As the convergence point of mystical forces, it showcases the extraordinary potential of practical magic. From enchanting crystals to elemental energies, Solstice weaves a symphony of enchantments that sustains the city's intricate machinery and marvels. It is a pulsating heart of mystical ingenuity, captivating all who witness its mesmerizing glow.

Quilra

Quilra, a serene suburban haven nestled within the city, offers a tranquil retreat for visitors and residents alike. Enveloped in an enchanting embrace, it seamlessly integrates enchantments with sustainable magical powers, creating a harmonious coexistence of nature and modern living. From ethereal gardens to a close-knit community, Quilra invites all to revel in its quiet enchantment and find solace amidst its serene ambiance.

Polyphera

Polyphera, a vibrant district within Leahavn, is a captivating haven where leisure and enchantment converge. Its lively streets pulsate with excitement, inviting visitors to immerse themselves in a tapestry of commercial marvels and magical festivities.

From whimsical street performances to bustling marketplaces adorned with a kaleidoscope of colors, Polyphera embodies a harmonious blend of commerce and enchantment. Here, ordinary moments transform into extraordinary experiences, as laughter and joy fill the air, creating cherished memories and moments of pure delight.

Rainy Days

Leahavn, a city embraced by nature's whims, experiences an awe-inspiring transformation during its heavy rainy season. As raindrops cascade from the heavens, the city is drenched in a symphony of water, rejuvenating the earth and casting a mystical charm upon its streets. The rhythmic downpour breathes life into lush gardens and vibrant parks, enveloping the city in a verdant tapestry. Umbrellas and raincoats become fashionable accessories, as the people of Leahavn navigate the glistening streets, their spirits undeterred by the deluge.

Amidst the pitter-patter of rain, the city comes alive, its energy amplified by the soothing cadence of falling droplets, leaving an indelible impression on the hearts of all who revel in this enchanting rainy season.

Hyperius

Attention,


This letter serves as a solemn warning about the dangerous nature of Hyperius. The city has fortified its borders with impenetrable shields and powerful weaponry, targeting any anonymous visitors within a 5-mile radius. Only authorized government members are allowed entry and exit, while citizens are strictly prohibited from leaving.


The reasons for this isolation remain unknown, raising concerns among neighboring cities. Hyperius represents a convergence of advanced technology and magic, but it demands respect and caution due to its enigmatic motives and strict boundaries. It is crucial to prioritize safety and avoid unauthorized approaches or entry into Hyperius.


Sincerely, The Quanthem National Defense Force

City Parts

There are several major parts in the mega city for you to explore. Each part of the city has its own function and facilities in order for the city to grow.

Dispatrea

Dispatrea, an imposing segment of Hyperius, stands as a formidable barrier between the inner city and the outside world. A colossal great wall, fortified and vigilant, it fiercely defends the city's borders. With an uncompromising stance on anonymity, any unfamiliar presence within a five-mile radius is met with swift and decisive action, as precision gunfire ensures that no unknown trespassers breach the security of its inhabitants.

Yet, even this stern warning is underscored by the ominous presence of anti-material gauss cannons, poised and ready to obliterate any potential threat that dares encroach upon the city's domain. Each beam will instantly disintegrate anything in touch. Dispatrea, a symbol of unyielding protection, stands resolute in its duty to safeguard Hyperius from the unknown forces that lie beyond. There are also several fighter jets patrolling the area and will ask everyone outside of the strike zone to leave immediately.

Laresste

Within the city of Hyperius, there exists a lesser-known district shrouded in secrecy and intrigue. Laresste, a residential enclave characterized by towering structures and meandering rivers, holds an air of enigma.

Obscured from the public eye, this elusive corner of the city maintains an unspoken curfew, casting a cloak of mystery over its streets. It is unknown if the buildings are populated or not, due to the thick fog.

Minervia

Minervia, the pulsating core of Hyperius, emanates an enigmatic aura that captivates and intrigues. At its very heart, a grand edifice looms, reminiscent of a city court, yet veiled in secrecy regarding its true purpose. Shrouded in whispers and speculation, this monumental structure stands as a testament to the clandestine affairs of the city. While concealed from the prying eyes of outsiders, the government and the esteemed denizens of Hyperius alone hold the key to unlock the mysteries it guards.

What lies within those walls, hidden from the curious gaze, remains a tantalizing secret, shared only among the privileged few. Within Minervia, the beating pulse of Hyperius, the veiled majesty of the central building serves as a constant reminder of the city's intricacies and the depths of knowledge concealed within its enigmatic core.

Dangerous Territory

The area near Hyperius is extremely dangerous to go as a civilian. The city is heavily fortified, with powerful weapons targeting any unauthorized individuals within a 5-mile radius. Citizens are prohibited from leaving, and the reasons for this isolation are unknown. Proceeding without proper authorization poses grave risks to personal safety.

General Locations

In the vast tapestry of Quanthem, there exist enclaves untouched by the towering mega city dominions. These regions, nestled between the towering spires and sprawling metropolises, stand as impartial sanctuaries, unbound by the jurisdiction of any particular mega city. A harmonious interlude between the urban crescendos, they maintain their own identity, yet remain inherently connected to the rhythms of their bustling neighbors. As the tales of Quanthem's heartland unfold, these neutral landscapes become the silent witnesses to an intricate dance of cultures and aspirations, where the borders blur and the spirit of unity thrives, even amid the diversity of the city lights.

Norweiden Desert

"Norweiden, a desolate expanse nestled amidst a barren realm, unfolds as a vast and desolate desert stretching far beyond the horizon. Its sun-scorched terrain, devoid of life's touch, offers a haunting beauty that enchants the adventurous souls who dare to traverse its arid embrace.


Within this arid realm, deep canyons carve their serpentine paths, their rugged walls standing as silent witnesses to the eons of geological transformation. As the sun's rays recede, a mesmerizing spectacle unfolds, for the desert floor becomes adorned with giant luminescent ores that cast an ethereal glow upon the parched sands, illuminating the night with their otherworldly radiance. Norweiden, a harsh and unforgiving wasteland, holds secrets within its vastness, captivating those who dare to seek solace amidst its barren beauty and uncover the mysteries that lie beneath its shifting dunes.”


- Quanthem Geographic

Sub Regions

There are a few major parts of the region that sticks out to the public eyes.

Scrapton

A desolate subregion within the expansive Norweiden desert, unfolds as a haunting testament to the remnants of a bygone era. Once soaring through the skies with grace and majesty, now a graveyard of colossal airships rests upon the sun-scorched sands. Amongst this surreal landscape, a resilient community has emerged, comprised of those who have sought refuge within the decaying metal husks, finding solace amidst the forgotten relics.

Within Scrapton's rusted labyrinth, echoes of past adventures mingle with the whispers of desert winds, as resourceful individuals repurpose salvaged materials for their survival and fashion makeshift dwellings amidst the towering remnants.

Life persists amidst this surreal juxtaposition, as the people of Scrapton forge their own path amidst the remnants of a forgotten age, their spirits resilient in the face of harsh desert conditions.

Canta Hot Spring

Situated at the heart of the scorching Norweiden desert, this hot spring is a captivating anomaly amidst the arid wasteland. This enigmatic hot spring, born from the depths of underground thermal eruptions, exudes an aura of both awe and danger. Surrounded by the unforgiving desert expanse, Canta's turbulent waters burst forth, their scalding embrace a testament to the raw power beneath the surface.

As the ground trembles and heat radiates through the air, the spectacle of Canta's thermal eruption unfolds, captivating onlookers with its untamed energy. The juxtaposition of intense heat and the barren desert creates a surreal ambiance, evoking a sense of both enchantment and caution. Canta, an extraordinary phenomenon amidst the desolate landscape, invites daring souls to witness its elemental display, reminding them of the untamed forces that lie beneath the surface of our world.

The Hive

The Hive, an ominous sub-region nestled within the unforgiving expanse of the Norweiden desert, stands as an apex of peril and dread. Here, the air hangs heavy with a foreboding presence, as the relentless buzzing of enormous insects fills the desolate landscape. The Hive serves as a nexus for these colossal arthropods, their chittering echoing through the arid winds. Towering insect mounds dot the horizon, their intricate architecture a testament to the organized chaos within.

Enter with trepidation, for the realm of The Hive is a treacherous domain where survival hangs by a fragile thread. With each step, one must navigate a labyrinth of predatory mandibles and venomous stingers, where the swarming horde guards its dominion with unwavering ferocity.

Only the bravest souls dare venture into this harrowing realm, where the line between life and death blurs beneath the oppressive weight of insectile sovereignty.

Orabel Forest

"Deep within the realm of enchantment lies the verdant expanse of Orabel, a mystical forest brimming with ethereal energy. Bathed in dappled sunlight that filters through the towering canopies, the forest hums with an arcane presence. It is a place where nature and magic intertwine, casting a captivating spell upon all who venture within. From the whispering leaves to the vibrant flora, every aspect of Orabel resonates with the essence of arcane power.


Leahavn, the neighboring city, draws upon this magical wellspring, harnessing its potent energies to fuel their core systems. It is a symbiotic relationship between the city and the forest, where the ancient wisdom of the woods merges harmoniously with the modern marvels of technology. Orabel, a sanctuary of enchantment, offers a glimpse into the captivating union of nature's might and mankind's ingenuity.”


- Quanthem Geographic

Sub Regions

There are a few major parts of the region that sticks out to the public eyes.

Heart of the Forest

Deep within the verdant embrace of the Orabel forest lies The Heart of the Forest, a place of profound enchantment and mystical power. This sacred and secluded sanctuary serves as the wellspring from which the entire forest draws its vibrant and pulsating magic. Ancient trees stand tall, their gnarled branches reaching towards the heavens, as ethereal whispers intertwine with the gentle rustling of leaves.

A kaleidoscope of shimmering hues illuminates the air, infused with the raw energy that permeates the atmosphere. It is said that those who enter this mystical realm are enveloped in a palpable aura of enchantment, their senses heightened, and their spirits attuned to the ancient wisdom and secrets of the forest. The Heart of the Forest is a place of reverence, a nexus of magic where the natural world and arcane forces intertwine in perfect harmony.

Fey Gate

Within the depths of the mystical Orabel forest lies a puzzling anomaly known as the Fey Gate. It is an enigmatic phenomenon that defies understanding, appearing spontaneously when a living humanoid creature ventures through its concealed threshold. As an unsuspecting traveler steps forward, the very fabric of the surrounding trees distorts and contorts, taking on an otherworldly appearance. The air becomes heavy and laden with moisture, and a soft, ethereal purple mist emerges, shrouding the immediate vicinity. Should the curious soul press on, they will find themselves transported to the wondrous and mysterious realm of the Feywild.

What lies beyond this arcane gateway remains a tantalizing mystery, for once traversed, the means to return to their former realm eludes all who have ventured into the Feywild's embrace.

Lorca Coast

"The hidden jewel nestled within Quanthem's coastal splendor—the awe-inspiring Lorca Coast. Stretching far and wide, this expansive shoreline stands as a testament to untouched beauty, boasting glistening sands and crystalline waters that embrace the largest beach in the region.


Lorca Coast is not only a sight to behold but also a sanctuary for an abundant tapestry of tropical flora and fauna. Vibrant palm trees sway gracefully, harmonizing with the vibrant melodies of colorful birds. Delicate wildflowers add a touch of elegance to the dunes, while elusive wildlife finds solace within the lush greenery. It is a paradise for nature enthusiasts and adventurers, beckoning them to embark on an unforgettable journey.”


- Quanthem Geographic

Sub Regions

There are a few major parts of the region that sticks out to the public eyes.

Cantilta Ocean

A stunning yet treacherous expanse, captivates with its beauty and instills a sense of awe. The Cantilta Ocean and its wild waves crash upon rugged shores, creating a mesmerizing spectacle of untamed power. The shimmering surface reflects the golden sunlight, revealing vibrant shades of blue that stretch infinitely. However, beneath this enchanting façade lies a perilous nature, concealing treacherous currents and tempestuous storms. The Cantilta Ocean is a realm where the untamed forces of nature reign supreme, reminding us of the delicate balance between beauty and danger, and the insignificance of humankind in its vast embrace.

Passer Plains

"The Passer Plains is a vast expanse of breathtaking beauty located between the magnificent cities of Astra Hyperion and Leahavn. Stretching for approximately 200 miles, these expansive plains offer a tranquil haven, adorned with rolling hills, vibrant wildflowers, and a sense of serenity that transcends time. Here, the air is pure, carrying the delicate fragrance of wildflowers, while the gentle breeze whispers through the golden grasses. Passer Plains invites you to immerse yourself in its grandeur, providing a respite from the hustle and bustle of city life and offering an opportunity to reconnect with the untamed wonders of nature.”


- Quanthem Geographic

Sub Regions

There are a few major parts of the region that sticks out to the public eyes.

Great Waterfall of Passer

The Great Waterfall of Passer, a majestic spectacle nestled within the heart of the Passer Plains, beckons adventurers from far and wide. This natural wonder stands as a testament to the awe-inspiring beauty of Quanthem, as water cascades down a colossal precipice that spans an astonishing 25 miles wide. The roar of the cascading water reverberates through the air, creating a symphony of nature's power and grace.

The mist that rises from the tumbling waters enshrouds the surrounding landscape, casting a mystical ambiance that adds to the allure of this magnificent sight.

Pergrins Valley

"Located at the edge of Quanthem lies Pergrins Valley, a captivating realm adorned with vibrant pink foliage. The valley's distinctive hue is a testament to the mystical influence of a long-gone Wizard who once called this place home. Standing tall at the heart of the valley, a majestic tree whispers untold tales of ancient sorcery. Such truly a mystical enclave, where the veil between reality and enchantment is thin.”


- Quanthem Geographic

Sub Regions

There are a few major parts of the region that sticks out to the public eyes.

Magenta Reef

Within the coast below the Pergrins Valley lies the mesmerizing Magenta Reef. As you step into its shallow waters, a kaleidoscope of magenta-colored corals greets your eyes, painting a vivid underwater tapestry. The reef's vibrant hues, like brushstrokes of an artist, create a captivating symphony of colors, inviting you to explore its hidden wonders. Delicate sea creatures dance gracefully among the coral formations, their iridescent scales glimmering in the gentle sunlight filtering through the crystal-clear waters.

Be careful not to lose yourself in the tranquil beauty of Magenta Reef. Its nature's artistry unfolds in every ripple and movement and will leaves you breathless with wonder and awe.

The Modern Life

In the realm of modern life, a new era of enlightenment emerges, giving birth to a heightened level of consciousness and evolved thinking among its inhabitants. Here, every class presents a transformative opportunity, known as a subclass, offering individuals a defining choice that unlocks a realm of special abilities and features exclusive to their chosen path. This dynamic shift empowers individuals to embrace their unique strengths, shaping their character and charting a course in this modern world that is both distinct and extraordinary.

This chapter offers an additional subclass options for each of the twelve core classes in 5th Edition, ranging in theme from the futuristic Mech Vanguard Fighter to the silly and absurd School of Comedy Wizard. All are based on the modern times pop culture. Not all of these subclasses will be appropriate for all settings, so the GM decides if they are in your campaign.

There is also some people who embrace the futuristic taste of technological wonders. Those who mostly uses machines and things alike to aid their daily lives are called the Techweavers. They are the utmost professional in terms of facing with modern machine problems and finding a more efficient way to operate it.

Proxy

Some people have skills; others have resources. You? You know a guy. As a Proxy, you’re a master at leveraging relationships, always calling in favors and tapping into a vast web of contacts across the cityscape. Need a vehicle? A place to lay low? A rare item? You’ve got the connections to make it happen. Proxies emphasizes social influence and improvisation, allowing you to call allies or access facilities through your extensive network of friends, informants, and even those who owe you a favor or two.

Hard Bargainer

Proxies excels at reading people, twisting terms, and turning the tables to secure every advantage. Whether in a boardroom or back alley, they make deals bend to their needs, gathering favors and resources with effortless skill.

Multiclassing and the Proxy

If your group uses the optional rule on multiclassing, here's what you need to know if you choose Proxy as one of your classes.


Ability Score Minimum: As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a Proxy.


Proficiencies Gained: If Proxy isn't your initial class, here are the proficiencies you gain when you take your first level as a Proxy: light armor, simple weapons, martial firearms, forgery kit.

Proxy
Level Proficiency Bonus Features Credit Limit
1st +2 Credit Card 100 gp
2nd +2 Career Path 100 gp
3rd +2 Expertise 150 gp
4th +2 Ability Score Improvement 200 gp
5th +3 A Small Favor 200 gp
6th +3 Career Specialization Feature 250 gp
7th +3 Bribe 300 gp
8th +3 Ability Score Improvement 300 gp
9th +4 Gambit 350 gp
10th +4 Career Specialization Feature 400 gp
11th +4 Reliable Talent 400 gp
12th +4 Ability Score Improvement 450 gp
13th +5 Demanding Strike 500 gp
14th +5 Career Specialization Feature 500 gp
15th +5 Bribe Improvement 550 gp
16th +5 Ability Score Improvement 600 gp
17th +6 Demanding Strike Improvement 600 gp
18th +6 A Final Small Favor 650 gp
19th +6 Ability Score Improvement 700 gp
20th +6 Epic Boon 700 gp

Class Features

As a Proxy, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial firearms
  • Tools: Playing card set, forgery kit

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose three skills from Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any firearm that doesn't have the Heavy property and 20 bullets
  • (a) a diplomat's pack, or (b) a scholar's pack
  • Leather armor, two daggers
  • A pouch containing 25 gp

Credit Card

Starting on your 1st level, you gain the use of a special card that can help you pay your favors in dire situations.

You can use this card to pay for things that require gold, silver, or copper pieces as payment or make payments for any features from this class, you can forgo the payment for up to 100 gp. The limit of the payment that you can forgo increases as you gain levels in this class, as shown in the Proxy table. You cannot spend things using this card above the credit limit.

After finishing a long rest, your spent credit limit will be reduced equal to half of your current maximum credit limit (rounded up).

Later on your 5th level, you can use this feature for your A Small Favor feature to forgo the comission cost.

Career Path

By your 2nd level, you have chosen a career path of your choice that aligns with your clients. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Expertise

At 3rd 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.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

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.

A Small Favor

When you hit your 5th level, you found help in many precarious situations. You can ask a contact for a favor and gain their help. Your contacts may answer your calls, but a commission payment is standing before you before they do you any help. Each favors require a payment before you gain the benefit of the favors you asked.

Favor Ability

You can use your Charisma as your favor modifier for your favors, as you get more leverage to ask your contacts even further. You use your Charisma whenever a favor refers to your favor ability. In addition, you use your Charisma modifier when setting the saving throw DC for a favor you ask and when making an attack roll with one.

Favor Save DC = 8 + your proficiency bonus +

your Charisma modifier

Favor Attack Modifier = your proficiency bonus +

your Charisma modifier

Bribe

By your 7th level, you can gain leverage to other people by spending money. As a reaction after you rolled an ability check, you can spend 10 gp to add your Chrisma modifier to the roll result. This feature can only be used once per ability check.

Later on your 15th level, as a bonus action, you can spend 100 gp to automatically rolled a 20 for your next ability check you made within the next minute.

Gambit

At your 9th level, whenever you need to make a saving throw from a spell or effect that does not let you take damage other than psychic. You can choose to roll Charisma saving throw instead of the intended ability of the saving throw.

Reliable Talent

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

Demanding Strike

Starting at 13th level, whenever you or the contact of your favor hits a creature, you can spend 10 gp and direct one of your companions to make a single attack to the same target you hit your attack to, as their reaction.

You can spend more gold pieces to give them a better accuracy. For every 10 additional gold pieces you spend, that ally you direct gain +1 to their next attack roll before the start of your next turn.

Later at your 17th level, you the ally you direct can make two attacks instead.

A Final Small Favor

Finally at your 18th level, you gain the contact of a super powerful deity or person in charge. You can expend 20.000 gp to cast the Wish spell. After you use this feature, you cannot use it again for the next 3d4 days.

Favor List


Proxies are nothing without the help of their contacts. The following are the list of favors you can ask your contacts for their help, listed alphabetically.

Attract People

  • Calling Time: 1 bonus action
  • Range: 120 feet
  • Cost: 15 gp
  • Duration: Up to 8 hours

You may call your contact that is a hireling that you can ask for many favors. With this favor, you can point a space within range and an distraction is caused that can be heard for 300 feet away.

A steadfast creature may make a Charisma saving throw against your favor save DC. On a failed save, they will focus their attention to the point of the distraction your contact made.

Background Check

  • Calling Time: 1 action
  • Range: Self
  • Cost: 25 gp
  • Duration: Up to 8 hours

You can call your contact to seek out any information that exists on a creature you inquire about, either on public records or even in private databases like AFIS, DMV, police DNA databanks, etc.

Make an Intelligence (History) or Intelligence (Investigation) check with advantage. Add +5 to the roll if you already have advantage. The DM will set the DC for the scarcity of the information.

If you succeed, you'll then know the legal information of your chosen creature. The information can arrive instantly, or it can take up to an hour to be retrieved at the DM’s discretion.

Call Bodyguard

  • Calling Time: 1 action
  • Range: 30 feet
  • Cost: 25 gp
  • Duration: Up to 24 hours

You called your well known contact that owns a private security business. You gain the service of a Bandit as your bodyguard, who falls down from an air drop drone in an unoccupied space you choose within range.

These bodyguard will stay until they die or until the duration of the favor ends, then they will walk back to their employer. You can only have a maximum of three bodyguards at a time.

Alternate Bodyguard

You can use other creature to be your bodyguard. That creature must has the same or lower CR and also a humanoid, as per your DM's discretion.

Hack

  • Calling Time: 1 bonus action
  • Range: 30 feet
  • Cost: 30 gp
  • Duration: 10 minutes

You call someone who know how to hack into a digital database. You can point to an computerized object that requires a password or an electrical lock within range. Make an Intelligence (Investigation) check with advantage. After the duration of this favor ends, you can unlock the password or the lock.

Call Driver

  • Calling Time: 10 minutes
  • Range: Self
  • Cost: Depends on the travel method
  • Duration: Indefinite

You calls a contact that you know that works as a transporter or some sort. After the calling time ends, a driver with some sort of transportation that fits your way of travel came to a location near you. Vehicles can carry things up to 1,200 lbs of weight.

If you happen to be in an area where a vehicle can’t reach you (like inside a building), it waits in the street (or water body), by the nearest exit.

The driver will only drive you to a specific distance that you pay, nothing more. If you want to go to another place whilst the driver is still present, you can pay the additional price upfront to go for another mile.

TRAVEL BY COST
Land 10 gp per miles
Water 25 gp per miles
Air 35 gp per miles
Financial Aid

  • Calling Time: 1 action
  • Range: Self
  • Cost: Half of your requested money
  • Duration: Instantaneous

You know people in high places that would lend you some money. Choose a number of gold pieces no higher than twice your Credit Card limit. You then gain a number of gold pieces equal to your request. Half of what you get would be immediately paid as the cost of this favor.

After that, you must repay your debt by expending as much gold pieces as you requested before. You can choose how long do you want to complete the repayment as long as several days equal to your current proficiency bonus.

If you did not repay the debt you have before the deadline, you'll be forced to repay them using your hit points. Your maximum hit points is reduced equal to the amount of debt you have left.

Hired Gun

  • Calling Time: 1 bonus action
  • Range: 60 feet
  • Cost: 15 gp
  • Duration: Instantaneous

You called a contact that you know who works in a bounty hunter business or a hitman. Choose a creature within range and make a favor attack roll. On a hit, a bullet shot from an unknown source and hit the creature of your target with a Magnum firearm.

You can expend 15 gp more and tell your contact to make another attack.

Life Insurance

  • Calling Time: 1 action
  • Range: Self
  • Cost: 100 gp
  • Duration: Up to 24 hours

You know a guy who can hook you up with a contract to deal with your extreme lifestyle. Within the next 24 hours, the first time your hit points got reduced to 0 but not killed outright, you can drop to 1 hit point instead.

Medical Drone

  • Calling Time: 1 action
  • Range: 30 feet
  • Cost: 30 gp
  • Duration: Up to 10 minutes

You called a contact you know that works in a medical company. A Small medical drone will come to your aid within an unoccupied space within range. The drone has 12 AC and 2 hit points. One creature of your choice within 5 feet of the drone will regain 1d8 hit points at the start of each of your turn.

Oracle

  • Calling Time: 1 bonus action
  • Range: Self
  • Cost: 25 gp
  • Duration: 1 minutes

You called your contact who worked as a fortune teller. You can ask them to give you an omen from the future about the results of a specific course of action that you plan to take within the next 30 minutes.

The DM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad

This favor doesn't take into account any possible circumstances that might change the outcome, such as the loss or gain of a companion. All predictions made from this favor only take account of the general prediction of what's to come.

Orbital Strike

  • Calling Time: 1 action
  • Range: 1 mile radius
  • Cost: 250 gp
  • Duration: 2 rounds

You know a contact of yours that has a weaponized satellite orbiting the earth. The moment you ask this favor, the satellite will first charge for 1 round and fires its orbital cannon at the start of your next turn.

At the start of your next turn, choose a 15 feet radius within 1 mile away of you. All creatures within that radius must succeed on a Dexterity saving throw or take 10d6 radiant damage, or half as much on a successful save.

Note that upon calling this favor in an urban environment may cause a scene and a disablement of this favor. Roll a d100, on a 20 or lower, you can't use this favor for 1d4 days. Each time you use this favor, the DC will increase by 20.

Orbital View

  • Calling Time: 1 action
  • Range: 1 mile radius
  • Cost: 65 gp
  • Duration: Up to 1 minute

You gain a live bird’s eye video feed of up to 1 mile away from you. To see detail, you must zoom in to view a 120 square feet radius (the highest zoom resolution). The video feed floats as a mind’s eye window in your field of vision. Any obstruction to the satellite visual feed, like forest canopy or a building roof, blocks your view. You can use your action to change the zoom, or the area you are getting the image feed from.

Order Food

  • Calling Time: 1 action
  • Range: Self
  • Cost: Depends on the order
  • Duration: 10 minutes

You called an acquaintance of yours that works in an Food and Beverages business. You can pick the food from the list below. After that, you can pay then wait until the favor duration ends. After it ends, you can eat the food and gain several of its benefits (if any).

FOOD
COST
BENEFIT
Ironhide Jerky
10 gp
Regain 2 hit points
Moonberry Tart
15 gp
60 feet darkvision
Feywild Pasta
25 gp
Advantage against getting charmed and frightened
Ogre Knuckle Sandwich
40 gp
Unarmed strike deal 1d6 more damage
Owlbear Omelette
55 gp
Gain the "enlarge" effect from the Enlarge/Reduce spell

A single food can only give its benefit to one creature that ate the entirity of the food. Each of the food effect lasts for up to 1 hour or until you went unconscious.

Private Investigator

  • Calling Time: 1 action
  • Range: Infinite
  • Cost: Depends on the target
  • Duration: Indefinite

You call someone you knew that could help you find informations about a certain creature or object. With this favor, you can give an image, name or a likeliness of a person, creature or an object that you want to find. After the duration of this favor ends, your contact will tell you about the latest whereabouts of your target.

The more information you give to your contact, the shorter the time needed to find your target. If you gave your contact the image, reduce the duration by 1d8 days, if you give them the name of your target, reduce the duration by 1d6 days and if you describe the likeliness, reduce the duration by 1d4 days.

TYPE COST PROCESS TIME
Animal or Plant 300 gp 3d6 days
Object 800 gp 4d6 days
Person 2.000 gp 5d6 days
Room Service

  • Calling Time: 1 action
  • Range: Infinite
  • Cost: 15 gp per 30 by 30 feet of space
  • Duration: 10 minutes

You called a friend that you know who work as a hireling that will take on many errands. You can choose which kind of favor this will take a turn.

Cleanse. You order your contact to clean up a room and redecorate it with a better furniture. After the favor duration ends, the space within your specified space will be clean, odorless and tidy enough to relax comfortably in it.

Ransack. You order your contact to mess up a room and wreck everything within your specified space. Your contact will break every wall, furniture and vandalize everything in sight as best as they can after the favor duration ends.

Safe House

  • Calling Time: 1 minute
  • Range: Self
  • Cost: 15 gp per creatures
  • Duration: 24 hours

Your power network hooks you up with a safe house that is off the map and unknown to almost anyone. It could be an apartment, cabin, abandoned house, or some other accommodation; your DM decides the specifics as long as it only provides basic amenities. It isn’t glitzy, but it enough to get a good night sleep. It is stocked with enough food and water for 5 people to live for 1 day.

While hiding in this space, any attempts to track you or your allies there suffer are made at disadvantage and taking long rest here will reduce two levels of exhaustion.

Séance Session

  • Calling Time: 10 minutes
  • Range: Self
  • Cost: 100 gp
  • Duration: Up to 1 minute

You calls a person you know that dabbles in the business as a medium. For the duration of this favor, you can sit comfortably and begin a moment of meditation to conjure a spirit from the afterlife to answer your questions.

Describe or name a creature that is familiar to you. If the creature’s soul is free and willing, it manifests as a ghostly specter. This séance fails if the spirit was the target of this séance within the last 10 days.

Until the séance session ends, you can ask up to three questions of the specter. The specter knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the specter is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy.

Spread Misinformation

  • Calling Time: 1 action
  • Range: Indefinite
  • Cost: 20 gp
  • Duration: Instantaneous

Using your connection with a social media influencer or any journalist, you can spread rumors with false truth. Make a one sentence statement. Within 2d6 hours, most people will know about the "truth" you spread.

A successful Intelligence (Investigation) or Wisdom (Insight) check against your favor save DC lets others discern the lie that you spread.

Wingman

  • Calling Time: 1 action
  • Range: 120 feet
  • Cost: 10 gp
  • Duration: 1 round

You call a courtier, charlatan or any contact that can lend you a hand in persuading a person.

While you're in a place that has many creatures that can talk to your target, you can call another creature to the conversation and gain an advantage to your Charisma (Deception), Charisma (Intimidation) or Charisma (Persuasion) checks for the next 1 minute.

After the favor duration ends, your contact fades into the crowd and can never be seen again, unless you call them again.

Witch Doctor

  • Calling Time: 1 action
  • Range: 120 feet
  • Cost: Depends on the syringe type
  • Duration: 1 round

With this favor, you can call an alchemist or some sort to concoct chemicals that can debilitate your enemies.

You can choose one of the following drugs and points a creature that you can see within range. Your contact will fire a syringe dart that will cause an effect to happen, depends on your choice of the drug type. The creature targeted by this favor must succeed on a saving throw against your favor save DC to avoid succumbing to the effect from the drug.

DRUG TYPE EFFECT COST SAVING THROW
First Kiss Charmed 10 gp Charisma
Lights Out Blinded 25 gp Constitution
Pure Alcohol Poisoned 35 gp Constitution
Phobos Frightened 50 gp Wisdom
Lock Joint Stunned 60 gp Strength

All of these drugs will last until the end of your next turn. If the effect is getting charmed or frightened, you are the source of the effect.

Career Path


Proxies are cunning and resourceful, but a Proxy cannot be in all place and know all things at the same time. Which leads to them focusing on a single topic at one time, to both specialize themselves in the career path and look for another Proxy to gain more connections.

Arcanist

When you can't do it, ask somebody. When you want to cast a spell, study? No! Just ask someone else to cast it for you, or through you. I guess? Proxies in this career path knows well several spellcasters in their line of job and can weave spells too from their guidance.

Friends in Magical Places

Starting at your 2nd level, you can ask your contact to teach you about magics. You gain two cantrips of your choice from the Wizard spell list. You can use your Charisma as your spellcasting ability. You can change these cantrips after finishing a long rest.

Another Small Favors

When you hit your 6th level, you gain a special favors from your line of work that you can ask your contact for.

Aided Spellcasting

  • Calling Time: 1 action
  • Range: Self
  • Cost: Depends on the spell level
  • Duration: Depends on the spell duration

You can call your contact who is a skilled wizard to help you cast spells on your own. Choose a spell from the Wizard spell list that has the casting time of 1 action, then pay the appropriate cost of the spell. Your contact will help you cast the spell through the phone, as if you're the one casting it.

SPELL LEVEL COST
1st level 20 gp
2nd level 125 gp
3rd level 300 gp
4th level 700 gp

The DC for the spells is equal to 8 plus your proficiency bonus and Charisma modifier; and your spell attack modifier is equal to your proficiency bonus plus your Charisma modifier.

Enchant

  • Calling Time: 1 action
  • Range: Touch
  • Cost: 150 gp (simple weapons), 225 gp (martial weapons)
  • Duration: 10 minutes

Your contact helps you enchant a weapon of yours and turn it into magical weapon. You must touch the weapon and let your contact speak the magic words through your phone speaker. After the call duration ends, the weapon is now magical and you can use use your Charisma, instead of Strength or Dexterity, for this weapon’s attack and damage rolls.

The weapon requires an attunement to gain its benefit and only you can attune to it.

Spell Market

At your 10th level, your contact reveals more ways to learn magic from. You can now access all kinds of spell list to switch your cantrips from.

Additionally, when you call your Aided Spellcasting favor, you can choose the spells from the Cleric, Druid or sorcerer spell list.

Patented Spells

Finally when you hit your 14th level, you now know how to aim your spells carefully. You can add your Charisma modifier to any damage dealt by your cantrips and spells cast from the Aided Spellcasting favor.

Authority

The world is sometimes unfair. Most of which depends on the jurisdictions of the government you lived on. But if you find a way of leverage around them, maybe life won't be so unfair after all. Proxies in this career path choose to ally themselves with corrupt authorities or any sort of government organizations with a flawed law.

Bonus Proficiency

Starting at your 2nd level, you gain proficiency with medium armor and shields.

Kevlar

Also at your 2nd level, you can use your speech to keep yourself away from harm. When you wears an armor or wield a shield, you can use your Charisma modifier instead of Constitution to calculate your maximum hit points in this class.

Another Small Favors

When you hit your 6th level, you gain a special favors from your line of work that you can ask your contact for.

Call Sniper

  • Calling Time: 1 bonus action
  • Range: 120 feet
  • Cost: 25 gp
  • Duration: Instantaneous

You can call the help of another officer who manned a sniper rifle. Make a favor attack roll towards a creature within range. On a hit, that creature will take 3d10 piercing damage.

Police Line

  • Calling Time: 1 action
  • Range: 30 feet
  • Cost: 15 gp
  • Duration: Up to 10 minutes

You can call your contact from the police force to wring up a police line in a 15 feet cube within range. All creatures within the cube must succeed on a Strength saving throw to get out from the cube.

Task Force

At your 10th level, you've learn the training and exercise of the police force. You gain proficiency in Strength, Dexterity and Constitution saving throws.

Entrapment

Finally when you hit your 14th level, you can punish people who wronged you. As a reaction when a creature you can see hits you with a attack, you can use your Call Sniper favor without paying the cost of the favor. In addition, if you have advantage in your attack roll, it will count as a critical hit when you successfully land a hit.

Loan Shark

Have you ever in a position where you have an idea how to make quick money, but you need money to kick start the idea. Proxies in this specialization realizes that having partners who has power in monetary business is a huge advantage in their career.

Moneybags

Starting at your 2nd level, you know several top dogs in the money transaction businesses. Your credit limit increases by 20 times your Charisma modifier.

Another Small Favors

When you hit your 6th level, you gain a special favors from your line of work that you can ask your contact for.

Loan

  • Calling Time: 1 action
  • Range: 30 feet
  • Cost: 10 gp
  • Duration: Indefinite

You give 5 gp to a creature of your choice that you can see within range. Then you call a money lending service that you force your target in a debt. Later, as a bonus action, you can collect the debt you sow and that creature will lose 1d12 hit points per 10 gp and the gold pieces you give to them. A creature cannot have more gold pieces equal to five times your proficiency bonus.

Creatures within 30 feet of you who has a debt to you must use their action to fling the gold pieces back to you by making a successful thrown weapon attack roll.

Toss a Coin

  • Calling Time: 1 action
  • Range: As per the spell range
  • Cost: 25 gp
  • Duration: As per the spell duration

You called someone who works in a jewelry or bank business to enthrall other creature with wealth. You can cast the Incite Greed or Fast Friends spell at its lowest level without using a spell slot and material components. You can use your favor save DC as the spell save DC for that spell.

Debt Collector

At your 10th level, you know how to deal with difficult contract dealers to avoid you making a dire mistake. As long as a creature has a debt to you from your Loan favor, they cannot gain the benefit of being invisible to you and you cannot be charmed, frightened to them.

Lethal Investment

Finally when you hit your 14th level, you know how to increase the effectiveness of an assassination by spending more money. You can use your Loan feature on an allied creature. Instead of dealing damage to them, you can empower them and as a bonus action, their next attack and damage roll will be increased by 1 for every 10 gp you spend on them.

Trafficker

Some proxies think that the best power bump is to know the informations of several rare items that you can buy and sell.

Bonus Proficiency

Starting at your 2nd level, you gain the Charisma (Persuasion) skill if you don't have it before.

Haggle

Also on your 2nd level, you know how to get the best price for anything you want to buy. You have advantage on your Charisma (Persuasion) checks whenever you want to ask someone for their service or buy their product for a cheaper price.

Later when you hit your 7th level, you can reduce the price that you need to pay for your favors by 25% (rounded down).

Thieves' Cant

Again on your 2nd level, you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Another Small Favors

When you hit your 6th level, you gain a special favors from your line of work that you can ask your contact for.

Smuggle Item

  • Calling Time: 1 minute
  • Range: Self
  • Cost: The item price + 10 gp
  • Duration: Instantaneous

You call a friend that you know that can bring you goods in no time. With this favor, you can spend several gold pieces equal to a mundane item, weapon or armor that you've seen before, then add 10 gp as its delivery price. After you finishes the call from this favor, a delivery drone will deliver you the item to your hand. After the delivery is done, the delivery drone will then implode and leave nothing behind.

Refine Item

  • Calling Time: 1 minute
  • Range: Touch
  • Cost: Depends on the item
  • Duration: Instantaneous

You asks the help of a black market merchant or an expert item enhancer. You can touch an item that you want to upgrade, then a delivery drone will come and pick up the item, then bring it back to your contact's workshop. The drones will return after the several hours, depending on the item type. By that time comes, the drone will return and your item will be upgraded. The delivery drone will then implode and leave nothing behind.

ITEM TYPE COST PROCESS TIME
Shields 200 gp 8 hours
Weapons 250 gp 16 hours
Armors 2.500 gp 24 hours

If you upgrade an already upgraded item, the cost is multiplied by 10 and the duration is doubled.

Appraiser

At your 10th level, your experience in dealing with rare objects has led your eye to know its quality even efficiently. You can cast the Identify spell as a ritual and without requiring the material component.

Tax Evasion

Finally when you hit your 14th level, you've start to realize your expenses are a little bit too out of hand. You can forgo the payment from a favor you ask. You can use this feature several times equal to your Charisma modifier and you'll regain all uses after finishing a long rest.

Techweavers

Techweavers, the prodigious architects of the digital realm, possess an unparalleled grasp of the intricate tapestry that intertwines machines, networks, and the ethereal fields of energy. Their mastery over the realms of engineering, programming, and quantum mechanics transcends the realm of ordinary comprehension. With adept precision, they penetrate the deepest recesses of cyberspace, manipulating code and algorithms to reshape the very fabric of technology. Through their profound understanding of energy dynamics, they weave intricate patterns, channeling and redirecting currents with finesse. In the crucible of conflict, Techweavers emerge as adaptive virtuosos, seamlessly blending the harmonies of cutting-edge gadgets and sublime techniques to turn the tide of battle. With each keystroke and surge of power, they manifest their boundless creativity, shaping the future of technology and illuminating the path to progress.

Fashioned in Machines

Not all Techweavers are implanted with cybernetic attachments. Some are even still completely organic with no artificial implants grafted to them. While they refrain from integrating cybernetic enhancements into their own bodies, their immediate surroundings tell a different tale. Intricate contraptions and finely tuned devices are ever-present companions, serving as extensions of their ingenuity and prowess.

Towards the Future Self

Techweavers devote their lives to perfecting efficient solutions that align with their intentions. Through their expertise in engineering and programming, they strive to optimize technology's functions. Their unwavering focus drives them to push boundaries and challenge limits, creating a world where efficiency becomes paramount.

Multiclassing and the Techweaver

If your group uses the optional rule on multiclassing, here's what you need to know if you choose Techweaver as one of your classes.


Ability Score Minimum: As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a Techweaver.


Proficiencies Gained: If Techweaver isn't your initial class, here are the proficiencies you gain when you take your first level as a Techweaver: simple weapons, one skill of your choice.

Techweaver
Level Proficiency Bonus Features Battery Packs
1st +2 Cyberdeck System, Gadget 4
2nd +2 Artificial Intelligence 4
3rd +2 Tech Specializaton 4
4th +2 Ability Score Improvement 6
5th +3 Tech Specialization Feature 8
6th +3 Arcane Decryption 8
7th +3 Flash of Genius 8
8th +3 Ability Score Improvement 10
9th +4 Weapon Augmentation 12
10th +4 Tech Specialization Feature 12
11th +4 Overclock 12
12th +4 Ability Score Improvement 14
13th +5 Weapon Augmentation Improvement 16
14th +5 Scanner 16
15th +5 Tech Specialization Feature 16
16th +5 Ability Score Improvement 18
17th +6 Nuclear Fission 20
18th +6 Nanotechnology 20
19th +6 Ability Score Improvement 20
20th +6 Epic Boon 22

Class Features

As a Techweaver, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial firearms
  • Tools: Hacker's Kit, Technician's Tools

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Deception, History, Insight, Investigation, Medicine, Perception, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple melee weapon and 10 darts, (b) a handgun and 30 bullets
  • leather armor
  • Technician's tools
  • (a) scholar's pack, (b) an explorer's pack

Cyberdeck System

At 1st level, you’ve crafted a mechanical device that you can place where ever on your body. This device be used for a variety of things, including but not limited to, utilities and combat purposes. Additionally, you may choose 2 types of artisan’s tools of your choice to implement it in your cyberdeck Arm. The things you implement in the arm will counts as concealed and can be easily hid. If you want to change it, you need at least 1 hour of time to do it. The cyberdeck can be count as an armor or weapon attached to you.

In a dire case of losing this item, you can recreate it using Technician’s tool for at least 8 hours of work with the price of 5 gp multiplied by your Techweaver level. This can be done in a long rest, but you will only gain the benefit of a short rest, instead of a long rest.

Gadgets

You've studied the workings of quick tech augmentations through your Cyberdeck device. You can implement gadgets into your Cyberdeck system to achieve diverse technological marvel that you uncover.

You can use your bonus action to install a gadget or more, much so that you can uninstall it as the same bonus action. You can only have a maximum amount of gadgets installed on your cyberdeck equal to your proficiency bonus.

Activating Gadgets

Gadgets have two types of activation after installation. Manual and automatic. To gain its effect, a manual gadget requires an action, bonus action or reaction to activate it. But as for automatic gadgets, you only need to install it on your cyberdeck system and it will be activated automatically.

Battery Packs

To activate one of your gadgets, you must expend a battery pack or greater as per the gadget description. The Battery Pack column of the Techweaver table shows how many battery packs you have to activate your gadgets. When you expend battery packs to activate a gadget, you expend one of these uses.

You regain all battery packs after finishing a long rest and half as much spent battery packs when you finish a short rest, rounded down. If in a perfect situation that you gain access to some sort of a power source or generator, you can plug your cyberdeck System to it and regain half of your maximum battery pack after finishing a short rest.

Gadget Ability

You can use your Intelligence as your gadget modifier for Techweaver gadgets, as these gadgets brings your ideas and creativity into realization through machines. You use your Intelligence whenever a gadget refers to your gadget ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Techweaver gadget you activate and when making an attack roll with one.

Gadget Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Gadget Attack Modifier = your proficiency bonus +

your Intelligence modifier

Artificial Intelligence

When you reach your 2nd level, your Cyberdeck creates an autonomous machination to aid you in your search or investigation. When you make an Intelligence (History) check, you can treat a d20 roll of 9 or lower as a 10.

Later on your 6th, 10th and 15th level, you can choose one of the following skills to gain this benefit when you make an Intelligence check with it: Arcana, Investigation, Nature or Religion

Tech Specialization

All Techweavers may share a common knowledge base, but most of them will specialize into a particular field of study. At your 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level. If your specialization grants you a gadget at any level, it doesn't count against your total number of prepared gadgets.

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.

Arcane Decryption

On your 6th level, you gain the grasp of how magic works and how to bypass its arcane protection. All attacks made from your gadget now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Flash of Genius

At your 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

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

Weapon Augmentation

On your 9th level, you're now a machine adept that knows how to modify weapons to your likings. As a bonus action, you can augment firearms and give additional benefits. You must expend battery packs, as described below.

AUGMENTATION
EFFECT
COST
Arcana
Change damage to acid, cold, fire or lightning
1 pack
Chamber
Deal one additional damage die
4 packs
Coolant
Remove the Overheat property
1 pack
Full Auto
Gain the Automatic property
3 packs
Revolving
Remove the Loading property
3 packs
Scope
Doubles the weapon normal and long range
1 pack
Stabilizer
+2 to attack roll
2 packs

A weapon can only have two types of augmentations, but you can add three augmentations on your 13th level later. These augmentations lasts for 24 hours and cannot be removed until the duration ends.

Overclock

By your 11th level, you know how to increase the lethal output that your gadget can achieve. As a bonus action, you can expend 3 battery packs to add +1 to your gadget attack and damage rolls that will last for 1 minute. You cannot gain more than +3 for the attack and damage bonus.

Scanner

When you hit your 14th level, your cyberdeck gain the ability to scan objects to know what it'll do. If your cyberdeck is on your person, you can cast the Identify spell at will, without using a spell slot or its material components.

Self-Charging Port

On your 17th level, you've managed to modify your cyberdeck system to have perpetual refueling energy. If your cyberdeck is on your person, you will regain one your spent battery packs on the next hour after you spent it.

Nanotechnology

When you’re at your 18th level, you rapidly constructs millions of nanotech bots to aid you in your combat. You may choose one of these option for the state of this feature to take shape.

  • STATE: Defense. The nanotech bots will envelop your body and giving you +2 to your AC. It also always gives you an advantage in Constitution saving throws and if you taken damage, the nanotech will constantly heals you by 1d8 hit points per turns.

  • STATE: Offense. The nanotech bots will turn into a swarm below your feet. You can use those nanotech bots to extend your attack reach by 15 feet away from you. You can also use your gadgets through that nanotech tendrils. The tendrils can split into two and target two different creatures.

Additionally, you are now floating 5 feet away from the ground using your nanotech and difficult terrains won’t slow you down. You can’t fly with it, but rather just floating from a surface with a fixed distance.

Gadget List


Gadgets are the ultimate manifestation of their mastery over technology and digital manipulation. Gadgets are diverse in nature, taking on various forms and classifications.

The following are gadgets listed alphabetically.

Arm Blades

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

You can conjure a melee weapon on one of your hand and wield it instantly. You can choose to conjure a blade on one of your arm that counts as a simple weapon of which you're proficient with. This blade will deal 1d8 slashing or piercing damage (your choice when you hit a creature). You cannot be disarmed from this weapon and you can retract it as a bonus action.

Aim Assist

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

Your cyberdeck assist you with automated aiming system. You can use your Intelligence modifier as your attack and damage rolls when making attacks with ranged weapons or weapons made with your gadgets.

Control Vehicle

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: See Description

You are able to connect your cyberdeck to a nearest vehicle that you can see within the gadget radius by spending battery packs. Once connected, you can control it to go to any location of your choice within 60 feet that you can see.

In addition, you can control the vehicle and ram the vehicle to a creature or an object using your action. (see "Crashing" in "Vehicles")

SIZE BATTERY PACKS
Medium 1 pack
Large 2 packs
Huge 3 packs

This gadget only affect vehicle that uses fuels and will last for up to 1 hour. If the vehicle left for more than 60 feet away from you, the connection will be disconnected. You can also use your bonus action to disconnect the vehicle you're connected to.

Cryogen

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 1 Battery Pack

Your cyberdeck wraps around your palm and covering it in flexible metal and turns your arm freezing cold to the touch. You won’t feel the frost, as your hand is protected by your cyberdeck at the point of a room temperature.

When you activate this gadget, make a melee gadget attack on a creature that you can touch. On a hit, that creature will take 1d10 cold damage and their attack roll will be made with a disadvantage until the end of their next turn.

At Higher Levels. This gadget’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10) in this class.

Daze

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 2 Battery Packs

This gadget lets your cyberdeck conjures a sound emitter and gives your ears a pair of headphone to keep you save from your gadget damage.

When you activate this gadget, it lets out a loud ear piercing sound to all creatures within 10 feet of you. Creatures within range other than you must succeed on a Constitution saving throw against your gadget save DC to take half from 1d12 thunder damage. On a failed save, their next attack roll, skill check or saving throw will be made on a disadvantage.

At Higher Levels. This gadget’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12) in this class.

Developer Mode

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 3 Battery Packs

This gadget lets you hacks into a construct and rewire its programming system.

When you activate this gadget, make an Intelligence check against that construct's AC. If you succeed, you can breach into its base programming system and can command to that construct for up to 10 minutes. If that construct is hostile towards you, this gadget will rewrote the programming on that construct to see you as a friendly subject.

Every time you incite a command to the construct, it will make an Intelligence saving throw against your gadget save DC. If it succeed, the effect ends and they will regain back their system control. If a construct succeeds on its saving throws from this gadget, it will be immune to this gadget for 24 hours.

Drone

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 3 Battery Packs

With this gadget, you can automate a weapon you're holding to move on its own according to your command.

When you activate this gadget, touch a melee or a ranged weapon. Your cyberdeck then conjures a tracking device that wirelessly connects to the weapon and a propulsion jet that makes the weapon stay afloat. This device can make the weapon hover and give it a flying speed of 15 feet.

Later using your bonus action, you can command it to move and make an attack towards a target that you can see within 15 feet away from you. If the weapon is a melee weapon, it can only make an attack if its target is within its melee range. If it's a ranged weapon, it can be used normally. Weapons attached to this gadget counts as a gadget weapon. Making weapon attacks from this gadget however, does not count as you making the weapon attacks.

This gadget can only be connected to a single weapon. If you connect it with another weapon while the latest one still persist, it will switch the connection to the new one.

Exoskeleton

  • Gadget Type: Manual Gadget
  • Activation: 1 Bonus Action
  • Battery Used: 1 Battery Pack

With this gadget, you can conjure a full body exoskeleton that envelops your body.

When you activate this gadget, you can add your Intelligence modifier instead of Strength and Dexterity to make Strength (Athletics) and Dexterity (Acrobatics) skill checks while this gadget is installed. This gadget also lets you calculate your jump distance using your Intelligence score, instead of Strength.

After activating this gadget, it will last for a whole hour or until you uninstall it.

Flashlight

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

With this gadget, you can conjure a flashlight on your cyberdeck and creates a beam of bright light. You can choose to illuminate an area up to 30 feet cone from you or 10 feet radius around you. It won’t shut off even if you’re unconscious.

It will only shuts off if your cyberdeck System got severed or you turn it off using your bonus action.

Force Field

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 3 Battery Packs

Your cyberdeck conjures a force field that will prevent anything from passing through. You can project the force field as a 30 feet wide wall to all sides within 10 feet away from you or as a 10 feet radius sphere that centered on you. If it touches an object, it stops its movement as if it was hitting a wall. It will also acts as a third quarter cover from one side of your choice.

This wall will last for up to 1 hour or until it break, after taking damage equal to 3 times of your gadget save DC. If it broke, this gadget ends abruptly.

Ground Breaker

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 2 Battery Packs

Your cyberdeck forms pair of heavy boots that wraps around your feet. When you activate this gadget, you will sends a quake on the ground within 5 feet of you. All Large or smaller creature within range must make a Constitution save against your gadget save DC. On a failed save, they will take 3d6 bludgeoning damage and fall prone, or half as much damage and doesn't fall prone. This gadget will also create a loud booming voice that can be heard for 100 feet away and left the 5 feet radius of the affected ground be difficult terrain.

Haywire

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 4 Battery Packs

This gadget will conjure a jamming device on your cyberdeck and will wreck havoc on all electrical devices within 10 feet away of you. Constructs and vehicles are not affected by this gadget unless you use twice as much battery packs. Roll a d20 to determine the behavior of the affected device.

If you rolled an odd number, the device bursts into a volatile electrical surge and deals 4d6 lightning damage to all creatures within 5 feet of the device. Each affected creature must succeed on a Dexterity save against your gadget save DC to take half as much damage.

If you can target vehicles or constructs, it must succeed on a Constitution saving throw to take half as much damage if that vehicle or construct is the target of this gadget. The target then does not require to make the Dexterity saving throw anymore.

If you rolled an even number, The device shuts down and must be restarted by making an Intelligence check against your gadget save DC.

At Higher Levels. This gadget’s damage increases by 1d6 when you reach 5th level (6d6), 11th level (8d6), and 17th level (10d6) in this class.

Highlighter

  • Gadget Type: Manual Gadget
  • Activation: 1 Bonus Action
  • Battery Used: 3 Battery Packs

This gadget conjures a visor on your head that can target things easily. When you activate this gadget, choose a number of creatures for up to equal to your proficiency bonus. After marked, you will have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it as they will be highlighted through the visor.

Those marked creatures will always be seen through the visor, even if they hide behind walls or turn invisible. If the marked creature went outside 60 feet away from you, the mark will be gone. This gadget will last for 24 hours or until you uninstall it.

Ignition

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 1 Battery Pack

Your cyberdeck wraps your hand into a glove and blazes your palm. When you activate this gadget, you can let a jet of fire forming a line of 10 feet long and 5 feet wide blasts out from you in a direction of your choice. All creatures within range must make a Dexterity save against your gadget save DC. On a failed save, they will take 2d6 fire damage, or half as much on a successful save.

Alternatively, you can imbue your melee metallic weapons with blazing red hot property. Giving it additional 1d6 fire damage when struck with. This additional damage lasts for 1 minute and will not scale as you level up.

At Higher Levels. This gadget’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6) in this class.

Incognito

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

Your cyberdeck jams any devices that can capture visual recordings when it detects you. Your body will seamlessly meld with your surroundings when seen through the monitor that connected to the lens of the visual capturing device, making you practically don't exist through the camera. This will only work with visual recorder and not motion sensory scanner devices.

Insulation Shield

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 1 Battery Pack

This gadget coats you with an energy shield that'll give you temporary hit points. But that temporary hit points will only take damages from acid, cold, fire or lightning elements. The amount of temporary hit points you get is equal to 1d6 for every 1 battery pack you expend.

Jolt

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 1 Battery Pack

This gadget turns your cyberdeck into a glove that has electrical discharge running through your hand. When you activate this gadget, make a melee gadget attack, on a hit, it will deal 4d4 lightning damage to a creature.

At Higher Levels. This gadget’s damage increases by 2d4 when you reach 5th level (6d4), 11th level (8d4), and 17th level (10d4) in this class.

Laser Burst

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 3 Battery Packs

Your Cyberdeck forms into a cylindrical shape for both of your hand to hold on to. When you activate this gadget, you cause a line of laser energy bursts for 60 feet long and 5 feet wide blasts out from it in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, that creature will take 6d6 radiant damage and be blinded until the start of your next turn. On a successful save, they will only take half damage and doesn't get blinded.

Locksmith

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 1 Battery Pack

Your cyberdeck produces a lock pick device and can permanently manipulate a Tiny or Small physical key based locking system with this gadget. The lock can be either easily unlocked or impossible to lock picked.

If a creature tries to unlock this lock with a key, it will break the key instead. If you tighten the lock and a creature tries to pick it, it will have -2 penalty to the roll and +2 bonus if you loosen it up.

Mobility Boots

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

Your cyberdeck conjures a pair of boots on your feet. You gain additional 15 feet of speed and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Motion Sensor

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

Your cyberdeck wraps your whole body with sensitive sensors that can detect creatures nearby within 10 feet away from you. Invisible creatures will get detected by this gadget.

Neural Harness

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

This gadget conjures a headband that wraps around your head. You gain a resistance towards psychic damages and you advantage in any saving throws that forces you to take psychic damages.

Oxygen

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

Your cyberdeck creates an air pocket bubble that contains oxygen which is save for you and other creatures to breathe. All kinds of gas will be repelled out from the air pocket so the oxygen will not be polluted by any contaminants.

Phone System

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

This gadget turns your Cyberdeck System into a smart phone that can be used to call or send messages to other smart phone or any electronic media that can receive a call. If you're in a call and went unconscious, the call will automatically hung up.

Platelet Stim

  • Gadget Type: Manual Gadget
  • Activation: 1 Reaction
  • Battery Used: 2 Battery Packs

Upon activating this gadget, roll a 1d6 when you took bludgeoning, piercing or slashing damages and reduce the damage taken with that result.

At Higher Levels. This gadget’s damage reduction die changes to 1d8 when you reach 5th level, 1d10 on your 11th level, and 1d12 on your 17th level in this class.

Probability Counter

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 1 Battery Pack

With this gadget, you can run an analysis to see if your next activity will succeed or not. Roll a 1d4, you can add the result to your next ability checks, attack rolls or saving throws within the next 1 minute.

Recorder

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 1 Battery Pack

This gadget allows you to conjure a visual and audio recorder. When you activate this gadget, you can capture a photo or record a video with a maximum duration length of 1 hour on what you can see in front of you. You can choose to record the sound in the video or not.

Alternatively, as a bonus action, you can choose to just record sounds within 5 feet away from you. When playing back the audio, you can adjust the volume to be heard up to 300 feet away from you.

The recorded media can be stored in your cyberdeck's memory. However, if you record another audio or video, the previous data will be overwritten and gone forever.

Resurgence Agent

  • Gadget Type: Manual Gadget
  • Activation: 1 Reaction
  • Battery Used: 3 Battery Packs

Your cyberdeck shocks your nervous system to wake you up from being unconscious. Whenever you fall unconscious or got your hit points reduced to 0, you can activate this gadget to immediately stand back up again and regain 1d4 hit point. After this gadget is activated, you must dismount this gadget from your cyberdeck for 8 hours for it to work again.

At Higher Levels. When you reach your 11th level you'll regain 2d4 hit points instead, and 3d4 hit points on your 17th level in this class.

Root Parent

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 2 Battery Packs

When you activate this gadget, you can touch an electronic device and reveals devices connected to the local network. You will know where the connected device is located. If the source has some kind of protection of being discovered, it will be notified when you tried to detect its location and your attempt of tracking that device is failed.

If the device is further than 30 feet away from you, the tracking is stopped and won’t reach the destination, but it will show you the direction to the connected local device.

Smoke Screen

  • Gadget Type: Manual Gadget
  • Activation: 1 Bonus Action
  • Battery Used: 1 Battery Pack

Your cyberdeck emits dense smoke that will spread around corners which will be heavily obscure vision of all creatures inside the smoke. This gadget lasts for up to 10 minutes except got blown away by a wind of moderate or greater speed (at least 10 miles per hour). The smoke goes along with you and it will re-cover the area after 6 seconds.

Synthetic Armor

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

This gadget conjures a full body protection suit. You can add your Intelligence modifier instead of Dexterity when determining your AC.

Teleporter

Manual Gadget


As a bonus action, you can expend 2 battery packs and teleport to an unoccupied surface of your choice within 30 feet away from you. You can't teleport to a space that has no stable surface to stand on.

Terrain Scanner

Manual Gadget


Your Cyberdeck will conjure a 3D holographic map of your surrounding and scans the terrains within range. As an action, you can expend 2 battery packs and lets the scanner to track any living creatures within its vicinity. If a creature is spotted, it will be highlighted on the scanner as a static figure. If they move, it won't update their position.

Tranquil

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

This gadget injects you with a mixture of chemicals that can stimulate the parts of your brain associated with peace, as well as abstract thinking. You'll become immune towards the frightened condition and your Wisdom saving throw will always be made on an advantage.

Translator

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

This gadget will projects holographic text boxes that pops up from a mouth of a creature that speaks around you. The text boxes displays translations of any spoken language in real time. Only you can see the translations.

Turbocharge

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 1 Battery Pack

This gadget creates a cable that can be plugged in to a machine. After the machine is connected to your cyberdeck, you can activate this gadget and pushes the machine past its limits, doubling its production rate and movement distance without using extra fuel.

Using this gadget for more than 1 minute will potentially risk the machine of breaking down. Roll a d20 to determine if this machine can lasts more or not. If you rolled an 11 or higher, the machine will keep going. After this, the DC will increase by 2.

Wiring Apparatus

  • Gadget Type: Manual Gadget
  • Activation: See Description
  • Battery Used: See Description

This gadget can fix any wiring problems in a broken machine of your choice within 5 feet away from you. The duration of the repair may vary depending the object’s technology complexity.

SIZE DURATION COST
Tiny 1 minute 1 packs
Small 10 minutes 2 packs
Medium 1 hour 4 packs
Large 8 hours 8 packs

Anything bigger than that needs a day of work duration. Machines that missing major parts can’t be fixed unless that part is present during repair.

Voice Synthesizer

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 1 Battery Pack

When you activate this gadget, you can record a creature's voice to mimic it as your own. The recording time will have different accuracy of the similarity. The DC to recognize the fake sound is 5 and each 10 minutes of recording will increase the DC by 5.

A creature may attempt to recognize a fake sound by making an Intelligence (Investigation) or Wisdom (Perception) check against the DC.

Each recording of the voice needs to be loud and clear. If the recording has bad quality, the skill check DC will not gain any addition, regardless of how long the voice is recorded.

This gadget lasts for up to 1 hour or until you record a different person's voice.

Wraith

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 2 Battery Packs

This gadget coats you with a full body suit that can be activated to reflect 90% of light around you.

When you activate this gadget, you turn yourself practically transparent. For the next 10 minutes, you gain +10 to your Dexterity (Stealth) check.

In addition while this gadget is active, you can use your bonus action to take the Hide action.

X-Ray Projection

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 3 Battery Packs

This gadget projects a holographic screen that will stretch by 5 feet to all direction and have a 1 inch thickness. That screen will show whatever things at the other end of the wall that has no more than 2 feet thickness to it and lasts for 10 minutes.

If a creature went past the screen, it will show their innards instead. The screen will prioritize the nearest object to scan from. Alternatively, if you projected this screen over a creature, it will show their internal organs.

Tech Specialization


All Techweavers are devoted practitioners of engineering, hacking, and mechanical expertise. Through specialization, they delve deeper into specific aspects of their trade, expanding the collective knowledge of the order. With unwavering curiosity and a passion for progress, Techweavers shape a future where machines and humans coexist harmoniously, pushing the boundaries of what is possible in the realm of technology.

Breach Specialist

The hackers of the Techweaver class. They specialize in infiltrating bases and breaching a machines operating systems. While others go through the front door, they choose to take the back door approach.

Bonus Proficiency

When you pick this specialization at 3rd level, you gain proficiency in Intelligence (Investigation) skill.

Specialized Gadget

Starting on your 3rd level, you gain a specialized gadget, modified to your needs and compatibility throughout your area of tech specialization.

Main Board

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 2 Battery Packs

This gadget can fabricate a holographic computerized apparatus for you to hack into computer systems, security networks, and other electronic devices.

When this gadget is activated, make an Intelligence check to see if you can hack the machine or not. The DM will determine the difficulty of the security in the machine for you to hack into. You can only hack into one machine at a time and once you hack into a machine, you can control it wirelessly within 30 feet away from you.

Wire Walk

On 5th level, while your Main Board gadget is installed, you can enter electrical sockets and travel through wires to reach the other side by expending 1 battery pack. This allows you to bypass physical barriers and gain access to areas that might be otherwise unreachable by spending half of your speed.

Simply go to an accessible electrical socket, plug in your cyberdeck, and use it to enter the wires. Once inside, you can move along the wires like a spider crawling through a web. Additionally, you can use your reaction to immediately return back to your previous location.

Keep in mind that you can’t stop this method of travel mid-way. You must reach the end of the electrical wire for you to exit. If there are no exit, you’ll just return back to your original position.

Trojan

At 10th level, while your Main Board gadget is installed, as an action, you can expend 3 battery packs and breach into a creature’s mind and hack its nervous system when your Main Board gadget is active.

The target must make an Intelligence saving throw against your gadget save DC. If they fail, you can learn its current hit points, resistances, immunities and even their vulnerabilities. On a successful save, they cannot be breached again for the next 24 hours.

Worm

On your 15th level, you can target a creature and increase its pain receptor towards taking a certain type of attack. As long as you’re already breach their privacy using your Trojan feature, you can make that creature to be vulnerable towards a damage type of your choice for several turns equal to your proficiency bonus. Choose one from: acid, cold, fire, lightning, poison, psychic or a type of physical attacks.

This damage vulnerability is interchangeable within its duration by using your bonus action to change their damage type vulnerability. This effect can’t be removed by any magical methods as it’s not a curse.

This feature only lasts for several turns equal to your Intelligence modifier and can only be used once per long rests.

Chemical Specialist

As a Medical Specialist Techweaver, your expertise lies in injecting beneficial chemicals and providing support for your allies. You have access to a range of powerful drugs that can heal wounds, enhance or even hinders other’s abilities.

Bonus Proficiencies

When you pick this specialization at 3rd level, you gain proficiency in the Wisdom (Medicine) skill.

Specialized Gadget

Starting on your 3rd level, you gain a specialized gadget, modified to your needs and compatibility throughout your area of tech specialization.

Syringe Gun

  • Gadget Type: Manual Gadget
  • Activation: 1 Bonus Action
  • Battery Used: See Description

This gadget fabricates a mobile chemistry kit that that is light to carry and easy to operate swiftly. When you activate this gadget, you can create a chemical concoction and cause the effect to happen after injecting it to a creature within up to 30 feet of you using your action.

You don't need to make an attack roll if your target is within 5 feet away from you and willing to take the injection.

CONCOCTION
EFFECT
COST
Adrenaline
Gain advantage on Dexterity saving throws and bonus 10 feet speed for 1 minute.
2 packs
Bloodlust
Deal additional 1d6 damage for all melee attacks, but all of their Wisdom checks and saving throws are made on a disadvantage. This will last for 1 minute.
2 packs
Corrosive
Deal 4d4 acid damage and reduce 1d4 AC for 1 minute.
4 packs
Hallucinogen
Gain the poisoned condition for 1 minute.
3 packs
Vitality
Gain 2d6 hit points.
2 packs

Injecting a creature while your chemical injection is still in effect will replace the previous one with the recent chemical injection. A creature may attempt to end an effect early by succeeding on a Constitution save against your gadget save DC at the end of their turns.

Cell Extraction

On 5th level, while your Syringe Gun gadget is installed, you can touch a creature that has the paralyzed, petrified or poisoned condition as an action. Choose one of the conditions listed before. The creature you touch will no longer have that condition that you choose before.

After that, the creature will be immune to that condition for several rounds equal to your proficiency bonus. This feature can only be used once per long rests.

Rapid Concoction

At 10th level, you can ready a chemical concoction using your reaction, instead of using your bonus action.

Additionally, you can store a few chemical for you to use later. The amount of chemical you can store is equal to half of your Intelligence modifier (rounded down).

Pain Receptor

On your 15th level, while your Syringe Gun gadget is installed, you can use your reaction to suppress your pain and transfer it to others. Make a gadget attack roll to a creature within your Syringe Gun range. On a hit, you will only take half damage instead and the target of your injection will receive the rest of the damage you've taken.

You can inject this liquid pain to any type of creatures, except constructs.

Demolition Specialist

Some Techweavers prefer to pursuing their potential in destruction upon mankind.

Specialized Gadget

Starting on your 3rd level, you gain a specialized gadget, modified to your needs and compatibility throughout your area of tech specialization.

Mortar

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 1 Battery Pack

This gadget forms a mobile mortar on your arm that counts as a martial firearm and has the explosive property. When you activate this gadget, you can fire this mortar to a target within 60 feet of you. Make a ranged gadget attack. On a hit, it will deal 2d10 fire damage.

After impact, the ammunition will explode and all creatures within 5 feet from the initial impact must make a Dexterity saving throw against your gadget save DC. On a failed save, they will take half of the impact damage.

Alternatively, it can launch other normal grenades too with an increased distance of 30 feet away.

Arsonist

On your 5th level, your daily dose of fumes and flames has heighten your sense of demolition. While your Mortar gadget is installed, you'll deal double damage when you damage a structure or vehicles and an extra 1d12 fire damage on creatures using your Mortar gadget or any type of explosives. Additionally, whenever your Mortar gadget is installed, you gain a resistance against fire damages.

Dead Man's Switch

When you hit 10th level, if your hit points got reduced to 0, you will self destruct and deal 8d6 damage to all creatures within 15 feet radius of you. Those creatures must succeed on a Dexterity saving throw against your gadget save DC to take half damage. You can choose the damage type to be fire or piercing. After you use this feature, you must finish a long rest to be able to use this feature again.

Hammer Down

At your 15th level, as an action, you can fire a nuclear warhead up into the sky through your Mortar gadget. Roll initiative for the warhead, as it will land after 2 turns. While it hasn't landed yet, you can control the warhead to change its trajectory for up to 1 mile radius of you. Upon impact, it will deal 1d12 radiant damage and multiply the die amount with half of your Techweaver level (rounded up). The warhead will hit all creatures within 60 feet radius away from its initial impact and all creatures within range must succeed on a Constitution saving throw against your gadget save DC to take half damage.

After using this feature, you can't use your Mortar gadget again after 3 rounds.

Energy Specialist

Masters of illusion and trickery. Are they deceivers or just naturally genius to be able to conjure intricate objects into semi realistic images.

Bonus Proficiencies

When you pick this specialization at 3rd level, you gain proficiency in Charisma (Deception) or Charisma (Performance).

Specialized Gadget

Starting on your 3rd level, you gain a specialized gadget, modified to your needs and compatibility throughout your area of tech specialization.

Holo Projector

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 3 Battery Packs

With this gadget, your cyberdeck fabricates a tiny holographic projector unit on your hand. When you activate this gadget, it project a Small holographic image that's tangible to touch for up to 10 minutes. The hologram have a very slight transparent appearance and can move and act as if it's alive like a living being. Creatures can make a Wisdom (Perception) check against your gadget save DC to see if it’s real or not

The hologram can’t be further than 30 feet away from you, or else it will disappear. If you conjure another hologram while the latest one is still present, it will replace the previous one. You can conjure holograms in larger sizes on your 6th, 10th and 15th level. This is a utility gadget and require a manual activation and will last until you deactivate it.

Digital Insanity

At 5th level, while your Holo Projector gadget is installed, you can burst holograms made with electrical surge as a bonus action by expending 2 battery pack. All creatures within 5 feet of the hologram must succeed on a Constitution saving throw to take half from 6d6 lightning damage. The damage will increase by 1d6 on your 10th, 15th and 20th level. This feature can be used several times equal to your proficiency bonus. Alternatively, you can swap place with your hologram and use your reaction to burst your hologram.

Phase Shift

When you’re at 10th level, while your Holo Projector gadget is installed, you can expend 3 battery packs and transform into an intangible holographic version of yourself for 1 round as a reaction.

This feature only triggers when you took bludgeoning, piercing and slashing damage. In this form, you are immune to those damage types, but you can't interact with physical objects or creatures, as your form is intangible.

You can choose whether your equipment turns into a hologram with you or not.

Illusion Field

At 15th level, you can create a 30 feet spherical radius field filled static and tangible holographic structures that you can freely create and destroy. It could be buildings, creatures, vegetations or objects.

All creature that went inside that field may roll a Perception check against your gadget save DC to discern their surrounding being a holographic projection. The check is done in a disadvantage, as your images are becoming too real for the naked eyes to see. This feature will last for up to 1 hour or until you moved out of the field area.

This sphere field counts as a hologram made from your Holo Projector gadget.

Power Fist Specialist

You like to hit people and you hit them hard. But your little hands will not do the job for you. So that's why you built a pair of giant mechanical fist to punch the heck out of them.

Bonus Proficiencies

When you pick this specialization at 3rd level, you gain proficiency in Strength (Athletics).

Specialized Gadget

Starting on your 3rd level, you gain a specialized gadget, modified to your needs and compatibility throughout your area of tech specialization.

Power Fists

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

This gadget conjures a giant mechanical fist in one of your arm that counts as a simple melee weapon of which you’re proficient with. You can't be disarmed from this weapon and while in this effect, you can make a melee attack that deals 1d10 bludgeoning damage. You can’t wield any weapons while using this gadget. Additionally, while this gadget is installed, you’ll also always gain an advantage in all of your Strength ability checks while this gadget is active.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. In addition, while your Power Fists gadget is installed, you can expend 1 battery pack to make another attack with it using your bonus action.

Knuckle Grappler

When you hit 10th level, your Power Fist gadget is powerful enough to challenge larger creatures against your own size. You can now grapple or shove creatures two size larger than you and if one of your hand is also free, you can grapple two creatures at the same time.

Additionally, you'll always gain an advantage when grappling creatures smaller than you.

Extensive Hydraulics

At your 15th, your gadget will gain a huge upgrade on its armament. While your Power Fist gadget is installed, you get the following benefits:

  • Your Strength score increases by 2, to a maximum of 22.
  • Your melee attack reach increases by 10 feet.
  • Your Power Fist gadget will deal 1 more damage die.

Razor Edge Specialist

The Razor Edge Specialist is a master of destruction and chaos. Your weapon of choice is the chainsaw, a symbol of your unrelenting power and savagery. With each swing of your sharp-edged blade, you tear through armor and flesh alike, leaving a trail of destruction in your wake.

Specialized Gadget

Starting on your 3rd level, you gain a specialized gadget, modified to your needs and compatibility throughout your area of tech specialization.

Razor Saw

  • Gadget Type: Automatic Gadget
  • Activation:
  • Battery Used:

This gadget fabricates a chainsaw on your arm that counts as a simple melee weapon with a Two-handed property. This gadget will deal 1d8 slashing damage. It will deal an additional damage equal to this gadget weapon damage on your next turn if you the same target again. On your 6th level, this gadget weapon damage will increase to 1d10 and to 1d12 on your 12th level.

Additionally, on a critical hit, it doesn’t roll double the dice. But rather give the attacked creature a bleeding condition and take 1d4 damage at the start of their turns. The bleeding damage will turn to 1d6 on your 8th level and into 1d8 on your 13th level. They must make a Medicine check against your gadget save DC or cure it using any healing method to remove the condition.

Extra Attack

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

Rip and Tear

When you’re at 10th level, you've gained higher proficiency in wielding a chainsaw in hand. Whenever you make an attack using your Razor Saw gadget, you will score a critical hit on a roll of 19 or 20. Later on your 18th level, you can score a critical hit on a roll of 18 to 20.

Open Wound

At 15th level, your Razor Saw gadget growls so viciously as it grinds your enemies with its saws. When you score a critical hit on a creature, that creature will gain a vulnerability towards slashing damage until the end of your next turn.

Additionally, if the creature has a resistance towards slashing damages, it will lose it for the duration. If the creature has immunity against slashing damages, it will turn it into a resistance instead. Scoring multiple critical hits in one turn will collectively stack the effect until they have vulnerability towards slashing damage.

Alternatively, as a reaction, you can expend 8 battery packs and force yourself to score a critical hit after making an attack roll.

Robotics Specialist

Robotics Specialists are skilled craftsmen who design, construct, and maintain robotic creatures. They use advanced tools and materials to build customized mechanoids for combat and can repair and modify existing ones.

Specialized Gadget

Starting on your 3rd level, you gain a specialized gadget, modified to your needs and compatibility throughout your area of tech specialization.

Droid Dock

  • Gadget Type: Manual Gadget
  • Activation: 1 Action
  • Battery Used: 1 Battery Pack

This gadget fabricates a docking bay on your arm. When you activate this gadget, it will conjure a Small flying droid from the dock. You can construct a maximum number of droids equal to your proficiency bonus.

As a bonus action, you can command them to move, make an Attack, Dodge, Help or Disengage action. If you didn't give them any commands, they will all take the Dodge action. The droids can't move further than 30 feet away from you. If one of your droid got destroyed, it will automatically conjured again after 1 hour.

Additionally, as an action, you expend battery packs and fuse your droids into a bigger sized robots. Choose a the statblock of any Beast creatures that isn't a swarm, but instead of being a Beast, it is now a Construct. This form of the droid only last for a few moment according to its chosen size.

SIZE DURATION COST
Medium 1 hour 2 packs
Large 10 minutes 6 packs
Huge 1 minute 10 packs

You can split your droids back using your bonus action.

Rebound System

On 5th level, your droids can now aid you in effectively hits your target. Upon missing an attack roll from an attack or gadget attack roll, you can add 1d4 to your attack rolls as a reaction.

This feature can only be used if there's at least one droid present within 5 feet away from your target.

Retrofit

At 10th level, your Small droids gain several attachment slots for you to install. You can attach a nonmagical weapon that you have for each one of your drones. The droids can use the weapon as if they're proficient with it and will use your gadget attack modifier. The weapon cannot have the Heavy property.

Critical Mass

On your 15th level, your droids are now advanced enough to fuse into something stronger and larger. You can now fuse four of your droids and choose a stat block of a Huge Beast instead, but this form can only lasts for 1 minute. Once you use this feature, you must finish a long rest to be able to use it again.

In addition, you can choose to attach a technical weapon that you have on a droid.


Droid

Small construct, any alignment


  • Armor Class 10 (+Intelligence modifier)
  • Hit Points 10 (2d4+2)
  • Speed 15 feet flying speed

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 10 (+0) 4 (-3) 15 (+2) 1 (-5)

  • Saving Throws Dexterity 4 (+PB)
  • Skills Perception 2 (+PB)
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Petrified, Poisoned
  • Senses passive Perception 12 (+PB)
  • Languages Understand their creator's languages
  • Challenge 1/4 (50 XP)

Scanner. The droid have anvantage on its Wisdom (Perception) checks that requires sight.

Actions

Gun. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one creature. Hit: 2d8 piercing damage

Reactions

Self-Destruct. The droid will explode upon command and forces all creature within 5 feet of it to make a Dexterity save against your gadget save DC. On a failed save, they will take 1d6 fire damage. The damage increases by 1d6 per size bigger than Small.

Subclasses


The following are several additional subclasses for the base 12 classes on D&D 5E.

Barbarian

Below are subclasses that Barbarians will take in modern days.

Path of Adrenaline Rush

Barbarians who taps into the power of adrenaline shots, unleashes bursts of unparalleled strength and speed just from an injection shot. In battle, they become unstoppable forces, tearing through enemies with lightning-fast strikes and shrugging off wounds.

Bonus Proficiencies

When you choose the Path of Adrenaline Rush, you gain the a proficiency in Dexterity (Acrobatics) skill.

Stim Boost

Starting on your 3rd level, you gain access to a chemical injection specialized for your body. You can use your bonus action to inject it onto yourself. The stim boost will deal 2d6 piercing damage to you but you will deal additional 1d6 damage to all of your melee attack damage and you gain bonus 15 feet to your speed until the start of your next turn.

Additionally, if you inject yourself while you're in Rage, the bonus speed will be doubled.

Hyperactivity

On your 6th level, you move rapidly fast from adrenaline rush. When your Stim Boost feature is in effect and you use your Reckless Attack feature, you gain +1 bonus to your AC until the start of your next turn.

In addition to that, you will always gain an advantage in any saving throws or ability checks that would make you immobile, even when not using your Stim Boost feature.

Delirious

On your 10th level, terrifying scenarios become incredibly appealing to you. You gain immunity in getting frightened. If you're forced to make a saving throw to avoid getting frightened, you can move half your speed if you failed your saving throw.

Relentless Vigor

Finally at your 14th level, your blood has evolved with the chemical injection from your Stim Boost feature. While your Stim Boost feature is in effect, it will now last for 1 hour and regenerate your wounds by 1d8 per turns.

Path of the Mafia

Not all problems can be solved with sword and axes. Well, most of them do. But still, not all problems. With your intimidating presence, you dominate others to make them do your bidding. You don’t really NEED to take the violence action to do the dirty work (although you wanted to).

Bonus Proficiencies

When you choose the Path of the Mafia, you gain the a proficiency in Charisma (Intimidation) skill.

Fistful Discussion

Starting on your 3rd level, You can use violence as a leverage to force people to do as you wish. While you're in Rage, you can add your Rage damage bonus to any of your ability checks.

In addition, when you make a Charisma (Deception), Charisma (Intimidation) or Charisma (Persuasion) skill check, you can add your Strength instead of your Charisma modifier.

Intimidating Physique

Also on your 3rd level, your base AC equals 10 plus your Constitution and Charisma modifiers.

Gang Leader

On your 6th level, your dominion grows larger as many people joins your mafia group.

As a Bonus Action, you can conjure a henchman within 5 feet of you. You can command your henchman to take the Attack Action (no action required). The henchman shares their initiative with you.

Your henchmen will stay for 10 minutes or until they’re dead. If one of them died, you can’t call them again after you finish a long rest.

This feature can be used several times equal to your Constitution modifier and you'll regain all uses after finishing a long rest. You can't have more henchmen more than your proficiency bonus.

Loyal Underlings

On your 10th level, spending more time with you, your henchmen became more loyal to your orders. As a reaction when you take damage, you can order one of your henchman to take the damage instead of you. This feature can only be used if at least one of your henchman is within 5 feet of you.

Personal Bodyguard

Finally at your 14th level, your henchmen are now trained to serve you well in the organization. When you finish a long rest, you can have one henchman summoned without expending any uses. This special henchman will stay with you until it dies.

In addition, your henchmen deal additional damage equal to your Rage damage bonus for their melee weapon attacks.


Henchman

Medium humanoid, lawful neutral


  • Armor Class 10 (plus your proficiency bonus)
  • Hit Points 20 (plus your Strength ability score)
  • Speed 30 ft. walking

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Saving Throws Constitution +5
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Understands your languages
  • Challenge 2 (450 XP)

Traits

Pack Tactics. The henchman has advantage on their attack rolls and saving throws against a creature if at least one of the henchman's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Multiattack. The henchman makes attacks.

Longsword (One-handed). Melee Attack: +6 to hit, reach 5 ft., one target. Hit:  (1d8+4) slashing damage.

Longsword (Two-handed). Melee Attack: +6 to hit, reach 5 ft., one target. Hit:  (1d10+4) slashing damage.

Tommy Gun. Ranged Weapon Attack: +4 to hit, range (80/240), one target. Hit: (4d4) piercing damage.

Bard

Below are subclasses that Bards will take in modern days.

College of Animation

Your creativity is the limit. Bards in the College of Illustration likes to experiment themselves in creating lives through their drawings.

Bonus Proficiency

When you picked this college at your 3rd level, you gain proficiency for Painter's supplies.

Stylus Pen

Also on your 3rd level, you gain a tiny drawing pen. This pen is considered magical, as it can make your imaginations came true. You can conjure this pen as a bonus action and will only disappear if you let go of it for more than 1 minute. You can use this pen as a spellcasting focus.

Illustrate

Again on your 3rd level, while you're holding the pen from your Stylus Pen feature. You can use this pen to cast the Disguise Self and Silent Image without expending a spell slot.

Character Design

When you hit 6th level, your understanding in painting comes to life as you gave them a way out from the screen.

As an action, you can use your Stylus Pen to conjure a humanoid character with the stat of a Commoner within 5 feet of you.

As a bonus action, you can expend bardic inspiration uses to add the following additions to your conjured character.

  • Characteristics. By spending 3 bardic inspiration uses, roll 3d6 six times and determine the character's ability scores based on each 3d6 results. If you use this addition again, you can choose which 3d6 result to use.

  • Hobby. By spending 1 bardic inspiration use, you can give the character a skill or a tool proficiency and have an expertise on it.

  • Occupation. By spending 2 bardic inspiration uses, you can give the character a level of a class. It cannot gain levels as other player characters could and cannot have levels higher than your level (rounded down).

  • Origin. By spending 1 bardic inspiration use, you can change the character's race. Any ability score increase doesn't apply to its ability scores.

This character you conjured will last until it dies and then it dissipates. If you create another character while the previous one is still present, the previous one will dissipates.

Special Effects

When you hit your 14th level, you can use your action and point a 5 foot cube of space from 60 feet away from you then draw any kinds of illustration on that point of space. Below are the things you can draw to make it happen in reality that lasts for 1 minute.

ART
EFFECT
Blank The point of space is enshrouded with black scribbles. The space is filled with magical darkness that spreads to every corners.
Flame The point of space starts to ignite on fire. All creatures and objects in the area starts taking 3d6 fire damage at the start of each rounds and starts burning.
Flash The point of space emits 20 feet of bright light and 20 feet of dim light. All creatures in the area will be blinded
Pool The point of space turns into a 5 feet deep pool of water. All creatures and objects in the area is drenched with water. The pool does not carve a hole in the surface, but rather putting them in a pocket dimension, filled with water.
Thunder The point of space is struck by lightning. All creatures in the area takes 6d6 lightning damage.
Hole The point of space turns into a 15 feet deep hole.

You can use a spell slot to increase the point of space size. The space will be multiplied by an amount equal to the spell slot level you expended.

College of Cinematography

Bards from this college are brilliant movie directors who pursue art in cinematography. They even gain the power to conjure their movies to pop out of the screen.

Bonus Proficiency

When you go to the College of Movies, you gain a proficiency in the Charisma (Performance) skill.

Cinema

When you pick this college on your 3rd level, you can conjure a 10 foot cube of illusion as an action. This illusion can produce sound and can move for up to 5 feet away but can't be further than 20 feet away from you.

Creatures that see this illusion can make a Wisdom (Perception) check against your Charisma (Performance) check. On a failed check, they will be convinced that what's happening in front of them is real. You can move the illusion anywhere within 20 away from you as a bonus action.

This feature will last for up to 10 minutes, or until you lose your concentration (as if you were concentrating on a spell).

Immersion

Also on your 3rd level, you can cast the Phantasmal Force spell without expending a spell slot. Later on your 7th level, you can use this feature to cast the Phantasmal Killer spell instead. You can use this feature several times equal to your Charisma modifier (minimum of 1) and regain all uses after finishing a long rest.

Genre Type

On your 6th level, you finally found your favorite movie genre in your line of career. When you conjure the illusion from your Cinema feature, you spend 1 use of your bardic inspiration to choose a genre from the options below and gain its feature for 1 round.

All creatures within 10 feet of the illusion that can see it can gain the effect from a genre that you choose.

TYPE
EFFECTS
Action
All allied creatures gain +1 to their attack rolls.
Drama
As a bonus action, you can force creatures within radius to succeed on a Wisdom saving throw to avoid getting charmed by you.
Comedy
All allied creatures can use their bonus action to see the illusion and laugh at it, letting them to spend one of their hit die to regain hit points based on the roll.
Horror
As a bonus action, you can force creatures within radius to succeed on a Wisdom saving throw to avoid getting frightened by you.
Grand Premiere

When you hit your 14th level, you've finally made your own fantastical movie of your own. When you conjure an illusion form your Cinema feature, the illusion size doubles in size, along with its effect radius.

Additionally, you can pick one from the list of genre from your Genre Type feature and make it permanent, so you don't need to spend any bardic inspiration to add the effect. You can still spend 1 use of your bardic inspiration to give another effect to the illusion.

College of Synthesizer

The modern world offers diversity of music and its elements of features. In the college of synthesizer, you learn the power of the electronic dance music. You know the surge of techno power and channel it into magic.

Bonus Proficiency

Starting at your 3rd level when you pick this college, you gain a proficiency in Charisma (Performance) skill.

Aerial Boombox

Also on your 3rd level, as an action, you can channel your magic power to summon a Medium sized boombox within 5 feet of you. The boombox is a flying wireless speaker that will hover within 30 feet radius around you. If you move further than that, the boombox will automatically move within its range.

It has a pool of hit points equal to twice of your Charisma ability score and has an AC equal to spell save DC.

You can use the boombox as a spellcasting focus and cast spells that has the verbal but no material components through it. It works like an extension of your hand. This boombox won’t disappear unless you dismiss it or it took damage more than its maximum hit points.

Enhance Vibe

On your 6th level, you can play your music through your boombox and cause one of the two effects to either harm your enemies or rouse your allies.

You can cause one of the effects below.

  • Loud Music. As an action, you can expend one bardic inspiration use and force all creatures within 10 feet radius of the boombox to make a Constitution saving throw to take half as much thunder damage equal to twice of your bardic inspiration die. You can expend more bardic inspiration use to increase the damage die by one.

  • Calming Music. You can concentrate yourself for 10 minutes to play a lullaby and can cause all creatures within 15 feet of you gain the benefit of a short rest after the 10 minutes duration ends. You can only use this option once per long rests.

Blitz Mode

From 14th level, your boombox reaches its ultimate form. Once per long rests, you can choose to conjure a second boombox that will last for 1 minute or instead change its shape to Large. If you conjure a second boombox and use your Loud Music feature option, you cause both boombox to deal thunder damage.

If you made it Large, you can activate your Calming Music feature option as an action instead of you requiring 10 minutes of concentration before the effect happens. Roll a d100, if you rolled a 1 to 10, the effect become the benefit of a long rest, instead of a short rest.

Cleric

Below are subclasses that Clerics will take in modern days.

Idol Domain

This Cleric domain embodies the divine blessing of a deity focused on spreading joy, entertainment, and inspiration like a modern-day star idol. With a blend of performance skills and sacred magic, they aim to bring light to the lives of all who look upon them, much like a shining star on a concert stage.

Domain Spells
Cleric Level Spells
1st Charm Person, Faerie Fire
3rd Calm Emotions, Enthrall
5th Daylight, Mass Healing Word
7th Aura of Life, Charm Monster
9th Animate Objects, Greater Restoration
Bonus Proficiency

When you choose this domain at 1st level, you gain a proficiency in Charisma (Performance) skill.

Cheering Crowd

Starting on your 1st level, as an action, you can sing or dance your hearts out and create a 5 feet sphere (centered on you) of ethereal crowds and dazzling spotlights that's centered on yourself that will last for up to 1 minute, or until you lose your concentration (as if you were concentrating on a spell). This ethereal crowds are audible for up to 120 feet away from you.

Whenever a creature (including you) ends its turn in the sphere, you can grant it temporary hit points equal to 1d6 plus your Wisdom modifier. Additionally, you can use your Wisdom modifier for your Performance or Persuasion skill checks while this feature is active.

You can use this feature several times equal to your proficiency bonus and regain all uses after finishing a long rest.

Channel Divinity: Encore Performance

Starting on your 2nd level, the crowd cheers for you to do your performance again. As a reaction, you can use your Channel Divinity to immediately cast the same Cleric spell again without using a spell slot. The spell must be on a level 5th or lower, does not consume any Material components and has the duration no longer than 1 hour.

Fandom Community

On your 6th level, you have grown more popular and your fans have been increasing dramatically. Your Cheering Crowd feature sphere radius will be increased by 5 feet.

Hostile creatures must succeed on a Charisma saving throw against your spell save DC to hold themselves together from dancing along your fans. A dancing creature is considered incapacitated and can make a Strength saving throw against your spell save DC at the start of its turn to end the effect.

Potent Spellcasting

At your 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Super Idol

When you hit your 17th level, when you talk to a creature who knows your existence, they must make a Charisma saving throw against your spell save DC. If they fail, that creature idolizes you. If a creature idolizes or loves you, that creature will be considered charmed by you.

If you harm them, they must succeed on a DC 12 Charisma saving throw to maintain their love towards you. Each injury will increase the DC by 2.

Wi-Fi Domain

In this modern day, internet is a common thing to have. The way you use the internet to help others and give a hand in difficult situation is far beyond a normal civilized creature could do. From the lord of knowledge, Oghma. You recite his order to spread knowledge through this plane of existence. What other way would be helpful to spread information than using the internet ?

Wi-Fi Domain Spells
Cleric Level
Spells
1st
Dissonant Whispers, Thunderwave
3rd
Magic Mouth, Shatter
5th
Motivational Speech, Tiny Hut
7th
Compulsion, Freedom of Movement
9th
Skill Empowerment, Telekinesis
Internet Hotspot

When you choose this domain at 1st level, you can hold your holy symbol and do a 10 minutes ritual to turn your holy symbol into a portable internet router for 8 hours that emits internet signal. The internet signal range is 10 feet radius. Others can tether themselves to you through your Internet Hotspot using their bonus action. The tether will break upon moving several feet more than your internet hotspot’s maximum range. The amount of creatures that can be tethered is equal to your proficiency bonus.

Every time a creature tethers themselves to you, they gain temporary hit points equal to your Wisdom modifier (minimum of 1).

Additionally, you can increase your internet spread range by spending a spell slot. The range increases by 10 feet per spell level.

Channel Divinity: Data Transfer

When you hit 2nd level, you can send your powers through your Internet Hotspot. As an action while tethered with a creature or more, you and your tethered creatures will gain hit points equal to your Cleric level.

Alternatively, you can give one of your tethered creatures a single spell slot from your own unused spell slot when still in duration. The spell slot can only be a 5th level or lower. This channel divinity won’t work if the creature receiving the spell slot can’t cast spells and exceeds their spell slot amount limit.

Lag Switch

On your 6th level, your knowledge in Internet helps you control other’s condition status. You can touch a willing creature with your holy symbol and whenever that creature take damages or heals, they will not gain or reduce any hit points for 2 turns.

After the effect duration ended or dispelled, that target will take the previous damages and heals they took whilst this effect is on. The damage comes first before the heal. You can use this ability once per short or long rests.

Potent Spellcasting

On your 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Restarting Modem

On your 17th level, you raise your holy symbol and reboot your internet system to jump start it again. Once you do so, every tethered creature will automatically breaks their tether.

After that, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to twice of your proficiency bonus, and none of the slots can be 5th level or higher. You can only do this once per long rest.

Druid

Below are subclasses that Druids will take in modern days.

Circle of Junkyard

Druids of the Circle of Junkyard are experts in scavenging, salvaging, and repurposing materials to create unique tools and equipment. They are often seen rummaging through scrap piles and abandoned ruins, searching for anything that can be used to create something new.

Bonus Proficiency

When you choose this circle at 2nd level, you’re proficient with Improvised weapons.

Dumpster Diving

Starting on your 2nd level, you also gain a knack for dumpster diving and find actual useful items in a trash heap.

As an action, you can search any nearby trash heap you can find within 5 feet of you. All of the items you found may be used as an Improvised weapon. The DM will tell you about the item usefulness. This feature can be used several times equal to your proficiency bonus and you'll regain all uses after finishing a long rest.

Roll a d4 whenever you search for items in trash heaps and take one of the items from the junk list below:

d4
Items Found
1
Opened food packages (+1 or -2 hit points if eaten)
2
Broken wood or rusted metal pipe (Can be used as Improvised Weapons)
3
An artisan tool with a few missing parts (-1 or -2 on the rolls)
4
A partially drunk bottle beverage (+1 or +3 hit points)
Junk Recycling

Also on your 2nd level, you can use trash or any broken objects as your druidic focus. In addition, if you can cast the Shillelagh spell, you can target any improvised weapon instead.

Trash Mending

At 6th level, you learn to reuse thrown spare parts to your aid. As a bonus action, you can touch a pile of garbage and meld them into your body, giving you 2d4 hit points. This feature can be used multiple times equal to your Wisdom modifier and you must finish a long rest to regain all uses.

Scavenger’s Instinct

On your 10th level, you learn to blend into your surroundings using your knowledge of scavenging and reusing materials. You have advantage in Dexterity (Stealth) checks while in urban or junkyard environments.

Additionally, you gain an immunity towards poison damage and the poisoned condition. You also can't contract any kind of diseases.

Squatter's Guardian

Finally on your 14th level, as an action, you can expend a use of your Wild Shape feature to pull all trashes near you and constructs a Junk Golem that will last for 1 minute.


Junk Golem

Large construct, any alignment


  • Armor Class 18
  • Hit Points 72 (8d12+16)
  • Speed 15 feet

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 23 (+6) 2 (-4) 13 (+1) 1 (-4)

  • Damage Vulnerabilities Acid
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages of its creator but can’t speak
  • Challenge 10 (5,900 XP)

Traits

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.

Actions

SlamMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Junk Absorption. The golem will touch several junks or any random items on the ground and regain 2d10 hit points.

Circle of Minerals

The Druids from this circle protects and maintain the amount of minerals that can be harvested in the wild and chemically produced to maintain stability towards an ecosystem.

Crystalline Shape

Starting on your 2nd level, as an action, you can expend a use of your Wild Shape feature to grow crystals all over your body. While in this form, you gain 1d6 temporary hit points and multiply the die amount with your proficiency bonus. You also can't cast spells and your weight is doubled while this feature is active. Additionally, you can turn your hands into a jagged crystalline arm and can be used to make an unarmed strike that deals piercing damage equal to 1d8 plus your Wisdom modifier. On your 5th level, you can make two unarmed attacks while in this form.

Mineral Trove

Also on your 2nd level, you gain a knack for your knowledge in the mineral field of study. You will always gain an advantage in your Wisdom (Perception) and Intelligence (Investigation) while searching for a specific kind of mineral in the wild.

Ore Diversity

At 6th level, when you use your Wild Shape to turn into your Crystalline Shape feature, you can choose a type of mineral below to gain additional benefits.

Below are the mineral types that you can pick:

  • Magnesium. You gain additional 10 feet of speed and your weight is now not doubled. You can use your bonus action to make a Dash or Disengage action.
  • Obsidian. You gain bonus to your Strength and Constitution ability checks and saving throws equal to your Wisdom modifier.
  • Sulfur. Your unarmed strikes gain 1d8 fire damage bonus. You also radiates 1d6 fire damage if a creature touches you.
  • Uranium. You constantly radiates a radioactive aura within 5 feet around you. All creatures within that range must succeed on a Constitution save against your spell save DC to avoid taking 1d12 acid or poison damage, your choice. On a critical fail, they will become unconscious.
Shard Valley

On your 10th level, as an action you rapidly raise multiple shards within 10 feet radius from you. This circle of mineral shards will constantly retracts and resurface again as you move. These shards will also gain a trait from your chosen mineral type.

Below are the effects from each type of minerals:

  • Magnesium. The shard expands 10 feet more and all attacks towards you must be made on a disadvantage.
  • Obsidian. The shards give half cover to you.
  • Sulfur. The shards doubles the damage die.
  • Uranium. The shard will give -1 to the Constitution saving throw for every turn. The maximum penalty amount is equal to your proficiency bonus.

This circle of shards also counts as a difficult terrain to all creatures except you.

Conjoined Geode

Finally on your 14th level, you can pick 2 mineral types to simultaneously appear on your body, chosen from the list in your Ore Diversity feature.

Fighter

Below are subclasses that Fighters will take in modern days.

Mech Vanguard

On this time of the century, man-based infantry is not strong enough to obliterate any opposing side in a war. You are a battle-hardened veteran of many ludicrously dangerous battles, so you know a little 5 cm-thick plate of mechanized armor wouldn’t hurt you.

Artillery Support

Starting on your 3rd level, as an action, you can call down support and spawn a Medium mech suit to help you maintain the front line in your squad. You can use this mech suit as an armor that will last for up to 8 hours. You can don it as a bonus action and it won’t move unless you pilot it.

You can only call the mech suit once per short or long rest to call it again after it breaks. You can’t use medium and heavy armors while inside the mech. If it’s damaged, it is permanent until you call it again after it breaks.

You’ll gain the following features while inside your mech:

  • Variable Armor. You gain +1 AC and will increase by 1 on your 6th, 9th, 12th, 15th and 18th level.
  • Thick Armor Plating. You can add your Strength modifier instead of Dexterity when determining your AC while wearing this suit.
  • Vitality Armor. The Mech Suit grants you temporary hit points equal to 5 times of your Fighter level and the suit will break if the temporary hit points reaches 0. You can target the suit when using your Second Wind ability.
  • Body Shield. Even though you’re not wearing any shield, the mech suit counts as wearing a shield. Unfortunately, it also gain the disadvantage when doing a Stealth skill checks.
  • Exoskeleton. While donning the mech Suit, you can't wield Light weapons, but every time you attacks with a Versatile weapon, treat the damage die as if you're wielding it with two hands. Alternatively, your unarmed strike now deals 2d4 bludgeoning damage while you're inside the mech Suit. If you took the Unarmed Fighting style, you can double the damage die for your unarmed attacks from that fighting style.
Homing Missile

On your 7th level, as an action, you fire a homing missile from your Mech suit arm towards a creature within 30 feet away from you that deals 2d12 fire damage. The damage increases by 1d12 on level 9th, 12th 15th, and 18th. You can add your Strength or Dexterity modifier to the damage rolls. After hitting, all creature within 5 feet around the initial target spot must make a Dexterity saving throw to take half damage instead.

The saving throw DC is 8 plus your proficiency bonus and Strength or Dexterity modifier.

You can use these features several times equal to your proficiency bonus, but you can not include this in an extra attack. You'll regain all uses after deploying the mech suit again.

Rapid Recall

At your 10th level, you can now spend your Second Wind use to instantly spawn a mech suit without the need of a short or long rest.

Iron Protector

When you reach 15th level, your mech suit now can be commanded as a bonus action while you’re not piloting it. If you do this, the mech’s remaining active duration will be cut in half (rounded down).

The mech suit have 30 feet walking speed and can’t move further than 60 feet away from you. It can only make one attack action or Homing Missile. If you leave your weapon on its hand, it will use it when making an attack action. The mech suit can't don any armor but can wield a shield.

If the mech suit is forced to make a saving throw, it uses yours instead, but immediately fails its Intelligence, Wisdom and Charisma saving throws. The mech suit counts as a construct and immune to poison and psychic damages. It is also immune to the charmed, exhaustion, frightened and poisoned condition.

Self-Repairing Protocol

Finally at your 18th level, your mech suit has become a nearly indestructible force on the battlefield. Whenever the mech suit takes damages, it will regain hit points (or temporary hit points if you're piloting it) equal to 1d12 plus your Constitution modifier (minimum of 1) as a reaction. It uses its own reaction if you’re not piloting it.

Fighting Styles

Below are new Fighting Style options that are available to the Fighter, Paladin and Ranger classes.

Akimbo

When you engage in two-weapon fighting with firearms, you do not take the disadvantage to the attack rolls of the second attack. This only applies to firearms with the light property.

Buckshot

You deal one more damage die when you make an attack using a weapon with the Scatter property within 5 feet away from your target. You won't get a disadvantage when firing shotguns this way.

Grenadier

When you deal damage using a weapon with the Explosive property, you deal normal damage if you don't directly target a creature and instead fire the projectile at an unoccupied space.

Repeater

When you make an attack with a weapon that has the Automatic property, you can reroll one of the lowest damage die. You must use the latest roll.

Monk

Below are subclasses that Monks will take in modern days.

Way of Agriculture

The world may be a harsh place, but it doesn't mean you should be negligent about the natural crops and produce.

Bonus Proficiency

When you choose this tradition at 3rd level, you gain proficiency in the Intelligence (Nature) skill.

Bonus Cantrip

You learn the Druidcraft cantrip if you don’t already know it. Wisdom is your spellcasting ability modifier.

Plow the Land

Starting at 3rd level, you can plow the ground within 10 feet radius of you as an action. A plowed ground can become a difficult terrain for other creatures. You can use this feature several times equal to your Wisdom modifier and you'll regain all uses after finishing a long rest.

In addition, difficult terrains doesn't affect your walking speed.

Seed and Sow

Also on your 3rd level, you can fabricate plant seeds and plant them on your plowed ground as a bonus action by spending ki points. Each 5 feet space of the plowed grounds will sprout plants of what you sow. Below are the seed options.

  • Corn (2 ki) Your plowed ground creates a field. All creatures within the field will be heavily obscured and hidden from the outside vision.

  • Garlic (4 ki) Your plowed ground creates a garden. All creatures within the garden must succeed on a Constitution saving throw against your Ki save DC to get inside the garden from the outside.

  • Watermelon (6 ki) Your plowed ground creates a garden. Each 5 feet of space within your plowed ground sprouts a big watermelon. You can throw the watermelon and it will count as a simple melee weapon with the thrown property for you. Upon impact, it will deal bludgeoning damage equal to twice of your Martial Arts die.

  • Strawberries (8 ki) Your plowed ground creates a field. A creature can use their action to eat the strawberries in a 5 feet space of the plowed ground, they will gain 1d6 hit points.

These plants' produce will nourish any creature who ate it as if they're eating that type of farm produce. If it took fire damage, plants within 5 feet of space on the plowed ground will be destroyed.

Photosynthesis

When you hit 6th level, your study about plants and its living cycle has inspired you. You can regain 1 ki point for each 1 hour you spent when in direct sunlight.

Aqua Farming

At your 11th level, you gain the access of aquatic plant farming at your disposal. Below are the plant options you can sow.

  • Lotus (3 ki) Your plowed ground creates a garden. You can hide below the lotus leaf and gain half cover from any attacks that comes from above the water level.

  • Kelp (6 ki) Your plowed ground creates a field. Any creatures who went inside the field must succeed on a Dexterity saving throw against your Ki save DC to avoid getting entangled and restrained by the kelp.

You can now use your Plow the Land feature while on or under the water. In addition, difficult terrains doesn't affect your speed while underwater or walking on water.

Field Expansion

On your 17th level, your diligence in preserving the land has led you to expanding your farm region. When you use your Plow the Land feature, the radius of the plowed land becomes 20 feet.

Way of the Breakdancer

Being in the city has brushed up on you. You learn new things, new moves and also new way of discipline. After several months of living in the city, you started to master the flow of the crowd and you’re not afraid to bust your moves to either impress them, or dominate them. All in all, you’re a master of crowd control and can deal with them masterfully.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill.

Breakdancing

Starting at 3rd level, your skills in dancing bleeds to your fighting stances. You can add your Charisma modifier to your unarmed strike attack and damage roll, instead of using Strength or Dexterity.

In addition, you can use your Charisma modifier instead of Wisdom when determining your AC from your Unarmored Defense feature and your Ki save DC.

Dance Battle

Also on your 3rd level, you can use your action to make a contested Performance against a creature within 15 feet of you. If you win, that creature will be frightened to you until the end of your next round. You can use this feature several times equal to your proficiency bonus and will regain all uses after you finish a short rest.

Windmill

When you hit 6th level, you learn the basic moves of breakdancing and use it to aid you in your combat. You can spend 1 ki point, to spin your feet in a stylish way and deal bludgeoning damages with the amount of equal to twice of your martial arts die to every creatures within 10 feet radius of you.

You can add your Dexterity modifier to the damage rolls. All creatures within range (except you) must make a Dexterity saving throw against your Ki save DC to take half damage.

The damage will increase by one die of your martial art die, if at least half of your melee range space is occupied by creatures other than you (rounded up).

Six Step Movement

When you hit your 11th level, every time you took the Dodge action, you will also gain the benefit of the Disengage action and vice versa.

Alternatively, if you took the Disengage action, you can choose to gain additional speed equal to your Unarmored Movement speed feature until the start of your next turn instead.

Rising Rotor

On your 17th level, whenever you’re knocked prone from either having your hit points went to 0 or by any general causes, you can spend 3 ki points as a reaction to immediately gets up and use your Windmill feature, but with half damage. If you’re on 0 hit points, it will turn to 1 hit point immediately after you stand up.

Paladin

Below are subclasses that Paladins will take in modern days.

Oath of Communism

Sworn to protect the downtrodden and ensure the equitable distribution of resources, these Paladins champion the rights of the working class and strive to eradicate injustice in equality.

Tenets of Communism

The oath of communism incites common grounds between your allies to stand strong together.

Equality for All. Share your gains with other people in need and smite the greedy and selfish.

Collective Ownership. Promote community-based ownership and decision-making, rather than private ownership that benefits a few.

Communal Participation. Do not shut yourself in and never stray away from your community.

Oath of Communism Spells
Spell Level
Spells
3rd
Compelled Duel, Sanctuary
5th
Lesser Restoration, Warding Bond
9th
Dispel Magic, Life Transference
13th
Aura of Life, Death Ward
17th
Banishing Smite, Dispel Evil and Good
Channel Divinity

Starting at 3rd level, you gain the following Channel Divinity options.

  • Our Pain. As an action you can use this channel divinity to gain 5 temporary hit points, multiplied by the number of your allied creatures within 30 feet of you. After that, all allied creatures who counted in this channel divinity will share half of their taken damage to you. This will last for 1 minute. Alternatively, this can be activated to any of your allied creatures and they'll get the temporary hit points instead.

  • Our Gain. As a reaction, when other allied creature within 30 feet from you rolled a natural 20, you can gain this benefit to turn your next roll within the next 1 minute as if you rolled a 20. If this was an attack roll, it does not score a critical hit. Alternatively, if you're the one who rolled a natural 20, you can give this to other allied creature too.

Aura of Revolution

Starting at 7th level, you and your allies within 15 feet away from you can not be put to sleep or knocked unconscious apart from getting your hit points to 0.

At 18th level, the range of this aura increases by 30 feet.

Common Grounds

Beginning at 15th level, you and other allied creatures will gain additional bonuses to your attack rolls and ability checks if there are other allied creatures within 5 feet away from you. The bonus is equal to the number of allied creatures within that radius.

You will only gain this benefit if there is at least 1 allied creature from within 10 feet radius from you.

One for All

When you hit your 20th level, as an action, you can make an oath with another creature that you can see within 30 feet away from you about a mutual opinion or interest.

While in this effect, you and your chosen creature are count as 1 target and will have the same conditions or the same spell effect from a spell. Only 1 spell effect can be copied to each affected creatures. If one of you died, the other will also die. Same goes if one of you is revived, the other will also instantly be revived.

This feature will last for 1 minute and once used, you must finish a long rest to be able to use it again.

Oath of the Wheels

Paladins who swear the Oath of the Wheels dedicate themselves to the thrill of the ride, the power of the machine, and the freedom of the open road. These Paladins see their vehicles as an extension of their own body, and they strive to master their machine as they master themselves.

Tenets of the Wheels

The tenets of the Oath of the Wheels reflect the values that these Paladins hold dear. They believe that the thrill of the ride can be used to defend the weak and uphold justice.

Embrace Freedom. Above all else, respect the freedom of others and use your abilities to help those who have been oppressed or denied their liberties.

Honor the Road. Ride with safety in mind and be a model of responsible driving. Never let anything compromise your integrity, and always strive to be a role model for others on the road

Protect the Pack. The road can be harsh and unforgiving. You must be ready to protect your fellow riders, whether they are in danger on the road or facing injustice in their daily lives.

Oath of the Wheels Spells
Spell Level
Spells
3rd
Gift of Alacrity, Longstrider
5th
Find Steed, Warding Bond
9th
Ashardalon's Stride, Haste
13th
Freedom of Movement, Find Greater Steed
17th
Far Step, Tree Stride
Bonus Proficiencies

When you choose this oath, you gain the proficiency in land vehicles.

Channel Divinity

Starting at 3rd level, you gain the following Channel Divinity options.

  • Roll Out. As a bonus action, you can whistle to ignite the ardor within your companions with your Channel Divinity. All allied creatures within 30 feet radius from you can make a Disengage as a reaction and they can move freely as far as half of their own walking speed.

  • Wheel of Fortune. You transmute a regular vehicle into your trusty companion to take you wherever you want. As an action, you can touch a vehicle to turn it into a Wheel of Fortune. The vehicle that turns into your Wheel of Fortune gain the following benefits.

    • The vehicle became a construct.
    • The vehicle's hit points increases by five times of your Paladin level.
    • The vehicle's damage threshold turns to the amount equal to ten times your proficiency bonus if it's not that high before.
    • The vehicle is immune to any spell or effect that would alter its form.
    • The vehicle speed increases by 5 times your proficiency bonus.
    • The vehicle can use your Intelligence, Wisdom and Charisma score as its ability scores.

    You can use your bonus action to control it from as far as 30 feet away. This Channel Divinity will last for 8 hours or until the vehicle is destroyed before the duration ends.

Heartened Companion

At your 7th level, you've lived long with your vehicular companion and knows each other's strength and weaknesses. When you cast a spell with the range of Self, you can target the a vehicle you've currently ride instead.

Additionally, if your Wheel of Fortune crashes to a creature, you can add your Charisma modifier to the damage rolls and apply your Divine Smite through this attack.

Road Convoy

On your 15th level, you start to feel more confident when your pack joins you in your adventures. You gain 1d4 bonus to your attack rolls if there is at least one non hostile creature within 10 feet of you. You and those creatures gain the same benefit.

One Last Ride

When you hit your 20th level, once per long rests, you can get back up again after your hit point reached 0 and will leave you with only 1 hit point as a reaction. You can’t take any damage for the rest of the round. You are stable though, so you don’t have to make any death saves again. Unless you got knocked out again. You can choose to not use this feature immediately after getting your hit points dropped to 0.

Ranger

Below are subclasses that Rangers will take in modern days.

Anarchy Conclave

The chaos of the intrusive thought are a dark urge to behold. Rangers of this conclave expresses their urge to do vandalism with utmost freedom and efficiency.

Bonus Proficiency

Starting when you pick this conclave, you gain proficiency with Painter's Supplies and with improvised weapon.

Graffiti

Starting at 3rd level, you can spend a spell slot to conjure a spray paint can as a bonus action. As an action, you can use your action and spray out a graffiti on the ground, wall or onto a creature's body. Below are the effects of the graffiti sprayed on each dedicated media.

  • Mural. You created a mural up to 5 feet in radius on the ground or wall that'll last for 1 minute and then it dissipates. All creatures of your choice who stood on or touched the mural gain +1 to their Armor Class.

  • Tag. You created a mural on a body of a creature. For the next 24 hours, you can add 1d4 to your attack rolls to that tagged creature and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find that tagged creature.

The spray paint can will last until you finish a long rest and it will multiply any die rolls or Armor Class bonus granted from the type of mural you created by each spell slot level.

Vandalism

On your 7th level, your hands are the epitome of destruction towards street facilities. You can deal double damage towards objects and structures.

You also can ignore any damage threshold a vehicle or structure has. In addition, if you hit a creature you tagged with your Graffiti feature using an improvised weapon, you will deal 1d10 more damage of your weapon attack.

Kaleidoscopic Flash

At your 11th level, you can disorient a creature who harm you. When you took a hit from an attack, you can use your reaction to burst a spray of colors within 5 feet of you. All creatures within range must succeed on a Constitution saving throw against your spell save DC to avoid getting blinded until the end of your next turn.

You must have your spray paint can to be able to use this feature. The radius of the range increases by 5 feet for each spell slot level.

Collateral Damage

When you hit your 15th level, when you hit a creature using an improvised weapon, all creatures within 10 feet cube originating you will take the half of the damage inflicted from the damage to your initial target.

Biohazard Conclave

One of the most effective weapon in the world against organic creatures, but also a very cruel way to overpower your enemies. Rangers in this conclave strive in weaponizing chemistry for their arsenal.

Gas Mask

Starting at your 3rd level, you gain resistance towards poison damage and advantage on saving throws against harmful gases such as those created by a Cloudkill spell, a Stinking Cloud spell, inhaled poisons, and gaseous breath weapons.

Later on your 11th level, you gain immunity against poison and the poisoned condition.

In addition, you gain proficiency in Wisdom (Medicine) skill and Poisoner's Kit.

Bioweapon

Also on your 3rd level, you gain access to several type of gas bombs, which are listed below.

TYPE DAMAGE RADIUS CONTACT
Arid Gas 6d4 Acid 15 feet Touch
Frostbite Gas 2d12 Cold 5 feet Touch
Mustard Gas 4d6 Poison 30 feet Inhaled
Styx Gas 3d8 Necrotic 10 feet Inhaled

You can create one of these gas bombs using your 1st level spell slots. If you're using higher level spell slots, the damage die will increase by one.

These gas bombs can be thrown for up to 30 feet away from you. After thrown, it will release a sphere of gas that lasts for 10 minutes.

All creatures inside must succeed on a Constitution saving throw against your spell save DC to take half as much damage.

If the contact type is inhalation, creatures can hold their breath and don't need to make the saving throw. If it's touch, the gas only need to touch their skin to deal damage.

These gas bombs will expire after 8 hours if left unused.

Lethal Compound

On your 7th level, your concoction in making your bombs are more toxic than ever. Damage dealt from your Bioweapon bombs ignores resistance to each respective damage types.

Airborne

At your 11th level, your bombs are more potent and destructive. Bombs made from your Bioweapon now have have double the size of radius and creatures behind total cover will take half damage from your Bioweapon damages.

Corrosive

When you hit your 15th level, you have found a way to make your bombs even more apocalyptic. All bombs made from your Bioweapon now have Touch contact type and deal two more damage die.

Disjaunter Conclave

You developed a more efficient way to travel between places with zero trace marks. You’re an expert in getting from point A to point B molecularly as efficient as possible.

Router Dagger

Starting at 3rd level, you gain an apparatus of router daggers with the amount equal to your proficiency bonus. The Router Dagger uses the stat of a dagger.

Once thrown, you can pick it up again later. You can throw the daggers using your bonus action. The dagger has the AC equal to your saving throw DC and will be destroyed after taking any damage, but is immune towards psychic damages. If you throw it to a creature, that creature can use their action to remove the dagger from them. If a dagger is destroyed, you can craft one again after finishing a short or long rest.

Disjaunt

Also on your 3rd level, after you throw a dagger from your Router Dagger feature, you can use your reaction to instantly teleport to the location of the dagger on your current turn. Alternatively, if you already have a deployed dagger, you can use your bonus action instead to teleport.

You can only teleport if the dagger is within 60 feet of you. You don't need the dagger to be within your sight to teleport, but it cannot teleport you pass through walls. This feature can be used several times equal to your Dexterity modifier (minimum of one) and you'll regain all uses after finishing a short or long rest.

Switch

On your 7th level, you gain an alternate use of your Disjaunt feature and instead force a Large or smaller creature who has your dagger to switch place with you.

They must succeed on a Charisma saving throw against your spell save DC to keep themselves anchored on their original location and not switch place with you.

You can also switch a creature with a deployed dagger. If the dagger is being held by another creature, both creature can make a Charisma saving throw. If both fails, they will switch places. A willing creature does not require to make a saving throw.

Ambusher

At your 11th level, when using your Disjaunt feature, you can bring one Medium creature with you to teleport to your dagger together. In addition, if you got a dagger latched on a creature, you will gain an advantage on any skill checks to track that creature down.

After Images

When you hit your 15th level, as a reaction when you take a hit from an attack, you can put yourself in a state of constant mobility to all of your daggers at the same time. While in this effect, roll any die. If it lands on an odd number, it will target the after image instead.

Rogue

Below are subclasses that Rogues will take in modern days.

Highroller

Gambling is love, gambling is life. Your life of gambling has lead you to this point of prosperous life. It may be risky, but what's life without taking any risks ?

Bonus Proficiency

Starting when you pick this archetype, you gain proficiency with all gaming sets and in your choice of one of the following skills: Deception, Insight, or Perception.

Liar's Die

Also at 3rd level, you gain the love to roll dice and flip coins. You gain a trusty die that you can use throughout your adventure. Once per turn before you make an attack roll, you can instead roll this die instead. If you rolled a 1 or 6, your attack automatically hits and you can add your Sneak Attack damage along with the attack, regardless if the Sneak Attack rules apply or not. Otherwise, you automatically miss the attack.

Poker Face

Another one on your 3rd level, you have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.

Up the Ante

On your 9th level, your risky behavior now takes over ever more likely. Once on each of your turn, you can pick a number between 1 to 3. After that, you can roll your Liar's Die, the amount you choose can increase or reduce the roll result from the die (your choice).

Regardless if the roll succeeds or not, your AC will be reduced equal to the amount of your choice until the start of your next turn.

Weighted Die

At 13th level, you can cheat your way to win big. As a reaction, you can impose a disadvantage to any creature that makes a saving throw, ability check or attack rolls within 60 feet of you.

You can use this feature several times equal to your Charisma modifier and regain all uses after finishing a short or long rest.

All In

When you hit 17th level, your desire to finally hit the jackpot is bigger than anything you have in your life. Before making an attack or rolling your Liar's Die, you can make your next attack in the current turn will automatically hit and become a critical hit. But the next damage you take within the next minute will be doubled.

Syndicate

Most of the times, the best partners are the ones that can act, work and do the things like you do. So most Rogues in this archetypes chooses to deal things themselves with themselves

From the Many

When you choose this archetype at 3rd level, your start to realize the strength in numbers. As an action, you can split yourself and make a single clone of yourself that will undoubtedly follows your command for up to 1 hour.

Below are the things you gain after splitting.

  • Your hit points will be split evenly with your clone (rounded down).

  • The clone's ability score and skill proficiencies matches yours, but gain no expertises.

  • Your clone is unequipped with any of your equipment and items.

  • If you're 30 feet away from each other, the clone will disappear.

You can reform back with your clones and regain your divided hit points to your previously undivided hit points (no actions required). When you recall your clones, they’ll all move towards you with their reactions. They all can trigger an opportunity attack whenever they pass through a creature’s melee range.

This ability can be used several times equal to your Dexterity modifier and you'll regain all uses per long rests.

Later on your 5th level, the clone will gain the same Rogue class features as you get above 4th level (except "Ability Score Improvement" and your subclass features).

More of Us

On your 9th level, your dominion of your selves grew larger. You can now choose split and make two clones of yourself.

Tactical Split

At 13th level, you learn to let loose and be more tactical in evading enemy attacks. If somehow you got hit by a lethal attack, you can use your reaction to instantly clone yourself and give the damage to your clone.

That clone will only have 1 hit point and you’ll reduce your own hit points from it. You must move 5 feet from your original position. This feature will only work if your hit points are above 1 and has a shared use with your From the Many feature.

Consecutive Strike

When you hit 17th level, whenever you command your clones to attack a single target along with you. That target will receive bonus 1 damage and increase it by 1 on each consecutive hits from you and your Clone.

Additionally, you can now choose to split and make three clones of yourself.

Sorcerer

Below are subclasses that Sorcerers will take in modern days.

Digitized Body

You were born on this physical plane as an experiment. As a living being made out of codes and programs, you can conjure digitized programs into the physical world.

Inspect Element

When you choose this origin on your 1st level, you learn the Distort Value spell and this spell doesn't count as your spells known. Additionally, you can cast this spell at will as 1st level spell and can choose to cast it on higher level by using 1 sorcery point or more.

Bypass

Also on your 1st level, you can move pass a wall or a creature's body that are not equal or less thick as your body mass. If you move inside a space that has no room for your body mass, you will pop back to where you’ve come from.

You can do this ability a number of times equal to your Charisma modifier. You must finish a long rest to regain all uses.

Additionally, you can use your reaction to make a Disengage action after moving away from a creature's melee range.

Recovery Point

At your 6th level, once per long rest, you can set a recovery point to your body state. You can set your current hit points, location or condition. Once within the next hour, you can use your bonus action to return the state of your chosen hit points, location or condition from when you set out your recovery point.

damage: round(up);

When you hit your 14th level, you've gain the powers to tweak and program your spells to deal the best numbers possible.

If a creature succeeds its saving throw from a damaging spell from you, you can use your reaction and spend 3 sorcery points to make the damage deal normally, instead of halved.

Compact Programming

On your 18th level, you can reduce a spell slot level required to cast spells by 1 level. To do this, you must expend a number of sorcery point equal to the spell slot level that you want to cast as a level under it.

Radioactive Soul

Radiation, the pinnacle of modern energy manipulation. The sheer power of radiation upon touch is already fatal. Born with an irradiated body and a surging flow of arcane power.

Radioactive Magic

You learn additional spells when you reach certain levels in this class, as shown on the Radioactive Magic Spells table. Each spell counts as a Sorcerer spell for you, but it doesn’t count against the number of Sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a necromancy spell from the Sorcerer, Warlock, or Wizard spell list.

Sorcerer Level
Spells
1st
False Life, Ray of Sickness
3rd
Ray of Enfeeblement, Wither and Bloom
5th
Slow, Stinking Cloud
7th
Blight, Sickening Radiance
9th
Cloudkill, Negative Energy Flood
Irradiated Spells

Starting at 1st level, when you cast spells using the spells from your Radioactive Magic spells, you can spend 1 sorcery point to force the target of your spell to make a Constitution save against your spell save DC to avoid getting poisoned until the end of your next turn. Additionally, you gain a resistance towards poison damages and have an advantage to avoid or end the poisoned condition early.

Gamma Burst

On your 6th level, your body bursts with radioactive wave when you failed making a saving throw from effects that reduces your hit points or taken a hit from an attack roll.

The radiation wave will travel 5 feet radius from you and deal 1d10 poison and radiant damage. This feature can be used several times equal to your Charisma modifier and you'll regain all uses after you finish a long rest.

Deteriorate

At your 10th level, your touch has become radioactive as it gives lethargy. When you deal acid, poison or radiant damage, you can choose to reduce your target's AC or their saving throw result by 1d4 until the end of your next turn.

Fallout

When you hit your 14th level, you can emit a radioactive wave that causes nearby creatures to fell ill.

As an action, you release a wave of radiation that travels 20 feet away from you that will last for 1 minute. All creature within range must succeed on a Constitution save against your spell save DC to avoid taking 4d8 poison and radiant damage and be poisoned. Poisoned creatures take 2d8 poison and radiant damages each turns until this feature ends. You can only use this feature once per short or long rests. If a creature touched your radioactive wave for more than 3 turns, it will gain one level of exhaustion.

Warlock

Below are subclasses that Warlocks will take in modern days.

Animation Entity

“What the heck, that guy in the TV is talking right at me !”. Yeah, that’s what happened. It’s not just like any other ordinary cartoon. This time, it offers you something. Something powerful in return of your life length servitude.

Extended Spell List
Spell Level
Spells
1st
Disguise Self, Hideous Laughter
2nd
Blur, Phantasmal Force
3rd
Haste, Phantom Steed
4th
Phantasmal Killer, Polymorph
5th
Animate Objects, Passwall
2D Projection

Starting when you make a contract with this patron on the 1st level, you feel a little tingling in your arms an then another more throughout your body. For up to 1 minute, you can use your action to turn your body flat, thinner than paper even.

In this form, you can either choose to stick to walls and can move horizontally or vertically as long as you stick to the surface of the wall, or you can lay flat on the ground and can only be walking horizontally along the ground.

When you stay flat on the ground, you are now considered as prone but you can still move along the surface. You won't be considered as prone if you stick to walls.

Alternatively, you can conjure yourself into an image monitor as if you're part of the video or image itself, but you can't interact with the things inside the image or video. You can use this feature several times equal to your Charisma modifier and must finish a short rest to regain all uses.

Comically Inaccurate

On your 6th level, you feel like you can bend anything without having any interference by the laws of physics. As a reaction, you can choose one of these abilities to alter your cantrip or spells. You can only do this once before finishing a short or long rest.

  • “I'm Gonna Make Him An Offer He Can't Refuse.” You can target one additional target of your choice at 15 feet away from you from a Warlock spell that you cast that have the range of Self or Touch. You don’t need their consent to be included in the spell.
  • “Here's looking at you, kid.” Doubles your Warlock spell range that doesn't have the range of Touch and Self.
  • “Say Hello to My Little Friend!” Adds one more damage die to your Warlock spell damage rolls.
That’s Not What the Editors Said

When you reach 10th level, you can break the fourth wall and directly interact with the game's mechanics. Once per long rest, you can manipulate the die rolls of any creature within 60 feet of you, causing them to either automatically succeed or fail on a single roll of their choice. It could be attack rolls, ability checks or saving throws. To use this feature, you must first know whether the creature succeed it's roll or not, according to the DM.

By using this feature to succeeding an attack roll doesn't make it into a critical hit, neither does failing makes it into a critical failure.

Skip That Part

On your 14th level, you can alter your time line as if tampering with an animation frame and suddenly leap forward 10 seconds to the future.

On a combat initiative, you can use this feature to skip to the next round until your turn starts. While in your current round, every creature except you can't move and use any of their actions or reactions. No one other than you will know or see what you did in that round. At the start of your next turn, the effect ends.

Additionally, any time reactive event that may occur in the next round or later will also jump forward in time. Once you use this feature, you must finish a long rest before you can use it again

Corporate Overlord

You have struck a bargain with an interdimensional business person. It could bring you good fortune, or terrible misfortune. Who knows? All that you know is that you have to work for it.

Extended Spell List
Spell Level
Spells
1st
Alarm, Sleep
2nd
Enhance Ability, Gift of Gab
3rd
Incite Greed, Motivational Speech
4th
Divination, Private Sanctum
5th
Geas, Teleportation Circle
Clerkship

Starting when you make a contract with this patron on the 1st level, you gain a proficiency with one tools of your choice.

When you make an ability check with that chosen tool, you add twice of your proficiency bonus instead of just one.

Salary Advance

Also on your 1st level, you can ask for your patron for an early payment before your actual salary payment schedule. As a bonus action, you can spend any number of your hit dice and regain 1 expended Warlock spell slot for each hit die spent.

Once you use this ability, you can't do so before finishing a long rest.

Overworked

On your 6th level, you can ignore one level of exhaustion that you have and will start having the effect of a level 1 exhaustion after you have 2 levels of exhaustion.

Additionally, you can regain half of your spent hit dice after finishing a short rest (rounded up).

Side Hustle

When you reach 10th level, your daily payment seems to not make the cut for you. You can pick a level from another class apart from Warlock and you automatically multiclassed to that class without any prerequisites.

You will still retain the 10th level Warlock and gain its benefit of being a Warlock at that level. If you multiclass to the class you choose previously on your later level, that class level will become 2nd level instead of starting at 1st level.

Paid Time Off

At your 14th level, you can now finally request a day off to your patron. When you finish a long rest, you can designate the next 24 hours to be your PTO day. On your PTO day, you gain the following benefits.

  • Pick a skill of your choice. You have advantage to that skill checks for the duration.
  • You gain an immunity to a damage type of your choice.
  • You cannot be charmed and or frightened.

Once you used this feature, you cannot use this feature again after 24 hours passed after your PTO day is over.

Pact Boon

Below are the boon options you can pick.

Pact of the Tablet

Your patron gave you a fully functional smart phone. With it, you gain the following benefits.

  • You can use the pact phone as a spellcasting focus for your Warlock spells.

  • You learn all of the available spells listed on the Expanded Spell List from your chosen patron, but it doesn’t count against the number of Warlock spells you know.

  • If you lose your pact phone, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous phone. The phone turns to ash when you die.

Pact of the Wheels

By bargaining well enough with your patron, they blessed you with a fully functional vehicle for you. You gain the following benefits.

  • Choose a type of motorcycle, you can conjure it as a 10 minute ritual and it will come to you from an unknown location.

  • The pact vehicle counts as a construct, rather than a vehicle.

  • The pact vehicle can move on its own without you helming it and it can use your Intelligence, Wisdom and Charisma scores for its ability scores.

  • The pact vehicle can use its reaction to right itself up after getting knocked prone.

Your pact vehicle still requires fuel to run. You can choose to fill it with your soul and expend your hit dice. Four gallons of fuel is equal to 1 Warlock hit die of yours.

Eldritch Invocations

The following options are new invocations available to you.

Bot Expert

Prerequisite: 7th level, Pact of the Chain feature


You gain the ability to cast Summon Construct without using a spell slot or any material components. You can use this invocation again after finishing a long rest.

Call Patron

Prerequisite: 9th level, Pact of the Tablet feature


You gain the ability to cast Contact Other Plane without using a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw. You can use this invocation again after finishing a long rest.

Chariot of the Old Ones

Prerequisite: 9th level, Pact of the Wheels feature


Your pact vehicle can take form of any Large vehicles.

Downgrading

Prerequisite: 15th level, Pact of the Blade feature


Whenever your pact weapon hits creature who had damage resistance, it will cause it to make a Constitution save. On a failed save, that creature’s damage resistance will be neutralized for 1 minute. Once you successfully use this invocation, you can’t use it again until you finish a short or long rest. Otherwise, you can keep trying to do it if you fail to land it.

Downloadable Content

Prerequisite: 5th level, Pact of the Tablet feature


You learn four spells from any class spell list. The spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. After finishing a long rest, you can change one of the spells from this invocation.

Eldritch Calling

Prerequisite: Pact of the Tablet feature


Once per long rests, you can call one of the favors from the Proxy class for free. The favor must have a cost no higher than 10 times your proficiency bonus.

Eldritch Grenade

Prerequisite: 5th level, Pact of the Talisman feature


Once per short or long rests, you can transmute your talisman into a grenade. You can throw it for up to 30 feet far. Upon reaching its thrown target, it will explode and damages all creatures within 10 feet radius around it. All creatures within range must succeed on a Dexterity saving throw against your spell save DC or take 6d6 force damage. After exploding, your talisman will return back to your hand, unscathed.

Eldritch Gunslinger

Prerequisite: 5th level, Pact of the Blade feature


You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your Warlock spells.

You can conjure a firearm that doesn't have the Intricate and Siege property. If a pact weapon requires ammunitions, you don't have to provide it to be able to make an attack with it.

Hellish Motorcycle

Prerequisite: 5th level, Pact of the Wheels feature


When your pact vehicle is present, you infuse the vehicle with a measure of your patron's power, granting the creature the following benefits:

  • The pact vehicle gains an immunity of your choice from: cold, fire or lightning damage.

  • The pact vehicle's damage threshold scales to ten times your proficiency bonus.

  • When your pact vehicle crashes into a creature or an object, it bypasses any magical resistance and immunity to nonmagical attacks and damage.

Infernal Stride

Prerequisite: Pact of the Wheels feature


As an action, you can roar the engine from your vehicle and its wheels will start burning. When your pact vehicle move within 5 feet of a creature or an object that isn’t being worn or carried, it will take 3d6 fire damage from your trail of heat, or half as much damage on a successsful Constitution saving throw. A creature or object can take this damage only once during a turn.

Oracle

Prerequisite: 5th level, Pact of the Tome feature


You can cast the Augury spell as a ritual, without requiring any material components.

Otherworldly Slot Machine

Prerequisite: 5th level, Pact of the Talisman feature


When you cast a Warlock spell using a Warlock spell slot, you can roll 3d6 and refer to the table below.

RESULT
EFFECT
Triple 1
Reroll the 3d6.
Any Double
You gain +10 to your concentration save you make that lasts for the spell duration
Any Triple
You gain the effect from the Bless spell until the start of your next turn.
Triple 6
You regain back the Warlock spell slot spent after casting the spell.
Uncanny Treader

Prerequisite: Pact of the Wheels feature


Your pact vehicle gains swimming speed and climbing speed equal to the vehicle base speed. If the vehicle has multiple types of speeds, use the fastest one.

Trial Version

Prerequisite: 7th level, Pact of the Tablet feature


Once per long rest, when you cast a Warlock spell using a Warlock spell slot, you can choose to not expend the spell slot used to cast the spell.

Alternatively, you can use this invocation to a Warlock class feature that requires you to expend a spell slot.

Whispers from the Other Side

Prerequisite: Pact of the Tablet feature


You gain the ability to cast Sending without using a spell slot or any material components. You can use this invocation again after finishing a long rest.

Wizard

Below are subclasses that Wizards will take in modern days.

School of Comedy

In the School of Comedy, all the Wizard learn to harness the power of a laughter. If not for the good, then it will be for the harm. All in all, a laughter is ten times more powerful than a screams.

Comedy Material

Beginning when you select this school at 2nd level, you gain a proficiency in Performance skill check to crack a joke or doing a stand up comedy towards any creature that can understand your languages.

Additionally, the gold and time you must spend to copy a spell that have a verbal component into your spellbook is halved.

Seen That Before

Starting on your 2nd level, you've now heard all kinds of joke, seen all the memes, but not limited to screamers videos. This knowledge in the pop culture of humor gives you an advantage on your saving throws whenever other creatures want to charm or frightens you.

Stand Up Comedy

On your 6th level, you gain the Hideous Laughter spell, which is added to your spell book and you'll always have it prepared. Whenever you cast that spell, regardless of that creature can understand you or not, you can now choose up to several creatures equal to your proficiency bonus. The result of succeeding or failing the save will be described below.

  • Punchline. If the targets fails their saving throw, they will get the effects from the spell.
  • Tough Crowd. If the targets succeeds their saving throw, all the targeted creature gets enraged and will focus their attacks towards you. But all of the affected creatures will have penalty on their attack rolls equal to half of your proficiency bonus (rounded down).
Lighten Up the Mood

At your 10th level, as a bonus action, you can make a Performance check to let out a joke towards a creature. They must succeed on a Charisma saving throw against your spell saving throw. If they fail, you will gain an advantage in your next attack roll, ability check or saving throws.

Alternatively, you can make a joke towards your DM. The DM will rate the joke by 1 to 5. You can add the rating result to your next attack roll, ability check or saving throws.

You can use this feature several times equal to your proficiency bonus and regain all uses after finishing a long rest.

Reverse Card

When you hit your 14th level, when you failed a saving throw from a spell, you can use your reaction to gain a resistance against that damage and return the rest to the attacker. You can only use this feature once per short or long rests.

School of Mathematics

Who says that general calculus is boring? The Wizards from this school can prove you wrong. The power of physics can help you succeed in your activities even more efficiently. More or less, Wizards from this school are fun and willy math teachers.

Material Division

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

In addition, if a spell requires a material that needs a price on it. The price required is halved.

Geometric Constructs

Also on your 2nd level, your knowledge in geometrics now conjures a physical manifestation. As an action, several equations pops up around you and you can conjure a stationary straight line that can stretch for up to 5 times your Intelligence modifier in feet. This line is solid and can be touched. You can use feature again to create another line. If it intersects with the previous line and creates a shape, it will became a wall and give you full cover against non-magical attacks.

A line can take 5 damages before breaking, if a wall is made from several lines, the wall will have hit points equal twice the amount of lines connected.

Each lines will last for 1 minute and you can use this feature several times equal twice of your proficiency bonus and regain all uses after finishing a long rest.

Chance Calculation

On your 6th level, you can focus your mind to calculate possibilities in future events. As an action, you can concentrate as if concentrating on a spell. While you do so, every time a creature within 30 feet away from you make a d20 roll, you can roll a 1d4 and the result can be used to either add or subtract that d20 rolls.

This feature can last for up to 1 minute and if you cast spells or make an attack, you must make a DC 10 Constitution saving throw to maintain this feature from ending early. Every time you cast more spells while this feature is still active, the DC increases by 2. Once this feature is used, you must finish a long rest to be able to do it again.

Complex Equation

At your 10th level, you can now instantly create a shape with your lines from your Geometric Constructs feature as a reaction after taking an attack. If you create a shape using this feature, it will disappear after getting hit. The shape must be squares, circles, triangles or polygons.

Multiplication

When you hit your 14th level, your ability in advanced multiplication has ascended toward your arcane powers. Once per long rests, you can use 2 spell slots and combine both to regain a spell slot equal to both spell slot level combined. You can only use 4th or lower level spell slots to be combined.

Equipment


Cutting-edge technologies have reshaped the battlefield, enabling unprecedented precision, range, and destructive power. With sleek designs, enhanced materials, and streamlined mechanisms, these modern weapons embody the culmination of centuries of ingenuity and refinement.

Weapons

The following are weapons commonly used in the modern world that evolves to both maintain efficacy and lethality. Each weapons has their own specialty and usage for each specific situation and condition.

Simple Melee Weapons
NAME
COST
DAMAGE
WEIGHT
PROPERTIES
Hydraulic Fist
60gp 1d8 bludgeoning 8 lbs.
Fist, heavy, reach
Power Drills
75gp 1d12 slashing 12 lbs.
Fist, heavy, intricate, overheat, special
Retractable Claws
65gp 1d8 slashing 12 lbs.
Finesse, light
Martial Melee Weapons
NAME
COST
DAMAGE
WEIGHT
PROPERTIES
Jet Spear
60gp 1d10 piercing 5 lbs.
Bore, thrown (40/80), special, versatile (1d12)
Plasma Blade
55gp 1d8 radiant 2 lbs.
Finesse
Whip Blade
50gp 1d8 slashing 4 lbs.
Finesse, light, reach
Simple Ranged Weapons
NAME
COST
DAMAGE
WEIGHT
PROPERTIES
Grenade, Expulsion
20gp 1d10 thunder 2 lbs.
Finesse, explosive, loud (1.000), thrown (range 30/90)
Grenade, Extinguisher
5gp 1d4 cold 1 lb.
Finesse, explosive, thrown (range 30/90)
Grenade, Implosion
20gp 1d8 force 2 lbs.
Finesse, explosive, loud (300), thrown (range 30/90)
Grenade, Shrapnel
10gp 1d12 piercing 2 lbs.
Finesse, explosive, loud (150), siege, thrown (range 30/90)
Grenade, Smoke
5gp - 1 lb.
Finesse, explosive, loud (60), thrown (range 30/90)
Grenade, Thermite
15gp 2d8 fire 2 lbs.
Finesse, explosive, loud (300), siege, thrown (range 30/90)
Martial Ranged Weapons
NAME
COST
DAMAGE
WEIGHT
PROPERTIES
Composite Bow
85gp 1d10 piercing 5 lbs.
Ammunition, bore, range (300/600), heavy, two-handed
Crossbow, Sniper
100gp 1d12 piercing 20 lbs.
Ammunition (range 150/600), heavy, loading, sighted, two-handed

Grenades

Grenades are compact explosives that can be easily thrown. Each grenades has its own specialty.


  • Expulsion. This type of grenade explodes in a 15 feet radius. Regardless if creatures succeed the Dexterity saving throw of this grenade or not, they must succeed on a Strength saving throw to avoid getting pushed 5 feet towards the center of the explosion.
  • Extinguisher. When this grenade explode, it will extinguish any burning flames within the blast radius.

  • Implosion. This type of grenade explodes in a 15 feet radius. Regardless if creatures succeed the Dexterity saving throw of this grenade or not, they must succeed on a Strength saving throw to avoid getting pulled 5 feet towards the center of the explosion.
  • Shrapnel. This type of grenade explodes in a 25 feet radius.
  • Smoke. This type of grenade explodes in a 15 feet radius and deals no damage. Instead, it will leave a thick smoke within blast radius that will heavily obscure vision.
  • Thermite. After exploding, this grenade leaves a patch of burning flames in the radius of the explosion and will keep dealing 1d8 fire damage for the next minute until the whole burning radius is drenched in water.

Firearms

Born from the insatiable desire to conquer new frontiers of warfare, these remarkable tools harness the controlled explosion of propellants to launch projectiles at unparalleled speed and force. Firearm itself is also a weapon property.

Dual Wielding Firearms

When you engage in two-weapon fighting using weapon with the firearm property in both hands, your second attack will be at a disadvantage and you can't add your ability modifier on the attack rolls.

Firearm Proficiency

Firearms count as ranged weapons. If a class is proficient in Simple Weapons they are proficient in Simple Firearms and the same goes for Martial Weapons too.

Reloading

If you're not proficient with the firearm, you must use your action to reload, or as a bonus action if you're proficient.

Ammunitions

Firearms are ranged weapons and all ranged weapons need ammunition to fire its projectile. Not all firearms use the same type of ammunition. Some even requires a more specialized projectiles. The ammunition of a firearm is destroyed upon use.

Ammunition Cost Weight
Acid Canister (5) 20gp 2 lbs.
Bullets (10) 2gp 1 lb.
Propane Tank (5) 15gp 2 lbs.
Liquid Nitrogen (5) 15gp 2 lbs.
Plasma Laser Shard 30gp 1 lb.
Rocket 20gp 4 lbs.
Shotgun Shell (10) 2gp 2 lbs.
Sniper Bullets (5) 6gp 3 lbs.
Simple Firearms
NAME
COST
DAMAGE
WEIGHT
PROPERTIES
Gun, Pistol
150gp 2d8 piercing 3 lbs. Ammunition (range 60/180), firearm, loud (200), light, reload (10)
Gun, Submachine
250gp 3d4 piercing 6 lbs.
Ammunition (range 15/40), automatic, firearm, loud (200), light, reload (16)
Shotgun, Sawed-Off
225gp 2d10 piercing 6 lbs. Ammunition (range 20/30), firearm, loud (300), reload (2), scatter, two-handed
Martial Firearms
NAME
COST
DAMAGE
WEIGHT
PROPERTIES
Blizzard
450gp 2d12 cold 8 lbs.
Ammunition (range 30/40), firearm, heavy, intricate, loading, overheat, scatter, special, special, two-handed
Laser Diffractor
315gp 2d8 radiant 10 lbs.
Ammunition (range 15 feet), bore, firearm, heavy, intricate, overheat, special, two-handed
Magnum
135gp 3d6 piercing 5 lbs. Ammunition (range 60/240), firearm, loud (400), heavy, reload (14)
Rifle, Assault
180gp 4d4 piercing 6 lbs.
Ammunition (range 40/160), automatic, loud (300), reload (20), two-handed
Rifle, Sniper
225gp 3d10 piercing 10 lbs.
Ammunition (range 200/800), bore, firearm, heavy, loud (400), reload (1), sighted, two-handed
Launcher, Grenade
150gp 1d4 bludgeoning 6 lbs.
Ammunition (range 40/80), firearm, heavy, reload (3), siege, special, two-handed
Launcher, Rocket
350gp 4d8 fire 20 lbs.
Ammunition (range 80/160), explosive, firearm, heavy, loading, loud (200), siege, sighted, two-handed
Shotgun, Pump
275gp 2d12 piercing 6 lbs.
Ammunition (range 30/40), firearm, heavy, loud (300), reload (10), scatter, two-handed
Spitfire
450gp 3d8 fire 8 lbs.
Ammunition (range 30/40), firearm, heavy, intricate, loading, overheat, scatter, two-handed
Venomancer
475gp 6d4 acid 8 lbs.
Ammunition (range 30/60), explosive, firearm, heavy, intricate, loading, overheat, special, two-handed

Weapon Saving Throws

When a weapon calls for a saving throw, you can use your ability score modifier that you use to make the attack and damage rolls for the saving throw DC.

Weapon Save DC = 8 + your proficiency bonus +

your Ability Score Modifier

Weapon Properties

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


  • Automatic. When you make an attack action using this weapon, you can make another attack as part of the same attack. This attack will always be made on a disadvantage, regardless of the circumstances.
  • Bore. When you make an attack with a weapon that has this property, you can forgo one of your attack and turn the range of the attack into a line that is 5 foot wide and has the length of half the weapon's normal range. All creatures within range must succeed on a Dexterity saving throw to avoid taking the damage. If it's a melee weapon, it will be thrown.
  • Explosive. When this weapon’s projectile hits a target, it explodes in a 5 foot radius. Each creature other than the target within the blast radius must succeed on a Dexterity saving throw to take half the initial damage rolled on a successful save. Alternatively, you can fire the projectile at an unoccupied space within half of its range and all creatures within the blast radius must succeed on a Dexterity save to take half damage.
  • Firearm. Weapons that has this property don’t add your ability modifier to the damage roll of a firearm. Only add it on the attack rolls.
  • Overheat. This weapon gains a heat point when you continuously make an attack with it on your next turns without making an attack roll again. It will lose 1 heat point if that weapon is unused for at least 1 turn. If the weapon gains 3 heat points, it overheats and loses all heat points. An overheated weapon can’t be used to make an attack again for 2 turns.
  • Fist. Attacks made with this weapon are treated as unarmed strikes.
  • Intricate. When making an attack with a weapon with this property, you can choose to use your Intelligence modifier for the attack and damage rolls instead of the usual Strength or Dexterity. You must use the same modifier for both rolls.
  • Loud. Weapons with this property will emit a loud sound when used to make an attack with. The radius of the sound that can be heard is equal to several feet in the parentheses.
  • Reload. This weapon can be used to make a number of attacks before it must be reloaded. You can reload using your bonus action if you're proficient with the weapon or use your action if you're not proficient with it.
  • Scatter. You can turn the range of the attack into a cone of half the weapon's normal range. All creatures within range must succeed on a Constitution saving throw to avoid taking the damage.

  • Siege. This type of weapon will deal double damage towards object and buildings.
  • Sighted. This weapon has disadvantage on attack rolls made against targets within 30 feet.
  • Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons”).

Special Weapons

Weapons with special properties are described here.


  • Blizzard. This weapon uses Liquid Nitrogens as its ammunition. You can choose to target 15 feet cone to the ground and it will make it frozen. All creatures within that range must succeed on a Dexterity saving throw to avoid falling prone. Alternatively, if you targets a liquid surface, it will freeze it and make a walkable terrain.
  • Grenade Launcher. This weapon damage is from the impact of the grenade, not the explosion. The grenade has its own damage dice. Alternatively, you can use your bonus action to pop one grenade out from this firearm and throw it with your hands with your action.
  • Jet Spear. When thrown, it will propels itself forward using jet engine mounted on it and deal one additional damage die as a one handed weapon. A Small creature can ride along the thrown spear to its destination.
  • Laser Diffractor. This weapon can ignore third quarter cover and only use a single Plasma Laser Shard as its ammunition. If you overheat it, it will be destroyed.
  • Power Drills. This weapon can help you dig dirt twice as fast than using a shovel. It also give you 10 feet of burrowing speed.
  • Spitfire. This weapon uses Propane Tank as its ammunition. This weapon can set flammable objects on fire. Whether it is being worn or not. If it lits an object on fire whilst it's being held or worn by a creature, that creature will take 1d4 fire damage at the start of each of their turns if they did not let go of the burning object.
  • Venomancer. This weapon uses Acid Canisters as its ammunition. The target of this weapon will take 2d4 acid damage for the next 1d4 turns at the start of their turn.

Gears


Where there’s a demand that technology can accommodate, there’s also a supply. The price and weight of a gear is shown below.

ITEM
COST
WEIGHT
Binoculars
5 gp
0,25 lb.
Camera
75 gp
1 lb.
Flare
1 gp
1 lb.
Flashlight
5 gp
0,8 lb.
Flipper
1 gp
0,5 lb.
Kevlar
30 gp
1 lb.
Memory Card
25 gp
0,1 lb.
Metal Detector
45 gp
2 lb.
Flippers
80 gp
1 lb.
Scuba Mask
15 gp
1 lb.
Silencer
50 gp
2 lb.
Smart Phone
125 gp
0,75 lb.
Spray Paint
2 gp
1 lb.
Wingsuit
100 gp
3 lb.

Gear Descriptions

Gears are additional items that may help people in their tasks. Below are the descriptions of gears listed alphabetically.


  • Binoculars. This device is engineered to improve eyesight when viewing things from afar. While using the binoculars, you can make out small details of creatures and objects that are 250 feet or further away, but no further than 600 feet.
  • Camera. A machine to capture images and kept it permanently on a single file or print it as a piece of polaroid photo. You can take a photo 100 times with this camera and must buy another storage or empty the storage to take a photo again.
  • Flare. A flare is a foot-long, brightly colored stick with a plastic cap. You can strike the bottom of the flare as an action, causing the flare to bursts into a bright, colored flame, matching that of the stick. This flame burns for 10 minutes, emitting a 40-foot radius of bright light and dim light for an additional 20 feet. A flare will still burn underwater or in a vacuum.
  • Flashlight. Flashlights are a small aluminum steel bar that can be activated as a bonus action to emit a 30 feet cone of bright lights and another 30 feet cone of dim lights. You can turn it off with a bonus action.
  • Flipper. The flipper is a pair of rubber foot wear that extends the foot of a person that mimics a frog legs. As an action, you can wear a pair of flippers and gain swimming speed equal to your walking speed. But walking with this pair of flippers is debilitating. Your walking speed is reduced by 10 feet while wearing the pair of flippers.
  • Kevlar. A padded addition to armors to reduce the lethal damage from firearms. When you take damage from a firearm or any ballistic weapons, you take 1d4 less damage.
  • Memory Card. A memory card is a Tiny object that resembles a small plastic chip that can be stored with image, audio and video files. A single memory card can hold up to 10.000 images. An audio file counts as 10 image files and a video file counts as 100 image files.
  • Metal Detector. This aluminum bar has a handle and a disc shaped object at the other end of the bar. When hovered on a surface, it will detect metallic objects that isn't buried more than 1 foot deep. When it detects a metallic object, it will make a beeping sound.
  • Silencer. Silencers are attached to firearms in order to muffle the sound of the weapons discharges. If a silencer is installed on a firearm with the Loud property, the radius of the sound produced from the weapon will be divided by 10.
  • Smart Phone. A way to call and communicate with other people and connect to the internet. If a you know a phone number from another smart phone, you can use an action to call them. Roll a 1d100, if the result is 40 or lower, the phone did not get picked up. This method of communication has unlimited range, as long as you are in a place with good signal to recieve and send a call. In addition, this smart phone can also be used as a camera.
  • Spray Paint. This cylindrical metal can has a tip on the top of it, and if pressed down, it can release a 5 foot cube of compressed gas of color. The color varies between several spray paint cans. One spray paint can only have one tint of color. You can use this spray paint to create murals and other illustration on a solid surface. If you spray it on a creature's eye, they must succeed on a DC 10 Constitution saving throw to avoid getting blinded for 1 round.
  • Wingsuit. While wearing this wingsuit, you gain 10 feet of flying speed but you cannot go up. The wingsuit prevents you from falling directly to the ground but will slow you down into falling down 5 feet per turn. Unless you stop moving while using the wingsuit, you will start falling. The wingsuit requires 1 minute to don and doff.

Tool

Some people need tools and the necessity of lacking enough equipment creates the innovation of modern day tools.

ITEM
COST
WEIGHT
Hacker's Kit
75 gp
2 lbs.
Mechanic's Tools
60 gp
10 lbs.
Technician's Tools
45 gp
8 lbs.

Tool Descriptions

Tools help people finish their tasks more efficiently. Below are the descriptions of tools listed alphabetically.


  • Hacker's Kit. This tool helps you hack into a computerized device that has a password as its security
  • Mechanic's Tools. Repairing and modifying vehicles may require this tool to finish.
  • Technician's Tools. Repairing machineries and computerized device may require this kind of tool.

Magic Items


Wondrous items of the recent days are much more applicable and modern in a sense, appearance and usability. You may find one of these items in a mad scientist laboratory or in another person's garage. Either way, such items have exceeded the normal nature of mundane items.

Magic Item Descriptions

Below are magic items are presented in alphabetical order.

Anti-Material Gauss Cannon

Wondrous item, legendary

This item is a Huge gauss cannon that require 2 actions to fire it. Choose a 15 feet radius of space within 1 mile away from you. Upon firing this cannon, all creatures within the radius must succeed on a DC 25 Constitution saving throw to take half as much from 10d10 + 50 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell.

After firing this cannon, it will need 1 hour to recharge to be able to be fired again.

The item can be destroyed and has 18 AC, 100 hit points and a damage threshold of 25 damage.


Suggested price: 250.000 gp

Gunlance

Weapon (lance), uncommon


This lance has 4 charges and an alternate way of attack. As an action, you expend one of the charge and turn this lance into a portable gauss cannon that fires a particle beam to any creatures within 10 feet line of you. Each creature in that area must make a DC 13 Dexterity saving throw, taking 3d6 radiant damage on a failed save, or half as much damage on a successful one. The lance regains 1d4 expended charges daily at dawn. If you expend the lance’s last charge, roll a d20. On a 1, the lance's alternate attack mode is destroyed.


Suggested price: 275 gp

Lucky Fluke

Wondrous item, very rare (requires attunement)


This is a metal box with three revolving gear on the middle of it and a lever on the side of it. The gears are shown sideways and each grooves has a number on it. As a bonus action, you can pull down the lever on this tiny metal box. When you does so, the three gears will roll. After the gear stops, it will create a sequence of numbers and morph the box into another object entirely for the next hour; and then the object returns back into the box form.

The first pull require no cost. But the second pull require you to pay 25 gp and each more pulls require another 25 gp more. The cost resets to 0 daily at dawn. All damages dealt from weapons made from the box counts as magical.

Roll a 3d6 and refer to the table below.

SEQUENCE FORM NAME
Double 1's Simple Melee Weapon +2
Double 2's Martial Melee Weapon +2
Double 3's Simple Firearm +2
Double 4's Martial Firearm +2
Double 5's Cometeers
Double 6's Blunthorn
Triple 1's Blunder Bust
Triple 2's Iridescent
Triple 3's Ferrospine
Triple 4's Eclipse
Triple 5's Ouroboros
Triple 6's Prominence

  • Simple Melee Weapon +2. The box turns into a +2 simple melee weapon of your choice.
  • Martial Melee Weapon +2. The box turns into a +2 martial melee weapon of your choice.
  • Simple Firearm +2. The box turns into a +2 simple firearm of your choice. The firearm require no ammunition and reloading.
  • Martial Firearm +2. The box turns into a +2 martial firearm of your choice. The firearm require no ammunition and reloading.
  • Cometeers. The box turns into a mechanical glove that can conjure three star shaped blades in between your fingers. The star blades counts as a martial weapon and has the Thrown (30/60), Light and Finesse property. You can throw these blades at the same time. On a hit, it will deal 3d6 damage. After throwing the star blades, it will reappear on your mechanical glove if you close your palm.
  • Blunthorn. The box turns into a pair of big mechanical gauntlets on each of your hands. Your unarmed strike deals 2d6 bludgeoning damage and an additional 1d6 piercing damage.
  • Blunder Bust. The box turns into a Large howitzer. As an action, you can fire the howitzer and it will spray shrapnels to all creatures within 30 feet cone of you. All creatures within the area must succeed on a DC 16 Constitution saving throw to take half as much from 8d6 piercing damage. Each time you use the Blunder Bust, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the item malfunctions and you take half the damage it dealt.
  • Visorbane. The box turns into a visor on a pair of eyes that you have. As a bonus action, you can fire a scorching ray from your eyes to a target within 30 feet of you. If the ray hits a creature, that creature must succeed on a DC 16 Dexterity saving throw or take 4d6 radiant damage.
  • Ferrospine. The box turns into a bladeless sword handle with a fluctuating ferrofluid on it. As a bonus action, you can turn the ferrofluid into any +2 Melee Weapon of your choice. In addition, your reach increases by 10 feet.

  • Eclipse. The box turns into a giant scythe. The scythe counts as a +1 martial weapon that you're proficient with that deals 3d6 slashing damage. On a hit, you also deal half of the initial damage to any creature or object within your target's left and rights.
  • Ouroboros. The box turns into a floating orb on your hand that resembles an analog clock with several gears on it. As a reaction when you see a creature (or yourself) makes an ability check, attack roll or a saving throw, you can give them either an advantage or a disadvantage on the roll.
  • Prominence. The box turns into a floating orb on your hand. As an action, you can let the orb explode and choose who is affected by the explosion. The orb will explode in a 1 mile radius and deal 8d10 damage type your chosen creatures is not resistant or immune against. Those creatures of your choice must succeed on a DC 17 Constitution saving throw to take half as much damage. After letting the orb explode, it will return back to its box form and you can't use it again for 1d4 + 1 days.

Suggested price: 6.500 gp

Master Card

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a proxy)


While you are holding this platinum coated credit card, you gain a bonus to favor attack rolls and to the saving throw DCs of your Proxy favors. The bonus is determined by the card's rarity.

In addition, whenever you spend gold, silver or copper pieces, you will regain 20% of the money you spent (rounded down). For example, a 25 gp item will give 5 gp cashback. For simple calculation, just divide the cost by 5.


Suggested price: 500 gp (uncommon), 4.500 gp (rare), 15.000 gp (very rare)

Hectocore Processor

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a techweaver)


While you are holding this strong 100 CPU cores and multithreading processor, you gain a bonus to the saving throw DCs of your Techweaver gadgets. The bonus is determined by the card's rarity.

In addition, once per long rest, you can regain 1d6 + 1 of your spent battery packs as an action.


Suggested price: 525 gp (uncommon), 4.750 gp (rare), 15.500 gp (very rare)

Pegasus Wheels

Wondrous item, very rare

These mithril bound wheel rims come in pairs. While the pair of wheels are affixed to the wheel of a motorcycle, they grant the vehicle's flying speed by 60 feet.


Suggested price: 4.000 gp

Portable Car

Wondrous item, rare

This item that can fit in your pocket is a Tiny disc shaped device with a pressure plate at the center of it. As an action, you can press it and throw it on the ground, it will then conjure a vehicle contained within the device.

This item has 10 AC and 5 hit points. If this item is broken while it still contains a vehicle inside it, it will forcibly purged from the device. All creature within 5 feet of the item must succeed on a DC 15 Dexterity saving throw to take half as much damage from 8d6 bludgeoning damage; if the vehicle is Large. The damage increases by 8d6 on each size larger than Large. This damage counts as if the vehicle crashes, which means it also take the same damage.

Importing a Vehicle. You can ask a skilled techweaver that works as a mechanic and compress your vehicle into this item. The duration varies, depending on the size of the vehicle.

VEHICLE SIZE DURATION PRICE
Medium 8 hours 1.250 gp
Large 24 hours 2.500 gp
Huge 3 days 6.250 gp
Gargantuan 1 week 18.750 gp

Suggested price: —

Thermal Visor

Wondrous item, uncommon

When wearing this visor on your eyes, you can see through fogs and smokes normally.

In addition, when you're subjected to any effects that requires you to see something, you counts as not see that thing while wearing this visor.


Suggested price: 350 gp

Wand Revolver

Weapon (revolver), rare (requires attunement by a sorcerer, warlock or wizard)

This item is a revolver, integrated with a magical wand. You can use this item like a +1 revolver that you're proficient with and require no ammunitions. The wand part of this item can also be used as an arcane focus for Sorcerers, Warlocks and Wizards.

The wand part of the item has 6 charges. When you make an attack using the revolver, you can expend one of the charge to cast a spell using the wand part of the item as a bonus action. The spell must have the casting time of action or bonus action.

The wand regains 1d6 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand's magical property becomes inert.


Suggested price: 575 gp

Vehicles

Transportation in modern times is vastly different from the past. Engines power most vehicles, offering greater speed and efficiency, while advancements have introduced unmanned options like drones and self-driving cars. These innovations have revolutionized how we move and travel.

High Speed

A car chase usually done in a high speed situation. You can enter a high speed state if you can constantly move 80 feet for 3 turns in a row. While in high speed, your speed is cut in quarters (rounded up by 5). If you stopped moving for 1 turn, you will exit the high speed state on your next turn. A vehicle does not need to fulfill this requirement.

Crashing

When a vehicle crashes into something that could reasonably damage it, such as an iron wall or another vehicle of its size or bigger, the vehicle comes to a sudden stop and takes 1d6 bludgeoning damage for every 10 feet it moved since its last turn (maximum 20d6).

If the vehicle crashes to a creature, the creature can use their reaction to attempt to get out of the vehicle’s way, doing so and taking no damage with a successful Dexterity saving throw with the DC of 11 or DC 16 in high speed. If the saving throw fails, the creature takes the crash damage. Whatever the vehicle struck, it takes the same amount of damage. If this damage is less than the vehicle’s damage threshold, the vehicle takes no damage from the crash.

If the vehicle takes damage from the crash, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking the same damage the vehicle takes, or half as much damage on a successful save.

Falling Off

When a creature falls off from a vehicle in high speed, it will fall prone and take 3d6 bludgeoning damage. That creature can use their reaction to make a DC 15 Constitution saving throw to take half as much damage.

Damage Threshold

Vehicles have bulk or armor that allows them to shrug off minor hits. A vehicle with a damage threshold has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value, in which case it takes damage as normal. Any damage that fails to meet or exceed the vehicle’s damage threshold is considered superficial and doesn’t reduce the vehicle’s hit points.

Driving

The driver must focus their attention to steer the vehicle. While steering a vehicle, the character driving it must spend their action to steer the vehicle. The movement speed is defined by the vehicle's speed. If the driver is proficient in vehicles of its respective terrain that it can go through, they can steer it using their bonus action instead.

Creature and Cargo Capacity

Vehicles use different rules as mounts do to determine how many creatures can ride it. Seat capacity describes how many creatures can ride the vehicle comfortably. More creatures can fit by squeezing or by clinging to the outside of the vehicle. Cargo capacity specifies how much cargo the vehicle can carry.

Maintenance

When a vehicle is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. The creature making the repairs must meet the following criteria:

  • The creature can’t operate the vehicle’s helm or one of its weapon stations while making repairs.
  • The creature must be within reach of the damaged area in need of repair.
  • The creature must have the right tools for the job (mechanic's tools or tinker’s tools, for example).

Before beginning repairs, a creature must decide whether the repairs are aimed at removing a level of exhaustion or restoring the damaged vehicle’s hit points. Each option is discussed below.

Removing Exhaustion

If a vehicle has one or more levels of exhaustion, a creature can spend 1 hour or more trying to reduce the vehicle’s exhaustion level. The vehicle must be stationary, and the creature must have spare parts to make the necessary repairs.

After 1 hour of repair work, the creature makes a DC 15 Intelligence check, adding its proficiency bonus to the check if it’s proficient with mechanic's tools used to make repairs. If the check succeeds, the vehicle’s exhaustion level decreases by 1. If the check fails, the vehicle’s exhaustion level remains unchanged, though the repair can be attempted again using the same replacement parts.

Restore Hit Points

If a vehicle has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs.

After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it’s proficient with Smith's Tools used to make repairs. If the check succeeds, the vehicle regains 1d10 + 5 hit points. If the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts.

Vehicle Exhaustion

After repaired, vehicles can gain exhaustion level if it took damage more than half of its hit points or lose all of its hit points before the maintenance.

Owning A Vehicle

Owning a vehicle can be beneficial to its owner if they require to constantly travel between distant places. Each vehicles has its own prices rated to each usability and effectiveness.

Below are the price to own a vehicle.

Installment

You can own a vehicle by periodically pay the price per a percentage of the vehicle price. The down payment of each vehicle is always 20% of its normal price and you must pay the rest of the price with the agreed upon payment at the start of each month.

Vehicle Price
TYPE SIZE SEAT CAPACITY CARGO LIMIT FUEL TANK (TYPE) PRICE
Bike, Electric Medium 2 Medium 180 lbs. 0 gal. (Rd) 200 gp
Bike, Jetski Medium 2 Medium 280 lbs. 5 gal. (Rd) 250 gp
Bike, Sports Medium 1 Medium 400 lbs. 8 gal. (Rd) 1.500 gp
Bike, Trail Medium 1 Medium 100 lbs. 10 gal. (Lr) 800 gp
Boat, Dinghy Large 4 Medium 600 lbs. 3 gal. (Lr) 225 gp
Boat, Speed Huge 24 Medium 1.000 lbs. 40 gal. (Lr) 12.500 gp
Boat, Yacht Gargantuan 72 Medium 150 tons 200 gal. (Lr) 36.000 gp
Car, Family Huge 8 Medium 1.200 lbs. 12 gal. (Az) 1.800 gp
Car, Sport Large 2 Medium 1,4 tons 15 gal. (Az) 3.200 gp
Car, Trail Large 4 Medium 1,5 tons 18 gal. (Az) 4.800 gp
Car, Truck Huge 4 Medium 10 tons 20 gal. (Az) 4.100 gp
Helicopter Large 4 Medium 800 lbs. 16 gal. (Id) 3.800 gp
Locomotive Huge 4 Medium 100 tons 800 gal. (Id) 12.500 gp
Submarine Huge 6 Medium 50 tons. 400 gal. (Lr) 4.100 gp

Vehicle Fuel

Unlike mounts, vehicles has its own fuel that you must provide for it to run. Each vehicles require different type of fuels.

VEHICLE TYPE FUEL TYPE PRICE
Automobile Azalenol (Az) 5 sp /gallons
Motorcycle Rhedodendrine (Rd) 3 sp /gallons
Waterborne Laurine (Lr) 1 gp /gallons
Miscellaneous Indicisol (Id) 2 gp /gallons

Every time a vehicle moved at least 1 mile or 5.000 feet of distance, it will consume 1 gallon of fuel. It doesn't have to be one continuous ride, and can be an accumulation of how many feet the vehicle moved.

Electric Vehicles

Some vehicles have different source of fuel, such as electricity. Electric vehicles are fueled by electricity and can be charged to a viable charging port. For every 1 hour the vehicle can absorb direct sunlights, it will generate a power source equivalent to 1 gallon of fuel.

Burning Fuel

Fuel acts like oil if set on fire. You can burn it and your target will start burning. All types of fuel can be set ablaze, except Laurine.

Modifying A Vehicle

While you are repairing a vehicle, you can implement one or more modifications for your vehicle if you have the material and money for it.

Modifications are usually done by some other mechanic, but you can also do it on your own. A successful ability check using a specific type of artisan's tool lets you install a modification to your vehicle on your own.

You cannot install a modification on a vehicle that you haven't fully paid for. As it has a security protection that prevents modification, of which that you can attempt to breach by succeeding on a DC 30 Tinker's Tool check three times. If you failed the attempt, the vehicle is shut down and is rendered inoperable until you finish your payment or until you return the vehicle back to its vendor.

Modification Limit

Modifications may only be installed once or twice on a vehicle. Each vehicle modification has a listed information of how many it can be installed to the vehicle. This limit doesn't mean that you cannot install it again after you remove the modification, but instead, how many modification of the same type a vehicle can have at the time.

Removing a Modification

Removing a modification can also be done when repairing the vehicle, it also require another ability check to remove it, but the DC is 5 times lesser than the DC it required to install the modification.

Vehicle Modifications

Below are the types of vehicle modifications listed alphabetically.

Amphibian

  • Price: 220 gp (+30 gp service)
  • Modification Limit: 1 at a time
  • Skill Check DC: DC 16 Smith's Tools

This modification lets the vehicle has two modes of transportation, one on land and the other on water. The vehicle gains walking or swimming speed that it lacks and the speed is the same for each type of speed.

As for waterborne vehicles, it can only be installed on dinghies, and cannot be installed on miscellaneous vehicles.

Automation

  • Price: 95 gp (+15 gp service)
  • Modification Limit: 1 at a time
  • Skill Check DC: DC 15 Technician's Tools

The vehicle can now move without a creature helming it. Speak a location or a coordinate to the vehicle, and it will go to that direction automatically.

In addition, you can also incite a station action without manning the station in place.

Enhancement Chip: Acceleration

  • Price: 480 gp (+20 gp service)
  • Modification Limit: Indefinite
  • Skill Check DC: DC 18 Technician's Tools

The vehicle's Dexterity score increases by 2 and its Constitution score decreases by 1. The score cannot go above 30 and below 1.

Enhancement Chip: Power

  • Price: 480 gp (+20 gp service)
  • Modification Limit: Indefinite
  • Skill Check DC: DC 18 Technician's Tools

The vehicle's Strength score increases by 2 and its Dexterity score decreases by 1. The score cannot go above 30 and below 1.

Enhancement Chip: Titanium

  • Price: 480 gp (+20 gp service)
  • Modification Limit: Indefinite
  • Skill Check DC: DC 18 Technician's Tools

The vehicle's Constitution score increases by 2 and its Strength score decreases by 1. The score cannot go above 30 and below 1.

Horned Head

  • Price: 135 gp (+15 gp service)
  • Modification Limit: 1 at a time
  • Skill Check DC: DC 16 Smith's Tools

Iron spikes are installed in the front side of the vehicle. Every time the vehicle crashes into a creature or an object, it will deal additional 3d6 piercing damage.

Hydraulics

  • Price: 165 gp (+15 gp service)
  • Modification Limit: 1 at a time
  • Skill Check DC: DC 16 Smith's Tools

If the vehicle can jump, it only require half as much running start. If it can't it now can. This modification only affect automobiles and motorcycles.

Mounted Rig

  • Price: 215 gp (+15 gp service)
  • Modification Limit: 1 (Huge), 4 (Gargantuan) at a time
  • Skill Check DC: DC 15 Smith's Tools

The vehicle is rigged with a space to mount a firearm into it. The firearm must have the Heavy property and it require 10 minutes to mount the firearm to the vehicle. Only a Huge or larger vehicle can be installed with this modification.

Phalanx

  • Price: 230 gp (+20 gp service)
  • Modification Limit: 3 at a time
  • Skill Check DC: DC 15 Smith's Tools

The damage threshold of the vehicle increases by 5. This modification also decreases the vehicle AC by 1.

Rhino

  • Price: 225 gp (+25 gp service)
  • Modification Limit: 1 at a time
  • Skill Check DC: DC 17 Smith's Tools

The vehicle now takes half as much damage when crashing to a creature or object.

Rover

  • Price: 75 gp (+25 gp service)
  • Modification Limit: 1 at a time
  • Skill Check DC: DC 16 Mechanic's Tools

Changes the tires and axle of the vehicle to scale uneven grounds. If installed to a waterborne vehicle, it will create a coral breaker and wave crasher in front of the hull The vehicle now is unaffected by difficult terrains.

Turbo Engine

  • Price: 270 gp (+30 gp service)
  • Modification Limit: 3 at a time
  • Skill Check DC: DC 16 Mechanic's Tools

Increases the walking speed of automobiles or motorcycles by 30 feet. Alternatively, you can install this modification to a waterborne vehicle and grant it 20 feet of swimming speed.

Solar Panel

  • Price: 405 gp (+45 gp service)
  • Modification Limit: 1 at a time
  • Skill Check DC: DC 18 Technician's Tools

The vehicle gains a solar panel on its body that lets it absorb UV rays from the sun and transfers it as energy source. The vehicle can gain power source as per electric vehicles by absorbing direct sunlight.

This modification will decrease the vehicle's damage threshold by 5.

Automobile


In the land of Quanthem, automobiles are more than mere machines; they are a cornerstone of society and a symbol of modern advancement. These vehicles, powered by a fusion of alchemical energy and mechanical craftsmanship, have revolutionized transportation, making them indispensable in everyday life.

From sleek, agile cruisers that navigate bustling urban centers to powerful freight haulers carrying essential goods across vast trade routes, automobiles are the lifeblood of Quanthem's interconnected world. They embody freedom and innovation, enabling people to travel great distances, explore new horizons, and maintain a thriving economy.



Car, Family

Huge Vehicle (2 tons)


  • Seat Capacity 8 Medium creatures
  • Cargo Capacity 1.200 lbs.
  • Armor Class 19 (16 while motionless)
  • Hit Points 55 (damage threshold 10)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 17 (+3) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Crushing Wheels. When the vehicle crashes into a creature and fails their saving throw, they will be knocked prone and restrained to the vehicle. The creature takes 16 (3d10) bludgeoning damage once at the start of each their turns if they did not move away from the vehicle. If the vehicle moves away from the creature, they will not be restrained anymore.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle. The frames of the vehicle protects the driver, granting them Half Cover (+2 to AC and Dexterity saving throws).



Car, Sports

Large Vehicle (1,6 tons)


  • Seat Capacity 2 Medium creatures
  • Cargo Capacity 1,4 tons
  • Armor Class 20 (16 while motionless)
  • Hit Points 65 (damage threshold 10)
  • Speed 120 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 17 (+3) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Crushing Wheels. When the vehicle crashes into a creature and fails their saving throw, they will be knocked prone and restrained to the vehicle. The creature takes 16 (3d10) bludgeoning damage once at the start of each their turns if they did not move away from the vehicle. If the vehicle moves away from the creature, they will not be restrained anymore.

All-Terrain Wheels. The vehicle is not affected by difficult terrains on land.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle. The frames of the vehicle protects the driver, granting them Half Cover (+2 to AC and Dexterity saving throws).

Nitrous Boost (Requires 1 Crew). The driver of this vehicle can use their bonus action to activate the vehicle's boosted mode. While in this mode, the vehicle's speed is doubled until the end of the next round.



Car, Trail

Large Vehicle (1,8 tons)


  • Seat Capacity 4 Medium creatures
  • Cargo Capacity 1,5 tons
  • Armor Class 18 (16 while motionless)
  • Hit Points 68 (damage threshold 10)
  • Speed 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 19 (+4) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Crushing Wheels. When the vehicle crashes into a creature and fails their saving throw, they will be knocked prone and restrained to the vehicle. The creature takes 16 (3d10) bludgeoning damage once at the start of each their turns if they did not move away from the vehicle. If the vehicle moves away from the creature, they will not be restrained anymore.

All-Terrain Wheels. The vehicle is not affected by difficult terrains on land.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle. The frames of the vehicle protects the driver, granting them Half Cover (+2 to AC and Dexterity saving throws).



Car, Truck

Large Vehicle (1,6 tons)


  • Seat Capacity 4 Medium creatures
  • Cargo Capacity 1,4 tons
  • Armor Class 20 (16 while motionless)
  • Hit Points 65 (damage threshold 10)
  • Speed 120 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 17 (+3) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Crushing Wheels. When the vehicle crashes into a creature and fails their saving throw, they will be knocked prone and restrained to the vehicle. The creature takes 16 (3d10) bludgeoning damage once at the start of each their turns if they did not move away from the vehicle. If the vehicle moves away from the creature, they will not be restrained anymore.

Carriage. The vehicle's back side is a big container that can carry multiple creatures ranging from 20 Medium creatures, 5 Large creatures or 1 Huge creature.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle. The frames of the vehicle protects the driver, granting them Half Cover (+2 to AC and Dexterity saving throws).

Dump (Requires 1 Crew). The driver of this vehicle can use their bonus action to dump all things inside its container.

Motorcycles


Motorcycles are more than a mode of transportation—they are a statement of taste and individuality. Sleek, agile, and powered by alchemical-mechanical fusion, these two-wheeled machines are favored by those who value style as much as speed. Motorcycles glide effortlessly through crowded streets and winding roads, offering a sense of freedom and intimacy with the open air.

Whether adorned with ornate detailing or stripped down to raw performance, each motorcycle reflects the personality of its rider. Revered as vehicles of expression and daring, motorcycles in Quanthem are as much about the journey as the destination, a symbol of boldness, refinement, and the pursuit of life's open roads.



Bike, Electric

Medium Vehicle (250 lbs.)


  • Seat Capacity 2 Medium creatures
  • Cargo Capacity 180 lbs.
  • Armor Class 19 (16 while motionless)
  • Hit Points 30 (damage threshold 5)
  • Speed 80 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Electric Vehicle. The vehicle is fueled by electricity and can be charged to a viable charging port.

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle.

Juke (Requires 1 Crew). If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.



Bike, Jetski

Medium Vehicle (300 lbs.)


  • Seat Capacity 2 Medium creatures
  • Cargo Capacity 280 lbs.
  • Armor Class 19 (16 while motionless)
  • Hit Points 40 (damage threshold 5)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 15 (+2) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Buoyant. The vehicle can only use it's swimming speed above the surface of waters.

Jump. The vehicle can move 30 feet in a straight line and clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle.



Bike, Sports

Medium Vehicle (550 lbs.)


  • Seat Capacity 1 Medium creature
  • Cargo Capacity 400 lbs.
  • Armor Class 21 (16 while motionless)
  • Hit Points 48 (damage threshold 10)
  • Speed 120 ft.

STR DEX CON INT WIS CHA
16 (+3) 21 (+5) 17 (+3) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Jump. The vehicle can move 30 feet in a straight line and clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle.

Juke (Requires 1 Crew). If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.



Bike, Trail

Medium Vehicle (120 lbs.)


  • Seat Capacity 1 Medium creature
  • Cargo Capacity 100 lbs.
  • Armor Class 20 (16 while motionless)
  • Hit Points 30 (damage threshold 5)
  • Speed 80 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

All-Terrain Wheels. The vehicle is not affected by difficult terrains on land.

Jump. The vehicle can move 30 feet in a straight line and clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle.

Juke (Requires 1 Crew). If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.

Waterbornes


Silent giants and swift coursers of rivers, lakes, and seas, essential for both commerce and adventure. These vessels, ranging from compact alchemical skiffs to grand trade barges powered by arcane turbines, connect distant shores and bustling ports. Used by merchants, explorers, and travelers alike, waterborne vehicles are a vital link in Quanthem's thriving economy, ferrying goods and passengers across waterways with precision and grace.

More than tools of transportation, they are symbols of resilience and ingenuity, embodying humanity's enduring relationship with the water. Whether cutting through tranquil rivers or braving stormy seas, these vessels chart paths to new opportunities, uniting the farthest reaches of Quanthem with every journey.



Boat, Dinghy

Large Vehicle (640 lbs.)


  • Seat Capacity 4 Medium creatures
  • Cargo Capacity 600 lbs.
  • Armor Class 17 (16 while motionless)
  • Hit Points 20 (damage threshold 5)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Buoyant. The vehicle can only use it's swimming speed above the surface of waters.

Floater. If the vehicle takes piercing damage more than its damage threshold, its speed will be reduced by 5 feet.

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle.



Boat, Speed

Huge Vehicle (1.500 lbs)


  • Seat Capacity 24 Medium creatures
  • Cargo Capacity 1.000 lbs.
  • Armor Class 17 (16 while motionless)
  • Hit Points 105 (damage threshold 12)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 20 (+5) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Buoyant. The vehicle can only use it's swimming speed above the surface of waters.

Floater. If the vehicle takes piercing damage more than its damage threshold, its speed will be reduced by 5 feet.

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle. The frames of the vehicle protects the driver, granting them Half Cover (+2 to AC and Dexterity saving throws).

Anchor (Requires 1 Crew). A creature can use their bonus action to drop an anchor and turns the vehicle speed to 0. If the vehicle is forced to move, a creature can use their reaction to drop the anchor and half the distance the vehicle is forced to move. A creature can use their action to reel the anchor back to the vehicle.



Boat, Yacht

Gargantuan Vehicle (180 tons)


  • Seat Capacity 72 Medium creatures
  • Cargo Capacity 150 tons
  • Armor Class 17 (16 while motionless)
  • Hit Points 250 (damage threshold 15)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 20 (+5) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Buoyant. The vehicle can only use it's swimming speed above the surface of waters.

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle. The frames of the vehicle protects the driver, granting them Half Cover (+2 to AC and Dexterity saving throws).

Anchor (Requires 1 Crew). A creature can use their bonus action to drop an anchor and turns the vehicle speed to 0. If the vehicle is forced to move, a creature can use their reaction to drop the anchor and half the distance the vehicle is forced to move. A creature can use their action to reel the anchor back to the vehicle.



Submarine

Huge Vehicle (52 tons)


  • Seat Capacity 6 Medium creatures
  • Cargo Capacity 50 tons
  • Armor Class 16 (16 while motionless)
  • Hit Points 265 (damage threshold 15)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 23 (+6) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Air Supply. The inside of the vehicle has a 1 day worth of clean and breathable air supply.

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Protective Frame. All creatures inside the vehicle will gain total cover from outside sources.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle.

Anchor (Requires 1 Crew). A creature can use their bonus action to drop an anchor and turns the vehicle speed to 0. If the vehicle is forced to move, a creature can use their reaction to drop the anchor and half the distance the vehicle is forced to move. A creature can use their action to reel the anchor back to the vehicle.

Sonar (Requires 1 Crew, can be from the driver). A creature can use their bonus action to activate a 120 feet radius of sound wave. A monitor in the vehicle will show the position of each creatures and moving object outside of the vehicle within the radius as pinging dots.

Miscellaneous


miscellaneous vehicles like helicopters and train locomotives stand as marvels of ingenuity, each carving its unique role in the nation’s progress. Helicopters, sleek and versatile, soar above the landscape, their rotary wings propelled by alchemical propulsion systems. Used for swift transport, reconnaissance, and emergency response, they are favored by adventurers, officials, and corporations seeking speed and adaptability in the skies.

Train locomotives, on the other hand, are the iron arteries of Quanthem, powered by powerful arcane engines that hum with precision. These massive machines pull endless lines of cars along intricate rail networks, connecting bustling cities, industrial hubs, and remote settlements. Whether transporting passengers in luxurious comfort or hauling vast quantities of goods across the countryside, trains symbolize strength and reliability.



Helicopter

Large Vehicle (950 lbs.)


  • Seat Capacity 4 Medium creatures
  • Cargo Capacity 800 lbs.
  • Armor Class 20 (16 while motionless)
  • Hit Points 52 (damage threshold 10)
  • Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 12 (+1) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Wind Up. The vehicle's propeller require 1 round (6 seconds) of winding up for it to lift up from the ground.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle. The frames of the vehicle protects the driver, granting them Half Cover (+2 to AC and Dexterity saving throws).

Juke (Requires 1 Crew). If the vehicle is on the air and is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.



Locomotive

Huge Vehicle (115 tons)


  • Seat Capacity 4 Medium creatures
  • Cargo Capacity 100 tons
  • Armor Class 17 (16 while motionless)
  • Hit Points 240 (damage threshold 20)
  • Speed 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+3) 23 (+6) 0 0 0

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, Unconscious

Traits

Momentum. The vehicle deals one more damage die when it crashes to a creature or object.

Prone Deficiency. If the vehicle falls prone, it can’t right itself and is incapacitated until pulled upright.

Express Carriage. The vehicle can pull up to 10 train cars on its back.

Mono Directional. The vehicle cannot move away from its designated rail road track.

Protective Frame. All creatures inside the vehicle will gain total cover from outside sources.

Stations

Helm (Requires 1 Crew). A creature can use their action to drive and steer the vehicle.

Feats


A feat is a character's specialized talent or area of expertise, granting them unique capabilities beyond what their class provides. Each feat can only be taken once, unless stated otherwise in its description. To take a feat, you must meet any prerequisites specified. If you no longer meet a feat's prerequisite, you cannot benefit from that feat until you fulfill the requirement again.

Architect


You have learned the intricacies of any structures you find. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • Once per day, you can spend an hour to build a makeshift shelter that extends to 15 cubic feet. This shelter will only last for 8 hours and sleeping inside it will reduce one extra level of exhaustion.

Chemist

Prerequisite: Intelligence or Wisdom 15


You now know well most of any chemical solutions you see on your journey. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in Wisdom (Medicine) skill.
  • You can concoct a makeshift Potion of Healing (Uncommon) once per day, but it will expire after 8 hours.

Diver

You are skilled at swimming and diving without the assistance of equipment or spells. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You no longer spend an extra foot of movement for each foot you swim. If you have a swimming speed, increase it by 10 feet and difficult terrains don't apply to you while underwater.
  • You can hold your breath for up to 10 minutes.
  • You can provide the verbal component for spells while underwater.

Driver

You are an adept in driving and can drive most vehicles with ease through difficult situations. You gain the following benefits:

  • You gain proficiency in all types of vehicles.
  • If a vehicle you helmed requires to make a Strength, Dexterity or Constitution saving throw, you can add your proficiency bonus to the roll.
  • The vehicle you drive deal 1 more damage die when you ram it to creature and deal double damage if you ram it to an object or structure.

Gamer

You have honed your skills in playing games to the best of your knowledge, granting you the following benefits :

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You gain a proficiency in all types of gaming set.
  • Once per short rests, you can make a roll as an action using any gaming set to remove your exhaustion. The DC is 10 + your exhaustion level. If you succeed, you'll lose 1 exhaustion level.

Gunslinger

Prerequisite: 8th Level, Proficiency with martial weapons


When you make an attack using a firearm, you can add your ability modifier used for your attack rolls to the damage rolls of that firearm.

Homerunner

Prerequisite: 6th Level


You've mastered the arts of hit any projectiles flung to you using anything you wield. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • When you wield a melee weapon that has the Versatile or Two-weapon property and a creature that you can see misses a ranged attack that deals bludgeoning, piercing or slashing damage towards you, you can use your reaction to make a melee attack roll against that creature. On a hit, you return half of the damage back to them.

Mechanic

Prerequisite: Intelligence 13


You are a proficient vehicle engineer that familiar with modifying vehicles. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You don't need to make any ability check to install a vehicle modification.
  • You can repair and remove vehicle exhaustion at the same time without making any ability check.

Modernist

Prerequisite: Intelligence 13


You've created or bought a piece of the modern cyberware to be installed on your body.

  • You learn two gadgets of your choice from the Techweaver class. One of which must be a manual gadget, and the other one is an automatic gadget.
  • You gain 2 battery packs to spend on the gadgets (these battery packs are added to any battery packs you have from another source). You regain all spent battery packs when you finish a long rest.

Patient Zero

You were the first one to contract a specific disease that is unknown to all, you gain the following effects:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Choose a disease from Cackle Fever, Sewer Plague or Sight Rot. You always contract that disease at the start of your long rest. You won't infect other creatures with your disease. The disease will not get any worse by any means forcing you to make a saving throw.
  • You won't take any damage from your chosen disease.
  • You gain advantage on all Constitution saving throws you make against effect that forces you to take damage.

Pistol Expert

Thanks to extensive practice with guns, you gain the following benefits:

  • You can forgo the Reload property from guns.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls using firearms, provided if the firearm has no Sighted property.
  • When you use the Attack action and attack with a one handed melee weapon, you can use a bonus action to attack with a firearm which you are holding. The firearm can't have the Heavy and Two-handed properties.

Survivor

The life of constantly being in danger has led you to gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • As an action, you can expend any number of hit die, rolls the die and add your Constitution modifier. You regain hit points equal to the total.
  • You must fail 5 times on your death saving throws to die.

Throwing Adept

You like to throw things and all things entirely, you gain the following benefits:

  • All weapons you wield gains the Thrown (60/120) property if it hasn't.
  • When you take the Attack action on your turn, you can use a bonus action to make a ranged attack with a thrown weapon. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
  • You gain proficiency in improvised weapons.

Well Known

Prerequisite: Intelligence or Charisma 13


You've found a trusty someone who you can ask a favor to. You gain the following benefits.

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You know 2 favors from the Proxy class that costs no more than 10 times your proficiency bonus. Once per long rests, you can call these favor without paying.

Odyssey to Quanthem

By EUKI Hiyano

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art Credits:

Cover: Coerce - iamagri
Page 4: 科幻向个人习作 - Frank Chen
Page 9: The Tower - Mark Goldsworthy
Page 10: fantasy scene - sparth
Page 11: Take Over - Lorenzo Lanfranconi
Page 12: ALPHA beta test - Lorenzo Lanfranconi
Page 13: 手绘风格化图 - 凌喵
Page 14: Prosperous Thief - Fajareka Setiawan
Page 15: Motogirl - Sinto-risky
Page 17: 机女 - Xiaoyu Wang
Page 18: cyberpunk grillz - Gabriel Tan
Page 15: Ele "Smoke" Scovak - Aurore Folny
Page 17: Sarpadi the Snake - Gabriel Cassata
Page 19: False Justice - Victor Moreno
Page 21: Editing Symphony - Aurore Folny
Page 23: 2017 3 15 - BIN YING
Page 24: Angel MK-99 - Tina Yeh
Page 26: What is Real ? - Pablo Olivera
Page 27: Catalyst (Apex Legends) - Oreskis
Page 28: Vampire V - zenan li
Page 31: Gacchanko - otorihara
Page 33: Engineer - Kan Liu
Page 35: Android: Netrunner - Matt Zeilinger
Page 36: Junkrat - Ahmed Aldoori
Page 39: Octane - Aymen Seventh
Page 40: Togo 1 - Bluezima : Dong-Wook Shin
Page 42: Xa Colors Cover - xa-xa-xa
Page 43: Hoshino Ai - Hirayama Kanna
Page 56: Lord of the Undead - Victor Adame
Page 60: Dieselpunk Heavy Trooper - Adam Roush
Page 68: Dozer 1 Heavy pickup truck - Khoi Anh
Page 70: the runaway - Mohamed Saad
Page 75: Dogs of War - Randis Albion
Last Page: Magic Metropolis 07 - X Yang

Art copyright: ©Wizards of the Coast LLC.

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