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.
\pagebreakNum
# 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](https://www.dndbeyond.com/spells/true-resurrection) or a [Wish](https://www.dndbeyond.com/spells/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.
\pagebreakNum
___
- ***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**
\columnbreak
##### 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**
\pagebreakNum
# 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.
\pagebreakNum
### 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.
\columnbreak
##### 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.
\columnbreak
### 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.
\pagebreakNum
## 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.
\columnbreak
##### 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.
\pagebreakNum
# 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
>
> \columnbreak
>
> ### 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.
>
> \columnbreak
>
> ***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.
\pagebreakNum
___
___
> ## 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
>
> \columnbreak
>
> ### 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.
>
> \columnbreak
>
> ***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.

\pagebreakNum
# 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
>
> \columnbreak
>
> ### 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
>
> \columnbreak
>
> ### 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.
\pagebreakNum
___
___
> ## 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
>
> \columnbreak
>
> ### 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
>
> \columnbreak
>
> ### 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.

\pagebreakNum
# 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
>
> \columnbreak
>
> ### 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
>
> \columnbreak
>
> ### 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.
\pagebreakNum
___
___
> ## 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
>
> \columnbreak
>
> ### 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.
>
> \columnbreak
>
> ***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.
\pagebreakNum
# 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
>
> \columnbreak
>
> ### 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
>
> \columnbreak
>
> ### 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.
\pagebreakNum
# 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.
\pagebreakNum
\columnbreak
### 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.

\pagebreakNum
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.
**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
**Page Textures:** /u/flamableconcrete
**Created Using:** GMBinder