Documente Academic
Documente Profesional
Documente Cultură
Languages Driving
Urban settings are places full of cultures and It is assumed all characters know how to
ideas, because of this “common” isn’t really a handle a car (or motor cycle with GM
language. Instead the common language is digression) under normal circumstances. Tool
that of whatever the native language is of proficiency Vehicles is required for situations
your city. The same is true for most fantasy such as high speed chases or pulling off
languages such as elven and dwarven. Instead stunts. Also to simplify the much less used air
most creatures use the language of their and sea vehicle skills the proficiency of all
native land. Because of this common vehicles has been grouped into a single tool
languages are English, Spanish, Russian, proficiency
Chinese, Latin, & Italian. Fantastic languages
do still exist, but are much rarer and cannot
Computers & Hacking
be taken at character creation unless
With a modern area come modern toys. Sure
specifically stated. These ancient languages
magic might be rarer, but at least you have
include: Sylvian, Draconic, Runic, & Abyssal.
your cell phone. Just like with driving it’s
assumed every character knows the basics of
Careers & Day Jobs using a computer from surfing the internet to
For most fantasy games being a hero is a checking email. When it comes to cracking
character’s career. This isn’t exactly the truth passwords or high jacking security systems
in the modern world. Sure you might strip a however some specialized training is required.
vampire lord of everything he has, but odds Because of this a new tool has been added for
are you’ll be pawning that jewelry and outside urban games called Hacker’s Tools. The exact
of walking around money most of his cash will contents of hacker’s tools can be found along
be in a bank that won’t take “but I killed him” with more detail on how to use the tools as
as proof of identification. Because of this all well as other rules for dealing with computers
characters have a day job. Many of these jobs can be found in Chapter 3: Equipment &
might regularly put the character in Technology.
adventurous situations such as private eyes or
Firearms Realistic Ammo: With realistic ammo
In a modern setting, guns are almost an rules characters need to keep track of every
inevitable and they deserve some special shot. Reloading is a minor action and rolling a
rules. This section does not cover what classes natural 1 while shooting causes the gun to
gain proficiency in fire arm (see Chapter 3: jam which requires an action to fix.
Equipment & Technology), but instead covers Pulp Ammo: With pulp ammo rules
the rules for how to handle firearms in urban bullets are seemingly never ending. In truth
games. bullets do run out, but reloading is a free
Ballistic Damage: Firearms deal a special type action that is assumed to be done without the
of damage called Ballistic. This is a version of character’s foresight. In exchange for this
piercing damage but much more specific. ease characters can “loose count” of their
Because of this, creatures that are resistant or bullets. When a character rolls a natural 1
vulnerable to piercing damage are resistant or they run out of bullets. Depending on the
vulnerable to ballistic damage, but the same is situation this might mean they have no bullets
not true in reverse. Resistance to ballistic on hand and can no longer shoot or simply
damage does not grant resistance to other requiring a minor action to find ammo and
forms of piercing damage. reload the gun at the DMs digression.
Taking Aim: While firearms function the same
In either case if double 1s are rolled with
as other ranged weapons when it comes to
either advantage or disadvantage the gun
hitting a target (D20+Dexterity Modifier
seizes up and needs to be repaired taking 30
+Proficiency vs AC), they are slightingly
minutes and a Gun Cleaning Kit.
different when it comes to damage. If a
character uses their move action to take aim
they can add their proficiency bonus to the
weapons damage in addition to the normal
Dexterity Modifier.
Ammon & Reloading: There are two
ways to handle ammo in your
urban games:
Realistic & Pulp.
Urban Backgrounds
Background in an urban game have a little
more weight than they do in most other
Characters in an urban fantasy setting are games. While they still help flesh out
quite different than those you would find in a important details about a character’s past and
standard fantasy race. Many or grizzled and skill set they also describe a character’s
damaged while others skirt the line between present. As stated in Careers & Day Job
what it means to be a hero and a villain. In (page3) a characters background is also the
this chapter you will find everything you need job that pays the bills. Because of this you’ll
to make urban heroes including: notice a slight difference between these
backgrounds and the standard ones you might
Urban Backgrounds be used to.
Races In An Urban Game
Human Racial Feats
Urban Feats
Why Be So Flawed?
Life Styles clothes, and a few thrift store outfits that
Rather than providing starting equipment like aren’t too stained. You probably get around
backgrounds in other books these with either a bus pass or a car that might die
backgrounds instead provide a life style that any day now.
your character lives at. This life style covers a
Moderate: You are through and through
character’s home, clothes, and social standing
middle class. You either own a simple home
as well as their purchasing power for day to
somewhere in the suburbs or more likely rent
day items. This does not cover the purchasing
a nice enough apartment in the city. Things
of weapons armor or magic, that is governed
like paying to feed and clothe yourself are
by your class and covered in Chapter 3:
more or less covered and you probably one a
Equipment.
good suite or dress as well as a couple cheap
It is possible to live outside of a background’s ones. You either own a modest car or rent
normal lifestyle for a short time, but it is something just outside of your price range to
draining on your bank account and not get around town.
something that can be maintained. More on
Wealthy: Money isn’t really an issue for you
living outside of your lifestyle is covered in
and odds are it hasn’t been for some time.
Chapter 3. It is also possible to change your
You not only have a luxury car, but more than
career path through the course of play and is
likely a driver to take you around town. You
covered in detail further below.
own nothing but the best labels and live in a
Life Style Descriptions pent house in the city.
While the life styles listed below share the
same names with the lifestyles of standard
fantasy in a modern age what those levels of Changing Wealth
wealth mean have altered some Sometimes things go right in this world and
you get your break. A Struggling Actor might
Squalid: Simply put you live on the streets.
get a break and become a tv star. If a
Odds are you beg for or steal what money you
character stays within their career path, but
have and might only get a single meal per day.
the story makes sense for their wealth to
Odds are you’ve found an underpass or
change there’s no reason for it not to. These,
abandoned building to stay in, but it sure isn’t
however, should be story rewards after hard
yours to own. As for possessions you most
work and not just someone making it big
likely have the clothes on your back and
because they don’t want to struggle. On the
whatever you have to fight the forces of evil
flip side, a character with Mod Money might
provided by your class. Your feet are the only
end up with their entire family busted by the
form of transportation you can reliably own.
feds and all their assets frozen. Do remember
Poor: You aren’t exactly well off, but at least that with good luck comes bad and nothing is
you have a roof over your head. Odds are guaranteed in the long run.
you’re renting a crappy one room apartment
in the bad part of town. You get three square
meals per day, but it’s mostly fast food,
ramen, or expired and cheap. You have a few
meager possessions such as an old TV, a
glitchy or outdated cell phone, your work
Changing Careers extraordinary maneuvers with vehicles most
One of the easiest ways to lose your life style anyone can operate normally as well as the
is to be fired, but sometimes a character ability to even operate less common vehicles
might also just want a change of pace. If the such as ships and planes.
DM allows a character might try to look for a Herbalism Kits: In the modern world
new job. Qualifying for different background herbalism isn’t frequently used. Because if
is no easy task. First the character must this any time a character would gain
already possess all of the skill tool and proficiency with an herbalism kit they instead
language proficiencies the career provides can choose to be proficient in chemistry set
(that’s right getting a new job doesn’t get you (see below. The exception to this rule is
free skills). Second the DM has to determine druids, because of their theming and
you are qualified for the job such as the backgrounds druids embrace the more
proper education to become a Professor or ancient medicines of herbs.
earning a family’s trust enough to become a Poisoner’s Kit: Similar to the herbalism kit, a
Made Man. After the appropriate time in a poisoners kit is a remnant of past technology.
new job (typically about a month) the Any time a character gains proficiency in a
character gains the new background’s feature poisoner’s kit they can choose to instead gain
as the benefits of their old feature fade away proficiency in chemistry kits (see below).
as the world they were once part of moves on Chemistry Kit: Covering the gambit of test
without them. If a character loses their career tubes and burners to syringes and ointments
and fails to gain a new one they instead a chemistry kit proficiency conveys training in
become homeless. After a month of being lab procedure as well as chemical knowledge.
homeless a character gains the feature of the More information on the types of items that
background, but none of the prophecies. can be made with chemistry kits can be found
in Chapter 3: Equipment & Technology.
New Tools Hacker’s Tools: Hacking tools were discussed
Urban and modern games have a few briefly in Chapter 1 and are covered in much
changes, updates, and additions when it more depth in Chapter 4: Technology. A
comes to tool proficiencies. The following character proficient in hacker’s tools has a
tools have either been added or updated from strong working knowledge of computers,
normal fantasy games: coding, and even some electrical engineering.
Vehicles: In standard fantasy games vehicles
are rare enough to require training, but Career Thief
common enough that it wasn’t strange to Skill Proficiencies: Deception & Stealth
have it. While sailing a ship and piloting a Tool Proficiencies: Chemistry Sets & Thieves'
plane are still quite specialized they are also Tools
so rare that if they were to be their own Life Style: Poor plus a set of thieves’ tools
proficiencies odds are an entire back ground
Feature: Fence
would be needed for each and obtaining
You have access to a reliable and trusted
training outside of that background would be fence that is willing to buy stolen goods.
near impossible. While realistic that isn’t very These goods will be bought at 20% their
fun or adventurous. To mitigate this and also original value (compared to the normal pawn
differentiate someone who can drive a car rate of 10%). Your fence will do his best to
and a get away driver all vehicle proficiencies find buyers for most items brought to him but
share a single tool proficiency. This allows for exceptionally rare, expensive, or "hot" items
might require extra time if a buyer can even
be found at all. 1 I whistle while I work.
2 When I see something valuable I’m
already planning how to steal it.
1 Smash & Grab is so much easier than 3 Alcohol is only way to steady my
elegance. nerves before a job.
2 The first thing I look for in any 4 I’m a great thief but a terrible liar.
situation is the exits. 5 I can never pass up a “sure thing”.
3 The first thing I notice in an room is 6 My partner took the fall and I’m ok
the most expensive items. with that.
4 People are fleeting, possessions are
forever.
5 I’m a thief not a murderer.
6 It’s a living.
7 Honor amongst thieves. Con Artist
8 If you didn’t want it stolen you should
Skill Proficiencies: Deception & Sleight of
have protected it better.
Hand
Tool Proficiencies: Disguise Kit & Forgery Kit
Life Style: Modest
1 Honor: I only steal what I need from Feature: Fake Identity
those that no longer need it.
You have built up a fake identity in some
2 Charity: I take for those who cannot facet of life. Choose a feature from another
take for themselves. background and gain it's benefit. However if
3 Greed: What’s yours is mine and you are discovered you lose all benefits of
what’s mine is also mine. that identity. Building a new identity requires
4 Respect: It’s more about the one month and a minimum of $500 of
challenge than the reward. research and paying off the right people. You
5 Freedom: I have been behind bars for can only have one Fake ID at a time.
enough of my life, I won’t be going
back.
6 Fairness: It’s only right that those
who have more should share the 1 I’m in the business of giving people
wealth. what they want.
2 I’m a lover not a fighter.
3 When I take on a role commit myself
completely.
1 I am a family man trying to get by. 4 Even I can’t remember what it truth
2 I owe a lot of money to very powerful and what I made up.
people. 5 I pretend to be others to hide myself.
3 I steal to get back what was taken 6 A scathing word can cut deeper than
from me.
a blade.
4 My friends have a habit of hiring me 7 Faith and religion are just part of the
for jobs I never asked for. facade.
5 I was wrongly convicted of a crime. 8 Flattery will get me everywhere.
6 My thefts will go down in history.
Feature: Short Cuts
1 Creativity: If the job isn’t interesting Couriers know this city better than most and
then I’m not interested. have the maps to prove it. While in your city
2 Aspiration: One day I’ll find a life I can you can travel on foot or bike in half the time.
live with. Additionally you know every back ally and side
3 Independence: I’m tied to nothing, street that would help you avoid being
not even my name. followed by any but the most dangerous of
4 Fairness: I only ever take what people hunters.
offer to me.
5 Honor: I never step into another cons 1 I take pride in being the best at what I
plan. do.
6 People: I do my best to leave 2 I’m never late for a deadline.
everyone happy. 3 The safety of my package is more
important than my own.
4 If I’m not moving then I’m dead.
5 I work hard and I play harder.
1 I coned the wrong mark and they 6 I never pass up a friendly race.
know my face. 7 I enjoy the quiet of back alleys.
2 I was taught by the best… the best of 8 I talk as fast as I run.
the worst.
3 I was once as wealthy as those I
pretend to be.
4 In my first life I had a wife and child. 1 Honesty: If I guarantee it will be on
5 Somewhere in the world a child I time then I live by that guarantee.
know nothing about. 2 People: Runners have to stick
6 My true identity has a past that’s just together.
waiting to find me. 3 Fairness: I will always stay on the
path given to me.
4 Mastery: I’ll get it there faster than
anyone in the city.
1 I can never resist a pretty face. 5 Freedom: Nothing can get between
2 I’m addicted to the life style I pretend me and pavement.
to have. 6 Aspiration: Someday I’ll be the
3 I’m a social drinker that’s always fastest man who ever lived.
social.
4 I tend to take the con too far.
5 I have problems leaving my old
identities behind. 1 I’m loyal to my contracts above all
6 When the going gets tough I’m else.
already leaving. 2 Once I missed a delivery because the
package was stolen.
3 I failed to get a package on time and
someone died.
4 When I run I can see things the rest of
Courier the worse doesn’t.
Skill Proficiencies: Athletics & Survival 5 This city is my home and I will never
Tool Proficiencies: Navigators Tools leave it.
Languages: One of your choice 6 I’m running from a past darker than
Life Style: Poor asphalt.
1 To be the fastest I started taking 1 Family: My family name is my most
“enhancements”. valuable possession and I do not
2 I can’t refuse a race even if I know I intend to tarnish it.
should. 2 Power: Being rich is nice, but true
3 Being first is more important than power is what you do with it.
being safe. 3 Charity: I have I duty to protect those
4 I run at the first sign of danger. with less than me.
5 I’m horribly claustrophobic. 4 Respect: My family is powerful, but I
6 Don’t expect me to slow down for the am not the head of that family and I
weak. need to remember that.
5 Independence: I refuse to be bound
by what’s expected of me and my
Family Money family name.
6 Redemption: I refuse to be the man
Skill Proficiencies: Persuasion
my father was.
Tool Proficiencies: Vehicles
Languages: One of your choice
Life Style: Wealthy
Smuggler Variant:
1 Family: Family comes before all else.
Made Man
2 Respect: It’s all about respect both
Skill Proficiencies: Intimidation & Deception
giving and receiving. Tool Proficiencies: Forgery Kit & Gaming Set
3 Power: One day I’ll be running this Life Style: Modest
place.
4 Tradition: There’s a way things have Feature: Part of the Family
always been done. You are considered part of an organized crime
5 Honor: In this line of work your name family. This is not through blood, but instead
is the only thing you have. hard work and trust. You can use the family for
shelter as well as access to a single Black
6 Atonement: I’m not proud of what I
Market (see Chapter 3). Goods bought on the
had to do to get here and try to make
market have a 25% discount
up for wherever I can.
Priest
1 The past I left behind was one of sin
Skill Proficiencies: Insight Religion
and violence.
Languages: Latin & One Other
Life Style: Modest 2 On his death bed a man confessed to
me a terrible secret.
Feature: Rectory 3 The evils of this world were revealed
You have access to a specific church in the city to me in a divine dream.
as well as live in its rectory. Because of this 4 Even criminals seek my god’s
you have easy access to a place of sacred forgiveness from time to time.
ground as well as holy water and holy 5 I have a direct link to the powers
symbols. In return you are expected to above; when they feel like listening.
perform weekly religious services as well as 6 I lost a loved one to the powers of
help and counsel members of your church. evil.
Divine Blood
Within your veins flows holy power. This
might be from an angelic ancestor or a birth
gift from a higher power. Either way holy light
flows through you. You also gain two of the
following abilities. Each selection can only be
chosen once.
Fey Blooded Orc Blood
The elves of the Celestial Court aren’t the only The rage and ancient might of the orc race
fey out there. Between the more rash wood flows through your blood. It’s not uncommon
elves, to gnomes, to sprites many of the other for a person to have a bit of orc ancestry
fey in the world are natural tricksters and within them weather they know it or not, but
sneaks and you share some family history for one reason or another with you those
with at least one of them. You gain two of the traits have come to the surface. You are taller
following abilities. Each selection can only be than most and broader with well-defined
chosen once. muscles. It isn’t uncommon to have a large
brow and under bite as well as cold beady
Ability Increase: +1 Intelligence or Dexterity eyes. You gain two of the following abilities.
Each selection can only be chosen once.
Darkvision: You can see in dim light within
60ft of you as if it were bright light and Ability Increase: +1 Constitution or Strength
darkness as if it were dim light.
Darkvision: You can see in dim light within
Fleet of Foot: Your base walking speed 60ft of you as if it were bright light and
increases to 35 feet. darkness as if it were dim light.
Mask of the Wild: You can attempt to hide Menacing: You gain proficiency in the
even when you are only lightly obscured by Intimidation skill.
foliage, heavy rain, falling snow, mist, and
other natural phenomena. Relentless Endurance: When you are reduced
to 0 hit points but not killed outright, you can
Fey Step: You can cast the misty step spell drop to 1 hit point instead. You can't use this
once using this trait. You regain the ability to feature again until you finish a long rest.
do so when you finish a short or long rest.
Savage Attacks: When you score a critical hit
Gnome Cunning: You have advantage on all with a melee weapon attack, you can roll one
Intelligence, Wisdom, and Charisma saving of the weapon's damage dice one additional
throws against magic. time and add it lo the extra damage of the
critical hit.
Natural Illusionist: You know the minor
illusion cantrip. Intelligence is your
spellcasting ability for it.
Pistoleer
While many of these feats can be used in any
You are a master with pistols granting the
setting they are explicitly designed to modern
following benefits:
games were investigation, vehicle chases,
computers, and firearms are common. Reloading and finding ammo is a free
action.
While aiming you add double your
Chemist proficiency bonus to attack rolls.
Being within 5 feet of a hostile
Prerequisites: Intelligence 15 or higher creature doesn't impose disadvantage
You gain proficiency with chemistry kits and on your ranged attack rolls.
all explosives gain the craftable property. When you use the Attack, Grapple or
Explosives that do not normally have this
Shove action and are attacking with a
property are instead made using household
onehanded weapon or bare hand, you
items causing them to be slightly weaker, but can use a bonus action to attack with
only cost one tenth the base price in material a loaded pistol you are holding.
components. These versions deal one dice
size lower damage (ie: 2d6 becomes 2d4) and
the save DC to avoid damage adds double Shotgunner
your proficiency bonus instead of the normal
proficiency bonus. You are exceptionally deadly with shotguns
granting you the following benefits:
Shotguns lose the Sing Fire property.
Hack on the Fly When scoring a critical hit with a
shotgun you roll triple the damage
Prerequisites: Proficiency Hacker’s Tools
dice instead of the usual double.
You no longer suffer disadvantage for hacking
When you use the Attack, Grapple or
without tools and when using tools you add
Shove action and are attacking with a
double your proficiency bonus to all hacking
onehanded weapon or bare hand, you
related checks. Also you gain advantage on
can use a bonus action to attack with
Constitution saving throws to maintain
a loaded sawed off shotgun you are
concentration while hacking.
holding.
Investigator
Wheel Man
Increase your Wisdom score by 1, to a
Prerequisites: Proficiency Vehicles
maximum of 20. Additionally you gain
Choose one type of vehicle, land, sea, or air;
advantage on all Perception and Investigation
you gain advantage on all checks made to
checks to find clues or search through
handle that kind of vehicle. Additionally, you
evidence.
can make checks to handle all vehicles as a
bonus action.
Licensed Physician
Prerequisites: Proficiency Medicine
You don’t just work in the medical field but
are in fact licensed to write prescriptions as
well as years of medical training. In addition
to being able to write legal prescriptions for
pharmaceuticals you add double your
Computers & Hacking
The concept of hacking was touched on in
Gritty Urban Rules (page 4), but there’s a lot
more to know about using computers than
just how to Google something and that
hackers are a thing.
How to Craft
Crafting with a chemistry kit involves a
workspace at least the size of a small kitchen
in addition to the necessary tools and raw Intelligence (Chemistry Set) check with a DC
ingredients. Chemistry sets are not small equal to the item being crafted. IF the check is
handheld contained devices like thieves’ failed something was done improperly and
tools, they require room to spread out using requires the work to be redone, but the
all their bits and pieces. Some items might not materials are still usable. If the check fails by 5
require such space lie Molotov Cocktails, but or more the materials are ruined and wasted
this is up to the GM’s digression on what along with the chemist’s time. If a chemist
absolutely needs the full space required for a rolls a natural 1 on a crafting check the item
chemistry kit. crafting goes off. In the case of explosives the
item explodes (this includes items that
Crafting Times normally need detonators). For chemicals and
Crafting either explosives or chemicals require poisons the chemical is exposed to the
hours of work. A chemist can create $4 worth chemist as if it was targeted on them.
of an item per hour up to a maximum of 8 Characters that have a class or other ability
hours. If a chemist devotes all 8 hours to only that means they cannot poison themselves
a single item being crafter this amount is are immune to accidental contact with
increased to $25. poisons that need physical contact and gain
advantage on all saves from explosions as well
Creating Checks & Failures
as air born poisons.
Both crafting explosives and chemicals are
dangerous hobbies where the a big mistake Creating Drugs
With the DM’s permission a character might also
can mean even bigger consequences. Each
be able to create drugs. While this is not advised it
item has a specific crafting DC that must be is possible so long as a character has the proper
met for the day’s worth of work to be ingredients.
Similar to basic adhesive, but much thicker, This topical ointment helps prevent infection
this adhesive is placed in some kind of and support healing. Applying healing salve
breakable container such as a pot or glass jar. takes 1 minute and any creature applied with
Adhesive bombs can be thrown up to a range healing salve during a short rest treats any hit
of 20ft where a target must make a Dexterity dice spent as if their maximum amount were
save equal to 8+your Dexterity modifier. On a rolled. If no hit dice were spent the creature
failed save the target is grappled with a DC15 instead heals a number of additional hit
to break free. Alternatively the bomb can be points equal to their constitution modifier.
broke on a flat surface making a 5ft squared If the chemical’s type is changed to ingested it instead
heals 2d4+2 hit points when taken.
area difficult terrain for the next 10 minutes.
The save granted by this item counts as avoiding
damage for the purpose of the Chemist feat.
Pain Pills (Basic) Poison (Paralyzing)
Type: Ingested Material Cost: $5 Type: Ingested Material Cost: $100
This creates a small batch of 10 pain pills with Similar to basic poison, but nonlethal, this
the same effect as Over the Counter poison is designed to render a creature
Painkillers (see page 31). paralyzed. Any creature subject to this poison
must make a DC10 Constitution save or be
Pepper Stray paralyzed for 1 hour. Characters making this
Type: Contact Material Cost: $10 poison at home run an extra risk during the
This creates a small pressurized container of creation process however as rolling a natural
irritating liquid. Using the spray creates a 10ft 1 on a crafting check for this poison who fail
cone. Anyone within the cone must make a the Constitution save must begin making
DC15 Constitution saving throw or be blinded death saving throws as their lungs are also
for 1 minute. Cleaning out the eyes with paralyzed.
Characters with the chemist feat add their proficiency bonus to
water ends this effect immediately. this save. Additionally characters that cannot accidentally
A creature can avoid being hit by the pray with a poison themselves through a class or other ability are immune
successful Dexterity save similar to avoiding damage to the dangers of paralyzed lungs.
from an explosive, this save benefits from the Chemist
feat. Changing this item’s type to inhaled instead creates Sleeping Pills (Basic)
a canister that creates a cloud of pepper spray with a Type: Ingested Material Cost: $10
10ft radius.
This creates a small batch of 10 sleeping pills
Poison (Basic) with the same effect as the drug Sleeping Pills
Type: Injury Material Cost: $50 (see page 32).
Designed to coat weapons or ammunition,
Smoke Pellet
this poison adds a bitter bite to your attack.
Type: None Material Cost: $5
Any creature hit with a poisoned weapon
must make a DC10 Constitution save or suffer This small pill reacts with water to create a
and additional 1d4 poison damage. cloud of thick smoke with a 10ft radius
Characters with the chemist feat add their proficiency bonus to making anything within it heavily obscured.
this save. Additionally the damage increases to 2d4 at 5th level,
While this items type cannot be changed, for the same cost this
3d4 at 11th level, and 4d6 and 17th level. These more potent
item can be made into a canister that can have a detonator
poisons might be able to be purchased, but only from master
added to it.
poisoners and at a multiplier equal to the number of dice used
for damage.
Stink Bomb
Type: Inhaled Material Cost: $10
Light Armor
Heavy Coat $40 11+Dex Modifier - Disadvantage 6 lb.
Leather Jacket $100 11+Dex Modifier - - 4 lb.
Light Under Shirt $150 11+Dex Modifier - - 2 lb. DR/2 ballistic, Under
Kevlar Coat $200 12+Dex Modifier - - 8 lb. DR/2 ballistic
Under Vest $300 13+Dex Modifier - - 3 lb. DR/2 ballistic, Under
Medium Armor
Concealable Vest $275 13+Dex Modifier - - 4 lb. DR/3 ballistic, under
(Max 2)
Light Duty Vest $500 14+Dex Modifier - - 8lb. DR/3 ballistic
(Max 2)
Tactical Vest $1000 15+Dex Modifier STR 10 Disadvantage 10lb. Resistance: ballistic
(Max 2)
Heavy Armor
Special Response $200 15 STR 10 Disadvantage 15 lb. Resistance: ballistic
Vest
Monster Slayer $500 17 STR 13 Disadvantage 10 lb. DR/5 ballistic/slashing
Armor
S.W.A.T. Unit $2000 18 STR 13 Disadvantage 20lb. Resistance:
Armor ballistic/slashing
Handling disadvantage if the vehicle’s current speed is
Not all vehicles are the same and some are higher than its acceleration. Successfully
just better at maneuvering than others. A saving against such an effect counts as a
vehicle’s handling score is a bonus or penalty successful save for all creatures in the vehicle.
to all checks made to operate the vehicle.
Critical Hits & Failures
Cover If an attack targeted at a vehicle scores a
Shooting a driver through the window sounds critical hit the vehicle suffers from an
much easier than it actually is when you outcome on the vehicle crits table.
realize the most of his body is covered. This Additionally if the driver of a vehicle rolls a
number determines the AC bonus a character natural 1 on a check to avoid an obstacle the
within a vehicle a gains as part of cover. vehicle crashes and suffers a critical hit effect.
Armor Class 18 (S.W.A.T. Armor) Armor Class 12 (15 with mage armor)
Hit Points 127 (15d8+60) Hit Points 99 (18d8+18)
Speed 30ft Speed 30ft
Saving Throws Str +7, Dex +5, Con +7 Saving Throws Int +10, Wis +7
Resistance: Ballistics, Slashing Skills Arcan +14, History+14
Skills Athletics +10, Intimidation +5 Senses passive Perception 18 (keen senses)
Perception +5, Survival +8 Languages English, Sylvian
Senses passive Perception 18 Challenge 12 (8,400 XP)
Languages English Magic Resistance. The mage has advantage on
Challenge 6 (2,300 XP) all saving throws against spells and other magical
effects.
Fearless. Inquisitors are immune to fear effects.
Keen Senses. The mage gains advantage on all
Brute. A melee weapon deals one extra die Wisdom (Perception) checks. (This is calculated
damage when an inquisitor hits with it (included in into passive perception)
the attack)
Spellcasting. The mage is an 18th-level
spellcaster. Its spellcasting ability is Intelligence
ACTIONS (spell save DC 18, +10 to hit with spell attacks). The
Multiattack. The inquisitor makes three ranged arch mage can cast detect magic and crown of
madness at will and has the following wizard spells
attacks or two melee attacks. prepared:
Greatsword. Melee Weapon Attack: +7 to hit, Cantrips (at will):.friends, light, mage hand, poison
reach 5ft., one target. Hit 13 (3d6+4) slashing spray, prestidigitation,
damage. 1st level (4 slots): invisibility, identify, mage armor*,
magic missile
Revolver. Ranged Weapon Attack+5 to hit, range 2nd level (3 slots): detect thoughts, misty step,
40/120, clip 6, one target, 10 (2d8+2) ballistic suggestion
3rd level (3 slots): clairvoyance, counterspell, magic
damage. This damage is increased to 13 (2d8+6) if circle
the inquisitor took aim beforehand. 4th level (3 slots): arcane eye, banishment,
polymorph
Detect Thoughts (3/Long Rest) The inquisitor can 5th level (3 slots): dominate person, modify
cast detect thoughts without spell components. memory, scrying
6th level .(1 slot): globe of invulnerability
Mind Blank (1/Long Rest) The inquisitor can cast 7th level (l slot): teleport
mind blank without spell components. 8th level (l slot): mind blank*
9th level (l slot): time stop
*The mage casts these spells on itself before combat.
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(ld4 + 2) piercing damage.
Cop Keeper
Medium Humanoid (any Race), any alignment Medium Humanoid (Human), any alignment
Armor Class 16 (Light Duty Vest) Armor Class 12 (15 with mage armor)
Hit Points 16 (3d8+3) Hit Points 99 (18d8+18)
Speed 30ft Speed 30ft
ACTIONS ACTIONS
Multiattack. The courier makes two ranged 9MM Pistol. Ranged Weapon Attack+6 to hit,
attacks or two melee attacks. range 50/150, clip 15, one target, 8 (2d6+2) ballistic
damage. This damage is increased to 12 (2d8+6) if
the keeper took aim beforehand.
Pocket Knife. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit 4 (1d4+2) slashing Haste. A keeper can cast the haste spell once per
damage. short rest as an action without expending a spell
slot.
Revolver. Ranged Weapon Attack+6 to hit, range
40/120, clip 6, one target, 10 (2d8+2) ballistic Fly. A keeper can cast the fly spell once per short
damage. This damage is increased to 13 (2d8+6) if rest as an action without expending a spell slot.
the courier took aim beforehand.
Merceti Lieutenant Monster Hunter
Medium Humanoid (any Race), any alignment Medium Humanoid (any Race), any alignment
ACTIONS
Multiattack. The courier makes two ranged
attacks or two melee attacks.
Sneak Attack (1/Turn). The sniper deals an extra Armor Class 11 (Leather Jacket)
16 (5d6) damage when it hits a target with a Hit Points 32 (5d8+10)
weapon attack and has advantage on the attack Speed 30ft
roll, or when the target is within 5 feet of an ally of
the sniper that isn't incapacitated and the sniper
doesn't have disadvantage on the attack roll.
Skills Intimidation +2
ACTIONS Senses passive Perception 10
Multiattack. The sniper makes two rifle attacks. Languages English
Challenge 1/2 (100 XP)
Bolt Action Rifle. Ranged Weapon Attack: +7 to Shotgun Spray. When attack with a shotgun
hit, range 80/240, loading, two handed, one target. rather than making a targeted attack the hunter can
Hit 23 (2d10+3) bludgeoning damage. This damage instead target all creatures in a foot cone. Targets
is increased to 27 (2d10+7) if the sniper took aim must make a DC 12 Dexterity saving throw or suffer
beforehand. 9(3d6) ballistic damage. A successful save reduces
the damage by half.
BONUS ACTIONS
Rapid Reload. A sniper can reload their rifle as ACTIONS
an additional time per turn as a bonus action Multiattack. The thug makes two melee attacks.
Rabid Lycanthropy
In many games contracting lycanthropy is a curse resulting in either an evil uncontrolled character
turned NPC or (in lucky cases with non-evil were creatures) a chances at stat increases and new
shapechanging powers. Sadly in modern times the curse of lycanthropy has grown thin. While there
are still powerful were creatures in existence that can grant full lycanthropy, this is no longer always the
case. Sick and malnourished were creatures are at risk of contracting rabies and once this happens
the bestial nature of their curse also becomes infected creating mad and savage offspring turing the
spread of lycanthropy into more of a plague than a cure.
Those that contract rabid lycanthropy gains the immunities and keen senses of the were creature that
infected them, but also must make a DC15 Constitution saving throw each day of lose one point of
Intelligence. Once a creature’s intelligence drops to 6 or lower they begin becoming more and more
violent and irrational attacking friend or foe in the heat of battle. Once a creature’s Intelligence drops to
3 or lower they can no longer understand languages and forcibly turns into a were creature in its hybrid
form. Before this stage the effects of rabid lycanthropy can be removed with a combination of removing
disease and a casting of remove curse. Curing rabid lycanthropy does not recover the lost Intelligence
and once a creature reaches 3 of lower intelligence the change is irreversible.
Rabid Wererat Sewer Lurker
Small Humanoid (human shapechanger), any chaotic Large monstrosity, unaligned
alignment
Armor Class 13 (natural armor)
Armor Class 12 Hit Points 51 (6d10+18)
Hit Points 33 (6d8+6) Speed 30ft, swim 60ft
Speed 30ft
Skills Perception +5
Skills Perception +2, Stealth +4 Senses darkvision 60ft, passive Perception 15
Damage Immunities bludgeoning, piercing, and Languages -
slashing damage from non magical weapons that Challenge 2 (450 XP)
aren't silvered
Keen Smell. A sewer lurker has advantage on
Senses darkvision 60ft (rat form), passive
Wisdom (Perception) checks that rely on smell.
Perception 12
Languages - Aquatic. A sewer lurker can breathe in both air and
Challenge 2 (450 XP) water.
Shapechanger. The wererat can use its action to
polymorph into a rat-humanoid hybrid or into a giant ACTIONS
rat. Its statistics, other than its size, are the same in
Multiattack. The carrion crawler makes two
each form. Any equipment it is wearing or carrying
attacks: one with its tentacles and one with its bite.
isn't transformed. It reverts to its true form if it dies.
Tentacles. Melee Weapon Attack: +8 to hit, reach
Keen Smell. The were rat has advantage on 10ft., one creature. Hit: 4 (1 d4 + 2) poison damage,
Wisdom (Perception) checks that rely on smell. and the target must succeed on a DC 13
ACTIONS Constitution saving throw or be poisoned for 1
Multiattack (Rat or Hybrid Form Only). The minute. Until this poison ends, the target is stunned.
wererat makes three bite attacks. The target can repeat the saving throw at the end of
each of its turns, ending the poison on itself on a
Bite (Rat or Hybrid Form Only). Melee success.
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1 d4 + 2) piercing damage. If the target is a Bite. Melee Weapon Attack: +4 to hit, reach 5 ft .,
humanoid, it must succeed on a DC 11 Constitution one target. Hit: 4 (1d4 + 2) piercing damage plus
saving throw or contract rabid lycanthropy. 2(1d4) acid damage.