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DND Modern Supplement - Unofficial

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0% found this document useful (0 votes)
128 views28 pages

DND Modern Supplement - Unofficial

Uploaded by

thegodslayer17
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EQUIPMENT

GEAR
VEHICLES
AJ'S 5E D20 MODERN
TABLE OF CONTENTS
EQUIPMENT PAGE NUMBER

Armor 4
Weapons 5
Melee Weapons 6
Ranged Weapons 8
Explosives 9
Explosive Weapons 11
Modifications 12
Accessories 14
Gear/Items 16
Vehicles 19
Sample Vehicle Stat Blocks 22
EQUIPMENT
E
quipment is of paramount concern to anyone operating in HEAVY COAT
the line of fire, as it often can be the difference between A thick coat designed for cold weather can provide some small
life and death. Whether it be a tool to fix a particular degree of protection when worn, but isn't exactly an advanced
problem, armor designed for undercover work, or just a big defensive solution.
gun, having the right equipment on hand can boost anyone's
confidence. This chapter details all of the items and LEATHER JACKET
merchandise that are most useful when facing the threats of a This armor is represented by a heavy leather biker’s jacket. A
modern world. number of other impromptu armors, such as a football pads
and a baseball catcher’s pads, offer similar protection and
ARMOR game statistics.

Body armor comes in a variety of shapes and sizes, providing KEVLAR-LINED COAT
varying degrees of coverage and varying heaviness of A favorite of the paranoid civilian everywhere, this type of coat
materials. offers significantly more protection than a standard garment,
being lined with more resilient materials.
CONCEALABILITY
Several forms of modern armor are designed such that they can LIGHT UNDERCOVER SHIRT
be concealed if necessary. Unlike small objects, there is very Designed for deep undercover work in which it’s critical that
little a character can do in the moment to hide armor they are the wearer not appear to be armed or armored, this garment
wearing. As such, the DC to notice worn armor is static and consists of a t-shirt with a band of light protective material
unaffected by the ability scores of whoever is wearing the sewn in around the lower torso.
armor.
Noticing concealed armor is done with a Wisdom (Perception)
PULL-UP POUCH VEST
check. The DC of this check is dependent on the type of armor, This garment, consisting of a torso apron of light protective
and is shown in the "Perception DC" column of the armor table. material held up by a loop around the neck, can be stored in an
If an armor type does not have a listed DC, it is always innocuous fanny pack. Wear it around your waist, and you’ll
considered noticed by anyone seeing the character wearing it. attract little attention. Then, when the bullets begin to fly,
simply unzip the pouch and pull the apron up and over your
LIGHT ARMOR neck. Deploying the apron is an environmental interaction. This
For the character who doesn’t want to be bogged down by garment provides no AC bonus when undeployed.
more cumbersome armor types, a leather garment or some sort
of concealable armor is just the ticket.

ARMOR
ARMOR COST ARMOR CLASS (AC) STRENGTH STEALTH PERCEPTION DC WEIGHT

Light Armor
Heavy Coat $40 11 + Dex modifier — Disadvantage — 6 lb.
Leather Jacket $90 11 + Dex modifier — — — 4 lb.
Kevlar-Lined Coat $150 12 + Dex modifier — Disadvantage — 6 lb.
Light Undercover Shirt $200 11 + Dex modifier — — 24 2 lb.
Pull-Up Pouch Vest $275 12 + Dex modifier — — Special 2 lb.
Undercover Vest $350 13 + Dex modifier — — 18 3 lb.
Medium Armor
Concealable Vest $500 14 + Dex modifier (max 2) — — 16 4 lb.
Light-Duty Vest $650 15 + Dex modifier (max 2) — — — 8 lb.
Tactical Vest $900 16 + Dex modifier (max 2) Str 13 Disadvantage — 10 lb.
Heavy Armor
Special Response Vest $900 15 Str 13 Disadvantage — 15 lb.
Land Warrior Armor $1,200 17 Str 13 Disadvantage — 10 lb.
Forced Entry Unit $1,500 18 Str 15 Disadvantage — 20 lb.
Shields
Riot Shield $150 +2 — — — 6 lb. 3

Ballistic Shield $900 +3 Str 15 Disadvantage — 16 lb.


Special. While undeployed, characters automatically fail SHIELDS
Perception checks to notice this garment (though at the GM's While they have fallen out of popularity somewhat in modern
discretion they may notice the pouch, and intuit what it times - due to the popularity of two-handed firearms and the
contains). While deployed, the armor is not considered need for a free hand - shields do still have their uses in certain
concealable. situations.
MEDIUM ARMOR RIOT SHIELD
Most medium armor is not terribly heavy, but nonetheless Ideal for forming a barricade and protecting against thrown
provides a significant amount of protection - at the expense of items, riot shields are usually constructed from clear reinforced
some agility. plastic. They won't often stand up to more intense impacts such
CONCEALABLE VEST as bullets, usually cracking or bending when subjected to
extreme forces.
Standard issue in many police forces, this vest provides
maximum protection in a garment that can be worn all day BALLISTIC SHIELD
long under regular clothing. While it may go unnoticed by a A large, thick shield of steel, these are what you grab when you
quick glance, it is usually visible to anyone looking closely for need to stop a bullet. Ballistic shields often come with a small
it. viewport in the top half.
LIGHT-DUTY VEST DEFLECTOR SHIELD
A lightweight tactical vest designed for extended use by riot An arm mounted shield generator that reflects most attacks.
police and forces on alert for potential attack, this armor Only effective when powered on (as a bonus action) these can
sacrifices a degree of protection for a modicum of comfort - at be hidden from view under clothing.
least compared to other tactical body armors.
OPTIONAL RULE:
TACTICAL VEST
The standard body armor for police tactical units, this vest
DAMAGE REDUCTION
You may allow armor to reduce the damage of incoming attacks
provides full-torso protection in the toughest flexible
in your game. If you do so, consult the following table for how
protective materials available.
much each armor reduces certain damage types:
HEAVY ARMOR ARMOR BLUDGEONING PIERCING SLASHING
For the best protection money can buy, go with heavy armor -
putting a thick, solid barrier between you and the bullets is Light Armor
certainly an effective means of defense. Heavy Coat 0 0 0

SPECIAL RESPONSE VEST Leather Jacket 0 0 2


Built like the tactical vest, but incorporating groin and neck Kevlar-Lined Coat 0 2 2
protection as well as a ceramic plate over the chest, this armor Light Undercover Shirt 0 2 0
provides additional protection in battles against heavily armed
Pull-Up Pouch Vest 0 2 2
opponents.
Undercover Vest 0 2 2
LAND WARRIOR ARMOR
Medium Armor
The standard in warzone protection, this armor incorporates
additional plating on the arms and legs in comparison to a Concealable Vest 2 3 2
special response vest. Light-Duty Vest 2 3 3

FORCED ENTRY UNIT Tactical Vest 2 5 3


The most powerful protection available is built into this suit, Heavy Armor
which consists of a heavy torso jacket with ceramic plates over Special Response Vest 3 5 3
the chest and back, neck and groin guards, arm protection, and
Land Warrior Armor 5 5 5
a helmet. Heavy and cumbersome, this armor is generally only
donned by tactical officers heading into a dangerous assault. Forced Entry Unit 7 7 7
Shields
Riot Shield 2 2 2
Ballistic Shield 5 5 5
Deflector Shield 6 6 6

4
A-Fire. Short for "automatic fire", this weapon continually Lin
WEAPONS fires as long as the trigger is held. When you make an attack bullet
with this weapon on your turn, you instead make two attacks belt.
FIREARMS + DAMAGE with disadvantage. These attacks always have disadvantage, be cli
Firearms represent perhaps the single greatest advance in regardless of circumstance, and the targets of both attacks assist
warfare throughout history. Using chemical propellants to must be within 5 feet of one another (both attacks can be made weap
deliver force rather than human muscle power. against the same target). These attacks use double the normal Re
For the purposes of D&D, a firearm is a ranged weapon using amount of ammunition. box m
bullets as ammunition. Braced. A weapon that has the braced property is designed ammu
to be fired only when braced on a bipod, or a hard, stationary box m
FIREARM DAMAGE surface, such as a low wall. Bracing the weapon requires an intern
Unless you have a feat or Speciality feature such as the action or a bonus action (the character’s choice). If the reloa
Gunslinger, you DO NOT add modifiers to your damage character moves after bracing the weapon, or drops the
rolls. weapon, the weapon is no longer considered to be braced.
While a weapon with this property is not braced, attack rolls
with it are made at disadvantage unless the character's
OPTIONAL RULE: TWO-WEAPON FIGHTING Strength score is equal to or higher than the number in
WITH RANGED WEAPONS parentheses.
A lone gunslinger rushing to engage with both hands blazing Burst Fire. A weapon that has the burst fire property can
hot lead is an iconic scene in many settings that involve make a normal single-target attack, or it can spray a 10-foot-
firearms, however in standard D&D 5th Edition, you cannot cube area within range that you can see with shots. Each
dual-wield ranged weapons. To allow for this in your games, creature in the area must succeed on a Dexterity saving throw
simply allow ranged weapons with the Reload property to be or take the weapon's normal damage. The DC equals 8 + your
used with two-weapon fighting, treating them the same as you Dexterity modifier + your proficiency bonus if proficient. This
would a melee weapon. action uses ten pieces of ammunition.
Creatures and objects which are larger than the targeted
NOISE area automatically fail this saving throw.
Unlike most melee or historical ranged weapons, guns create a Covert. You have advantage on Dexterity (Sleight on Hands)
lot of noise when they are fired. Unless a firearm is equipped checks to conceal this weapon.
with a suppressor, shots from the weapon can be heard up to Mounted. The recoil of this weapon is far too large to be
100 feet away. Weapons that do not use bullets as ammunition reasonably wielded without support, and should only be used
(such as dart guns, tasers, compound bows, and heavy when properly steadied. A weapon that has the mounted
crossbows) don't generate any excessive noise when used property is designed to be fired only when mounted on a
unless otherwise stated. tripod, vehicle, or other sturdy base.
Mounting or unmounting the weapon requires an action.
WEAPON PROPERTIES While it is mounted, it cannot be moved. Wielding a weapon
with this property that is not mounted imposes disadvantage
Many weapons have special properties related to their use, as
on attack rolls and anyone attacking with this weapon when it
shown in the Weapons table.
is not mounted must make a DC 20 Strength saving throw or be
Ammunition. You can use a weapon that has the ammunition
knocked prone, unless the character's Strength score is equal to
property to make a ranged attack only if you have ammunition
or higher than the number in parentheses. Additionally,
to fire from the weapon. Each time you attack with the weapon,
creatures wielding this weapon while it is not mounted move at
you expend one piece of ammunition. The ammunition of a
half speed.
firearm is destroyed upon use. Other ammunition, such as
Reload. You can fire a limited number of shots with this
arrows and crossbow bolts may be recovered. At the end of the
weapon before you need to reload. How the weapon is
battle, you can recover half of your recoverable ammunition by
reloaded depends on the type of magazine it uses to store
taking a minute searching the battlefield.
ammunition. Reloading firearms come in three basic types: box,
If you use a weapon that has the ammunition property to
internal, and linked.
make a melee attack, you treat the weapon as an improvised
Box: A box magazine is any type of magazine that can be
weapon.
removed and reloaded separately from the weapon.
Archaic. See "Historic Weapons".
Internal: Some weapons keep their ammunition in an
internal space, which must be loaded by hand. This is the case
with most shotguns, as well as some rifles. This category
includes the cylinder of a revolver.

5
SIMPLIFIED RELOADING
ARCHAIC WEAPONS
Weapons which were used historically, but have fallen out of
Not all groups want complicated reloading mechanics.
popular use, are considered Archaic. The majority of the
If you wish to simplify the reloading rules, simply treat
all reload actions as a bonus action. weapons found in the Player's Handbook are considered
Archaic. A character is not assumed to be proficient in an
Archaic weapon, even if they are proficient in the category that
S-Fire. Short for "selective fire", this weapon can alternate the weapon falls under.
between automatic and non-automatic shooting. When you For example, Sadie has taken the Soldier advanced class, so
make an attack with this weapon on your turn, you can choose she is proficient in "all weapons". However, it is down to the GM
to make two attacks with disadvantage instead. These attacks to decide whether she is proficient with a well-preserved
always have disadvantage, regardless of circumstance, and the longsword that she finds while exploring some old ruins. This
targets of both attacks must be within 5 feet of one another decision should usually be based on whether the character has
(both attacks can be made against the same target). These particular experience with another weapon similar to the
attacks use double the normal amount of ammunition. Archaic weapon, or whether the character has specific
Spray. This weapon uses multiple pieces of ammunition for knowledge of historic armaments. In Sadie's case, she hasn't
each attack. The number in parentheses specifies how many really spent any time around historic weapons, but she has
pieces of ammunition are used for each attack. displayed a particular knack with a machete in the past, so the
Spread. When attacking a target within this weapon's normal GM decides she is proficient in the longsword.
range, roll an additional damage die and add it to the weapon’s
damage. When fired at long range, you may apply the attack SILVERED WEAPONS
roll to an additional creature within 5 feet of the target. Roll You can have a weapon silvered by visiting an appropriate
damage against the secondary target separately. labourer. The cost of this a service is $90. Silvered ammunition
is covered under "Special Ammunition" later in this chapter.
MELEE WEAPONS Silvered weapons follow the same rules detailed in chapter 5 of
the Player's Handbook.
WEAPON COST DAMAGE WEIGHT PROPERTIES

Simple Melee Weapons


Baton $40 1d6 bludgeoning 2 lb. Light
Brass Knuckles $12 1d4 bludgeoning 1 lb. Light, covert
Cleaver $20 1d4 slashing 2 lb. Light
Extendable Baton $55 1d6 bludgeoning 2 lb. Light, covert
Hatchet $30 1d6 slashing 2 lb. Light, thrown (range 20/60)
Hammer $20 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Hunting Knife $20 1d4 piercing 2 lb. Finesse, light, thrown (range 20/60)
Pocket Knife $12 1d4 piercing 1 lb. Covert, finesse, light
Sap $20 1d4 bludgeoning 1 lb. Light, finesse
1d6 bludgeoning
Stun Baton $70 2 lb. Light, special
+ 1d4 lightning
Stun Gun $40 1d4 lightning 1 lb. Light, finesse, special
Tonfa $55 1d6 bludgeoning 2 lb. Light, finesse, special
Martial Melee Weapons
Assassin Blade $50 1d4 piercing 1 lb. Light, Finesse, Covert, Special
Chain $12 1d8 bludgeoning 6 lb. Two-handed, reach
Chainsaw $90 3d6 slashing 10 lb. Two-handed, heavy, special
Greataxe $50 1d12 slashing 7 lb. Heavy, two-handed
Katana $70 1d8 slashing 3 lb. Versatile (1d10)
Machete $30 1d8 slashing 3 lb. Finesse, light
Sledgehammer $30 2d6 bludgeoning 9 lb. Heavy, two-handed
Sword Cane $70 1d8 slashing 3 lb. Finesse, special, covert

6
The stun baton can be recharged to 5 charges using a
SPECIAL WEAPONS battery.
Weapons with special rules are described here. Stun Gun. A stun gun has 5 charges. To attack with a stun
gun, you must expend one charge. A creature hit with a stun
Assassin Blade A covert bracer around the forearm with a small gun must make a Constitution saving throw (DC 10) or be
extendable blade inserted in the wrist. While it is impractical to stunned until the end of its next turn.
be used in combat, this blade can be deadly. When you have The stun gun can be recharged to 5 charges using a battery.
advantage on an attack with this weapon, it deals an additional Sword Cane. This is a lightweight, concealed sword that hides
1d4 damage and deals piercing damage. its blade in the shaft of a walking stick or umbrella. Because of
Cannon. A classical weapon that has been used for well over this special construction, the sword component considered to
500 years, this simplistic artillery weapon packs quite a punch. be concealed when sheathed; it is noticed only with a Wisdom
A creature hit with a cannon must make a Strength saving (Perception) or Intelligence (Investigation) check (DC 20).
throw (DC 15) or be knocked prone. Taser. A taser uses springs or compressed air to fire a pair of
Chainsaw. Military and police units use powered saws to cut darts at a target. On impact, the darts release a powerful
through fences and open doors rapidly. They are sometimes electrical current. A creature hit with a taser must make a
pressed into service as weapons, often by people who watch Constitution saving throw (DC 15) or be stunned until the end of
too many movies. A chainsaw must be running to be used as a its next turn.
weapon, otherwise it simply counts as an improvised weapon. Tonfa. While wielding a tonfa in each hand, you have a +1
Starting a chainsaw is an action. If you roll a natural 1 on an bonus to AC.
attack roll with a chainsaw, it stalls.
BB Gun. These toys come in a variety of styles, and a AMMUNITION
particular BB Gun may have any one of the following The weight and cost of bullets is determined by the damage die
properties: A-Fire, Spread, Light, and Two-Handed. Their of the weapon it is used for. Shotgun shells are a little heavier;
ammunition capacity also varies, and may be as high as 50. use the weight value for bullets with the next up damage die.
Flamethrower. A flamethrower consists of a pressurized tank Listed costs are for 50 rounds. If a weapon has the Versatile
containing fuel, connected to a tube with a nozzle. When you property, use the higher damage die to determine which bullets
attack with a flamethrower, it shoots a 5-foot-wide, 30-foot- to use for it.
long line of flame.
Any creature caught in this area must make a Dexterity BULLETS
WEIGHT PER NUMBER OF ROUNDS:
DAMAGE DIE COST 50
saving throw, taking 3d6 fire damage on a failed save, or half
as much on a successful one. The DC equals 8 + your Dexterity d4 $40 1/2 lb.
modifier + your proficiency bonus if proficient. d6 $40 1/2 lb.
Any creature or flammable object that takes damage from a
flamethrower catches on fire, taking 1d6 points of fire damage d8 $55 1/2 lb.
at the start of each of their turns. A creature can end this d10 $70 1/2 lb.
damage by using its action to make a DC 10 Dexterity check to d12 $90 1 lb.
extinguish the flames.
A single gasoline tank provides a flamethrower with enough
fuel for 10 shots before it must be reloaded.
Judge Carbine. This revolving carbine has a long cylinder OTHER AMMUNITION
that allows it to load either d6 Shotgun shells or d10 Revolver AMMUNITION COST WEIGHT
cartridges. When loaded with shells it gains the Spread property Arrows (20) $40 1 lb.
and its range is reduced to 30/90.
BB Rounds (1000) $5 1/2 lb.
Judge Revolver. This high-caliber revolver has a long
cylinder that allows it to load either d6 Shotgun shells or d10 Cannonball $55 2 lb.
Revolver cartridges. When loaded with shells it gains the CO2 Darts (16) $55 1 lb.
Spread weapon property and its range is reduced to 20/60.
Crossbow Bolts (20) $30 1 1/2 lb.
Punt Gun. This extremely oversized shotgun was historically
intended for hunting large numbers of birds simultaneously. Taser Cartridges (4) $55 1/2 lb.
When you attack with this weapon, you target a 90-foot cone. Flamethrower Tank $55 2 lb.
Each creature in the area must make a Dexterity saving throw Punt Gun Round $40 1 lb.
(DC 20) or take the weapon's damage.
Stun Baton. A stun gun has 5 charges. When you hit a
creature with a stun gun, you can choose to expend one
charge. When you do so, the target must make a Constitution
saving throw (DC 10) or be stunned until the end of its next
turn.

7
Simple Ranged Weapons
Autoloader $350 2d6 piercing 3 lb. Ammunition (range 50/150), reload (15 box), light
BB Gun $40 1 piercing 1 lb. Ammunition (range 40/120), reload (15 box), special
Carbine $650 2d6 piercing 6 lb. Ammunition (range 80/320), reload (20 box), versatile (2d8)
Dart Gun $150 1 piercing 2 lb. Ammunition (range 40/120), reload (1 internal), covert
Ammunition (range 30/90), reload (2 internal), spread,
Double-Barreled Shotgun $500 2d8 piercing 7 lb.
two-handed
Flamethrower $1,500 3d6 fire 20 lb. Ammunition, reload (tank), two-handed, special
Holdout Pistol $200 2d4 piercing 2 lb. Ammunition (range 30/90), reload (1 internal), light, covert
Hunting Rifle $500 2d10 piercing 8 lb. Ammunition (range 120/480), reload (5 box), two-handed
Ammunition (range 50/150), reload (20 box), s-fire,
Machine Pistol $900 2d6 piercing 3 lb.
burst fire, light
Revolver $200 2d6 piercing 2 lb. Ammunition (range 50/150), reload (6 internal), light
Ammunition (range 20/60), reload (10 box), spread,
Riot Shotgun $650 2d6 piercing 4 lb.
versatile (2d8)
Ammunition (range 20/60), reload (2 internal), spread,
Sawed-Off Shotgun $350 2d6 piercing 4 lb.
versatile (2d8)
Taser $200 1d4 lightning 2 lb. Ammunition (range 15/30), reload (1 internal), special
Martial Ranged Weapons
Ammunition (range 150/750), reload (5 box), braced (Str 13),
Anti-Material Sniper Rifle $2,750 2d12 piercing 20 lb.
two-handed
Anti-Personnel Sniper Rifle $2,000 2d10 piercing 15 lb. Ammunition (range 120/600), reload (8 box), two-handed
Ammunition (range 80/320), reload (30 box), s-fire,
Assault Rifle $1,500 2d8 piercing 10 lb.
burst fire, two-handed
Ammunition (range 80/320), reload (20 box), s-fire,
Auto Carbine $900 2d6 piercing 6 lb.
burst fire, versatile (2d8)
Ammunition (range 80/320), reload (1 internal), two-handed,
Cannon $1,200 4d10 bludgeoning 5 lb.
mounted (19), special
Ammunition (range 80/320), reload (20 box),
Combat Rifle $2,000 2d10 piercing 10 lb.
s-fire, burst fire, two-handed
Ammunition (range 30/90), reload (20 box), spread,
Combat Shotgun $2,750 2d8 piercing 8 lb.
two-handed
Compound Bow $200 1d10 piercing 5 lb. Ammunition (range 150/600), heavy, two-handed
Ammunition (range 100/400), reload (linked), a-fire,
Heavy Machine Gun $3,500 2d12 piercing 30 lb.
burst fire, two-handed, mounted (17), spray (3)
High-Caliber Autoloader $650 2d8 piercing 4 lb. Ammunition (range 50/150), reload (9 box)
High-Caliber Revolver $275 2d8 piercing 4 lb. Ammunition (range 50/150), reload (6 internal)
Ammunition (range 100/400), heavy, reload (1 internal),
Hunting Crossbow $275 1d12 piercing 10 lb.
two-handed
Judge Revolver $350 2d10 piercing 4 lb. Ammunition (range 50/150), reload (5 internal), special
Ammunition (range 80/320), reload (5 internal), special,
Judge Carbine $900 2d8 piercing 4 lb.
versatile (2d10)
Ammunition (range 80/320), reload (linked), a-fire,
Light Machine Gun $2,000 2d10 piercing 20 lb.
burst fire, braced (Str 15), two-handed, spray (2)
Marksman Rifle $1,200 2d8 piercing 8 lb. Ammunition (range 120/480), reload (20 box), two-handed
Ammunition (range 30/90), reload (8 internal), spread,
Pump-Action Shotgun $650 2d10 piercing 7 lb.
two-handed
Ammunition, reload (1 internal), mounted (19),
Punt Gun $1,500 2d12 piercing 7 lb.
two-handed, special
Ammunition (range 20/60), reload (8 internal), spread,
Short Shotgun $650 2d8 piercing 4 lb.
versatile (2d10)
Ammunition (range 80/320), reload (40 box), a-fire,
Submachine Gun $1,200 2d6 piercing 6 lb.
burst fire, two-handed
8
EXPLOSIVE COST FLA
EXPLOSIVES Det Cord (50 feet) $90 A flas
Explosives are often used for fun and profit. Able to deal temp
Dynamite (12) $200
devastating amounts of damage to a large group or object, produ
explosives are fearsome devices. When purchasing an explosive, Firecracker (12) $20 witho
you can choose to buy it in grenade, planted, or rocket form. Flashbang (6) $150 creat
When purchasing an explosive in rocket form increase its savin
Fragmentation (6) $900
multiply its cost by 1.5. Grenades and planted explosives weigh next
1 lb., whereas rockets weigh 5 lb. Incendiary (6) $1,200
Plastic Explosive (4) $350 FRA
GRENADES These
Pulse (6) $1,500
When throwing a grenade, treat it as a simple ranged weapon fragm
(range 20/60). Grenades can also be used as ammunition for a Smoke (6) $90 explo
grenade launcher or handheld launcher. Tear Gas (6) $275 pierci
succe
ROCKETS Thermite (6) $1,500
Rockets are explosives used as ammunition for a rocket White Phosphorous (6) $900
launcher.
DET CORD
PLANTED EXPLOSIVES Det cord is an explosive in a ropelike form, and can only be
Planted explosives function similarly to grenades, but they are purchased in a planted explosive form. Technically, det cord
not used as weapons. Rather, they are placed at a location and doesn’t explode — but it burns so fast that it might as well be
detonate when they are activated. Planted explosives can be exploding. Normally used to string multiple explosive charges
activated in a variety of ways, determined by the type of together for simultaneous detonation, det cord can also be
detonator used. Planting an explosive (including linking a looped around a tree or post to cut it neatly in half.
detonator) is an action, and you can plant it within 5 feet of A length of det cord can be spread out to pass through up to
your current position. ten 5-foot squares. When you use your action to plant det cord,
you can continue to plant it as you move.
EXPLOSIVE SAVING THROWS When it is activated, any creature within the det cord's area
must make a Dexterity saving throw, taking 2d6 fire damage on
The saving throw DC of an explosive is dependent on its
a failed save, or half as much damage on a successful one. It
construction. Typically, purchased explosives have a DC of 12. A
can also be doubled up; for each additional 5 feet of cord
character can alter this DC by spending at least 30 minutes
within a single 5-foot square, increase the damage by 1d6 (to a
tinkering with the explosive. They must have access to a
maximum of 6d6).
demolitions kit to do this. After tinkering with the explosive,
the character makes a DC 15 Intelligence check. On a success, DYNAMITE
the DC for the explosive becomes 8 + your Intelligence modifier The simplest of explosives, these deal damage through the
+ your proficiency bonus (only add your proficiency bonus if concussive force of their explosion. When activated, each
you are proficient with Demolition Kits). On a failure, the DC for creature within 5 feet of the explosive must make a Dexterity
the explosive is reduced by 1d4. On a critical failure, the saving throw, taking 3d6 bludgeoning damage on a failed save,
explosive is rendered unusable. or half as much damage on a successful one.
An explosive which disperses a poison uses the poison's A character can bind dynamite charges together so they
saving throw. An example of this is the tear gas grenade. explode at the same time. Each additional stick increases the
EXPLOSIVES damage by 1d6 (to a maximum of 10d6) and the burst radius by
5 feet (to a maximum of 20 feet).

FIRECRACKER
More of a toy than a serious tool, these weak explosives are
often used at cultural celebrations, or occasionally for pranks.
When it is activated, any creature within the explosive's area
must make a Dexterity saving throw, taking 1d4 thunder
damage on a failed save, or half as much damage on a
successful one.
A character can bind multiple firecrackers together so that
they explode sequentially. When they do so, activate the
explosive on the same initiative count it was first activated on
subsequent rounds, for a number of rounds equal to the
amount of firecrackers added.

9
INCENDIARY SMOKE
These explosives create a large fireball when they explode. Smoke explosives are used as ground-to-ground or ground-to-
When activated, each creature within 10 feet of the explosive air signaling devices, target or landing zone marking devices,
must make a Dexterity saving throw, taking 4d6 fire damage on and to create a smoke-screen for concealment. When buying a
a failed save, or half as much damage on a successful one. smoke explosive you can also select the color of the smoke.
When activated, it emits a cloud of smoke that creates a heavily
PLASTIC EXPLOSIVE obscured area in a 20-foot radius. It disperses after 1 minute,
Plastic explosive is a soft and hand-moldable solid form of though a wind of moderate or greater speed (at least 10 miles
explosive material. Plastic explosives are especially suited for per hour) disperses it.
explosive demolition of obstacles and fortifications by
engineers, combat engineers and criminals. When activated, TEAR GAS
each creature within 10 feet of the explosive must make a Military and police forces use these weapons to disperse
Dexterity saving throw, taking 4d6 bludgeoning damage on a crowds and smoke out hostage takers. When activated, this
failed save, or half as much damage on a successful one. It explosive emits a cloud of tear gas that creates a lightly
deals double damage against objects and structures. obscured area in a 20-foot radius. It disperses after 1 minute,
You can combine units of plastic explosive so they explode at though a wind of moderate or greater speed (at least 10 miles
the same time. Each additional pound of plastic explosive per hour) disperses it. When the cloud appears, any creature
increases the damage by 2d6 (to a maximum of 14d6) and the inside its area is subjected to tear gas poison. A creature is also
burst radius by 5 feet (to a maximum of 30 feet). Additionally, subjected to tear gas poison when it enters the cloud for the
when planting plastic explosive, you can choose to change the first time on a turn or ends its turn there.
burst area to a cone-shaped explosion (you must determine
the area affected by the explosive when you plant it). TEAR GAS (INHALED)
A creature subjected to this poison must succeed on a
PULSE DC 15 Constitution saving throw or be blinded and
These high-tech explosives crackle with electrical energy. When incapacitated for 1 minute. At the end of each of its
activated, each creature within 10 feet of the explosive must turns, the creature can make another Constitution
make a Dexterity saving throw, taking 4d6 lightning damage on saving throw. On a success, the effect ends on the
a failed save, or half as much damage on a successful one. target.

RANDOMISED LOCATION RULES THERMITE


If a character misses with a grenade explosive, usually Thermite does not technically explode. Instead, it creates
the GM will just decide where the resulting explosion intense heat meant to burn or melt through objects. Military
occurs. If you instead want to determine where the
explosion occurs randomly, the following rules can be forces use thermite to quickly destroy key pieces of equipment.
used. When activated, the thermite begins burning intensely for 1
First, roll a d8. The result determines the direction minute, casting bright light in a 15-foot radius and dim light
from the intended target. for an additional 30 feet. When it begins burning, any creature
D8 DIRECTION
inside its area must make a Dexterity saving throw, taking 6d6
fire damage on a failed save, or half as much damage on a
1 North successful one. A creature must also make this saving throw
2 North-East when it enters the thermite's area for the first time on a turn or
3 East ends its turn there.

4 South-East WHITE PHOSPHOROUS


5 South White phosphorus devices use an explosive charge to distribute
burning phosphorus across the burst radius. When activated,
6 South-West
this explosive emits a cloud of smoke that creates a heavily
7 West obscured area in a 20-foot radius. It disperses after 1 minute,
8 North-West though a wind of moderate or greater speed (at least 10 miles
per hour) disperses it.
Once the direction is determined, roll 1d4 if the target When the cloud appears, any creature inside its area must
is within the normal range of the attack, or 2d4 if the make a DC 15 Constitution saving throw, taking 2d6 fire damage
target is within the long range, and multiply the result on a failed save, or half as much damage on a successful one. A
by 5. The result is the number of feet in the determined
direction that the explosion occurs. creature must also make this saving throw when it enters the
cloud's area for the first time on a turn or ends its turn there.

10
EXPLOSIVE WEAPONS
WEAPON COST DAMAGE WEIGHT PROPERTIES

Simple Ranged Weapons


Handheld Launcher $275 1d4 bludgeoning 3 lb. Ammunition (range 40/120), reload (1 internal), explosive

Martial Ranged Weapons


Grenade Launcher $500 1d4 bludgeoning 7 lb. Ammunition (range 40/120), reload (8 internal), two-handed, explosive

Rocket Launcher $900 1d6 bludgeoning 15 lb. Ammunition (range 150/600), reload (1 internal), heavy, two-handed, explosive

EXPLOSIVE WEAPONS Radio. This detonator can activate the planted explosive
A range of weapons are able to make use of explosives as their wirelessly from a long distance. As long as you are within 1,000
ammunition. Weapons with the Explosive property can be feet of the explosive, you can activate it as a bonus action. This
loaded with explosive ammunition. A handheld launcher or detonator can be used to activate multiple explosives
grenade launcher is loaded with grenades, while a rocket simultaneously, and you choose if an explosive does when you
launcher is loaded with rockets. On a successful hit, the effects plant it with this detonator.
of the explosive are activated at the target's location. Inert Timed. When planting the explosive with a timer, you must
ammunition for these weapons can be purchased, but they are determine the number of rounds or minutes for the countdown,
usually only used for training or testing purposes. up to 10 minutes. When the countdown ends, the explosive is
detonated.
INERT AMMUNITION Tripwire. The explosive is connected to a 20 feet trip wire,
AMMUNITION COST WEIGHT and when a creature passes through the wire, the explosive
Inert Grenade $12 1 lb. detonates. A creature can make DC 12 a Wisdom (Perception)
check to detect the wire.
Inert Rocket $20 5 lb. Wired Activator. This detonator can activate a planted
explosive physically connected to it with wire. This detonator
DETONATORS comes with 50 feet of wire.
When an explosive is planted, you can link a detonator to it as Wire (50 feet.) Wire has an AC of 11 and 4 hit points, and can
part of that action. Detonators are used to activate planted be burst with a DC 17 Strength check. If the wire is broken the
explosives. signal fails. Wire can be repaired or attached to another wire
with a DC 15 Intelligence check. Wire can be attached to a wired
DETONATORS activator or to a planted explosive. An explosive is activated if
AMMUNITION COST WEIGHT any explosive connected to it is activated.
Pressure Trigger $12 1/2 lb.
Proximity Trigger $70 1/2 lb.
Radio $55 1/2 lb.
Timed $12 1/2 lb.
Trip Wire $20 1/2 lb.
Wire (50 feet) $12 1/2 lb.
Wired $30 1/2 lb.

Pressure Trigger. A planted explosive with a pressure trigger


will activate when a creature stands on it. A creature that is
unaware of the explosive activates it when they enter the
explosive's area.
Proximity Trigger. When your arm a planted explosive with a
proximity trigger detonator, you can choose a radius up to 20
feet. The planted explosive is activated when a creature moves
within that radius of the explosive.

11
MODIFICATION COST MODIFY DC TOOLS
MODIFICATIONS AND Abative Lining $150 12 Tailor's Tools
SPIK
While
ACCESSORIES Additional Plating $275 12 Mechanical Tools armo
deals
MODIFICATIONS Spiked $90 12 Mechanical Tools
grapp
Sometimes, people like to customise their weapons and armor Integrated Equipment Variable 16 Mechanical Tools
at the
to suit their personal tastes. Whether in the form of custom- Integrated Weapon Variable 18 Mechanical Tools Re
ordered items or attachable modules, these modifications can Ultralight $55 14 Variable
provide a small edge when used right. ULTR
To add a modification to an item you own, you must first The A
purchase it. The cost of a modifcation is often contingent on armo
the specific item it is intended to modify or other factors. requi
Then, you must spend a small amount of time applying the Too
module. This counts as light activity for the purposes of resting. armo
At the end of the time period, you must make a skill check Re
using tools specified by the modification (usually mechanical modifi
tools) to determine your success at applying the module. On a INTE
success, the modification is applied successfully. On a failure,
Choos
the modification is not applied to the item. On a critical failure,
integ
the modification is damaged beyond repair.
gogg
You can decide to spend additional care and time applying a
base
module. If you spend a number of hours applying a module,
includ
you gain a bonus to the skill check equal to the number of
its un
hours multiplied by 2, up to a maximum of +10.
Thi
Removing an applied modification is done in the same
maxim
manner to applying a modification, but the DC for the check is
Re
reduced by 5. On a success, the modification is removed
Cos
successfully. On a failure, the modification is not successfully
removed from the item. On a critical failure, the modification is INTE
damaged beyond repair. Choos
Modifications usually have restrictions placed on them that the b
limit the types of items the modification can be applied to. kit in
Weapons and armor can only have one the same modification in its
applied at any one time, unless otherwise specified. Thi
maxim
ARMOR MODIFICATIONS Re
Cos
ABATIVE LINING
The armor no longer imposes disadvantage on stealth checks
when worn. ADD
Restrictions. Armor must impose disadvantage on stealth If yo
checks when worn. the A
dam
ADDITIONAL PLATING pierc
The AC granted by this armor is increased by 1, and the weight
of the armor is increased by 5 lb.
Restrictions. Armor must not have the Ultralight.
modification. Armor must not be concealable.

ARMOR MODIFICATIONS

12
The weapon is easily broken down into several components
WEAPON MODIFICATIONS quickly. The weapon can be collapsed or constructed as an
AUTO MECHANISM action. The weapon must be fully constructed to be used. In its
The weapon gains the S-Fire property. If the weapon doesn't collapsed state, a weapon is not easily identified; a DC 20
have the Spread property, it also gains the Burst Fire property. Intelligence (Investigation) check is required to identify a
Restrictions. Weapon uses bullets as ammunition and must collapsed weapon.
not have the S-Fire or A-Fire property Restrictions. None

ALTERNATE WEAPON COMPACT

Choose a one-handed weapon. The chosen weapon is The weight and ammunition capacity of the weapon is halved
integrated into the base weapon and is usable as long as the (round up). If the weapon is one handed it gains the Covert
base weapon is being used. The weight of the base weapon is property, if doesn't already have it. The normal and long ranges
increased by half the weight of the alternate weapon. This kit of the weapon are halved. If the weapon has the Heavy
includes the weapon to be installed, which cannot be used in property, it loses it.
its uninstalled form. Restrictions. Weapon weighs less than 20 lb.
Restrictions. Weapon must not have the Alternate Weapon. DISGUISED
modification Some weapons can be installed (and operated from) inside
Cost. Cost of chosen weapon x2 other items; for example, guns that fit into briefcases, grenades
WEAPON MODIFICATIONS disguised as cosmetic products, and so forth. The concealed
MODIFICATION COST MODIFY DC TOOLS item cannot be identified as a weapon except through close
examination, or when it is in use. The concealed weapon cannot
Alternate Weapon Variable 16 Mechanical Tools be larger than the item in which it is concealed.
Auto Mechanism $275 16 Mechanical Tools Restrictions. None
Box Compatible $275 14 Mechanical Tools ELECTRIFIED
Collapsible $150 14 Mechanical Tools The weapon is attached to a power source. On a successful hit,
Compact $275 16 Mechanical Tools the target takes 1d4 points of lightning damage as well as the
damage dealt by the weapon. Additionally, the weapon has 5
Disguised $150 16 Mechanical Tools
charges. When you hit a creature with the weapon, you can
Electrified $275 14 Electrical Tools choose to expend one charge. When you do so, the target must
Expanded Magazine $500 14 Mechanical Tools make a Constitution saving throw (DC 10) or be incapacitated.
At the end of each of its turns, the target can make another
Heated $150 $275 Electrical Tools
Constitution saving throw. On a success, the effect ends on the
Improved Accuracy — — Mechanical Tools target.
+1 $275 14 The weapon can be recharged to 5 charges using a battery.
Restrictions. Melee weapons only, weapon must not have the
+2 $500 16
Heated. modification
+3 $900 18
EXPANDED MAGAZINE
Improved Damage — — Mechanical Tools
The weapon is modified to take much larger magazines.
+1 $150 14 Expanded magazines can store twice as much ammunition.
+2 $275 16 Expanded magazines have the same cost as normal box
+3 $500 18 magazines. A weapon with this modification can still use
normal box magazines.
Integrated Equipment Variable 16 Mechanical Tools Restrictions. Weapon must have the Reload property and
Integrated Shield $275 12 Mechanical Tools must use box magazines.
Reduced Caliber $275 16 Mechanical Tools HEATED
Weighted $55 12 Mechanical Tools The weapon has an intense heat source integrated into it,
whether this is an electrical heater or a burning fuel system. On
BOX COMPATIBLE a successful hit, the target takes 1d8 points of fire damage as
The weapon loses the Reload (1 internal) property, and gains well as the damage dealt by the weapon. When concentrated
the Reload (4 box) property. for a time onto a flammable material, the weapon may be able
Restrictions. Weapon has the Reload (1 internal) property. to light a fire.
COLLAPSIBLE Restrictions. Melee weapons only, weapon must not have the
Electrified. modification

13
IMPROVED ACCURACY ACCESSORIES
Attack rolls with this weapon gain a bonus dependent on the Accessories function similarly to modifications, in that they
quality of the modification. When purchasing this modification, provide some modification to the except they can be applied
you can choose between a +1, a +2, or a +3 bonus to attack quickly and without a skill check. Applying a modification to an
rolls. To apply the +2 version of this modification to a weapon, item is an action.
it must already have the +1 version applied. To apply the +3
version of this modification to a weapon, it must already have WEAPON ACCESSORIES
the +1 version applied. A weapon only benefits from the ITEMS COST WEIGHT
highest level of this modification that it has installed. Bipod $40 1 lb.
Restrictions. Weapon is not magical.
Torch $12 1/2 lb.
IMPROVED DAMAGE
Tripod $55 2 lb.
Damage rolls with this weapon gain a bonus dependent on the
Laser Sight
quality of the modification. When purchasing this modification,
you can choose between a +1, a +2, or a +3 bonus to damage Regular $90 1/2 lb.
rolls. To apply the +2 version of this modification to a weapon, Infrared $120 1/2 lb.
it must already have the +1 version applied. To apply the +3
Scope
version of this modification to a weapon, it must already have
the +1 version applied. A weapon only benefits from the x2 $70 1/2 lb.
highest level of this modification that it has installed. x4 $90 1 lb.
Restrictions. Weapon is not magical.
x8 $120 1 lb.
INTEGRATED SHIELD Suppressor $55 1/2 lb.
While wielding this weapon, you are also treated as though you
were wielding a Riot Shield.
Restrictions. Two-handed weapons only, weapon must not Bipod. As an action or a bonus action (the character’s choice), a
have the Alternate Weapon. modification character can set up the bipod so that the attached weapon
counts as being braced (see the Braced property) until the
REDUCED CALIBER
weapon is moved. In addition, once a weapon with a bipod is
The weapon's damage die is reduced one step braced, a character can use a bonus action to gain advantage
(d12>d10>d8>d6>d4). If the weapon has the Braced. property, on their next attack roll with that weapon.
it loses it. If the weapon has the Mounted. property, it loses it
Restrictions. Weapon must have the Two-Handed property,
and gains the Braced. property. ranged weapons only.
Restrictions. Weapon uses bullets as ammunition. Weapon's
damage die must not be a d4. Torch. A small flashlight that mounts to a weapon, freeing up
WEIGHTED one of the user’s hands. While on, it sheds bright light in a 30
When you hit a creature with the weapon, that creature gains foot cone, and dim light for an additional 30 feet. You can use a
disadvantage on ability checks and saving throws to avoid bonus action to turn the torch on or off.
being moved or knocked prone until the start of their next turn. Restrictions. None.
Restrictions. Melee weapons only
Laser Sight. This gadget is a small laser placed on a weapon to
assist in accuracy. While you have the laser sight on, you can
use a bonus action to mark a target within 30 feet of you. You
have a +1 bonus on attack rolls with the weapon against the
target until you use the weapon to attack a different target or
you can no longer the target. You can use a bonus action to
turn the laser on or off.
Infrared. This laser sight uses an infrared diode to produce a
dot invisible to the eye but detectable with infrared devices.
You only gain the benefit of this sight if you are wearing
infrared goggles.
Restrictions. Ranged weapons only.

14
TYPE COST MULTIPLIER XR
Scope. Scopes are used to increase the range of a weapon, Acidic x2.5 resist
allowing the user to shoot more consistently at longer ammu
distances farther. By spending a bonus action to line up a shot Armor Piercing x3.5 ammu
with your scope, you increase the normal and long ranges of Explosive x3.5 creat
the weapon by an amount shown in the following table until Holy Water x2 throw
the start of your next turn. turns
Incendiary x2.5
On a
SCOPE NORMAL RANGE INCREASE LONG RANGE INCREASE
Rubber x0.75
x2 x1.5 x1.0 Silvered x2 ARMO
x4 x2.0 x1.5 Slugs If yo
x8 x3.0 x2.0 succ
Armor Piercing x2.5 ignor
Breaching x1.5 armo
If a scope is used on a weapon with the Spread property,
that property uses the original ranges of the weapon to Lead x1
determine its effects. XREP x3.5
Scopes can come with additional features which alter the
cost of the scopes. Acidic. Designed to release a small capsule of acid on impact,
Infrared. Looking through this scope has the same effect as successful attacks using acidic ammunition deals an additional
looking through infrared goggles. 1d4 acid damage.
Cost Multiplier. x2.5 Armor Piercing. Attack rolls using armor piercing ammunition
Rangefinding. In addition to the benefit of a standard scope, gain a bonus of +1 against targets wearing medium or heavy
a rangefinding scope includes a digital readout that indicates armor. The GM may also rule that this bonus applies on attack
the exact distance to the object on which they are focused. rolls against creatures with natural armor, or creatures utilising
Cost Multiplier. x2 cover.
Restrictions. Ranged weapons only. Explosive. Designed to produce a small explosion on impact,
successful attacks using explosive ammunition deals an
Suppressor. A suppressor is a device attached to the barrel of a additional 1d6 bludgeoning damage.
firearm which reduces (but don't negate) the amount of noise Holy Water. These bullets, a favourite of demon slayers,
and visible muzzle flash generated by firing. When you make a release holy water on impact. Successful attacks using holy
ranged attack with a suppressed firearm, creatures further than water ammunition deals an additional 1d6 radiant damage if
30 feet from you don't hear the gunshot. the target is a fiend or undead.
Restrictions. Weapon must not have the Spread property, Incendiary. Igniting briefly on impact, successful attacks
firearms only. using incendiary ammunition deals an additional 1d4 fire
damage.
SPECIAL AMMUNITION Rubber. Designed for riot control and nonlethal attacks,
creatures have resistance to damage from attacks using rubber
Specialised ammunition can be bought which alters the
ammunition. Additionally, if you reduce a creature to 0 hit
behaviour of the weapon it is used for. When buying special
points, it is knocked out, rather than dying.
ammunition, you purchase the ammunition as normal but apply
Silvered. Silvered ammunition follows the same rules
a multiplier to the cost of the ammunition.
detailed in chapter 5 of the Player's Handbook.
SPECIAL AMMUNITION
SLUGS
Designed for use with shotguns, these bullets can only be used
with weapons that have the Spread property. While a weapon is
using this type of ammo, treat it as if it doesn't have the Spread
property and double its normal and long ranges.
Armor Piercing. See standard armor piercing bullets.
Breaching. Breaching shotgun shells are designed to destroy
door deadbolts, locks, and hinges without risking lives,
creatures have resistance to damage from attacks using rubber
ammunition. Additionally, successful attacks using breaching
slugs deal double damage to objects.
Lead. These slugs confer no additional benefit, and are used
to increase the effective range of a weapon with the Spread
property.

15
Computer. A computer is a powerful tool for information Cho
GEAR gathering and research. While anyone can use a computer to caver
This section describes items that have special rules or require make Intelligence (Investigation) checks to discover While
further explanation. Some items use rules from the Player's information, those who are proficient with these tools can attem
Handbook, and are included for an easy price reference. create programs, navigate complex network structures, and such
issue administrative commands while hiding their presence and are. Y
BATTERY-OPERATED GEAR covering their tracks. See "Using Electronic Devices" for more as yo
Many of the objects in this section are battery-operated. Any information regarding the use of computers. Glo
device that uses batteries comes with them. As a general rule, Typically, desktop computers are more powerful than bonu
ignore battery life for mundane objects — assume that you laptops, which are more powerful than tablets, which are more hour,
recharge or replace batteries between adventures, and that the powerful than smartphones. Smartphone and tablet batteries a add
batteries last as long as needed during adventures. Don't do usually last for about 24 hours, whereas laptop batteries reuse
this for items which use batteries to gain a set number of uses typically last for roughly 8 hours.
for a special effect, such as a stun gun. Crowbar. See the Player's Handbook.
If battery life is important in your game, roll a d20 every Digital Scale. A digital scale can accurately give the mass of
time a battery-operated item is used. On a result of 1, the small objects up to 10 pounds.
batteries are dead and the object is useless. Batteries can be Druidic Focus. See the Player's Handbook.
changed as an action. EMP Device. An EMP device has 5 charges. As an action, you
can expend one charge to disable an electronic device within
Acid. See the Player's Handbook. 10 feet for 1 minute. You can also expend one charge as an
Antitoxin. See the Player's Handbook. action to deal 1 lightning damage to a robot within 10 feet with
Arcane Focus. See the Player's Handbook. it.
Bag. Bags come in a range of varieties and sizes. An EMP Device can be recharged to 5 charges using a battery.
Regeardless of their type, they can hold 1 cubic foot or 30 Fake ID. Purchasing a falsified driver’s license from a black
pounds of gear. market source can produce mixed results, depending on the
Ball Bearings. See the Player's Handbook. skill of the forger. When you purchase a fake ID, the GM secretly
Ammo Bandolier. This simple leather cross-belt features 50 makes an Intelligence (Forgery Kit) check for the forger. The
leather loops suitable for holding bullets, enabling easy access result of this check serves as the DC for the check when
to them. A character can wear up to two bandoliers. someone inspects the fake ID. Generally, the DC is at least a 12.
Explosives Bandolier. This heavy leather cross-belt features Fire Extinguisher. A fire extinguisher has 10 charges. As an
6 leather loops suitable for holding grenades enabling easy action, you can expend one charge to extinguish a 5-foot cube
access to them. A character can wear up to two bandoliers. of fire.
Battery. A battery can be used to power certain devices. First Aid Kit. This kit is a small pouch or box containing
Generally, assume whatever battery you have is appropriate for bandages, antiseptic wipes, and splints. AS an action, you can
the item you wish to power. expend one use of the kit to stabilize a creature that has 0 hit
Binoculars. Objects viewed through binoculars are magnified points, without needing to make a Wisdom (Medicine) check.
to twice their size. Fishing Tackle. See the Player's Handbook.
Rangefinding Binoculars. In addition to the benefit of Flashlight. A flashlight projects bright light in a 30 foot cone,
standard binoculars, rangefinding binoculars include a digital and dim light for an additional 30 feet. You can use a bonus
readout that indicates the exact distance to the object on which action to turn a held flashlight on or off.
they are focused. Flashlight, small. This compact flashlight is small enough to
Box Magazine. Stores bullets for weapons which use them. A be held on a keyring. It projects bright light in a 15 foot cone,
box magazine bought for one type of weapon cannot be used and dim light for an additional 15 feet. You can use a bonus
for another type of weapon. action to turn a held flashlight on or off.
Caltrops. See the Player's Handbook. Gas Mask. This apparatus covers the face and connects to a
Charger. A charger recharges batteries or a device which uses chemical air filter canister to protect the lungs and eyes from
them over an hour. To do so, the battery charger must be toxic gases. While wearing the mask you are immune to inhaled
connected to an electricity source — a vehicle, an electrical poisons and airborne diseases. The mask comes with one
generator, or an electrical outlet. installed filter and one spare. The filter lasts for 12 hours of
Climber's Kit. See the Player's Handbook. use, and changing a filter is an action. Additional spare filters
Component Pouch. See the Player's Handbook. can be purchased for $40.
Ghillie Suit. The ultimate in personal camouflage, a ghillie
suit is a loose mesh overgarment covered in strips of burlap, to
which other camouflaging elements can easily be added. A
figure under a ghillie suit is nearly impossible to discern.

16
GEAR
ITEM COST WEIGHT ITEM COST WEIGHT

Acid (vial) $90 1 lb. Flashlight $12 1 lb.


Airhorn $12 ― Flashlight, large $30 2 lb.
Antitoxin (vial) $55 ― Flashlight, small $5 ―
Arcane Focus Flask $12 ―
Crystal $20 1 lb. Gas mask $120 3 lb.
Orb $30 3 lb. Ghillie suit $70 5 lb.
Rod $12 2 lb. Glow sticks (5) $5 1 lb.
Staff $12 4 lb. GPS $70 1 lb.
Wand $20 1 lb. Grappling hook $30 4 lb.
Bag $40 5 lb. Handcuffs $20 3 lb.
Ball bearings (bag of 1,000) $20 2 lb. Holster, concealed $20 0.5 lb.
Bandolier, ammo $30 1 lb. Holster, hip $20 0.5 lb.
Bandolier, explosives $30 1 lb. Holy symbol
Battery $1 ― Amulet $12 1 lb.
Binoculars $40 1 lb. Emblem $12 ―
Binoculars, rangefinding $275 1 lb. Reliquary $12 2 lb.
Bottle (glass) $12 ― Holy water (bottle) $20 1 lb.
Bottle (plastic) $5 ― Hunting trap $70 25 lb.
Box magazine $12 0.5 lb. Infrared goggles $200 1 lb.
Briefcase $40 2 lb. Ladder (10-foot) $55 25 lb.
Burner phone $20 ― Lighter $5 ―
Caltrops (bag of 20) $20 2 lb. Lock $12 1 lb.
Camcorder $150 1 lb. Lock release gun $40 1 lb.
Camera $200 2 lb. Magnifying glass $5 ―
Charger $5 0.5 lb. Mess kit $12 1 lb.
Climber's kit $120 12 lb. Metal detector $70 2 lb.
Component pouch $30 2 lb. Oil (bottle) $20 1 lb.
Computer, desktop $500 10 lb. Padded case $30 5 lb.
Computer, laptop $350 2 lb. Painkillers, standard (pack of 8) $5 ―
Computer, smartphone $200 ― Painkillers, strong (pack of 4) $20 ―
Computer, tablet $275 1 lb. Pepper spray $20 0.5 lb.
Crowbar $20 5 lb. Poison, basic (vial) $90 ―
Digital scale $12 1 lb. Pole (10-foot) $5 7 lb.
Druidic focus Rope, hempen (50 feet) $20 10 lb.
Sprig of mistletoe $5 ― Rope, paracord (50 feet) $12 5 lb.
Totem $5 ― Signal flare $12 0.5 lb.
Wooden staff $12 4 lb. Signal jammer $120 1 lb.
Yew wand $20 1 lb. Speedloader $12 0.5 lb.
Emergency blanket $12 ― Spike strip $150 22 lb.
EMP device $200 1 lb. Sunglasses $5 ―
Fake ID $40 ― Tent, large $120 10 lb.
Field rations (1 day) $12 2 lb. Tent, single $55 3 lb.
Fire extinguisher $30 2 lb. Two-way radio $20 1 lb.

17
GPS. A GPS provides accurate location information while you are Pepper Spray. As an action, you can spray the contents of Tw
on Earth with an unobstructed line of sight to the sky. this vial onto a creature within 10 feet of you. Make a ranged trans
Handcuffs. These metal restraints can bind a Small or attack against a creature or object, treating the pepper spray as only
Medium creature. Escaping the handcuffs requires a successful an improvised weapon. On a hit, the target takes 1 acid damage comm
DC 20 Dexterity check. Breaking them requires a successful DC and is blinded. A creature can end this blindness by using its frequ
20 Strength check. Each set of handcuffs comes with one key. action to make a DC 10 Constitution saving throw. Constructs typica
Without the key, a creature proficient with thieves' tools can are immune to the blindness caused by pepper spray. Zip
pick the handcuffs' lock with a successful DC 15 Dexterity check. Poison, Basic. See the Player's Handbook. creat
Handcuffs have 15 hit points. Pouch. This small canvas bag is designed to be worn on a Dexte
Holster, Hip. This leather or canvas container is used to belt, and can hold up to 20 bullets, four grenades, or two box Stren
protect a firearm from the elements, and holds the weapon in magazines. For any other gear, it can hold 1/5 of a cubic foot or
an easily accessed — and easily seen — location. 6 pounds of gear.
Holster, Concealed. A concealed carry holster is designed to Rope. See the Player's Handbook.
help keep a weapon out of sight. In most cases, this is a Signal Flare. Though designed for signaling, flares can be
shoulder holster (the weapon fits under the wearer’s armpit, used as impromptu weapons. As an action, you can shoot the
presumably beneath a jacket), but some weapons can be flare at a creature or object within 60 feet of you, treating the
carried in waistband holsters (often placed inside the wearer’s flare as an improvised ranged weapon. On a hit, the target
waistband against his or her back). Smaller weapons can also takes 1d4 fire damage at the start of each of its turns. A
be carried in ankle or boot holsters. Concealed carry holsters creature can end this damage by using its action to make a DC
are only available for one-handed weapons. While a weapon is 10 Dexterity check to extinguish the flames.
in a concealed carry holster, you have advantage on Dexterity Signal Jammer. This simple electronic device outputs a large
(Sleight of Hand) checks to conceal it. amount of electromagnetic white noise to increase signal
Holy Symbol. See the Player's Handbook. interference in the surrounding area, effectively jamming
Holy Water. See the Player's Handbook. wireless communications. A signal jammer has 10 charges. As a
Hunting Trap. See the Player's Handbook. bonus action or action, you can expend one charge to all
Infrared Goggles. Infrared goggles use various techniques to incoming and outgoing wireless communication, including
improve vision in dark conditions. A pair has 10 charges. As a phones, radio, Wi-Fi and similar within 100 feet from the signal
bonus action, you can expend one charge to activate them. jammer for 5 minutes. The signal jammer can be configured to
While active, a they grant their user 120-foot darkvision. exclude specific frequencies with a DC 15 Intelligence
However, due to the restricted field of view and lack of depth (Engineering Kit) check.
perception provided, they impose disadvantage on all Wisdom Speedloader. A speedloader holds bullets in a position that
(Perception) checks while worn. mirrors that of a particular gun or magazine, allowing you to
Lock. See the Player's Handbook. insert all bullets at once. As a bonus action or action you can
Lock Release Gun. This small, pistol-like device can use a filled speedloader to refill an empty box magazine or
automatically disable mechanical locks operated by standard reload a compatible firearm (See the Reload property for more
keys with a DC of 15 or lower. details). You can use a bonus action or action to fill an empty
Magnifying Glass. See the Player's Handbook. speed loader.
Metal Detector. This small handheld detector provides Spike Strip. This device is designed to help end car chases.
advantage on Wisdom (Perception) and Intelligence The strip comes rolled in a spool about the size of a small
(Investigation) checks you make to search for metal objects. suitcase. As an action, you can roll the spike strip over a 1-foot
Oil. See the Player's Handbook. by 20-foot area where it lies like a flat, segmented belt.
Painkillers, Standard. This medication can be freely Any creature that enters the area must succeed on a DC 10
purchased and used to minimise the symptoms of minor Dexterity saving throw or stop moving and take 1 piercing
injuries. During a short rest, you can use a dose of medicine to damage. Until the creature regains at least 1 hit point, its
restore 2d4+2 hit points. You cannot benefit from this effect walking speed is reduced by 10 feet. A creature moving through
again until you take another short rest. the area at half speed doesn’t need to make the saving throw.
Painkillers, Strong. This medication usually requires some Wheeled vehicles passing over the strip are automatically hit
form of authorization for purchase, such as a doctor's note, and and the tires are punctured — although vehicles equipped with
can be used to alleviate more severe pain. uring a short rest, puncture-resistant tires are not affected.
you can use a dose of medicine to restore 4d4+4 hit points. You More advanced models may feature spikes which can be
cannot benefit from this effect again until you take another raised and lowered via electronic signal.
short rest. Sunglasses. While you wear these darkened eyepieces, you
treat bright light as if it were dim light and dim light as if it
were darkness. Additionally, you have advantage on saving
throws against effects caused by especially bright light, such as
the sunbeam spell.

18
VEHICLES
I
f all you want from a vehicle is to get from point A to point Cargo capacity notes the amount of cargo the vehicle is
B, then the vehicle you choose is largely a matter of designed to carry. Many vehicles can, in a pinch, carry extra
personal style and finances. Skill checks are only required passengers instead of cargo, but doing so is usually a cramped,
in extraordinary circumstances - driving long distances offroad, uncomfortable, and often unsafe experience for those
for example, or piloting a boat through a hurricane. passengers.
However, if you’re the sort who hears screaming tires in your As a rule of thumb, one additional passenger can be carried
sleep and dreams about extended car chases, this section is for for each 250 pounds of unused cargo capacity. Additionally,
you. more cargo might be able to be carried if there is unused
creature capacity. Each unused passenger slot allows the
vehicle to carry an additional 100 pounds of cargo.
VEHICLE PROFICIENCY
A character having proficiency in a class of vehicles TRAVEL PACE
isn't quite the same as just that character being able to A vehicle's travel pace determines how far it can move per hour
drive the vehicle. Proficiency indicates extended and per day. A vehicle's movement-related components
knowledge and skill when it comes to using vehicles, (described later in the stat block) determine how far the vessel
and whether or not a character without vehicle
proficiency is able to drive is left as a decision for the can move each round.
player or GM as appropriate.
ABILITY SCORES
A vehicle has the six ability scores (Strength, Dexterity,
VEHICLE STAT BLOCKS Constitution, Intelligence, Wisdom, and Charisma) and the
corresponding modifiers.
To aid in running adventures where vehicles engage in combat, The Strength of a vehicle expresses its size and weight.
undertake precise navigation, or face situations where their Dexterity represents a vehicle's ease of handling. A vehicle's
various capabilities become relevant, the following section Constitution covers its durability and the quality of its
presents new rules and stat blocks for a spectrum of cars, construction. Vehicles usually have a score of 0 in Intelligence,
motorcycles and aircraft. Wisdom, and Charisma.
If a vehicle has a 0 in a score, it automatically fails any
BASIC STATISTICS ability check or saving throw that uses that score.
A vehicle stat block has three main parts: basic statistics,
components, and action options. Vehicles can't take any actions VULNERABILITIES, RESISTANCES AND
on their own. Without effort from its crew, a vehicle might IMMUNITIES
continue on its trajectory, steadily come to a stop, or careen A vehicle's vulnerabilities, resistances, and immunities apply to
out of control. all its components, unless otherwise noted in the stat block.
Vehicles are typically immune to poison and psychic damage.
SIZE Vehicles are also usually immune to the following conditions:
Most vehicles are Large, Huge, or Gargantuan. A vehicle's size blinded, charmed, deafened, exhaustion, frightened,
category is determined by its length or width, whichever is incapacitated, paralyzed, petrified, poisoned, prone, stunned,
longer. For instance, a vehicle that is 5 feet wide and 15 feet and unconscious.
wide would use the size category that has a 15-foot width,
which means the vehicle is Huge.
MILES PER HOUR VS FEET PER ROUND
SPACE To convert miles per hour to feet per round, multiply by
10. Conversely, to convert feet per round to miles per
A vehicle doesn't have a square space unless its stat block
hour divide by 10. This approximation is fairly easy and
specifies otherwise. For example, a vehicle that is 20 feet long surprisingly close to the true conversion figure of 8.8.
and 10 feet wide occupies a 20-by-10-foot space.
A vehicle can't move into a space that is too small to
accommodate it. If it tries to do so, it crashes, as described in
ACTIONS
the "Crashing" section (page XXX). This part of the stat block specifies what the vehicle can do on
its turn, using its special actions rather than the actions used
CAPACITY by creatures. It even relies on its actions to move; it doesn't
A vehicle's stat block indicates how many creatures and how have a move otherwise. A vehicle's pilot decides which actions
much cargo it can carry. Creatures include both the crew and to use. A given action can be chosen only once during a turn
any passengers who might ride along. unless otherwise specified.

19
COMPONENTS CHASE SCALE
A vehicle is composed of different components, each of which Due to the great speeds reached by modern vehicles, a fast-
comprises multiple objects: moving vehicle can cross your entire gaming table in a single
Hull. A vehicle's hull is its basic frame, on which the other round at standard D&D grid scale, making it unsuitable for
components are mounted. high-energy vehicle-on-vehicle combat.
Control. A control component is used to steer a vehicle. For that reason, when only vehicles (or perhaps vehicles and
Movement. A movement component is an element of the very fast-moving creatures) are involved, use chase scale. In
vehicle that enables it to move, usually some form of engine, chase scale, each square of the grid represents 50 feet.
and has a specific speed. In chase scale, most commonly encountered vehicles occupy
Weapon. A vehicle capable of being used in combat often has only one square. (Some especially large vehicles, such as ships
one or more weapon components, each of which is operated or jumbo jets, might occupy more than one square.) More than
separately. one vehicle can occupy the same square. Generally each square
A vehicle's component might have special rules, as described should have no more than 5 vehicles in at a time, though this
in the stat block. may be reduced if they are particularly small or are moving in
close ranks. As a rule of thumb, vehicles in the same square can
ARMOR CLASS be considered to be 20 feet apart for the purposes of
A component has an Armor Class. Its AC reflects the materials
determining
used to construct it and any defensive plating used to augment
its toughness.
STUNTS
HIT POINTS When the pilot of a vehicle wants to make a maneuver the
A vehicle component is destroyed and becomes unusable when standard vehicle rules do not allow for, they may make an
it drops to 0 hit points. A vehicle is wrecked if its hull is ability check using their vehicle proficiency and an appropriate
destroyed. A vehic;e doesn't have Hit Dice. ability (usually Dexterity). The DC for the check is determined
by the GM, but some guidance is given in the Stunt DC table.
DAMAGE THRESHOLD
If a vehicle component has a damage threshold, that threshold STUNT DC
appears after its hit points. A component has immunity to all
Easy stunt - avoid small hazards 10
damage unless it takes an amount of damage that equals or
exceeds its threshold, in which case it takes damage as normal. Moderate stunt - make a sharp turn, avoid medium hazards 15
Damage that fails to bypass the threshold is considered Hard stunt - jump a 10 ft. gap, avoid large hazards 20
superficial and doesn't reduce the component's hit points. Very hard - jump a 15 ft. gap, drive on two wheels 25

VEHICLES IN COMBAT Near impossible stunt - jump a 20 ft. gap 30

VEHICLES AND INITIATIVE On a failed check, the vehicle may crash or the pilot may
lose control.
A vehicle rolls initiative using its Dexterity. If it is a small
vehicle (5 or less crew), it adds it's pilot's proficiency bonus if
the pilot is proficient in the vehicle. Otherwise, it uses its crew's
CRASHING
quality score as a modifier to the initiative roll. If a vehicle moves into the space occupied by a creature or an
On a vehicle's turn, the pilot decides which of the vehicle's object, the vehicle might crash. A vehicle avoids crashing if the
actions to use. creature or object is at least two sizes smaller than it.
When a vehicle crashes, it must immediately make a DC 10
DURING A VEHICLE'S TURN Constitution saving throw. On a failed save, it takes damage to
its hull based on the size of the creature or object it crashed
Vehicles don't have the same action/bonus action/move turn
into, as shown on the Crash Damage table. It also stops moving
structure as a creature. Instead, they have a list of actions they
if the object or creature is one size smaller than it or larger.
can take in their statblock.
Otherwise the vehicle continues moving and the creature or
Every action a vehicle takes uses up a bonus action or action
object collided with moves to the nearest unoccupied space
from one of its crew members, as specified by the action in the
that isn't in the vehicle's path. At the DM's discretion, an object
vehicle's stat block. This usually doesn't need tracking for
that is forced to move but is fixed in place is instead destroyed.
larger vehicles with many crew members, but should usually be
A creature struck by a vehicle must make a Dexterity saving
done for small vehicles with less than 5 crew members.
throw with a DC equal to 10 + the vehicle's Strength modifier,
An action must be expended from a crew member that could
taking damage based on the vehicle's size (as shown on the
feasibly perform it. For example, a car using a move action
Crash Damage table) on a failed save, or half as much damage
could feasibly be done by the driver, but probably not someone
on a successful one
in the back seat.

20
You can decide to spend additional care and time applying a SPEED
CRASH DAMAGE
module. If you spend a number of hours applying a module, Statio
SIZE BLUDGEONING DAMAGE
you gain a bonus to the skill check equal to the number of
Small 1d6 hours, up to a maximum of +10. Slow

Medium 1d10 You can break up the time spent applying a module into Mode
separate chunks. For example, you can spend 4 hours working Fast
Large 4d10
on the vehicle, rest until the next day, then resume work.
Huge 8d100 Very
Removing an applied modification is done in the same
Gargantuan 16d10 manner to applying a modification, but the DC for the check is
reduced by 5. On a success, the modification is removed
LOSING CONTROL successfully. On a failure, the modification is not successfully
removed from the item. On a critical failure, the modification is
If a vehicle fails a stunt or encounters certain types of hazard, damaged beyond repair.
the pilot may lose control of it. In these cases, the vehicle must
make a Dexterity saving throw. If this check is successful, the VEHICLE MODIFICATIONS
pilot maintains control of the vehicle. If it fails, the vehicle MODIFICATION COST MODIFY DC TOOLS
goes into a spin, and is unable to move until the end of it's Ejector Seat $9,000 16 Mechanical Tools
next turn. If the saving throw fails by 5 or more, the vehicle
rolls over and cannot move again until it is righted. Turbo Booster $5,000 14 Mechanical Tools

Additionally, you can pay professionals to install modules for


SHOOTING THE TIRES
you. How much they charge is up to them, and is usually
You can choose to specifically target a vehicle’s tires. A tire has dependent on the skill of the professional, but is usually in the
an AC equal to the vehicle's hull's AC +5. A tire has a damage range of $50 to $200 per hour of work.
threshold of 5 and 10 hit points. If a tire is destroyed, the pilot Modifications usually have restrictions placed on them that
may lose control. The DC of the saving throw is equal to 10 plus limit the types of items the modification can be applied to.
5 for every tire already destroyed. If at least half of the tires on Vehicles can only have one the same modification applied at
a vehicle are destroyed, all driving ability checks are made with any one time, unless otherwise specified.
disadvantage, and if they are all destroyed the vehicle's land
speed is halved. EJECTOR SEAT
One of the seats in the vehicle can be ejected at the push of a
VEHICLE DOWNTIME button, launching it and anyone on it 100 feet into the air. A
parachute attached to the seat then opens, allowing anyone
REPAIRING DAMAGE strapped into the seat a safe descent. After the ejector seat is
Repairing damage to a vehicle takes a full hour of work, and a
used, the module is expended.
mechanical tool kit. At the end of the hour, make an
This modification can be applied to a vehicle for each seat in
Intelligence (mechanical tools) check. The vehicle restores hit
the vehicle.
points equal to the result of the ability check -5. It is possible
to damage a vehicle if the attempted repairs are particularly TURBO BOOSTER
poor. The vehicle gains the following action option:
Dash (Bonus Action). The vehicle's speed is doubled until the
MODIFICATIONS end of the turn. After this action is used, it cannot be used
Some people like to upgrade their vehicles to get more out of again for 30 minutes.
them. Whether supercharging an engine for the big race,
mounting weapons in the apocalyptic wasteland, or installing OPTIONAL RULE: SPEED
an ejector seat to fake your death, modifying vehicles can add In reality, vehicles take some time to get going or to stop
give the upper hand in a variety of circumstances. moving, presenting further challenge to vehicle crews. This
To add a modification to a vehicle you own, you must first optional rule roughly simulates the acceleration and
purchase it. The cost of a modifcation is often contingent on deceleration of vehicles. To do so, each vehicle is assigned a
the type of vehicle it is intended to modify or other factors. speed category based on how fast it is moving. At the start of
Then, you must spend 8 hours applying the module. At the each of its turns, the vehicle can reduce or increase its speed
end of the time period, you must make an Intelligence check category by one level. During its turn, the vehicle must move a
using tools specified by the modification (usually mechanical number of feet within its speed category.
tools) to determine your success at applying the module. On a For example, an economy coupe moved 300 feet on its last
success, the modification is applied successfully. On a failure, turn, putting it in the moderate speed category. At the start of
the modification is not applied to the item. On a critical failure, this turn, it increases it's speed category to Fast, meaning it
the modification is damaged beyond repair. has to move between 500 and 750 feet this turn.

21
SAMPLE VEHICLES MOPED
Medium land vehicle (5 ft. by 2.5 ft.)
ECONOMY COUPE
Huge land vehicle (15 ft. by 5 ft.) Creature Capacity 1 crew, 1 passenger
Cargo Capacity 50 lb.
Travel Pace 40 miles per hour (960 miles per day)
Creature Capacity 1 crew, 4 passengers
Cargo Capacity 250 lb.
Travel Pace 100 miles per hour (2400 miles per day) STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 12 (+1) 0 0 0
STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 0 0 0 Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed,
Damage Immunities poison, psychic petrified, poisoned, prone, stunned, unconscious
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, prone, stunned, unconscious ACTIONS
Move (Bonus Action). The moped can use its handlebars
Cover Creatures inside the coupe have three-quarters to move with its engine.
cover. Creatures leaning out of the windows only have
half cover. HULL
ACTIONS Armor Class 17
Hit Points 50 (damage threshold 10)
Move (Bonus Action). The coupe can use its steering
wheel to move with its engine. CONTROL: HANDLEBARS
HULL Armor Class 17
Hit Points 30
Armor Class 19
Hit Points 100 (damage threshold 10) Move up to the speed of one of the moped's movement
components, with up to four 45-degree turns. If the
CONTROL: STEERING WHEEL handlebars are destroyed, the moped can't turn.
Armor Class 17 MOVEMENT: ENGINE
Hit Points 50
Armor Class 14
Move up to the speed of one of the coupe's movement Hit Points 50
components, with up to three 45-degree turns. If the Speed (land) 1700 ft. (requires at least 1 crew)
steering wheel is destroyed, the coupe can't turn.

MOVEMENT: ENGINE
Armor Class 17
Hit Points 50
Speed (land) 1000 ft. (requires at least 1 crew)

22
MOTORBOAT MOTORCYCLE
Huge water vehicle (15 ft. by 5 ft.) Medium land vehicle (5 ft. by 2.5 ft.)

Creature Capacity 1 crew, 3 passengers Creature Capacity 1 crew, 1 passenger


Cargo Capacity 250 lb. Cargo Capacity 50 lb.
Travel Pace 50 miles per hour (1200 miles per day) Travel Pace 150 miles per hour (3600 miles per day)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 9 (-1) 0 0 0 17 (+3) 14 (+2) 14 (+2) 0 0 0

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, prone, stunned, unconscious petrified, poisoned, prone, stunned, unconscious

ACTIONS ACTIONS
Move (Bonus Action). The motorboat can use its steering Move (Bonus Action). The motorcycle can use its
wheel to move with its motor. handlebars to move with its engine.

HULL HULL
Armor Class 17 Armor Class 17
Hit Points 100 (damage threshold 10) Hit Points 80 (damage threshold 10)

CONTROL: HELM CONTROL: HANDLEBARS


Armor Class 16 Armor Class 17
Hit Points 30 Hit Points 50
Move up to the speed of one of the motroboat's Move up to the speed of one of the motorcycle's
movement components, with up to three 45-degree movement components, with up to four 45-degree
turns. If the steering wheel is destroyed, the motorboat turns. If the handlebars are destroyed, the motorcycle
can't turn. can't turn.

MOVEMENT: MOTOR MOVEMENT: ENGINE


Armor Class 12 Armor Class 14
Hit Points 50 Hit Points 50
Speed (land) 500 ft. (requires at least 1 crew) Speed (land) 400 ft. (requires at least 1 crew)

23
SINGLE TURBOPROP SPORTS COUPE
Gargantuan air vehicle (30 ft. by 35 ft.) Huge land vehicle (15 ft. by 5 ft.)

Creature Capacity 1 crew, 3 passengers Creature Capacity 1 crew, 1 passenger


Cargo Capacity 250 lb. Cargo Capacity 150 lb.
Travel Pace 170 miles per hour (4080 miles per day) Travel Pace 150 miles per hour (3600 miles per day)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 7 (-2) 15 (+2) 0 0 0 22 (+6) 12 (+1) 15 (+2) 0 0 0

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, prone, stunned, unconscious petrified, poisoned, prone, stunned, unconscious

Cover Creatures inside the coupe have full cover. Cover Creatures inside the coupe have three-quarters
cover. Creatures leaning out of the windows only have
Stall The turboprop begins to fall if it moves less than half cover.
600 feet on it's turn.

ACTIONS ACTIONS
Move (Bonus Action). The coupe can use its steering
Move (Bonus Action). The turboprop can use its steering wheel to move with its engine.
wheel to move with its propellers.

HULL HULL
Armor Class 19
Armor Class 19 Hit Points 80 (damage threshold 10)
Hit Points 200 (damage threshold 10)

CONTROL: STEERING WHEEL CONTROL: STEERING WHEEL


Armor Class 17
Armor Class 12 Hit Points 50
Hit Points 50
Move up to the speed of one of the coupe's movement
Move up to the speed of one of the turboprop's components, with up to three 45-degree turns. If the
movement components, with up to two 45-degree
steering wheel is destroyed, the coupe can't turn.
turns. If the steering wheel is destroyed, the turboprop
can't turn. MOVEMENT: ENGINE
MOVEMENT: PROPELLERS Armor Class 16
Hit Points 50
Armor Class 12 Speed (land) 1500 ft. (requires at least 1 crew)
Hit Points 50
Speed (land) 1700 ft. (requires at least 1 crew)

24
TWIN TURBOPROP VEHICLES AND FUEL
Often, it's not worth tracking fuel use in a D&D game,
Gargantuan air vehicle (45 ft. by 70 ft.) as it rarely serves to further the plot or fun factor. It's
fair enough to assume that you refuel between
Creature Capacity 1 crew, 19 passengers adventures, and that fuel lasts as long as needed
Cargo Capacity 2,500 lb. during adventures.
Travel Pace 230 miles per hour (5520 miles per day) If fuel use is important in your game, you can track a
rough fuel value. For modern cars, a full tank is a fuel
value of 50. For every hour the car is in use, reduce the
STR DEX CON INT WIS CHA fuel value by 1. Refueling a car takes approximately a
21 (+5) 6 (-2) 17 (+3) 0 0 0 minute.

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, prone, stunned, unconscious

Cover Creatures inside the turboprop have full cover.


Stall The turboprop begins to fall if it moves less than
700 feet on it's turn.

ACTIONS
Move (Bonus Action). The turboprop can use its steering
wheel to move with its engine.

HULL
Armor Class 19
Hit Points 300 (damage threshold 10)

CONTROL: STEERING WHEEL


Armor Class 17
Hit Points 50
Move up to the speed of one of the turboprop's
movement components, with up to two 45-degree
turns. If the steering wheel is destroyed, the turboprop
can't turn.

MOVEMENT: PROPELLERS
Armor Class 12
Hit Points 100
Speed (land) 2300 ft. (requires at least 1 crew)

25
HEAVILY INSPIRED BY.

Aj's 5e D20 d20 modern - Wizards of the Coast


Edward Wilson
https://drive.google.com/drive/u/0/folders/0Byx44op3KqQ2flhIV1
Decision Paralysis... ...Reddit: u/Altavus ...Twitter:

Modern @DillTheHerb

The biggest shoutout to all those people who


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

Cover Art: MWayneMiller.com

Any art or information in this is only for


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

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