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CORE CLASSES

RACES

BACKGROUNDS
AJ'S 5E D20 MODERN
TABLE OF CONTENTS
CORE CLASSES PAGE NUMBER

STRONG 4
FAST 6
TOUGH 8
SMART 10
DEDICATED 12
CHARISMATIC 14

RACES PAGE NUMBER

HUMAN 16
MUTANT 17
ROBOT 21

BACKGROUNDS PAGE NUMBER

BACKGROUNDS 24-31
CHARACTERS
T
he classes in D&D 5th edition are rather specialized, all of
them requiring some form of dedicated training, a very SPECIALITIES
specific history, or a particular event to allow characters Specialities function identically to subclasses in standard D&D
to access the abilities of this class. While this works wonderfully 5th Edition, with the exception being that all subclasses are
for the standard fantasy roster, it isn't quite so great if you available to all of the basic classes. For example, both Strong
want to run a campaign where such specificity isn't plausible. and Smart heroes can take the Soldier Speciality. Specialities
In d20 Modern, the system is rather different; there are 6 are covered later on in this chapter.
basic character classes, each based on one of the 6 ability
scores (which are shared with D&D). As you might imagine,
these classes don't give any abilities which couldn't feasibly be
MULTICLASSING
gained through natural aptitude with a particular ability. Due to the changes in the class system, the multiclassing
To give players the option for more specific learning, system is also changed slightly. These changes stop a
Specialities are introduced, which provide the more niche skills multiclass character being forced into taking an additional
characters may acquire. Speciality, and allows characters to take multiple Specialities
without needing to take another hero class. These alterations
THE CORE CLASSES are covered later on in this chapter.

The classes in this conversion represent the wide range of skills


CLASS POWER
and knowledge that people in modern world have easy access As might be expected for classes without specific
to. The six basic classes are as follows: training, these classes will generally be less powerful
than the classes in the Player's Handbook at lower
Strong: Levels in this class demonstrate training in athletic levels. Optionally, you can grant characters using these
endeavors. Strong Heroes typically excel at melee combat. classes an additional feat at 1st level if you want to
bolster their power slightly.
Fast: Levels in this class indicate training in agility, hand- Suggested feats for each of the classes are as
eye coordination, and reflexes. Fast Heroes typically excel at follows:

ranged combat Strong Hero: Athlete, Grappler or Tavern Brawler.

Fast Hero: Mobile, Alert or Athlete.

Tough: Levels in this class indicate improvement in physical Tough Hero: Durable, Tough or Tavern Brawler.

fitness, health, and stamina. Smart Hero: Healer, Linguist or Keen Mind.

Dedicated Hero: Observant, Alert or Healer.

Smart: Levels in this class provide the means to improve a Charismatic Hero: Actor, Inspiring Leader or Linguist.

character's reasoning and skills.

Dedicated: Levels in this class demonstrate a devotion to a


cause, an ideal, or a higher purpose. The Dedicated Hero's
class features revolve around investigative, empathic,
healing, and spiritual devotions.

Charismatic: Levels in this class indicate training in winning


friends and influencing people with a combination of charm,
confidence, and charisma. The Charismatic Hero can be a
leader, a celebrity, a con artist, or a flirt.

3
Once you use this feature, you must finish a short or long
THE STRONG HERO rest before you can use it again. Starting at 17th level, you can
The Strong Hero uses their Strength score to best advantage. use it twice before a rest, but only once on the same turn.
Taking a level in this class demonstrates physical training for
THE STRONG HERO
overall strength and power. Strong Heroes excel at hand-to-
PROFICIENCY
hand and melee combat, as well as at other activities that best LEVEL BONUS FEATURES
utilize physical power.
A Strong Hero might be a bodybuilder or an athlete who 1st +2 Smash, Bully
concentrates on the power aspect of sports. They may be 2nd +2 Speciality
quietly intimidating or robustly boisterous. They might be as 3rd +2 Action Surge (One Use), Body Slam
gentle as they are large or a lout and a bully 4th +2 Ability Score Improvement
5th +3 Extra Attack, Reckless Attack
EXAMPLES OF STRONG HEROES
6th +3 Speciality Feature
Boxers, martial artists, some types of soldiers, athletes who
7th +3 Strong Back, Extreme Effort
depend on raw physical power, blue-collar workers, and others
who rely on pure brawn all fall within the scope of the Strong 8th +3 Ability Score Improvement
Hero. Remarkable Athlete,

9th +4
Brutal Critical (1 die)
CLASS FEATURES 10th +4 Speciality Feature
As a strong hero, you gain the following class features. 11th +4 Demolition
12th +4 Ability Score Improvement
HIT POINTS 13th +5 Supreme Grip, Brutal Critical (2 dice)
Hit Dice: 1d10 per strong hero level
Hit Points at 1st Level: 10 + your Constitution modifier 14th +5 Speciality Feature
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution 15th +5 Legendary Effort
modifier per strong hero level after 1st 16th +5 Ability Score Improvement

PROFICIENCIES Action Surge (Two Uses), Brutal Critical (3


17th +6
dice)
Armor: Light armor, medium armor, shields
Weapons: Simple weapons 18th +6 Speciality Feature
Saving Throws: Strength and one of Wisdom, Dexterity or 19th +6 Ability Score Improvement
Constitution. 20th +6 Supreme Smash
Skills: Choose two from Acrobatics, Animal Handling, Athletics,
History, Insight, Intimidation, Perception, and Survival BODY SLAM
SMASH Starting at 3rd level, whenever you make a successful Shove
against a creature, they take damage equal to 1 + your
You add half your proficiency bonus (round down) to all melee
Strength modifier.
and thrown weapon damage rolls.
In addition, when you succeed on shoving a creature you can
choose between pushing them up to 10 feet away from you, or
BULLY
pushing them up to 5 feet away from you and knocking them
When you successfully make a melee attack against a creature, prone.
you can immediately make a Shove action against that creature
as a bonus action. ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at, 8th, 12th, 16th, and
SPECIALITY
19th level, you can increase one ability score of your choice by
At 2nd level, choose an Speciality. The Speciality you choose 2, or you can increase two ability scores of your choice by 1. As
grants you features at 2nd level and again at 6th, 10th, 14th, normal, you can’t increase an ability score above 20 using this
and 18th level. On these levels, rather than gaining a health feature. Alternatively, you can select a feat instead of
increase dictated by this class, your health increase is based on increasing your ability scores.
the Speciality you choose.
EXTRA ATTACK
ACTION SURGE
Starting at 5th level, you can attack twice, instead of once,
Starting at 3rd level, you can push yourself beyond your normal whenever you take the Attack action on your turn.
limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus
action.

4
RECKLESS ATTACK SUPREME GRIP
Starting at 5th level, you can throw aside all concern for Starting at 13th level, you have incredible technique and hand
defense to attack with fierce desperation. strength allowing you to maintain a powerful grasp on objects
When you make your first attack on your turn, you can decide others would struggle with. When you are wielding a weapon
to attack recklessly. Doing so gives you advantage on weapon with the versatile property, you always treat them as if you
attack rolls during this turn, but attack rolls against you have were wielding them in two hands, and you ignore the
advantage until your next turn. disadvantage imposed by the heavy property of weapons with
which you are proficient.
STRONG BACK Additionally, you can wield a weapon with the Two-Handed
Beginning at 7th level, your carrying capacity (including property in a single hand, but doing so imposes disadvantage
maximum load and maximum lift) is doubled, and you have on any attack rolls you make with it, and a -2 penalty to
advantage on Strength checks made to push, pull, lift, or break damage rolls you make with it.
objects. Furthermore, you have advantage on ability checks and
saving throws made to avoid dropping a held object or being
EXTREME EXERTION disarmed.

Starting at 7th level, you gain the uncanny ability to strain your LEGENDARY EXERTION
muscles past their normal strength.
When the you make a Strength-based ability check or saving At 15th level, your ability to strain your body past it’s limits
throw, you can use a bonus action or reaction to gain improves further. When the you make a Strength-based ability
advantage on the roll. You can do this after the roll is made but check or saving throw, you can use a bonus action or reaction
before any of the roll's effects occur. to automatically succeed on the roll. You can do this after the
roll is made but before any of the roll's effects occur.
REMARKABLE ATHLETE Once you use this feature, you must finish a short or long
rest before you can use it again.
Starting at 9th level, you can add half your proficiency bonus
(round down) to any Strength, Dexterity, or Constitution check SUPREME SMASH
you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the At 20th level, you may now add your full proficiency bonus to
distance you can cover increases by a number of feet equal to all melee weapon damage rolls.
your Strength modifier.

BRUTAL CRITICAL
Beginning at 9th level, you can roll one additional weapon
damage die when determining the extra damage for a critical
hit.
This increases to two additional dice at 13th level and three
additional dice at 17th level.

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

5
Starting at 3rd level, your quick thinking and agility allow you
THE FAST HERO to move and act quickly. You can take a bonus action on each THE
LEVEL
The Fast Hero uses their Dexterity score to best advantage. of your turns in combat. This action can be used only to take
Taking a level in this class demonstrates training in hand-eye the Dash, Disengage, Hide, or Ready action. 1st
coordination, agility, and reflexes. Better defenses, a good 2nd
attack progression, and a natural aptitude in athletics that 3rd
require speed and grace combine to define the Fast Hero.
4th
A Fast Hero might be literally quick on their feet, or they
5th
might simply move with a catlike grace. They might possess
uncanny coordination and amazing reflexes. They use their 6th
natural inclination toward Dexterity-based endeavors to make 7th
their way in the world. 8th
9th
EXAMPLES OF FAST HEROES
10th
Athletes who employ speed and grace instead of raw power,
11th
stunt people, pilots, professional drivers, law enforcement or
military professionals who concentrate on using ranged 12th
weapons, and agents on either side of the law who employ 13th
stealth and sleight of hand all fall within the scope of the Fast 14th
Hero. 15th
16th
CLASS FEATURES
17th
As a fast hero, you gain the following class features.
18th
HIT POINTS 19th
Hit Dice: 1d8 per fast hero level 20th
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution RE
modifier per fast hero level after 1st
At 3rd
PROFICIENCIES can u
Armor: Light armor, medium armor, shields attack
Weapons: Simple weapons choic
Saving Throws: Dexterity and one of Charisma, Intelligence, or
Strength. ABI
Skills: Choose three from Acrobatics, Animal Handling, Athletics, When
History, Perception, Sleight of Hand, Stealth, and Survival 19th
FAST MOVEMENT 2, or
norm
Your base movement speed increases by 5 feet. At 7th level, featu
this speed bonus increases to 10 feet. At 13th level, this speed increa
bonus increases to 15 feet.
EXT
EVASIVE FOOTWORK
Starti
Opportunity attacks against you are made with disadvantage. when

SPECIALITY UN
At 2nd level, choose an Speciality. The Speciality you choose Starti
grants you features at 2nd level and again at 6th, 10th, 14th, you w
and 18th level. On these levels, rather than gaining a health attack
increase dictated by this class, your health increase is based on
the Speciality you choose. DO
CUNNING ACTION Begin
again
throw
move

6
INSTINCTIVE REACTION ELUSIVE
Beginning at 9th level, your reflexes are honed to a fine point. Beginning at 17th level, you are so evasive that attackers rarely
You add your proficiency bonus to your initiative rolls. In gain the upper hand against you. No attack roll has advantage
addition, if you are surprised at the beginning of combat and against you while you aren’t incapacitated.
aren’t incapacitated, you can act normally on your first turn.
Additionally, you can use your bonus action to focus on IMPROVED REDIRECT ATTACK
reacting to changes on the battlefield, allowing you to take two Beginning at 17th level, when you use your Redirect Attack
reactions this round instead of one. When you do so, you may feature, the attack no longer has disadvantage.
immediately take the Ready action as part of the same bonus
action. INCREDIBLE REFLEXES
QUICK RECOVERY When you reach 20th level, you have become adept at laying
ambushes and quickly escaping danger. You can take two turns
You're well-practiced at righting yourself when you are off- during the first round of any combat. You take your first turn at
kilter. Starting at 9th level, when you are prone you can stand your normal initiative and your second turn at your initiative
up by spending 5 feet of movement rather than half of your minus 10. You can’t use this feature when you are surprised.
speed.
Additionally, when you make an ability check, attack roll, or
saving throw, you with disadvantage, you can cancel the
disadvantage on the roll. You can use this feature a number of
times equal to your Dexterity modifier (a minimum of once).
You regain any expended uses when you finish a long rest.

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

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

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

7
THE TOUGH HERO THE TOUGH HERO
LEVEL PROFICIENCY BONUS FEATURES
The Tough Hero uses their Constitution score to best advantage.
Taking a level in this class provides improved health and 1st +2 Second Wind, Iron Skin
physical stamina. Better hit points, good fortitude, and the 2nd +2 Speciality
ability to shrug off some amount of damage combine to define 3rd +2 Resilience, Untiring
the Tough Hero. A Tough hero might be built like a truck or
4th +2 Ability Score Improvement
possess a great amount of endurance. They can take a lot of
5th +3 Extra Attack, Fortitude
physical punishment, rarely get sick, and are often is hard to
move. 6th +3 Speciality Feature
A Tough Hero can be stubborn or single-minded, may feel 7th +3 Damage Reduction, Steel Gut
protective of others, and usually succeeds because they stay in 8th +3 Ability Score Improvement
the contest long after the competition has crumbled. They are 9th +4 Pull Through, Second Wind (Two Uses)
often steadfast and confident to a fault.
10th +4 Speciality Feature
EXAMPLES OF TOUGH HEROES 11th +4 Improved Resilience
Stunt persons, bodyguards, enforcers, wrestlers, and athletes 12th +4 Ability Score Improvement
who demand extreme staying power or who must withstand a 13th +5 Energy Resistance, Payback
lot of physical punishment all fall within the purview of the 14th +5 Speciality Feature
Tough hero. 15th +5 Remain Conscious
16th +5 Ability Score Improvement
CLASS FEATURES
17th +6 Bulwark, Second Wind (Three Uses)
As a tough hero, you gain the following class features.
18th +6 Speciality Feature
HIT POINTS 19th +6 Ability Score Improvement
Hit Dice: 1d12 per tough hero level 20th +6 Survivor
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution SPECIALITY
modifier per tough hero level after 1st
At 2nd level, choose an Speciality. The Speciality you choose
PROFICIENCIES grants you features at 2nd level and again at 6th, 10th, 14th,
Armor: Light armor, medium armor, shields and 18th level. On these levels, rather than gaining a health
Weapons: Simple weapons increase dictated by this class, your health increase is based on
Saving Throws: Constitution and one of Charisma, Intelligence, the Speciality you choose.
or Strength.
Skills: Choose two from Acrobatics, Animal Handling, Athletics, RESILIENCE
History, Insight, Intimidation, Perception, and Survival Starting at 3rd level, when you are reduced to 0 hit points but
SECOND WIND not killed outright, you can drop to 1 hit point instead. You
can’t use this feature again until you finish a long rest.
You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus UNTIRING
action to regain hit points equal to 1d10 + your tough hero
You are especially hardy and can keep working for hours.
level. Once you use this feature, you must finish a short or long
Beginning at 3rd level, you have advantage on saves to avoid
rest before you can use it again.
exhaustion.
At 9th level you can use this feature twice between rests,
and at 17th level you can use it three times between rests.
ABILITY SCORE IMPROVEMENT
IRON SKIN When you reach 4th level, and again at, 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice by
When you are not wearing any armor, your Armor Class equals
2, or you can increase two ability scores of your choice by 1. As
10 + your Dexterity modifier + your Constitution modifier.
normal, you can’t increase an ability score above 20 using this
Additionally, when you are wearing armor, you can use your
feature. Alternatively, you can select a feat instead of
Constitution modifier in place of your Dexterity modifier for
increasing your ability scores.
calculating your Armor Class when you are wearing armor.
If you have a negative Dexterity modifier, the penalty is
applied even if you use your Constitution modifier to calculate
your Armor Class.

8
EXTRA ATTACK REMAIN CONSCIOUS
Starting at 5th level, you can attack twice, instead of once, Beginning at 15th level, when you are reduced to 0 hit points,
whenever you take the Attack action on your turn. you may continue to act until you fail a death saving throw.
While at 0 hit points, your speed is halved, and you cannot use
FORTITUDE bonus actions or reactions.
Beginning at 5th level, when you finish a short or long rest, you
gain temporary hit points equal to your level + your BULWARK
Constitution modifier. Your hardiness reaches incredible levels. Beginning at 17th
level, your Damage Reduction feature now applies to all
DAMAGE REDUCTION damage you take. Additionally, you can spend an action or
Beginning at 7th level, bludgeoning, piercing and slashing bonus action bracing for damage. Until the start of your next
damage that you take from non-magical sources is reduced by turn, your Damage Reduction feature reduces incoming damage
an amount equal to your Constitution modifier. by 2 times your Constitution modifier. If you move, this effect
ends.
STEEL GUT
SURVIVOR
Your determination allows you to shrug off effects that would
otherwise harm you. Starting at 7th level, when you are At 20th level, you attain the pinnacle of resilience in battle. At
subjected to an effect that allows you to make a Constitution the start of each of your turns, you regain hit points equal to 5
saving throw to take only half damage, you instead take no + your Constitution modifier if you have no more than half your
damage if you succeed on the saving throw, and only half hit points left. You don’t gain this benefit if you have 0 hit
damage if you fail. points.

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

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

ENERGY RESISTANCE
Starting at 13th level, when you take acid, cold, fire, lightning,
or thunder damage, you can use your reaction to gain
resistance against the triggering damage type until the start of
your next turn.
You can use this feature a number of times equal to your
Constitution modifier (a minimum of once). You regain any
expended uses when you finish a long rest.

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

9
THE SMART HERO THE SMART HERO
PROFICIENCY
The Smart Hero uses their Intelligence score to best advantage. LEVEL BONUS FEATURES
Taking a level in this class demonstrates educational training in
an academic or technical subject. Learning and reasoning 1st +2 Expertise, Plan
powers combine to define the Smart Hero. 2nd +2 Speciality
A Smart Hero might be brainy or bookish. They may possess 3rd +2 Trick, Deliberate Defense
uncanny reasoning skills or the ability to puzzle their way out 4th +2 Ability Score Improvement
of any situation. They’re bright, quick-witted, and possessed of
5th +3 Extra Attack, Subject Analysis
a great deal of knowledge - or at least the ability to gather
that knowledge if they so choose. 6th +3 Speciality Feature
7th +3 Exploit Weakness, Polymath
EXAMPLES OF SMART HEROES 8th +3 Ability Score Improvement
Scientists and researchers of all descriptions, academics, law 9th +4 Expertise, Plan (Two Uses)
enforcement or military professionals who specialize in using 10th +4 Speciality Feature
tactics, deduction, or reason, and many kinds of white-collar 11th +4 Improved Trick
professionals fall within the scope of the Smart Hero.
12th +4 Ability Score Improvement
CLASS FEATURES 13th +5 Quick Mind, Intuitive Communication

As a smart hero, you gain the following class features. 14th +5 Speciality Feature
15th +5 Improved Plan
HIT POINTS 16th +5 Ability Score Improvement
Hit Dice: 1d8 per smart hero level Improved Exploit Weakness, Plan (Three
Hit Points at 1st Level: 8 + your Constitution modifier 17th +6
Uses)
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
18th +6 Speciality Feature
modifier per smart hero level after 1st
19th +6 Ability Score Improvement
PROFICIENCIES 20th +6 Master Plan
Armor: Light armor, medium armor, shields
Weapons: Simple weapons PLAN
Tools: One set of tools of your choice
Saving Throws: Intelligence and one of Wisdom, Dexterity or At 1st level, you can take an action to formulate a plan. You can
Constitution. choose up to six creatures (including yourself) to include in the
Skills: Choose three from Animal Handling, History, Insight, plan. For each creature, choose one of the following; attack
Investigation, Medicine, Nature, Perception, and Religion rolls, saving throws, or ability checks. In the next minute, each
creature can activate their benefit once to gain a bonus equal
EXPERTISE to your Intelligence modifier to the chosen rolls until the start
At 1st level, choose two of your skill proficiencies, or one of of their next turn.
your skill proficiencies and one of your tool proficiencies. Your You must complete a short or long rest before you can use
proficiency bonus is doubled for any ability check you make this ability again. At 11th level you can use this feature twice
that uses either of the chosen proficiencies. between rests, and at 17th level you can use it three times
At 9th level, you can choose two more of your skill between rests.
proficiencies (or one skill and one tool) to gain this benefit.
SPECIALITY
At 2nd level, choose an Speciality. The Speciality you choose
grants you features at 2nd level and again at 6th, 10th, 14th,
and 18th level. On these levels, rather than gaining a health
increase dictated by this class, your health increase is based on
the Speciality you choose.

10
TRICK Additionally, you have advantage on any checks to MA
determine the function of a technological or magical device.
Beginning at 3rd level, you can take an action to attempt to At 20t
trick one creature. The creature must have an Intelligence of 6 EXPLOIT WEAKNESS the p
or higher, and be able to see and hear you (but not necessarily be ac
At 7th level, you can use a bonus action to assess a creature’s
understand you). The creature must make an Intelligence weaknesses. You use your Intelligence bonus instead of your
saving throw with a DC of 8 + your proficiency bonus + your
Strength or Dexterity bonus to attack rolls and damage rolls
Intelligence modifier. If the saving throw fails, the creature is
against this creature for 1 minute as you spot weaknesses in its
stunned until the end of its next turn. physiology or fighting style.
You can use this feature a number of times equal to your You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain any
Intelligence modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
expended uses when you finish a long rest.
DELIBERATE DEFENSE POLYMATH
Starting at 3rd level, your careful maneuvering can help you
Starting at 7th level, you can study in preparation for
avoid attacks. When you are not wearing any armor, your Armor completing a task. If you spend half an hour or more
Class equals 10 + your Dexterity modifier + your Intelligence researching a given skill, you can add your proficiency bonus to
modifier.
the next skill check you make using that skill. To conduct this
Additionally, you may use your Intelligence modifier in place
research, you must have access to suitable research materials,
of your Dexterity modifier for calculating your Armor Class either in the form of written material or internet access.
when you are wearing armor.
If you have a negative Dexterity modifier, the penalty is IMPROVED TRICK
applied even if you use your Intelligence modifier to calculate
your Armor Class. At 11th level, you can target up to three creatures with your
Additionally, when you make a saving throw against an Trick. Additionally, you may use your Trick as a bonus action.
effect you can see, you can use your reaction to add your
Intelligence modifier to your roll. You can use this feature a
QUICK MIND
number of times equal to your Intelligence modifier (a Beginning at 13th level, your sharp wit allows you to act
minimum of once). You regain any expended uses when you quickly. You add your Intelligence modifier to your Initiative
finish a long rest. bonus.

ABILITY SCORE IMPROVEMENT INTUITIVE COMMUNICATION


When you reach 4th level, and again at, 8th, 12th, 16th, and Beginning at 13h level, you are usually able to understand
19th level, you can increase one ability score of your choice by speech and writing even if you don’t speak the language. When
2, or you can increase two ability scores of your choice by 1. As you read or hear a language you do not know, you can make an
normal, you can’t increase an ability score above 20 using this Intelligence (Investigation) check to try to understand the
feature. Alternatively, you can select a feat instead of message. The DC for the check depends on the situation: DC 10
increasing your ability scores. if the language is in the same lingual group as your language,
DC 15 if the language is unrelated to any of your known
EXTRA ATTACK languages, and DC 20 if the language is unique or ancient. On a
Starting at 5th level, you can attack twice, instead of once, success you understand the general meaning of the message,
whenever you take the Attack action on your turn. but this ability in no way simulates being able to converse or
fluently read and write in a given language.
SUBJECT ANALYSIS
IMPROVED PLAN
Beginning at 5th level, your analytical skills improve further. As
an action, you analyze one creature or object that you can see At 15th level, when you make a Plan, each creature included in
within 60 feet of you, and you learn whether the creature or the plan gains two of the listed benefits. Each benefit is
object has any damage immunities, resistances or activated separately.
vulnerabilities and what they are. The next successful attack
you make against the target is a critical hit.
IMPROVED EXPLOIT WEAKNESS
You can use this feature a number of times equal to your Beginning at 17th level, when you use your Exploit Weakness
Intelligence modifier (a minimum of once). You regain any feature, it applies to each creature you can see or have seen in
expended uses when you finish a long rest. the last minute. Additionally, the duration of your Exploit
You may use this feature without expending any uses when Weakness feature increases to 10 minutes, and there is no
you spend one minute or more observing a creature or object. longer a limit to your usage of this feature.

11
THE DEDICATED HERO THE DEDICATED HERO
LEVEL PROFICIENCY BONUS FEATURES
The Dedicated Hero uses their Wisdom score to best advantage.
Taking a level in this class demonstrates a focus on willpower, 1st +2 Empathy, Helpful
common sense, perception, and intuition. Sense of self and 2nd +2 Speciality
devotion of purpose, as well as keen senses and a greater 3rd +2 Danger Sense, Caregiver (d6)
ability to analyze information combine to define the Dedicated
4th +2 Ability Score Improvement
Hero.
5th +3 Extra Attack, Intuition
A Dedicated Hero might be insightful or understanding, or
they might be perceptive or possessed of wisdom beyond her 6th +3 Speciality Feature
years. They may be alluring or fascinating. They might be 7th +3 Teamwork, Caregiver (d8)
devoted to a cause, an ideal, or a faith that’s bigger than 8th +3 Ability Score Improvement
themself while still possessing an unshakable confidence in 9th +4 Expertise, Rapport
their own abilities
10th +4 Speciality Feature
EXAMPLES OF DEDICATED 11th +4 Awareness
HEROES 12th +4 Ability Score Improvement
13th +5 Cool Under Pressure, Caregiver (d10)
Health care of workers, clergy, activists, investigators, and
those dedicated to a cause or idea all fall within the range of 14th +5 Speciality Feature
the Dedicated Hero. 15th +5 Unshakeable
16th +5 Ability Score Improvement
CLASS FEATURES 17th +6 Improved Teamwork, Caregiver (d12)
As a dedicated hero, you gain the following class features. 18th +6 Speciality Feature

HIT POINTS 19th +6 Ability Score Improvement


Hit Dice: 1d8 per dedicated hero level 20th +6 Superior Intuition
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution HELPFUL
modifier per dedicated hero level after 1st You can use the Help action as a reaction or as a bonus action.
PROFICIENCIES Additionally, when you use the Help action to aid an ally in
Armor: Light armor, medium armor, shields attacking a creature, the target of that attack can be within 30
Weapons: Simple weapons feet of you, rather than 5 feet of you, if the target can see or
Saving Throws: Wisdom and one of Charisma, Intelligence, or hear you.
Strength.
Skills: Choose two from Animal Handling, Athletics, History, SPECIALITY
Insight, Intimidation, Investigation, Medicine, Perception, At 2nd level, choose an Speciality. The Speciality you choose
Religion, Stealth, and Survival grants you features at 2nd level and again at 6th, 10th, 14th,
and 18th level. On these levels, rather than gaining a health
EMPATHY increase dictated by this class, your health increase is based on
You add half your proficiency bonus to any Wisdom or Charisma the Speciality you choose.
ability check you make that doesn’t already use your
proficiency bonus. CAREGIVER
Starting at 3rd level, you can help revitalize your allies over the
course of a short rest. If you or any friendly creatures spend hit
dice over the course of the short rest by spending one or more
Hit Dice, each of those creatures regains an extra 1d6 hit
points.
The extra hit points increase when you reach certain levels in
this class: to 1d8 at 7th level, 1d10 at 13th level, and 1d12 at
17th level.

12
DANGER SENSE EXPERTISE
At 3rd level, you gain an uncanny sense of when things nearby At 9th level, choose two of your skill proficiencies. Your
aren’t as they should be, giving you an edge when you dodge proficiency bonus is doubled for any ability check you make
away from danger. You have advantage on Dexterity saving that uses either of the chosen proficiencies.
throws against effects that you can see, such as traps and
spells. To gain this benefit, you can’t be blinded, deafened, or RAPPORT
incapacitated. Beginning at 9th level, your connection with others allows you
to better aid them. When you use the help action, the creature
ABILITY SCORE IMPROVEMENT you aid also adds your Wisdom modifier to their next ability
When you reach 4th level, and again at, 8th, 12th, 16th, and check or attack roll.
19th level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by 1. As AWARENESS
normal, you can’t increase an ability score above 20 using this At 11th level, your perception of the world around you is almost
feature. Alternatively, you can select a feat instead of supernatural. You have advantage on initiative rolls and cannot
increasing your ability scores. be surprised

EXTRA ATTACK COOL UNDER PRESSURE


Starting at 5th level, you can attack twice, instead of once, Beginning at 13th level, nothing can shake your confidence in a
whenever you take the Attack action on your turn. task in which you are skilled. Whenever you make an ability
check that lets you add your proficiency bonus, you can use an
INTUITION action, bonus action, or reaction to treat a d20 roll of 9 or lower
Starting at 5th level, you have a special insight into dangerous as a 10.
situations. When you use this ability make a Wisdom check. On
results of 20 or above, ask the Game Master three questions UNSHAKEABLE
from the following list. On results of 10 or above, ask the Game At 15th level, you have advantage on saving throws against
Master two questions from the following list. On results below being charmed or frightened.
10, ask the Game Master one question from the following list.

What happened here recently? IMPROVED TEAMWORK


What is about to happen? You excel at getting people to work together as a unit.
What here is useful or valuable to me? Beginning at 16th level, when you use you Teamwork feature,
Who’s really in control here? you can choose two allies within 60 feet of you rather than
What here is not what it appears to be? one.
What is the most dangerous thing in this situation? Additionally, as a bonus action, select up to five allies within
What’s my best way in? 60 feet of you who can see or hear you. They can use their
What’s my best way out? reactions to immediately take actions. Once you use this ability,
Are there any dangers I haven’t noticed? you cannot use it again until you complete a long rest.
What’s the biggest threat?
SUPERIOR INTUITION
With the Game Master’s permission, you can ask a question
that is not on the list, as long as it is along similar lines. The At 20th level, you have advantage on any Wisdom checks when
Game Master can qualify their answer in any way they like, but using your Intuition feature.
must provide as honest an answer as possible. Additionally, your Danger Sense feature applies even when
You can use this feature a number of times equal to your you are blinded or deafened, and you gain blindsight to a
Wisdom modifier (a minimum of once). You regain any range of 30 feet. If you already have blindsight, increase its
expended uses when you finish a long rest. range by 30 feet.

TEAMWORK
Your skills can really make your allies shine. At 7th level, when
you use the Help action, you can choose one ally within 60 feet
of you that is allied with you. That creature may make one
weapon attack with its reaction, provided that it can see or
hear you.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain any
expended uses when you finish a long rest.

13
You can inspire others through stirring words. To do so, you use
THE CHARISMATIC HERO a bonus action on your turn to choose one creature other than
The Charismatic Hero uses their Charisma score to best yourself within 60 feet of you who can hear you. That creature
advantage. Taking a level in this class demonstrates a facility gains one Inspiration die, a d6.
for connecting with others, developing proficiency at
THE CHARISMATIC HERO
influencing their actions, and improving your ability to win
LEVEL PROFICIENCY BONUS FEATURES
their support through debate, compromise, or seduction.
Personal magnetism, applied interaction techniques, and a 1st +2 Charm, Inspiration (d6)
touch of charm combine to define the Charismatic Hero. 2nd +2 Speciality
A Charismatic Hero might be charming or engaging; they 3rd +2 Favor, Taunt
might be strikingly handsome or possessed of a great personal 4th +2 Ability Score Improvement
magnetism. They may be alluring or fascinating. Whether
5th +3 Extra Attack, Font of Inspiration
captivating or compelling, they are definitely appealing on a
number of different levels. 6th +3 Speciality Feature
7th +3 Bolstering Inspiration, Inspiration (d8)
EXAMPLES OF CHARISMATIC 8th +3 Ability Score Improvement
HEROES 9th +4 Inspiration (d10), Favor (Two Uses)
Persuasive leaders, attractive celebrities and personalities, 10th +4 Speciality Feature
inspiring politicians, adept negotiators, entertainers, seducers, 11th +4 Captivate
flirts, fast-talkers, con artists and suave gamblers all fall within 12th +4 Ability Score Improvement
the domain of the Charismatic Hero.
13th +5 Dazzle, Inspiration (d12)
CLASS FEATURES 14th +5 Speciality Feature

As a charismatic hero, you gain the following class features. 15th +5 Snap Out of It
16th +5 Ability Score Improvement
HIT POINTS 17th +6 Improved Taunt, Favor (Three Uses)
Hit Dice: 1d8 per charismatic hero level 18th +6 Speciality Feature
Hit Points at 1st Level: 8 + your Constitution modifier
19th +6 Ability Score Improvement
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per charismatic hero level after 1st 20th +6 Superior Inspiration

PROFICIENCIES Once within the next 10 minutes, the creature can roll the die
Armor: Light armor, medium armor, shields and add the number rolled to one ability check, attack roll, or
Weapons: Simple weapons saving throw it makes. The creature can wait until after it rolls
Saving Throws: Charisma and one of Wisdom, Dexterity or the d20 before deciding to use the Inspiration die, but must
Constitution. decide before the GM says whether the roll succeeds or fails.
Skills: Choose two from Animal Handling, Deception, History, Once the Inspiration die is rolled, it is lost. A creature can have
Insight, Intimidation, Performance, and Persuasion only one Inspiration die at a time.
You can use this feature a number of times equal to your
CHARM Charisma modifier (a minimum of once). You regain any
You can use an action to try and charm a creature. The creature expended uses when you finish a long rest.
must have an Intelligence score of at least 6, and be able to Your Inspiration die changes when you reach certain levels in
see and hear you. The creature must make a Wisdom saving this class. The die becomes a d8 at 7th level, a d10 at 9th level,
throw with a DC of 8 + your proficiency bonus + your Charisma and a d12 at 13th level.
modifier. It has advantage on the saving throw if you or your
companions are fighting it. On a failed save, the target is SPECIALITY
charmed. You must concentrate to maintain, this effect, as if At 2nd level, choose an Speciality. The Speciality you choose
concentrating on a spell. grants you features at 2nd level and again at 6th, 10th, 14th,
The target repeats the saving throw after 1 minute to and 18th level. On these levels, rather than gaining a health
attempt to end the effect. If the creature’s saving throw is increase dictated by this class, your health increase is based on
successful, it is immune to this ability for 24 hours. The effect the Speciality you choose.
ends immediately if the target is attacked or threatened.

INSPIRATION

14
FAVOR CAPTIVATE
Beginning at 3rd level, when talking to another creature, you Starting at 11th level, when you use your Charm ability
may attempt to gain a favor from them. By spending 1 minute successfully, you can choose the render the creature unaware
or more talking to a creature, you can ask them for a favor. of its surroundings while you continue to hold its attention.
That creature must make a Wisdom saving throw with a DC of 8 As long as the creature is charmed by you, you become the
+ your proficiency bonus + your Charisma modifier. On a failed target’s sole focus. The target pays no attention to anyone else.
save, that creature will provide the favor, provided it causes This focusing of the target’s attention allows other characters
them no harm. Creatures that are particularly friendly or to take actions of which the captivated target is unaware. The
unfriendly towards you may be granted disadvantage or target has disadvantage on Wisdom (Perception) checks made
advantage on the saving throw. Once you have used this ability, to perceive anything other than you, and attacks against the
you cannot use it again until you have finished a long rest. target have advantage until the effect ends.
At 9th level you can use this feature twice between rests, Additionally, you may now use your Charm feature against up
and at 17th level you can use it three times between rests. to 3 creatures at once, though a separate Charm action is
required for each creature you wish to charm.
TAUNT You can use this feature a number of times equal to your
Starting at 3rd level, you gain the ability to undermine a Charisma modifier (a minimum of once). You regain any
target’s confidence. You may use your bonus action to taunt a expended uses when you finish a long rest.
creature. The creature must have an Intelligence score of at
least 6, and be able to see and hear you. The creature must DAZZLE
make a Wisdom saving throw with a DC of 8 + your proficiency At 13th level, you gain ability to dazzle and distract at a
bonus + your Charisma modifier. On a failed save, the target moment’s notice. When a creature makes an attack against you,
has disadvantage on its next attack roll, ability check, or saving you can spend your reaction to add your Charisma modifier to
throw. your AC for the attack.
To apply this bonus, the creature must have an Intelligence
ABILITY SCORE IMPROVEMENT score of at least 6, and be able to see and hear you.
When you reach 4th level, and again at, 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice by SNAP OUT OF IT
2, or you can increase two ability scores of your choice by 1. As You are exceedingly good at helping others overcome mental
normal, you can’t increase an ability score above 20 using this effects. At 15th level, you may use your action to speak to an
feature. Alternatively, you can select a feat instead of ally within 60 feet that is Charmed or Frightened, ending either
increasing your ability scores. of those conditions on the target.
At the GM's discretion, this ability may be used to end other
EXTRA ATTACK conditions, as long as the source of the condition is a
Starting at 5th level, you can attack twice, instead of once, psychological or magical effect.
whenever you take the Attack action on your turn.
IMPROVED TAUNT
FONT OF INSPIRATION Starting at 17th level, your ability to fluster your targets with
Beginning when you reach 5th level, you regain all of your insults improves.
expended uses of Inspiration when you finish a short or long When a creature you can see fails on an attack roll, ability
rest. check or saving throw, you can use your Taunt action as a
reaction against that creature.
BOLSTERING INSPIRATION Additionally, when a creature fails it’s saving throw against
your Taunt they suffer disadvantage on attack rolls, ability
Beginning at 7th level, your inspiring presence bolsters your
checks, and saving throws until the end of their turn.
allies. Whenever a creature rolls an Inspiration die granted by
you, they gain temporary hit points equal to the Inspiration die
SUPERIOR INSPIRATION
roll + your Charisma modifier.
At 20th level, when you roll initiative and have no uses of
Inspiration left, you regain one use.

15
RACES - HUMAN
B
eing the dominant species of a planet sure comes with Size. Humans vary widely in height and build, from barely 5 You
its perks, which humans have enjoyed to their limit. They feet to well over 6 feet tall. Regardless of your position in that as yo
have spread across every corner of the globe, built range, your size is medium. featu
sprawling cities, and twisted environments to suit their needs. Speed. Your base walking speed is 30 feet.
Even the most inhospitable corners of the earth haven't kept Skilled. You gain proficiency in one skill of your choice.
them away, with cities established in the harshest of deserts Cultured. You gain proficiency in one language, tool, or
and outposts erected in the frozen wastes. vehicle type of your choice.
Ingenuity. When you make an ability check that does not add
A DAZZLING ARRAY your proficiency bonus to it, you can choose to add your
Among humans you will find all types, including great scholars, proficiency bonus to it. Once you use this feature, you can't use
star athletes, and dedicated carers. Both the harshest evil and it again until you complete a short or long rest.
the truest good can be found among them. Perhaps the most Languages. You can speak, read and write one language of
startling contradiction is that humans can exhibit their darker your choice.
side and a great ambition at once, seeing themselves as the
protagonist in their own story. This egocentric view is tempered HUMAN VARIANTS
by their empathy, with even the most stoic of them failing to Some humans are differ slightly from normal due to a peculiar
avoid noticing a rising sense of panic or shift in the sentiments upbringing or event in their past. If your GM allows it, you can
of a crowd. forgo your Ingenuity and Cultured traits and instead gain some
Humans in a contemporary setting often seek wealth, glory, traits based on your personal history.
justice, fame, influence, and knowledge, each using a different
method to achieve these goals, from combat prowess to skill ALTERED
mastery to connections and resources. You weren't born mutated, but exposure to either mild levels of
radiation throughout your life or some odd magical event has
TRIBAL ROOTS altered your physiology.
Mutation. You have 6 mutation points you can spend on
While modern society masks it to a certain extent, humans are
mutations. See the mutant race for more information on
strongly influenced by group identities. From sports teams to
mutations. You can only gain extra mutation points from one
gang culture to nationalism, once people form ties with a
negative mutation.
faction they are usually not broken easily. While it is easy to
see the negative side of this, the irrational prejudices and CYBORG
conflict it can create, it is also worth recognizing what people At some point in your life, you traded away some of your
can accomplish when they come together. humanity for robotic enhancements.
Fragile Circuitry. The electronics inside your enhancements
WE LIVE IN A SOCIETY can easily be stalled by electrical discharges. When you take
Despite their best efforts, humans are arguably yet to create lightning damage, you must immediately take a reaction
something more complex than their own social webs. They are without gaining any benefit.
capable of altering their entire demeanor based on who they Half-Human. You have advantage on saving throws against
are with, resulting from a myriad of social factors like poison and disease.
authority, familiarity, morality and so on. This allows their Enhanced. In your transition to part-machine you have
social network to contain many of apparent contradictions; the acquired some unique upgrades. You have 8 upgrade points you
enemy of your enemy is not necessarily your friend. can spend on modifications. See the robot race for more
information on mutations.
HUMAN TRAITS
Ability Score Increase. One ability score of your choice
ADEPT
You were born either into a magical community, or with some
increases by 2, and two other ability scores of your choice
unexplained natural talent for the arcane.
increase by 1.
Magical Knack. You learn the one cantrip of your choice.
Age. Humans reach adulthood in their late teens and live less
When you reach 3rd level, you learn one 1st-level spell of your
than a century.
choice, which you can cast once with this trait, and you regain
Alignment. While most tend to be fairly self-interested and
the ability to do so when you finish a long rest. When you reach
apathetic towards strangers, humans tend towards no
5th level, you learn one 2nd-level spell of your choice, which
particular alignment. Both the best and worst are found among
you can cast once with this trait, and you regain the ability to
them.
do so when you finish a long rest.

16
MUTANT BOUNDLESS POSSIBILITY
“Mother Nature was funny that way. Complex. Unpredictable. While the great majority of mutants appear at least a little
And unforgiving as hell if you fucked around with her.” ― frightening, with tusks, thick skin and extra fingers, it is
Chuck Grossart, The Gemini Effect entirely possible for them to have almost any appearance. One
historic example includes a particular mutant that was
Fear follows mutants like the plague, and not entirely without fortunate enough to be born with an almost angelic
good reason. Whether different due to natural biological appearance, wings and all, and they subsequently went on to
processes, magical effects, or nuclear contamination, the be the most successful televangelist that ever lived.
changes to their physical form distinctly put them into the
"dangerous" category. Another, much more irrational, fear is MUTANT NAMES
that somehow they will pass on their unique biological features Mutants typically have normal names for the culture they were
like an infection. While a small subset of mutants do see born into, but many are given nicknames by their friends, often
themselves as being superior life forms, most just want to find based on their particular mutation. Whether this is welcome is
a place to fit in, as much as that is a struggle for them. entirely dependent on the mutant in question.

PLAYING GOD MUTANT TRAITS


Mutants are often associated with people meddling with forces All mutants share the following features.
they don't fully understand. Many scientists will be quick to Ability Score Increase. Your Constitution score increases by 2
assert that we are all technically mutants on a small scale, but and a different ability score of your choice increases by 1
generally greater levels of biological mutation imply unusual Age. Mutants age as humans do.
circumstances.
Alignment. Mutants are true to themselves more than any
There are cases of people attempting to create mutants law or code of ethics making them more often chaotic, and they
artificially, but the majority of these experiments fail on one generally tend towards neutral more than evil or good.
way or another. Size. Mutants come in all shapes and sizes. You can choose to
be Medium or Small.
NO STATUS QUO Speed. Your basic walking speed is 30 feet.
Each mutant is completely unique, and they display an Robust Physiology. You have advantage on saving throws
enormous variety for appearances and features. Some bear a against poison and disease, and you have resistance to poison
strong resemblance to particular animals, and may even have damage.
almost identical anatomical features to them. A large number Infinite Variety. You have 10 mutation points you can spend
don't have any mutations which alter their physical on mutations. See Mutations. You can only gain extra mutation
appearance, and can blend in among normal humans with points from up to two negative mutations.
absolute ease. Hybrid Nature. You have two creature types: humanoid and
Each mutant has their own specific mutations, and the monstrosity. You can be affected by a game effect if it works on
chances of two mutants having exactly the same mutation set either of your creature types.
are miniscule. It has, however, been theorized that if a pair of Languages. You can speak, read and write one language of
mutants with some similar traits had children, those children your choice.
would be much more likely to have those similar traits.
Potentially, if this process continued it would be possible to
create a new species entirely separate to homo sapiens.

CONDEMNED
Many mutants struggle with employment or even fall into
poverty, due to a combination of the fear and suspicion around
them and their prevalent lack of self control. This causes many
mutants to fall into criminal activity, where their mutations are
exploited and used to maximum effect. In these cases, some
enjoy the freedom they experience in being able to use their
mutations freely and without consequence, whereas others see
it as just another form of entrapment and oppression.
Those mutants that do manage to find honest employment
often find themselves doing manual labor, though some do
work their way up to more well-paid jobs. In work, they display
incredible determination and drive, desperate to prove their
worth in any way possible.

17
MUTATIONS Fireproof. You gain resistance to fire damage. This mutation Nat
Mutations are split into two categories: Positive and Negative. costs 4 points. to da
Positive mutations cost mutation points, whereas negative Flight. Most often facilitated by large wings, you are able to perha
mutations gain you mutation points. fly. You have a flying speed of 30 feet. To use this speed, you your A
can’t be wearing medium or heavy armor. This benefit works natur
POSITIVE MUTATIONS only in short bursts; you fall if you end your turn in the air and would
Choose from the following modifications. Each has a point nothing else is holding you aloft. This mutation costs 6 points. norm
value associated with it, and some can be selected multiple You can take this mutation an additional time, spending 6 point
times. points to be able to remain aloft at the end of your turn.
Acclimatized. Choose a type of environment, from cold Gills. You can breathe air and water. This mutation costs 2
climates, hot climates, or high altitiude. You are naturally points.
adapted to the chosen type of environment, as described in Harden. You are able to harden your skin briefly. You can use
chapter 5 of the Dungeon Master’s Guide. This mutation costs 1 an action on your turn to gain resistance to bludgeoning,
point. piercing, and slashing damage until the end of your next turn.
You can take this mutation up to two additional times, This mutation costs 2 points.
spending 1 point to become adapted to another type of Healing Factor. You heal at an impressive rate. You can use
environment of your choice. an action on your turn to regain hit points equal to your level.
Acid Spurt. You can use your action to squirt acidic saliva Once you use this feature, you must finish long rest before you
from your mouth. When you do so, each creature in a 5 by 30 ft. can use it again. This mutation costs 2 points. You can take this
line originating from you must make a dexterity saving throw. mutation up to two additional times, spending 2 points to gain
The DC for this saving throw equals 8 + your Constitution an additional use before a long rest is required each time it is
modifier + your proficiency bonus. A creature takes 2d6 acid taken.
damage on a failed save, and half as much damage on a Innate Psychokinesis. You know the mage hand cantrip. When
successful save. The damage increases to 3d6 at 6th level, 4d6 you reach 3rd level, you can cast catapult once with this trait,
at 11th level, and 5d6 at 16th level. and you regain the ability to do so when you finish a long rest.
After you use your acid spurt, you can’t use it again until you When you reach 5th level, you can cast the shatter spell once
complete a short or long rest. This mutation costs 4 points. with this trait, and you regain the ability to do so when you
Additional Arms. You have an extra pair of arms that are finish a long rest.
each about as dexterous as a normal non-dominant arm. This Intelligence is your spellcasting ability for these spells.
arms can be used to hold and use items, and make attacks. You Additionally, you can cast each of them without verbal or
have advantage on ability checks made to grapple creatures. material components. This mutation costs 6 points.
This mutation costs 6 points. Innate Telepathy. You know the friends cantrip. When you
Adept Climber. You have a climb speed equivalent to your reach 3rd level, you can cast command once with this trait, and
walking speed. This mutation costs 2 points. you regain the ability to do so when you finish a long rest.
You can take this mutation an additional time, spending 3 When you reach 5th level, you can cast the detect thoughts
points to always be under the effects of the Spider Climb spell. spell once with this trait, and you regain the ability to do so
Agile. Your base walking speed increases to 35 feet. This when you finish a long rest.
mutation costs 2 points Intelligence is your spellcasting ability for these spells.
Born Swimmer. You have a swim speed of equal to your Additionally, you can cast each of them without verbal or
walking speed. This mutation costs 2 points. material components. This mutation costs 6 points.
Burrowing. While you have two free hands you have a Insulated. You gain resistance to cold damage. This mutation
burrowing speed of 10 feet. This mutation costs 4 points. costs 3 points.
Chameleon Skin. Your skin can change color to match your Keen Senses. You gain proficiency in the Perception skill.
surroundings. While you are Hidden, as long as remain Additionally choose one sense. You gain advantage on
motionless, other creatures have disadvantage on Perception Perception rolls that utilize that sense. This mutation costs 4
checks to see you, even if you are in plain sight. This mutation points.
costs 4 points. Long-Limbed Your arms are especially long, and almost
Darkvision. You have superior vision in dark and dim reach the floor when they hang down. When you make a melee
conditions. You can see in dim light within 60 feet of you as if it attack, your reach for it is 5 feet greater than normal. This
were bright light, and in darkness as if it were dim light. You mutation costs 6 points.
can’t discern color in darkness, only shades of gray. This
mutation costs 3 points.
You can take this mutation an additional time, spending 1
point to increase the range of your darkvision to 120 feet.
Extrasensory. You are able to discern detail of the world
around you though means other than sight. You have blindsight
up to 30 feet away. This mutation costs 8 points.

18
Natural Weapon. You have a natural weapon that you are Bloodthirst. You have an insatiable thirst for blood. You must
proficient in. This could be a bite, claw, quill, club tail, tentacle drink at least a pint of fresh blood each day, that has been
or other feature. Your natural weapon deals 1d6 damage, and extracted from a living creature for a few days at most.
you can choose to add your strength or dexterity modifier to Drinking a pint of blood directly from a creature takes about a
attack roll and damage rolls made with it. The damage type minute, and causes 1d6 necrotic damage to the creature. This
should be selected when you take this trait; acid, bludgeoning, damage ignores any damage immunities and resistances the
piercing, poison, or slashing damage. At your GM's discretion, creature has. The creature also gains one level of exhaustion.
this anatomical feature may be able to hold items, but is not If you don't drink at least a pint of blood, you suffer one
dexterous to use anything it holds. This mutation costs 2 level of exhaustion at the end of the day. If you already have
points. one or more levels of exhaustion, you take two levels instead.
You can take this mutation an additional 2 times, spending 1 This mutation gains you 4 mutation points.
point each time. The first time, the damage of your natural Deafness. You are perpetually affected by the Deafened
weapon increases to 1d8. The second time, the damage of your condition. This mutation gains you 2 mutation points.
natural weapon increases to 1d10. Flesh Hunger. You no longer need to eat, in the traditional
Photosynthesis. Rather than eating, you can sustain yourself sense. Normal food no longer contributes to the food you must
on sunlight. By spending at least 2 hours in direct sunlight, you eat to avoid exhaustion each day, though you may still eat
are treated as having eaten enough food for that day. At your normal food if you wish. Instead, you must eat fresh, raw meat,
GM's discretion, you may use other powerful sources of that has been dead for a couple of days at most. See the
ultraviolet light to gain this benefit instead of sunlight, such as Player's Handbook for rules on eating and drinking. This
a tanning bed. This mutation costs 1 point. mutation gains you 4 mutation points
Poison Breath. You can use your action to exhale a cloud of Wretched Appearance. You suffer disadvantage on Charisma
poison. When you do so, each creature in a 15 ft. cone (Persuasion) checks against creatures that can see you. A
originating from you must make a constitution saving throw. proper disguise thwarts the disadvantage until discovered. This
The DC for this saving throw equals 8 + your Constitution mutation gains you 4 mutation points.
modifier + your proficiency bonus. A creature takes 2d6 poison Monacular Vision. You were born with only one eye. You have
damage on a failed save, and half as much damage on a disadvantage on Wisdom (Perception) checks that rely on sight
successful save. The damage increases to 3d6 at 6th level, 4d6 to see anything further than 30 feet from you, and you have
at 11th level, and 5d6 at 16th level. disadvantage on ranged attack rolls against creatures further
After you use your poison breath, you can’t use it again until than 30 feet from you. This mutation gains you 3 mutation
you complete a short or long rest. This mutation costs 4 points. points.
Quadruped Dash. You are able to move swiftly on all fours. Sensitive Ears. You have vulnerability to thunder damage.
While you are prone you can run on all fours if your hands are This mutation gains you 8 mutation points.
free. While doing so, your walking speed increases by 10 feet. Slowness. Your base walking speed is reduced by 5 feet. This
Additionally, you do not have disadvantage on melee attack mutation gains you 2 mutation points. You can take this
rolls while you are prone. This mutation costs 2 points. mutation one additional time, gaining 2 points to reduce your
Resilient Mind. You have advantage on saving throws against speed by a further 5 feet.
being charmed, and magic can’t put you to sleep. This mutation Sunlight Sensitivity. You have disadvantage on attack rolls
costs 2 points. You can take this mutation one additional time, and on Wisdom (Perception) checks that rely on sight when you,
spending 2 points to gain resistance to psychic damage. the target of your attack, or whatever you are trying to
Slippery. You have advantage on ability checks and saving perceive is in direct sunlight. This mutation gains you 3
throws made to escape a grapple. This mutation costs 3 points. mutation points.
Unnatural Allergy. You have a horrible reaction to a particular
NEGATIVE MUTATIONS substance or energy, causing you harm when you are in contact
Choose from the following mutations. Each gains you a certain with it. Work with your GM as to what this substance or energy
amount of mutation points you can spend on positive is; the substance or energy you choose should be common
mutations. enough that you could reasonably encounter it. Some common
Bioluminescence. You emit a soft glow, emitting dim light to options include sunlight, silver, or gold. When you come into
a radius of 5 feet. You are always treated as if you are in bright direct contact with the substance or energy, you take 1d4
light, and Stealth checks you make in dim light or darkness are necrotic damage. This damage ignores any damage immunities
made at disadvantage. This effect can be negated if you totally and resistances you have. You also take this damage if you
cover your body. This mutation gains you 3 mutation points. start your turn in direct contact with the substance or energy.
Blindness. You are blind. Unless you have some other means Additionally, when in contact with the substance, you suffer
of perceiving the world (such as the Extrasensory mutation or extreme pain and have disadvantage on attack rolls and ability
the Arcane Eye spell), you are perpetually affected by the checks. This mutation gains you 4 mutation points.
Blinded condition. This mutation gains you 4 mutation points.

19
RANDOMIZED MUTATIONS RANDOM NEGATIVE MUTATION
If you want to randomize the mutations your character has, roll MUTATION POINT

D20 GAIN MUTATION


on the following table. If you don't have the required mutation
points for the rolled mutation, or if you already have the 1-2 3 Bioluminescence
mutation (and it can't be taken more than once) reroll the 3-4 4 Blindness
result. 4-5 4 Bloodthirst
RANDOM POSITIVE MUTATION 6-7 2 Deafness
MUTATION POINT
8-9 4 Flesh Hunger
D100 COST MUTATION
10 4 Wretched Appearance
1-6 1/1/1 Acclimatized 11-12 3 Monacular Vision
7-9 4 Acid Spurt 13 8 Sensitive Ears
10-11 6 Additional Arms 14-15 2/2 Slowness
12-15 2/3 Adept Climber 17-18 3 Sunlight Sensitivity
16-20 2 Agile 19-20 4 Unnatural Allergy
21-26 2 Born Swimmer
27-29 4 Burrowing
30-32 4 Chameleon Skin
33-36 3/1 Darkvision
37-38 8 Extrasensory
39-42 4 Fireproof
42-43 6/6 Flight
44-48 2 Gills
49-51 2 Harden
52-53 2/2/2 Healing Factor
54 6 Innate Psychokinesis
55 6 Innate Telepathy
56-60 3 Insulated
61-64 4 Keen Senses
65-68 6 Long-Limbed
69-74 3 Natural Armor
75-80 2/1/1 Natural Weapon
80-82 1 Photosynthesis
83-85 4 Poison Breath
86-90 2 Quadruped Dash
91-94 2/2 Resilient Mind
95-100 3 Slippery

20
Whatever setting you are in, there is likely some form of
ROBOT restrictions placed upon the operation of robots. This can range
“I, on the other hand, am a finished product. I absorb electrical from robots acting almost like modern slaves to their owners,
energy directly and utilize it with an almost one hundred to them having independent citizenship with some hardwired
percent efficiency. I am composed of strong metal, am understanding of ethics and morality.
continuously conscious, and can stand extremes of environment
easily. These are facts which, with the self-evident proposition LIVE TO SERVE
that no being can create another being superior to itself, Once a robot has been made once, they can easily be stepped
smashes your silly hypothesis to nothing.” ― Isaac Asimov, I, into mass production to take on all manner of tasks. This
Robot results in them being put into a great deal of manual labour
jobs, for those that can afford them. Whether this is legal or
Heartless mechanical logic is likely the most common ethical is for you to decide.
stereotype associated with Robots, no matter how advanced
Those that have highly advanced brains, capable of fully
they may become. While this may be true for more primitive
independent thought, often grow to despise oppression in all
machines, those employing advanced neural networks have the
it's forms, and strive for individuality.
capacity to think just like a human. They often strive to
understand concepts like consciousness, life, and death, and ROBOT NAMES
desire most strongly of all to feel alive.
When a robot is created, they are typically only given a service
UNTETHERED AND UNGROUNDED tag. For some, this is perfectly acceptable, and they don't
understand the compulsion for everything to have a "unique"
When a sentient robot is created, they typically already have all
name. Others accept whatever names are given to them, and
the mental faculties of a fully grown adult, and they know
those with high level of human contact will typically have a
nothing they weren't built to know. In addition to this, they
nickname. Service tags have various formats and standards
don't often get the chance to experience the world for
used by different companies, but most are composed of some
themselves. The combination of these factors can be a
combination of upper case letters and numbers.
dangerous mix, as a robot won't often get the chance to
Others see their service tag as a mark of oppression, and
question anything they are told, and will believe it
seek out a name to fit their cause. This may come from a work
wholeheartedly until they see any evidence otherwise.
they dedicate themselves towards, or perhaps a name that fits
Humanoid robots have a range of appearances, some
within the culture they immerse themselves in.
appearing almost like mechanical skeletons whereas others are
A robot custom-made for a specific purpose may have a
nearly indistinguishable from a human being.
codename or acronym designated to them in place of a service
They may be designed to exhibit particularly feminine or
tag.
masculine features, although they are generally unconcerned
Robot Names: Rusty, One-Oh-One, Sonny, Mule, Clank, Gears,
with such matters themselves.
Tinny, Proto, X100, Butler, Sample, Fluke, Admin, Friend, System,
Robots do not age like biological creatures do, although they
NASA, Chef, NFNT-00, Protect Drone "PEDRO", Synthia
may suffer wear and tear over time. With proper maintenance,
robots can be theoretically immortal, though they still run the ROBOT TRAITS
risk of having their processing unit destroyed, which would
result in a permanent and irreversible death. Your robot body has traits in common with most robots, as well
as modifications unique to its purpose.
THE THREE LAWS Ability Score Increase. Your Constitution score increases by 2.
Robots are more durable than most biological beings.
In his 1950 novel, I, Robot, Isaac Asimov proposed his infamous
Age. With proper maintenance, robots are theoretically
"Three Laws of Robotics", intended to ensure that robots are
immortal, and do not die of old age.
able to operate safely and to the benefit of humanity. The laws
Alignment. Robots have an inclination towards law over
are as follows:
order, but favor neutrality over good or evil. That being said, a
1. A robot may not injure a human being or, through inaction, robot’s neural net is complex enough to exhibit any alignment
allow a human being to come to harm. that humanoids are capable of.
2. A robot must obey the orders given it by human beings Size. Robots are sized appropriate to their purpose. You can
except where such orders would conflict with the First Law. choose whether you were built as a Medium robot or a Small
3. A robot must protect its own existence as long as such robot.
protection does not conflict with the First or Second Laws. Speed. Unless you take a locomotion modification (See
Robotic Modifications), you are bipedal and walk similar to a
Many alterations were made to these laws over Asimov's normal humanoid. Your speed is 30 feet.
body of fiction, and while they don't necessarily reflect the
reality of programming artificial intelligences they do shed
some light on the ethical questions surrounding robots.

21
Artificial Body. Your type is Construct, however you count as - Powerful Legs. Your legs are more powerful than standard, You
both a construct and a humanoid for the purpose of effects and you retain your bipedal form. Your base walking speed is point
targeting such creatures (such as the Charm Person spell, a 35 feet.
Mace of Smiting, and a ranger’s favoured enemy ability). - Wheels. You have three or more wheels on short legs that
You only breathe for purposes of heat dissipation, and you allow you to move around quickly. Your base speed is 30 feet,
do not require food or water. Additionally you are immune to and navigating certain obstacles like stairs requires an
nonmagical diseases, the poisoned condition, and poison additional foot of movement for each foot you move.
damage. Additionally, after moving 15 feet in a straight line, you may
Instead of sleeping, you enter an inactive state for 4 hours move an additional 5 feet in that same line without expending
each day to recharge your power cells. You do not dream in this any movement.
state; you are fully aware of your surroundings and notice Darkvision. You have superior vision in dark and dim
approaching enemies and other events as normal. You still conditions. You can see in dim light within 60 feet of you as if it
recover when resting as normal. were bright light, and in darkness as if it were dim light. You
Advanced Manipulators. You were built with up to two can't discern colour in darkness, only shades of gray. This
advanced manipulators that serve as your hands. You can do module costs 3 points.
anything with your manipulators that a humanoid can do with You can take this module an additional time, spending 1
their hands. point to increase the range of your darkvision to 120 feet.
Complex Neural Net. Your command module consists of either Torch. You have a torch integrated into your body, allowing
a completely artificial neural net modeled on humanoid neural you to emit a beam of light. The source of light within you
processing, or a brain case which contains an actual humanoid could be emitted from an area such as your eyes, palm, or
brain, usually the result of a full-body transplant. In either forehead. This torch doesn't require any additional power to
case, your complex neural net can be affected by mind-altering operate. You can project bright light in a 30-foot cone, and dim
effects that can affect humanoids, including psychic damage. light for an additional 30 feet. You can control your lights
Fragile Circuitry. The electronics that suffuse your form can during your turn without using an action, such as dimming
easily be stalled by electrical discharges. When you take them, or turning them off. This module costs 2 points.
lightning damage, you must immediately take a reaction External Casing. You have an external casing which alters
without gaining any benefit. your appearance. Each casing has a different cost, included in
Custom Built. As a robot, you have a lot of room for it's description
customisation. You have 12 upgrade points you can spend on - Duraplastic Shell. Your most vulnerable components are
modifications. See Robotic Modifications. shielded with duraplastic plates.
Robotic Resurrection. In the event of your death, your When you aren't wearing armor, your AC is 13 + your
command module can be removed and placed in a similar Dexterity modifier. You can use your duraplastic shell to
robotic frame. For every hour your command module is not in a determine your AC if the armor you wear would leave you with
suitable container, your Intelligence score is reduced by 1 as a lower AC. A shield's benefits still apply as normal while you
the neural net housing your consciousness degrades. Once in a use your duraplastic shell. This module costs 3 points.
suitable frame, every time you finish a long rest, your - Duralloy Plating. Your body is heavily armored,
Intelligence score increases by 1 until you reach your original incorporating strong duralloy sheets for increased defense.
score. When you aren't wearing armor, your AC is 17 (your Dexterity
Languages. You can speak, read, and write any one language modifier doesn't affect this number). You can use your duralloy
of your choice. plating to determine your AC if the armor you wear would leave
you with a lower AC. A shield's benefits still apply as normal
ROBOTIC MODIFICATIONS while you use your duralloy plating. This module costs 5 points.
Choose from the following modifications. Each has a point - Synthflesh Sheath. Your external casing is designed to
value associated with it, and some can be selected multiple replicate humanoid flesh.
times. You are capable of accurately mimicking human expressions,
Advanced Sensor System. Your sensory systems are more and your Charisma score increases by 1. If you have a standard
advanced than a standard robots. You gain proficiency in the humanoid form, a creature must study you over a long period
Perception skill. This module costs 2 points. of time to determine that you are not of the humanoid race you
Altered Locomotion. Your legs are somehow modified to are designed to mimic. This module costs 4 points.
change the way you move Choose one form of alteration. Thrusters. Thrusters use a miniature impulse engine to
Regardless of which option you choose, this module costs 2 produce a stream of high-energy particles, contained and
points. directed by magnetic fields. The exhaust is hot, but not
- Multiple Legs. You have three or more mechanical legs that dangerously so. Thrusters enable you to fly. You have a flying
allow you to climb surfaces similar to an insect. Your base speed of 30 feet. To use this speed, you can’t be wearing
walking speed is unchanged, but you gain a climb speed equal medium or heavy armor. This benefit works only in short bursts;
to your walking speed. you fall if you end your turn in the air and nothing else is
holding you aloft. This module costs 6 points.
Languages Module. You have been programmed to understand Common Modifications: External Casing (Synthflesh Sheath),
an additional language. You can speak, read, and write one Languages Module, Knowledge Module, Skills Module, Mimicry, OPT
The f
extra language of your choice. This module costs 1 point. You Hologram Projector but m
can select this module up to 3 times. Th
Knowledge Module. You gain proficiency in one tool,
COMBAT DRONE
robo
instrument, or gaming set of your choice. This module costs 1 These robots are mass produced for war, though they but it
point. You can select this module up to 2 times. occasionally find themselves sold on the black market, fuelling robo
ever-escalating gang wars. They are manufactured as cheaply being
Skills Module. You gain proficiency in one skill of your choice.
as possible, and considered disposable. Most come fitted with a large
This module costs 3 points. affec
Weaponry Module. You gain proficiency in 2 weapons of your neural inhibitor to stop them rebelling against their owners or
from
choice. This module costs 2 points. questioning commands.
Integrated Weapon. You have a natural weapon that you are Similar drones are also sometimes used in law enforcement, STA
proficient in. This could be an extendable spike, a heating coil, though modified to reduce their lethality. Unlik
Common Modifications: Advanced Sensor System, Darkvision, repa
electrified knuckles, mechanical claws, or other addition. Your biolo
natural weapon deals 1d6 damage, and you can choose to add Torch, External Casing (Duraplastic Shell), Weaponry Module,
Yo
your strength or dexterity modifier to attack roll and damage Integrated Weapon. Repa
rolls made with it. The damage type should be selected when MEDICAL BOT Ad
you take this trait; bludgeoning, fire, lightning, piercing, or items
Medical bots are a cheap solution to keeping a population appli
slashing damage. This module costs 2 points.
healthy. While a doctor takes years to fully train, a medical bot Fu
You can take this module an additional 2 times, spending 1 resti
can be fabricated and have comprehensive medical knowledge
point each time. The first time, the damage of your natural Mech
installed in a matter of days. However, their bedside manner
weapon increases to 1d8. The second time, the damage of your
usually leaves something to be desired. ALTE
natural weapon increases to 1d10.
These bots are also utilised in situations where trained Rath
Waterborne. You are adapted towards manoeuvering within
humans are in short supply, such as space travel. funct
water. This may be in the form o webbing on your extremities,
Common Modifications: Advanced Sensor System, Torch, close
or a small propeller. You gain a swim speed equal to your claw
Languages Module, Knowledge Module, Skills Module, Socketed,
walking speed. This module costs 2 points. Pin
Built to Last, Hologram Projector
Mimicry. You can mimic sounds you have heard, including witho
voices. A creature that hears the sounds you make can tell they for h
are imitations with a successful Wisdom (Insight) check their
desig
opposed by your Charisma (Deception) check. This module costs you m
2 points. Fu
Built to Last. Your hit point maximum increases by 1, and it bludg
increases by 1 every time you gain a level. This module costs 5
points.
Hologram Projector. Included in your body is a simplistic
hologram projector. Operating this projector is functionally
identical to using the minor illusion cantrip to create a visual
effect, but it is not a magical effect and you ignore components
for the spell. Intelligence is your spellcasting ability for this
effect. This module costs 2 points.
Resilient Mind. You have advantage on saving throws against
being charmed, and magic can’t put you to sleep. This mutation
costs 2 points. You can take this mutation one additional time,
spending 2 points to gain resistance to psychic damage.
Internal Storage. You have a small internal compartment able
to hold small items. You have advantage on ability checks
made to conceal items stored in this compartment. This module
costs 1 point.

STANDARD ROBOT FORMS


Presented are three common, mass-produced robot forms.

ORGANIC RELATIONS UNIT


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

23
BACKGROUNDS FEATURE: RESEARCHER
When you attempt to learn or recall a piece of knowledge, if
Many of the backgrounds presented in the Player's Handbook
you do not know that information, you often know where and
can be used in a modern setting with a little adjustment, but
from whom you can obtain it. Usually, this information comes
they don't cover the full range of occupations and lifestyles of
from a library, research laboratory, university, or an expert in
a modern era. These backgrounds are presented as a
that field of knowledge. Your GM might rule that the knowledge
supplement to those in the Player's Handbook.
you seek is secreted away in an almost inaccessible place, or
As the classes in this module don't give any tool proficiencies
that it simply cannot be found.
(excluding the Smart Hero), these backgrounds typically have
more tool proficiencies than those in the Player's Handbook. If SUGGESTED CHARACTERISTICS
converting a Player's Handbook background for use with this Academics live to learn and teach, and their characteristics
module, add an additional tool proficiency to bring them in line often reflect this. Academics typically highly value esoteric or
with these backgrounds. complex information, whether for its own sake or as some
An example of an adjusted Player's Handbook background is means to an end.
given in the Criminal background. It is always worth Use the suggested characteristics for the Anthropologist or
remembering that backgrounds should be very free-form, so Archaeologist backgrounds in Tomb of Annihilation, or the Sage
you are free change anything right down to an individual level. background in the Player's Handbook for a character with the
Academic background, modifying them as necessary to suit
BACKGROUNDS AND WEALTH your character.
The backgrounds presented here use the Wealth and
Reputation systems introduced in this document. If you ADVENTURER
aren't using these systems, multiply the Wealth bonus
by 10 and add it to the character as gp (or whatever You live for thrills and exploration, and spend your time in
equivalent currency you are using e.g. +3 bonus x search for your next big adventure. Many adventurer's have
$100), and ignore any Reputation bonuses. been living this way for most of their lives, although some do
turn to the wild life after years of mundanity.
Adventurers include relic hunters, explorers, field scientists,
ACADEMIC and others called to roam the world for a variety of reasons.
As an academic, you have spent significant time employed
within educational systems. You may have been employed to Skill Proficiencies: Survival, plus your choice of one from among
teach a particular subject, or you may be researching Arcana, Nature, and Religion
independently. Tool Proficiencies: One of your choice
Academics include librarians, archaeologists, scholars, Languages: One of your choice
professors, teachers, and other education professionals. The Wealth Bonus: +1
standard academic typically doesn't cover magical or FEATURE: HISTORICAL KNOWLEDGE
otherwordly topics, but this is setting dependent. When you enter a ruin or dungeon, you can usually ascertain its
Skill Proficiencies: History, plus your choice of one from among original purpose and determine who built it, whether they were
Arcana, Nature, and Religion Aztecs, Egyptians, Babylonians, Mesopotamian, or some other
Tool Proficiencies: Two of your choice ancient civilisation. In addition, you can correctly determine
Languages: Two of your choice the monetary value of art objects more than a century old.
Wealth Bonus: +3 SUGGESTED CHARACTERISTICS
SPECIALTY Adventurers often have a great curiosity for the world around
To determine the nature of your academic pursuits, roll a d8 or them, usually expressed by a desire to experience as much of it
choose from the options in the table below. as is possible.
Use the suggested characteristics for the Folk Hero
D10 SPECIALTY D10 SPECIALTY background in the Player's Handbook or the Archaeologist
1 Ancient Languages 5 Professor background in Tomb of Annihilation for a character with the
Adventurer background, modifying them as necessary to suit
2 Prehistory 6 Researcher
your character.
3 Librarian 7 Obscure Religion
4 Discredited Academic 8 World CUltures

24
ATHLETE FEATURE: WORKING CLASS
Athletes include amateur athletes of Olympic quality and You can usually find a place to hide, rest or recuperate among
professional athletes of all types, including gymnasts, weight other working class citizens, unless you have shown yourself to
trainers, wrestlers, boxers, martial artists, swimmers, skaters, be a danger to them. They will shield you from the law or
and those who engage in any type of competitive sport. anyone else searching for you, though they will not risk their
lives for you. Additionally, you can usually find someone willing
Skill Proficiencies: Athletics, plus your choice of one from to lend you tools and certain equipment used in manufacturing
among Acrobatics, Medicine and Intimidation or shipping.
Tool Proficiencies: One of your choice
Wealth Bonus: +1 SUGGESTED CHARACTERISTICS
Working class citizens typically value community and solidarity;
EVENT your friends and family will matter a lot.
To determine your particular athletic specialty, roll a d10 or Use the suggested characteristics for the Guild Artisan or
choose from the options in the table below. Folk Hero backgrounds in the Player's Handbook for a character
D10 EVENT D10 EVENT
with the Blue Collar background, or perhaps the Urchin
background if you come from a particularly poor background.
1 Running 6 Ball Games
2 Watersports 7 Gymnastics CELEBRITY
3 Archery 8 Weight Lifting A celebrity is anyone who has been thrust into the spotlight of
4 Shooting 9 Mixed Events the public eye. It's said everyone eventually gains their 15
5 Martial Arts 10 Other minutes of fame. The typical celebrity stretches that time into a
career. You may have inherited fame, stumbled into it
accidentally, or sought it out yourself.
FEATURE: ATHLETIC CONDITIONING Actors, entertainers of all types, newscasters, radio and
You have conditioned your body for performance under the television personalities, and more fall under this background.
harshest circumstances. As long as you can exercise for one
hour daily, you only need half the amount of food and sleep Skill Proficiencies: Performance, plus your choice of one from
normally required to avoid exhaustion. In addition, you can among Persuasion, Deception and Sleight of Hand
hold your breath twice as long as normal. Tool Proficiencies: One of either disguise kit or one type of
musical instrument, plus one of your choice
SUGGESTED CHARACTERISTICS Languages: One of your choice
Athletes usually love competition, and many find the spotlight Reputation Bonus: +1
of their career very appealing. Most have a strong sense of fair Wealth Bonus: +4
play or sportsmanship, but there are always athletes which try
to bend the rules. DEBUT
Use the suggested characteristics for the Entertainer or Folk There are 101 ways to become famous. To determine the
Hero backgrounds in the Player's Handbook for a character with triggering event of your fame, roll a d6 or choose from the
the Athlete background, modifying them as necessary to suit options in the table below.
your character. D6 DEBUT

BLUE COLLAR 1 TV Appearance

Blue Collar workers are often referred to as the hands of a 2 Viral Video
nation, and in your case this couldn't be more true. You have 3 News Story
spent your career doing largely manual labour. 4 Popular Song
Blue collar occupations include factory work, food service 5 Live Performance
jobs, construction, service industry jobs, taxi drivers, postal
6 Slow Rise to Fame
workers, and other jobs that are usually not considered to be
desk jobs. FEATURE: BY POPULAR DEMAND
Skill Proficiencies: Athletics, plus your choice of one from You can always find a place to perform, usually in a nightclub
among Animal Handling, Insight and Intimidation or bar but possibly at a festival or theatre, or even at a private
Tool Proficiencies: One type of artisan's tools (including party. At such a place, you receive free lodging and food of a
electrical or mechanical tools), plus one of your choice modest or comfortable standard (depending on the quality of
Equipment: One set of tools with which you are proficient. the establishment), as long as you perform each night. In
Wealth Bonus: +2 addition, your performance makes you something of a local
figure. When strangers recognize you in an area where you have
performed, they typically take a liking to you.

25
SUGGESTED CHARACTERISTICS CRIMINAL
Perpetually chasing the spotlight, celebrities often must fight to Criminals cover all types who have habitually found themselves
stay relevant. on the wrong side of the law. Often, people are born into this
Use the suggested characteristics for the Entertainer life and know nothing else, but more rarely people turn to this
background in the Player's Handbook for a character with the life with a far-fetched grand plan for vast personal gain.
Celebrity background, modifying them as necessary to suit your Criminal covers a huge range of backgrounds, including con
character. artists, burglars, thieves, crime family soldiers, gang members,
bank robbers, professional hackers, and any other types of
CREATIVE career criminals.
The creative background covers artists of all types who fan
Skill Proficiencies: Deception, plus your choice of one from
their creative spark into a career. A creative may make various
among Persuasion, Stealth and Intimidation
forms of art, or they may be a performer particularly dedicated
Tool Proficiencies: Thieves' tools or hacking tools, plus one of
to the spirit of their act.
your choice
Illustrators, copywriters, cartoonists, graphic artists,
Wealth Bonus: +1
novelists, magazine columnists, actors, sculptors, game
designers, musicians, screenwriters, photographers, actors and FEATURE: CRIMINAL CONTACT
web designers all fall under this background. You have a reliable and trustworthy contact who acts as your
liaison to a network of other criminals. You know how to get
Skill Proficiencies: Persuasion, plus your choice of one from
messages to and from your contact, even over great distances;
among Insight, Performance and Perception
specifically, you know the local messengers, corrupt officials,
Tool Proficiencies: One type of artisan's tools or one type of
and seedy characters who can deliver messages for you.
musical instrument, plus one of your choice
Languages: One of your choice CRIMINAL SPECIALTY
Wealth Bonus: +2 There are many kinds of criminal, and whether part of a larger
PURSUIT OF PASSION organisation or not most individual criminals have their own
specialties.
To determine the nature of your creative pursuits, roll a d10 or
To determine your particular criminal specialty, roll a d10 or
choose from the options in the table below
choose from the options in the table below
D10 PURSUIT D10 PURSUIT
D10 SPECIALTY D10 SPECIALTY
1 Poetry 6 Music
1 Blackmailer 6 Hacker
2 Writing 7 Performance Art
2 Burglar 7 Hired Killer
3 Painting 8 Film
3 Enforcer 8 Pickpocket
4 Sculpting 9 Animation
4 Fence 9 Smuggler
5 Photography 10 Drawing
5 Mugger 10 Dealer

FEATURE: BODY OF WORK


SUGGESTED CHARACTERISTICS
You can usually find the local haunts of the creative community,
and will be welcomed there as one of their own. These places Most criminals are irreversibly changed by their checkered past,
and have usually seen more harrowing events and hardship
are generally less frequented by the general public, and you
than most. They often have disdain for authority, viewing it as
can expect some additional privacy there than more
mainstream establishments. Additionally, you may be an oppressive force, though if they were a component of a
more structured criminal organisation this may in fact be
recognised for your work among certain circles, and if someone
reversed.
does so they typically take a liking to you.
Use the suggested characteristics for the Criminal or Urchin
SUGGESTED CHARACTERISTICS backgrounds in the Player's Handbook for a character with the
Creatives can cover a wide range of people, from struggling Criminal background, modifying them as necessary to suit your
bohemians who live for their art to types that see all others as character.
spiritually and intellectually inferior.
Use the suggested characteristics for the Entertainer or Guild
Artisan backgrounds in the Player's Handbook for a character
with the Creative background, modifying them as necessary to
suit your character.

26
DILETTANTE SUGGESTED CHARACTERISTICS
Dilettantes usually get their wealth from family holdings and Some doctors enter into the profession through a noble desire
trust funds. The typical dilettante has no job, few to help people and save lives, whereas others might take up
responsibilities, and at least one driving passion that occupies the mantle out of desire for financial gain.
their day. That passion might be a charity or philanthropic Use the suggested characteristics for the the Folk Hero, Guild
foundation, an ideal or cause worth fighting for, or a lust for Artisan, or Sage backgrounds in the Player's Handbook for a
living a fun and carefree existence. character with the Doctor background, modifying them as
necessary to suit your character.
Skill Proficiencies: Persuasion, plus your choice of one from
among Acrobatics, Performance and History EMERGENCY SERVICES
Tool Proficiencies: One set of artisan's tools, plus one of your
Emergency Services covers all forms of quick response
choice
personnel called in to deal with dangerous or urgent situations.
Languages: Two of your choice
Rescue workers, firefighters, paramedics, hazardous material
Reputation Bonus: +1
handlers, and emergency medical technicians fall under this
Wealth Bonus: +6
category.
FEATURE: OLD MONEY
Skill Proficiencies: Athletics, plus your choice of one from
While you have significant financial resources of your own, you
among Medicine, Perception and Animal Handling
can also draw on your family’s extensive funds in a pinch.
Tool Proficiencies: One type of civilian vehicles, plus one other
However, this assistance is rarely without strings attached. In
of your choice
exchange for additional resources you may be expected to
Wealth Bonus: +2
make certain public appearances, or perhaps you may even be
set up in an arranged relationship. FEATURE: LOCAL HERO
In the past, you have been involved in at least one incident
SUGGESTED CHARACTERISTICS
which caught the public eye - maybe you saved several people
Diettantes often flit between a variety of interests, usually
from a burning building, or perhaps you disarmed a bomb in a
struggling to commit to a single goal or activity for a long
public building. Whatever the incident, you gained significant
period of time. They typically display a great passion in their
status locally, and to a lesser extent other areas the incident
works before quickly growing bored.
was reported. People in or around the area of the incident may
Use the suggested characteristics for the the Noble
recognise you, and you can likely find a place to hide, rest or
background in the Player's Handbook for a character with the
recuperate in the area with ease. To a lesser extent, people
Dilettante background, modifying them as necessary to suit recognising you or that are familiar with the event will shield
your character.
you from anyone searching for you, though they will not risk
their lives for you.
DOCTOR
The doctor background covers all forms of medical SUGGESTED CHARACTERISTICS
professionals or anyone that uses anatomical and biological Many people go into emergency services work through a sense
knowledge to treat others of heroism, or perhaps just an honest career. In certain
A doctor can be a physician (including general practitioners situations, people go into emergency services careers due to a
and specialists), a nurse, a surgeon, or a psychiatrist. particular ideal or cause. For example, certain fire fighters may
Optionally, you could include rural healers using their take up the task due to a love of a particular forest prone to
knowledge of natural resources to treat ailments and injuries. wildfires.
Use the suggested characteristics for the the Folk Hero or
Skill Proficiencies: Medicine, plus your choice of one from Sailor backgrounds in the Player's Handbook for a character
among Insight, Persuasion and Animal Handling with the Emergency Services background, modifying them as
Tool Proficiencies: Herbalism kit or chemistry kit, plus one other necessary to suit your character.
of your choice.
Languages: One of your choice
Wealth Bonus: +4

FEATURE: MEDICAL ACCESS


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

27
ENTREPRENEUR SUGGESTED CHARACTERISTICS
Entrepreneurs have an obsession about being their own boss. Investigative types may simply be the curious sort, or they
They believe in themselves, have an abundance of confidence, could be actively suspicious about most they meet. Somewhat
and the ability to acquire the funds necessary to bankroll their ironically, many investigative types have dark secrets of their
newest moneymaking venture. own which they conceal at all costs.
These small to large business owners have a knack for Use the suggested characteristics for the the Soldier or Sage
putting together business plans, gathering resources, and backgrounds in the Player's Handbook for a character with the
getting a new venture off the ground. They rarely want to stick Investigative background, modifying them as necessary to suit
around after the launch, however, as they prefer to put their your character.
energies into the next big thing.
LAW ENFORCEMENT
Skill Proficiencies: Persuasion, plus your choice of one from
Law enforcement personnel include uniformed police, state
among Deception, Insight and History
troopers, federal police, federal agents, SWAT team members,
Tool Proficiencies: Computers, plus one of your choice
and military police.
Languages: One of your choice
Reputation Bonus: +1 Skill Proficiencies: Athletics, plus your choice of one from
Wealth Bonus: +4 among Investigation, Perception and Acrobatics
Armour Proficiencies: Light armour, medium armour
FEATURE: NETWORK
Weapon Proficiencies: Two martial weapons of your choice
You have a network of contacts in the business and financial Tool Proficiencies: One type of civilian vehicle, plus one of your
world that you can use as a source of information, loans, or
choice
equipment requisitions, usually in return for favours.
Equipment: A pump-action shotgun or an autoloader pistol
Additionally, you can usually acquire an invite to various with 2 box magazines, plus 30 rounds appropriate to the
business galas and launch events. weapon
SUGGESTED CHARACTERISTICS Wealth Bonus: +1
Many entrepreneurs would consider their "vision" their most FEATURE: ENFORCER'S EYE
valuable asset, and pride themselves on their ability to Your experience in enforcing the law, and dealing with
anticipate what will work and what will flop. lawbreakers, gives you a feel for local laws and criminals. You
Use the suggested characteristics for the the Guild Artisan or
can easily find a local law enforcement agency or a similar
Noble backgrounds in the Player's Handbook for a character organisation, and just as easily pick out the dens of criminal
with the Entrepreneur background, modifying them as activity in a community, although you're more likely to be
necessary to suit your character. welcome in the former locations rather than the latter.

INVESTIGATIVE SUGGESTED CHARACTERISTICS


The Investigative background covers all sorts of people who Justice and authority are key ideals to a law enforcer, and to
make your business their business. most this is synonymous with the law of the land. They
There are a number of jobs that fit within this background, typically see great value in authority and stability.
including investigative reporters, photojournalists, private Use the suggested characteristics for the the Soldier
investigators, police detectives, criminologists, criminal background in the Player's Handbook for a character with the
profilers, espionage agents, and others who use their skills to Law Enforcement background, modifying them as necessary to
gather evidence and analyze clues. suit your character.

Skill Proficiencies: Investigation, plus your choice of one from VARIANT LAW ENFORCER: CORRUPT
among Insight, Perception and Stealth As a corrupt law enforcer, you have habitually acted immorally
Tool Proficiencies: Forensics kit, plus one of your choice or downright illegally throughout your career. Many corrupt
Languages: One of your choice officers simply turn a blind eye in return for cash, whereas
Wealth Bonus: +2 others actively involve themselves in criminal activity.
You gain an additional +1 Wealth as a corrupt law enforcer,
FEATURE: CONNECTED and you might use the suggested characteristics for the the
When you attempt to learn or recall a piece of information, if Criminal background in the Player's Handbook.
you do not know that information, you often know where and Additionally, your Enforcer's Eye feature is altered to take
from whom you can obtain it. Usually, this information comes into account your darker activities. You will naturally be more
from an anonymous informant, a law enforcement agency, or welcome in dens of criminal activity, though they may still treat
criminal contacts. Your GM might rule that the information you you with some suspicion, and honest law enforcers may resent
seek is almost impossible to get out of your sources, or that it you if they know the truth about you.
simply cannot be found.
MADCAP SUGGESTED CHARACTERISTICS
You have spent your life seeking thrills and unnecessary Authority and discipline are drilled into military personnel, and
amounts of danger, maybe just for kicks or perhaps out of they inevitable become core values to them. The majority of
necessity military personnel also have a strong sense of duty or
Madcaps include professional daredevils, big-game hunters, patriotism.
extreme sports enthusiasts, thrill-seekers, storm chasers, and Use the suggested characteristics for the Soldier or Sailor
all others called to face danger for a whatever reason. backgrounds in the Player's Handbook for a character with the
Military background, modifying them as necessary to suit your
Skill Proficiencies: Acrobatics, plus your choice of one from character.
among Athletics, Performance and Animal Handling
Tool Proficiencies: One type of civilian vehicles, plus one of your POLITICAL
choice
You are particularly involved in the politics of your chosen
Reputation Bonus: +1
region, whether local or national. You may be working towards
Wealth Bonus: +1
a significant change, or merely trying to keep the peace.
FEATURE: ADRENALINE JUNKIE Politicians, campaigners, councilmen, and members of
Danger runs in your veins, and the threat to your life only spurs pressure groups and activists all fall within this category.
you on further. When performing planned out dangerous or
Skill Proficiencies: Persuasion, plus your choice of one from
showy tasks, you have a knack for coming out unscathed.
among Deception, Insight and History
Additionally, anyone who witnesses you succeed at an
Tool Proficiencies: One of your choice
unnecessarily dangerous task or stunt is awed by your bravery,
Languages: Two of your choice
and will treat you much more favourably in the future.
Reputation Bonus: +1
SUGGESTED CHARACTERISTICS Wealth Bonus: +2
Madcaps are usually defined by low impulse control and a FEATURE: THE SYSTEM
headstrong attitude. Many rarely think plans fully through
Your knowledge of how bureaucracies function lets you gain
before executing them, though there are always exceptions.
access to the records and inner workings of many organisations
Use the suggested characteristics for the Entertainer
and governments you may encounter. You know who the
background in the Player's Handbook for a Madcap. movers and shakers are, whom to go to for the favours you
seek, and what the current intrigues of interest in the group
MILITARY are.
Military covers any of the branches of the armed forces,
including army, navy, air force, and marines, as well as the SUGGESTED CHARACTERISTICS
various elite training units such as Seals, Rangers, and Special Politicians have a large range of personalities. Some work to
Forces. serve an ideal they believe in, whereas others are only in it for
personal gain. A large number of political figures come from
Skill Proficiencies: Athletics, plus your choice of one from privileged backgrounds.
among Survival, Acrobatics and Perception Use the suggested characteristics for the Noble or Guild
Armour Proficiencies: All armour Artisan backgrounds in the Player's Handbook for a character
Weapon Proficiencies: Martial weapons with the Political background, modifying them as necessary to
Tool Proficiencies: One type of military vehicle, plus one of your suit your character.
choice
Equipment: An assault rifle with a rifle box magazine or an VARIANT: REVOLUTIONARY
autoloader pistol with 2 pistol box magazines, plus 30 Some individuals become so disillusioned with the reigning
rounds appropriate to the weapon political force in a region that they turn to more subversive
Wealth Bonus: +1 means to further their cause. You are a member of such a
cause, usually seeking some highly significant change.
FEATURE: RANK & PRIVILEGE You only gain a +1 Wealth as a revolutionary, and you might
You have a rank from your career as a military officer. Active use the suggested characteristics for the the Soldier
and former military officers still recognize your authority and background in the Player's Handbook.
influence, and they defer to you if they are of a lower rank. You
can invoke your rank to exert influence over other officers and
requisition simple equipment for temporary use. You can also
usually gain access to events and locations where your rank is
recognized.
You may still be a member of the cult, travelling out into the Your
FEATURE: THE CAUSE world to further the cult's doctrine, or you may be an ex- disco
Your passion for the cause helps you survive the most member, who left the cult after a particular event. as ac
desperate circumstances and you have experience cautiously As a cultist, and you might use the suggested characteristics and c
conveying that spark to someone else. for the the Charlatan or Criminal backgrounds in the Player's and t
You are able to discern if person is sympathetic to your Handbook. instit
cause after having a short conversation with them. This may be You
facilitated by certain code phrases, or maybe a distinguishing FEATURE: SECRET SYMBOLISM perso
tattoo. You know the secret signs which identify members of your cult. those
People sympathetic to your cause will aid you and your This may be in the form of a hand sign, a particular phrase, a
friends by performing mundane tasks such as providing you a specific tattoo or perhaps some form of ritual mutilation. Your
place sleep, giving you information on the local area or treating cult may include some influential members, from whom you
your wounds. This hospitality may end if you have shown may be able to secure certain resources. Your cult may also
yourself to be a danger to them or have asked them to do have hidden cloisters scattered among different settlements,
something obviously dangerous. where you may be able to secure aid.
Your cause may have a base of operations which is relatively
safe, and may include certain capabilities such as large-scale RURAL
printing or manufacturing, a weapons store or a place to hide. Farm workers, hunters, and others who make a living in rural
Work with you GM to determine the capabilities of your communities fall under this category.
particular cause.
Skill Proficiencies: Nature, plus your choice of one from among
RELIGIOUS Survival, Animal Handling and Athletics
Ordained clergy of all persuasions, as well as theological Tool Proficiencies: Two of your choice
scholars and experts on religious studies fall within the scope Wealth Bonus: +1
of this starting occupation. FEATURE: FARM WISDOM
Skill Proficiencies: Religion, plus your choice of one from among You have a feel for the countryside, and you can always recall
Insight, Arcana and History the general layout of terrain, small towns, and other features
Tool Proficiencies: One of your choice around you. In addition, you can find food and fresh water for
Languages: Two of your choice yourself and up to five other people each day, provided that
Wealth Bonus: +2 the land offers berries, small game, water, and so forth.

FEATURE: FAITH COMMUNITY SUGGESTED CHARACTERISTICS


You command the respect of those who share your faith, and Most rural types pride themselves on their hardiness and
you can perform the religious ceremonies of your order. You perseverance, though they encompass a wide range of peoples.
and your companions can expect to be received favourably at a In the modern world, most people which live rurally do so by
temple, shrine, or other established presence of your faith. choice rather than necessity or circumstance.
Those who share your religion will offer their personal and Use the suggested characteristics for the Folk Hero, Hermit,
financial support to a limited degree. or Outlander backgrounds in the Player's Handbook for a
character with the Rural background, modifying them as
SUGGESTED CHARACTERISTICS necessary to suit your character.
Religious figure are primarily driven by their faith and resolve,
and many work very hard to further their doctrine or religion. STUDENT
Many have a thoughtful disposition, though this can be A student can be in high school, college, or graduate school.
contrasted by moments of great passion. They could be in a seminary, a military school, or a private
Use the suggested characteristics for the Acolyte background institution. A college-age student could also pick a major field
in the Player's Handbook for a character with the Religious of study.
background, modifying them as necessary to suit your
character. Skill Proficiencies: Two of your choice
Tool Proficiencies: Computers, plus one of your choice
VARIANT: CULTIST Languages: One of your choice
Some individuals use religion and belief to manipulate people Wealth Bonus: +1
to amass power and wealth. This background covers individuals
within the leadership of cults that manipulate underlings, and FEATURE: STUDENT ID
those relatively innocent people that have been manipulated
into joining a cult.
Additionally, you are likely to gain preferential treatment at
other educational institutions, as professional courtesy shown FEATURE: CORPORATE CHAMELEON
to a fellow scholar. You are familiar with the etiquette and adherence to protocol
that comes with working in an office environment. While in such
SUGGESTED CHARACTERISTICS an environment, no one questions your presence, and entry
Students come from a huge range of different backgrounds, level workers are likely to respond in a submissive manner.
and they have a great range of different traits. Many share a Especially if you are carrying a clipboard.
love of knowledge and learning, but a great number of
students merely see their education as a path into a career, or SUGGESTED CHARACTERISTICS
are even just stalling before they need to enter the real world. White collar workers may hail from a middle-class background,
Students also often have great conviction in their beliefs. simply following the expected career path before them.
Use the suggested characteristics for the Sage or Noble Alternatively, they might come from a poorer family, and are
backgrounds in the Player's Handbook for a character with the hoping to break out of their family history. Whatever their
Student background, modifying them as necessary to suit your history, they display a wide range of personalities.
character. Use the suggested characteristics for the Noble or Guild
Artisan backgrounds in the Player's Handbook for a character
TECHNICIAN with the White Collar background, modifying them as necessary
to suit your character.
This background covers a wide range of people with technical
knowledge and skills.
Characterised by specialised knowledge or skills, this
background include scientists, engineers, and professional
programmers of all types.

Skill Proficiencies: Perception, plus your choice of one from


among Investigation, Nature and Medicine
Tool Proficiencies: Electrical tools, mechanical tools or
chemistry tools, plus one of your choice
Languages: One of your choice
Wealth Bonus: +3

FEATURE: TECHNICAL TAP


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

SUGGESTED CHARACTERISTICS
Technical jobs are often lucrative, and that is certainly a big
draw towards them, for those with the capability. Others are
drawn to the careers through technical or scientific passion, or
merely a high level of raw talent.
Use the suggested characteristics for the Sage or Guild
Artisan backgrounds in the Player's Handbook for a character
with the Technician background, modifying them as necessary
to suit your character.

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

Skill Proficiencies: Persuasion, plus your choice of one from


among Deception, History and Perception
Tool Proficiencies: Computers, plus one of your choice
Languages: One of your choice
Wealth Bonus: +3

31
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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