Modern PHB
Modern PHB
Modern PHB
TABLE OF CONTENTS
PART 4: NEW CREATURES ..............................................42
PART 1: CHARACTER OPTIONS ....................................... 3
MODERN CHARACTERS ............................................................ 4 CREDITS
Backgrounds ................................................................................ 4 Created by /u/AeronDrake
Modern Proficiencies ................................................................... 4 Inspired on the Modern System Reference Document and the
Starting Equipment ..................................................................... 4 Modern Magic UA article.
SUBCLASSES ............................................................................... 6
Cover Art: Tangent by M Wayne Miller
Interior Art:
Advance by lhs
Vehicles ...................................................................................... 33
Lifestyle ......................................................................................37 CURRENT VERSION: 3.0
PART 3: NEW SPELLS ........................................................ 38
Spell Descriptions ...................................................................... 39
Disclaimer: Aeron Drake is not responsible if you make a deal with a shady kobold gang for buying a grenade launcher without having
proper training or a legal license to carry it. If a Special Response Unit breaks into your house while playing with this supplement is
because you probably made something illegal in the city like hacking the governor's email, or maybe is because you used the grenade
launcher you bought earlier to stop a car in the middle of the street.
PART 1
CHARACTER OPTIONS
MODERN CHARACTERS
T
his section presents a series of options and suggestions
you can use to make your character fit in a modern setting, STARTING EQUIPMENT
which can be used with the content from the official When creating a new character, you have to choose some
books. starting items depending on your class. If you choose, you can
use this options instead for a modern setting campaign.
BACKGROUNDS
ARTIFICER
Your background reveals where you came from and your place in Any two simple weapons of your choice.
the world. Your fighter might have been a law enforcer or an
A light pistol and 20 pistol bullets
army veteran. Your bard could have been a street artist or a (a) levlar-lined coat or (b) light-duty vest
journalist. Your wizard could have been a university teacher. thieves' tools and a dungeoneer's pack
Your druid might could have been a biologist.
As rule, you can use any background from the official sources Alternatively, you may start with 5d6 × 10 credits ($) to buy
with a few modifications regarding items, the feature and such. your own equipment.
Feel free to check with your DM the backgrounds and what
should be changed to fit a modern campaign, like modifying the BARBARIAN
proficiencies, the background feature, or changing some of the (a) a greataxe or (b) any martial melee weapon
equipment (such as a wallet instead of a belt pouch). (a) two machetes or (b) any simple weapon
The following list includes some of the backgrounds from the An explorer's pack, and four survival knives
Player's Handbook with suggested ideas for using them in a Alternatively, you may start with 2d6 × 10 credits ($) to buy
modern setting. your own equipment.
BACKGROUND SUGGESTED IDEAS
BARD
Folk Hero A militia member or an organization volunteer (a) a rapier, (b) a longsword, or (c) any simple weapon
Guild Artisan A member from a local business or store (a) a diplomat's pack or (b) an entertainer's pack
Noble A known politician or businessman A musical instrument
Leather jacket, and a pocket knife
Outlander An expeditioner
Sage A teacher or researcher Alternatively, you may start with 5d6 × 10 credits ($) to buy
Soldier An army veteran your own equipment.
CLERIC
MODERN PROFICIENCIES (a) a metal baton or (b) a warhammer (if proficient)
(a) light-duty vest, (b) leather jacket, or (c) special response
Each class have proficiency with armor and weapons, and those
vest (if proficient)
proficiencies also applies for modern gear. For example, a
(a) a light pistol and 20 pistol bullets or (b) any simple
barbarian is proficient with light and medium armor, shields,
weapon
simple and martial weapons, so that character is also proficient
(a) a priest's pack or (b) an explorer's pack
with any modern gear that is part of any of these categories.
A riot shield and a holy symbol
In addition, there are some classes that gain specific
proficiencies with modern gear, as shown in the table below. Alternatively, you may start with 5d6 × 10 credits ($) to buy
your own equipment.
CLASS ADDITIONAL MODERN PROFICIENCIES
SORCERER
(a) a light pistol and 20 pistol bullets or (b) any simple
weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Two pocket knives
WARLOCK
(a) a light pistol and 20 pistol bullets or (b) any simple
weapon
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) a dungeoneer's pack
Leather jacket, any simple weapon, and two pocket knives
WIZARD
(a) a quarterstaff or (b) a pocket knife
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
A spellbook
Pyrokinetics are artificers that specializes on creating and Flaming Weapon. Whenever you hit with a weapon attack,
controlling fire with their abilities and magic. Even though some the target takes an extra 1d4 fire damage. This fire damage
people think they are dangerous individuals, there are several count as magical for the purpose of overcoming resistance
pirokinetics that use their abilities for extinguish hazardous fires and immunity. The weapon can also ignite any flammable
that threaten life, property, and the environment as well as to object that isn't being worn or carried.
rescue people from dangerous situations involving fires. Critical Combustion. Each time you make a critical hit with
your pyrokinetic amplifier weapon, the attack generates a
BONUS CANTRIPS fire explosion. After dealing the damage from the critical hit,
When you adopt this specialization at 3rd level, you know the the target and every other creature within 10 feet from it
control flames and produce flame cantrips. These spells count as other than yourself must make Dexterity saving throw
artificer cantrips for you, but you cannot replace them with against your spell save DC, taking 2d8 fire damage on a
another cantrip from the artificer spell list when you level up in failed save or half as much damage on a successful one.
this class.
Once you create a pyrokinetic amplifier, you can't do so again
PYROKINETIC SPELLS until you finish a long rest or until you expend a spell slot of 1st
Starting at 3rd level, you always have certain spells prepared level or higher. You can have only one pyrokinetic amplifier at a
after you reach particular levels in this class, as shown in the time.
Pyrokinetic Spells table. These spells count as artificer spells for
you, but they don't count against the number of artificer spells
you prepare.
PYROKINETIC SPELLS
ARTIFICER LEVEL SPELL
PYROKINETIC AMPLIFIER
Beginning at 3rd level, you can canalize and amplify your
pyrokinetic abilities. Using tinker's tools, you can take an action
to magically create a pair of flaming gauntlets or for imbuing a
weapon with your arcane energy. You can use the pyrokinetic
amplifier as a spellcasting focus, and you gain new features
depending on what option you choose, which are detailed
below.
Gauntlets. You touch your forearms to create a pair of flaming
gauntlets. You gain the following features:
DEVASTATING RAGE
At 14th level, when you have half or less hit points while
raging, you can add your Rage Damage bonus to attack rolls.
BARD
COLLEGE OF FAME
Bards of the College of Fame are in the public's eye by day,
while working for an agency or organization by night. These
bards might simply be famous because who they are, or they
may have earned their status because what they've done.
BONUS PROFICIENCIES
When you join the College of Fame at 3rd level, you gain
proficiency with the Deception, Performance and Persuasion
skills. Additionally, choose one of them. Your proficiency bonus
is doubled for any ability check you make that uses the chosen
skill.
WINNING SMILE
Also, at 3rd level, while you are not wearing any armor, your AC
equals to 10 + your Dexterity modifier + your Charisma modifier.
You learn the enthrall and suggestion spells.
COMPELLING PERFORMANCE
At 6th level, as a bonus action, you can expend one use of
Bardic Inspiration. If you do so, for the next minute you can cast
the command spell at 1st level as a bonus action on each of your
turns without using a spell slot a number of times equal to your
Charisma modifier.
Additionally, whenever any of your spells ends while using
this feature, the creature or creatures affected don't realize they
were charmed by you unless you want to.
UTTERLY CONVINCING
Starting at 14th level, when you make a Charisma-based ability
check, you can expend one use of Bardic Inspiration. Roll a
Bardic Inspiration die and add twice the number rolled to your
ability check. You can choose to do so after you roll the die for
the ability check, but before the DM tells you whether you
succeed or fail.
Additionally, when a creature uses one of your Bardic
Inspiration dices to improve some Charisma-based ability check,
it also adds twice the number rolled to its ability check.
DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon strikes
with the divine energy. Once on each of your turns when you
hit a creature with a weapon attack, you can cause the attack to
deal an extra 1d8 lightning damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
TECHPRIEST
At 17th level, you gain resistance to lightning damage and you
learn the spell chain lightning, which is always prepared and
count as a domain spell for you.
Additionally, all electric devices that require batteries don't
expend charges when you use it.
RAPID STRIKE
Starting at 15th 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.
FIRST CONTACT
At 18th level, if you take the Attack action on your first turn of a
combat, you can make one additional ranged weapon attack as
part of that action.
TARGET CREATURE
At 3rd level, you may spend 10 minutes to designate a creature
as your target. You don't need to know the target personally
and you can designate the creature only through her actions or
a description, such as "the orc from the bank heist". You have
advantage on Wisdom (Survival) checks to track your targeted
creature, as well as on Intelligence checks to recall information
about it. Once you choose a target you must finish a long rest
before choosing another.
NO TRACE
At 7th level, you have advantage on checks you make to hide
and avoid being detected while you are in your favored terrain
or an urban environment. Additionally, while you are tracking
your target, you can move stealthily at a normal pace and
enemies have disadvantage on Perception checks to track you.
PLAY A HUNCH
At 11th level, you can use your action and expend one ranger
spell slot to determine whether an assumption, hunch, or guess
is correct. When you do so, you must state the assertion (such
"He has left the building", or "The mayor is an evil man"). Then,
the DM rolls a percentile dice. There is a 70% + 1% per ranger
level chance of getting a response on the hunch. If the roll is a
success, the DM lets the player know if the hunch is true, false,
both or neither. A "both" response is possible for vague
assumptions such as "the mayor is an evil man", which can be
both true and false (he is evil, but not human). An "unknown"
response is for questions with no immediate answer. The DM
may determine that the hunch is so obvious that it does not
require a roll, or that is so vague that there is no chance for
success.
A hunch does not translate as a legal truth, and will not
stand up in a court of law. Rather it is an obvious fact to the
Shadow Hunter alone. Finding proof of an assumption such as
"the mayor is a mind flayer" would require additional work.
You can use this feature a number of times equal to your
Wisdom modifier and you regain any expended uses when you
finish a long rest.
LOCATE TARGET
At 15th level, you gain the supernatural ability to know where
your target is. By spending 1 uninterrupted minute in
concentration (as if you were concentrating on a spell), you can
sense your targeted creature's location if it is within 3 miles of
you, and if it's moving, you know the direction of its movement.
This ability applies only on the target, and does not reveal
attitude, status, or the presence of others around the target.
After you use this feature, you must finish a short or long rest
to use it again.
* These spells can be found later in this supplement. As a bonus action, you can command your AI to left its physical
form and travel to an electronic device within 100 feet from you
SUPERNATURAL HACKER
that you can see, allowing your AI to use that device. The AI can
Starting at 1st level, you gain proficiency with hacking tools and
add your proficiency bonus on any Intelligence check related to
when you make a roll to use an electronic device, you can use
using an electronic device.
your Charisma modifier instead.
If the AI is destroyed, you can build a new one with 8 hours
AI SERVANT of uninterrupted work and spending $10 in raw materials.
Also at 1st level, you gain the service of a mechanical construct You can read more about connecting and using a device
powered by a basic AI sent by the Superintelligence to aid you. under the "Using Electronic Devices" section of this supplement.
This AI is friendly to you and your companions, and it obeys
your commands. See its game statistics in the accompanying AI DIGITAL CONNECTION
Servant stat block. You can determine the cosmetic At 6th level, you can you can cast any spell with the
characteristics of the AI, such as its form, its color, or any visible technomagic tag through your AI. In addition, you can use your
action and concentrate to merge your mind with your AI,
effect; your choice has no effect on its game statistics.
allowing you to travel and use any electronic device within 100
feet from you that you can see for a number of minutes equal to
your Charisma modifier or until your concentration is broken (as
if you are concentrating on a spell). Once you use this feature,
you must finish a short or long rest to use it again.
SPELL HACKING
At 10th level, as a bonus action, you can spend one spell slot
and gain resistance against any damage dealt by spells for 1
minute.
CREATURE HACKING
Starting at 14th level, you hack a creature you can see within 30
feet of you to weaken its defenses and make it more vulnerable
to magic. The creature you choose must make an Intelligence
saving throw. On a failed save, it has disadvantage on saving
throws against spells and it takes double damage from spells for
1 minute. The creature can make another saving throw at the
end of each of its turns to end this effect.
Once you use this feature, you can't use it again until you
finish a long rest.
Light Armor
Heavy coat $5 11 + Dex modifier — Disadvantage 6 lb.
Leather jacket $10 11 + Dex modifier — — 4 lb.
Light undercover shirt * $45 11 + Dex modifier — — 2 lb.
Ghillie Suit $50 11 + Dex modifier — Special 5 lb.
Kevlar-lined coat * $50 12 + Dex modifier — — 8 lb.
Undercover vest * $75 13 + Dex modifier — — 3 lb.
Medium Armor
Concealable vest * $75 13 + Dex modifier (max 2) — — 4 lb.
Light-duty vest * $500 14 + Dex modifier (max 3) — — 8 lb.
Tactical vest * $1,500 15 + Dex modifier (max 2) Str 10 Disadvantage 10 lb.
Heavy Armor
Special response vest * $1,500 15 Str 10 Disadvantage 15 lb.
Land warrior armor * $2,000 17 Str 13 Disadvantage 10 lb.
Forced entry unit * $2,500 18 Str 13 Disadvantage 20 lb.
Shield
Riot shield * $100 +2 — — 6 lb.
* Check the Armor Properties section to read about the damage reduction against attacks.
SUPPRESSING FIRE
Every firearm can be used for suppressing fire. As an action, you
can spray in a 10-foot-cube area within the firearm's normal
range using up to ten pieces of ammunition. Each creature in the
area must succeed on a Wisdom saving throw (the DC equals to 8
+ the number of bullets used) or be affected by this until action
the beginning of your next turn. A suppressed creature can't
willingly move closer to the source of its suppression. On a
critical fail, the creature also takes the weapon's damage. A
target automatically succeeds on the save if it can't be
frightened.
The explosive was set by + half the proficiency bonus of Office or Store Alarm 25
someone with the Sapper feat the creature who planted it Bank Vault 28
The explosive uses an
-1d6 A character can use an action to try to manually disable a
improvised detonator
device. It must be able to reach the device or the power source
A character can try to determine the detonator type from a to do so. The DC for this is determined by the DM depending on
safe distance making a DC 15 Intelligence (Investigation) check. the device (disabling a bank vault is far more difficult than
On a success, the detonator is destroyed, the explosive is disabling an average security camera). If the character is also
safetly deactivated and it can be recovered for later use. If a proficient with the engineering kit, it can add it's proficiency
character succeeds the check by 5 or more, the detonator can be bonus to the check if it have the kit at hand.
recovered too. On a failure, the explosive is detonated. If the device is being constantly monitored, the attempt to
disable it will probably be noticed by the security personnel.
REPAIRING A DEVICE
Most repair checks are made to fix complex electronic or MANUALLY DISABLING OR HACKING?
mechanical devices. Using an engineering kit allows the Some devices might be able to be disabled manually or
character to add it's proficiency bonus if it's proficient with the by hacking them, and it's up to the DM to determine
tool. The DC is set by the DM. In general, simple repairs have a which action can be used (either or both).
DC of 5 to 10 and require no more than a few minutes to In other cases, some high security devices might have
accomplish, while complex repairs have a DC of at least 15 and multiple layers of protection, such as a casino vault, and
in those cases it will probably require characters to
can require an hour or more to complete. both manually disable and hack the device in order to
Up to the DM, in some cases repairing a device might also fully disable or access to it.
involve a monetary cost when spare parts or new components
are needed. The value of this parts in credits are equal to the
total DC.
MALWARE FEATURES
SLOTS
FEATURE DESCRIPTION REQUIRED
Damage This imposes disadvantage on all checks made with the device until repaired, which can be done by making an
1
Programming Intelligence check against the malware DC
Destroy This make the device unusable until the programming is repaired by making an Intelligence check against the
2
Programming malware DC
The malware is programmed to find specific data, copy, and upload it to a secure server where they can be
Steal Data 1
downloaded
Modify Data The malware is programmed to find specific data and modify their properties or content (if applicable) 1
Destroy Data The malware is programmed to find specific data and delete it from the device or network 1
The malware is programmed to find specific data and encrypt it with an algorithm, making that data accessible
Encrypt Data 1
only when using an encryption key
Install The malware creates a vulnerability that helps to access the device easily. The character have a +5 bonus when
1
backdoor attempting to defeat the device security while the malware is active
The malware saves the internet activity, tracking log, password information, accounts, and such. This information
Spy 2
is generally uploaded to a secure server where it can be viewed or downloaded
Remote
The malware allows total control of the device 2
Control
Due to rapidly replicating itself for infecting files and data, its harder to completely delete it from the system. It's
Replicating 1
required two successful Intelligence checks to fully delete the malware from a device
The malware is installed by modifying the operating system to avoid being detected. The malware DC increases
Cloak 1
by 2, and the character have a +5 bonus when attempting to do the covering tracks operation
VEHICLES
TOP
ACCELERATION
DAMAGE
Ground Vehicles
Motorcycle $5,000 270 ft. 90 ft. 1 — 13 + Dex modifier 22 4
Sedan $15,000 255 ft. 85 ft. 4 300 lb. 13 + Dex modifier 40 8
Sports car $40,000 315 ft. 105 ft. 1 200 lb. 13 + Dex modifier 34 8
SUV $25,000 210 ft. 70 ft. 4 500 lb. 14 + Dex modifier (max 2) 50 10
Pickup $22,000 180 ft. 60 ft. 3 1,600 lb. 14 + Dex modifier (max 2) 50 8
Van $20,000 165 ft. 55 ft. 8 4,800 lb. 13 + Dex modifier (max 2) 50 8
Truck $40,000 120 ft. 40 ft. 2 33,000 lb. 15 70 10
Wheeled APC $60,000 180 ft. 60 ft. 13 250 lb. 16 + Dex modifier (max 2) 70 12
Air Vehicles
Helicopter, civilian $100,000 255 ft. 85 ft. 4 250 lb. 12 + Dex modifier 38 8
Helicopter, military $175,000 330 ft. 110 ft. — 100 lb. 16 + Dex modifier (max 2) 50 10
Helicopter, transport $130,000 210 ft. 70 ft. 13 5,000 lb. 10 + Dex modifier 40 8
Prop Plane, civilian $110,000 225 ft. 75 ft. 3 120 lb. 12 + Dex modifier 40 8
Prop Plane, transport $125,000 210 ft. 70 ft. 10 10,000 lb. 12 + Dex modifier 45 8
Water Vehicles
Personal Watercraft $6,000 150 ft. 50 ft. 1 60 lb. 13 + Dex modifier 20 4
Runabout $25,000 105 ft. 35 ft. 5 2,100 lb. 13 + Dex modifier 30 6
Cabin Cruiser $40,000 120 ft. 40 ft. 3 2,100 lb. 13 + Dex modifier 40 8
1-2
its acceleration speed
The vehicle turns right, decreasing its speed up to
3-4
its acceleration speed
The vehicle tilts up, decreasing its speed up to
5
twice its acceleration speed
The vehicle tilts down, increasing its speed up to
6-7
twice its acceleration speed while descending
The vehicle spins out of control while falling out,
8
increasing its speed up to its acceleration speed
Poor. A poor lifestyle means having few material possessions Lodging (per day)
or little income. You probably sleep on temporary shelters or Hostel $5
emergency accommodations, but you spend most of your time in Budget motel $10
the streets, eating fast food, and relying on the good graces of
Average hotel $30
people better off than you. This lifestyle is surrounded by
violence, diseases, hunger, and crime. People at this lifestyle Upscale hotel $60
level tend to be unskilled laborers, peddlers, and other Meals (per day)
disreputable types. Fast food $5
Lower Class. A lower class lifestyle keeps you out of the slums
Family restaurant $10
and ensures that you can maintain your equipment. You live in
an older part of the city, renting a studio apartment or a small Upscale restaurant $20
condo. You don't go hungry or thirsty, and your living conditions Fancy restaurant $30
are clean, if simple. Ordinary people living this lifestyles are Housing (per day)
mostly workers who performs manual labor (known also as Small condo $5
blue-collar workers).
Medium condo $10
Middle Class. A middle class lifestyle means that you can
afford nicer clothing and can easily maintain your equipment. Large condo $30
You live in a medium condo in a middle-class neighborhood or Small house $10
in a small house in the peripheral areas of the city or town. Most Medium house $15
people living this lifestyle includes professionals with training
Large house $40
and education, typically business qualifications and university
degrees, with example occupations including academics and Ground Transportation
teachers, social workers, engineers, accountants, managers, Public transport (within the city) $2
nurses, and middle-level administrators. Taxi or app-taxi (within the city) $5
Upper Class. An upper class lifestyle is composed by people Bus fare (between cities) $0,5 per mile
who hold the highest social status, usually are the wealthiest
members of class society, and wield the greatest political power, Car rental Varies
such as successful entrepreneurs, CEOs, politicians, investment Air Transportation
bankers, venture capitalists, heirs to fortunes, celebrities, and a Domestic, coach $2 per mile
few number of professionals. You live in a large condo or a large Domestic, first class $4 per mile
home in a good neighborhood of the city, and there is a high
International, coach $8 per mile
chance you have additional properties in other cities or
locations. International, first class $12 per mile
The elite is also included in this lifestyle, which is a small Water Transportation
group of powerful people who hold a disproportionate amount of Ship's passage $1 per mile
wealth, privilege, political power, or skill, known for being the
Cruiser's fare $3 per mile
top part of the upper class.
MODERN WAGES
PART 2 | MODERN EQUIPMENT 37
PART 3
NEW SPELLS
NEW SPELLS
T
his part describes spells for a modern setting. Certain of BURGLAR'S BUDDY
the spells in this section have a special tag: technomagic. 2nd-level illusion (technomagic)
Such spells are cast normally, but the technomagic tag
Casting Time: 1 action
indicates that their magic specifically references and interacts
Range: Self (10-foot radius)
with computer systems and electronic devices.
Components: V, S, M (a camera lens cover)
CANTRIPS (0 LEVEL) Duration: 1 minute
Arcane Graffiti
You create a magical area around you, suppressing all
Haywire
mechanical or electronic intrusion alarms and alarms sensors in
Magic ID the area. Burglar alarms or other intrusion alarms within the
1ST LEVEL affected area simply fail to function; sensors for intrusion alarm
systems (such as motion detectors, IR detectors, pressure
Degauss
Dataread
DATAREAD
2nd-level divination (technomagic)
Relay Text
Casting Time: 1 action
3RD LEVEL Range: Touch
Electromagnetic Pulse
Components: V, S
Shutdown Duration: Concentration, up to 1 minute
4TH LEVEL You run your finger over any machine-readable data source (a
Wire Walk barcode, a computer disk, a USB drive, or any similar record) to
understand the content of the data. You experience the data as
5TH LEVEL it would normally be experienced through an appropriate
Instant Connectivity
machine. For example, if reading a USB with music, you hear the
Synchronicity music in your head. If reading a word processor file, you
visualize and read an image of the page. If reading a barcode,
SPELLS DESCRIPTIONS you see the serial number, pricing information, or other
barcoded data.
The spells are presented in alphabetical order. The amount of time required to experience the data is the
ARCANE GRAFFITI same as that required to read it by conventional means. You can
Conjuration cantrip normally read 2 pages of documents in 1 minute. This spell does
not decode encrypted data. Without the encryption code, an
Casting Time: 1 action encrypted document or file appears as a seemingly random
Range: Touch string of characters. If you know the encryption code, however,
Components: V, S you can read encrypted data normally with this spell.
Duration: 1 hour At Higher Levels: When you cast this spell using a spell slot of
This spell allows you to inscribe your personal rune or a short 3rd or 4th level, you can maintain your concentration on the
message, which can be no larger than 2 feet tall and consist of spell for 10 minutes. When you use a spell slot of 5th level or
no more than six words, on a nonliving creature or object. The higher, you can maintain your concentration on the spell for 1
writing can be visible or invisible. An arcane graffiti spell hour.
enables you to etch the words upon any substance (even stone
or metal) without harming the material upon which the mark is
placed. If invisible graffiti is made, the casting of any spell
within 30 feet causes the words to become visible for 5 rounds.
CITY GUARDIAN
While treants protects forests, the city guardian protects cities
from outside threats. In general, these metallic constructs are
asleep, waiting until the call for aid when the city is in danger.
Constructed Nature. A city guardian doesn't require air, food,
drink, or sleep.
CITY GUARDIAN
Large construct, unaligned
ACTIONS
Multiattack. The city guardian makes two fist attacks.
Fist. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit 13 (2d8 + 4) bludgeoning damage.
REACTIONS
Arcane Shield. The city guardian adds 2 to its AC against
one attack or single target spell that would hit. To do so,
the city guardian must see the attacker.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 12 (+1) 13 (+1) 10 (+0) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
ACTIONS
Multiattack. The hitman makes three attacks with its
suppressed light pistol.
Suppresed Light Pistol. Ranged Weapon Attack: +7 to
hit, range 60/180 ft., one target. Hit 9 (2d6 + 3)
piercing damage.
Pocket Knife. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit 5 (1d4 + 3) piercing damage, and the
target must make a DC 15 Constitution saving throw,
taking 24 (7d6) poison damage on a failed save, or half
as much damage on a successful one.
ACTIONS
Multiattack. The sniper makes two attacks with its
sniper rifle.
Sniper Rifle. Ranged Weapon Attack: +6 to hit, range
180/540 ft., one target. Hit 14 (2d10 + 4) piercing
damage.
Light Pistol. Ranged Weapon Attack: +6 to hit, range
60/180 ft., one target. Hit 10 (2d6 + 4) piercing
damage.
Skills Perception +2
Damage Reduction Piercing damage from firearms is
reduced by 3
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
ACTIONS
Metal Baton. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.
Taser Gun. Ranged Weapon Attack: +4 to hit, range
15/35 ft., one target. Hit 2 (1d4) lightning damage, and
the target must make a DC 15 Constitution saving
throw or be paralyzed until the start of the security
guard next turn.