Appendix X: Nonplayer Characters: Bounty Hunter

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APPENDIX X: NONPLAYER CHARACTERS

T
his appendix contains statistics for various humanoid This section provides game statistics for various ordinary
nonplayer characters (NPCs) that characters might character archetypes. Each archetype is presented as a
encounter during a modern campaign, ranging from multiclass character built using two of the six basic classes,
menial service workers to professional assassins. These stat with each archetype suiting various types of characters.
blocks can be used to represent both human and nonhman
NPCs. STRONG/FAST ORDINARY
CUSTOMIZING NPCS Ordinaries of this archetype include bounty hunters,
couriers, martial arts students, and amateur boxers. The
There are many ways to customize the NPCs in this statistics given below are for a typical bounty hunter.
appendix for your home campaign.
Racial Traits. You can add racial traits to an NPC. For
example, a Robot Sniper might have immunity to poison
and the Fragile Circuitry trait. Adding racial traits to an NPC
BOUNTY HUNTER
Medium humanoid (any race), any alignment
doesn't alter its challenge rating. For more on racial traits,
see the Player's Handbook.
Spell Swaps. One way to customize an NPC spellcaster is Armor Class 15 (concealable vest)
to replace one or more of its spells. You can substitute any Hit Points 22 (4d8+4)
spell on the NPC's spell list with a different spell of the same Speed 35 ft.
level from the same spell list. Swapping spells in this manner
doesn't alter an NPC's challenge rating. STR DEX CON INT WIS CHA
Armor and Weapon Swaps. You can upgrade or 15 (+2) 14 (+2) 13 (+1) 12 (+1) 8 (-1) 10 (+0)
downgrade an NPC's armor, or add or switch weapons.
Adjustments to Armor Class and damage can change an Saving Throws Str +4, Dex +4
NPC's challenge rating, as explained in the Dungeon Skills Athletics +4, Intimidation +2, Investigation +3
Master's Guide. Senses passive Perception 7
Advanced Equipment. The more powerful an NPC, the Languages any one language
more likely it has one or more pieces of advanced Challenge 1/2 (100 XP)
equipment. This can include magic itemsm modified
equipment, or single-use weapons. Giving an NPC a potent Smash. The Bounty Hunter adds 1 to all melee and thrown
damage-dealing item could alter its challenge rating. Magic weapon damage rolls.
items, as well as adjusting a creature's challenge rating, are
Body Slam. Whenever the Bounty Hunter makes a
described in the Dungeon Master's Guide. Equipment
successful Shove against a creature, that creature takes 4
modifications are described in the Modern Manual. bludgeoning damage. Also, when the Bounty Hunter
succeeds on shoving a creature, they can choose between
ORDINARIES pushing that creature up to 10 feet away, or pushing them
up to 5 feet away and knocking them prone.
The jittery bank robber wearing the Wolfman mask. The Action Surge (Recharges after a Short or Long Rest). On
crime lab technician who analyzes forensic clues. The their turn, the Bounty Hunter can take one additional action
cocaine-addled hooker with a heart of gold. The sleazy, on top of their regular action and a possible bonus action.
silver-tongued lawyer who gets the heroes out of jail. Every
campaign includes minor players who, for the most part, are
ACTIONS
ordinary people with skills and goals, but who lack the Taser. Ranged Weapon Attack: +3 to hit, range 15/30 ft., one
special qualities that define heroes and major villains. They target. Hit: 4 (1d4 + 2) lightning damage. If the target is a
creature, it must succeed on a DC 15 Constitution saving
are neither the heart nor soul of the campaign, but they are
throw or be stunned until the end of its next turn.
important nonetheless.
They are the heroes’ contacts and foils. They are the evil Expandable Baton Melee Weapon Attack: +5 to hit, reach
mastermind’s goons and prey. They appear briefly, 5ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage
occasionally resurface to propel the story, and take turns
helping or hindering the heroes in the course of their BONUS ACTIONS
adventures. Bully. The Bounty Hunter shoves one creature they have
“Ordinaries” are nonheroic supporting characters and successfully attacked this turn.
extras. They include the back-alley thug, the university Cunning Action. The Bounty Hunter takes the Dash,
academic, the fearless security guard, the smalltime drug Disengage, Hide, or Ready action.
dealer, and the nosy reporter. Ordinaries are built using a
combination of the six basic classes, and each use the REACTIONS
standard array of ability scores (15, 14, 13, 12, 10, 8). They each Redirect Attack. When a creature misses the Bounty
have two levels in two different basic classes. Hunter with an attack, the Bounty Hunter can use their
Each Ordinary statblock presented here is presented as an reaction to force that creature to repeat the same attack
example, and can each be customized by reassigning their against another creature (other than itself) of their choice
ability scores and skills or swapping out their equipment. within 5 feet of you with disadvantage.

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STRONG/TOUGH ORDINARY STRONG/SMART ORDINARY
Sample characters of this archetype include thugs, soldiers Sample characters of this archetype include mechanics,
of fortune, security guards, marines, mercenaries, amateur government agents, and military technicians. The statistics
wrestlers, bouncers, football players, and professional given below are for a typical mechanic.
movers. The statistics given below are for a typical thug.

MECHANIC
THUG Medium humanoid (any race), any alignment
Medium humanoid (any race), any alignment
Armor Class 12
Armor Class 13 (leather jacket) Hit Points 22 (4d8+4)
Hit Points 26 (4d8+8) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 13 (+1) 15 (+2) 12 (+1) 8 (-1)
14 (+2) 10 (+0) 15 (+2) 8 (-1) 13 (+1) 12 (+1)
Saving Throws Str +4, Wis +3
Saving Throws Str +4, Con +4 Skills Animal Handling +3, Athletics + 4, Nature +6,
Skills Athletics +5, Intimidation +2, Perception +3 Investigation +6
Senses passive Perception 11 Senses passive Perception 7
Languages any one language Languages any one language
Challenge 1/2 (100 XP) Challenge 1/2 (100 XP)

Smash. The Thug adds 1 to all melee and thrown weapon Smash. The Mechanic adds 1 to all melee and thrown
damage rolls. weapon damage rolls.
Body Slam. Whenever the Thug makes a successful Shove Body Slam. Whenever the Mechanic makes a successful
against a creature, that creature takes 4 bludgeoning Shove against a creature, that creature takes 4 bludgeoning
damage. Also, when the Thug succeeds on shoving a damage. Also, when the Mechanic succeeds on shoving a
creature, they can choose between pushing that creature creature, they can choose between pushing that creature
up to 10 feet away, or pushing them up to 5 feet away and up to 10 feet away, or pushing them up to 5 feet away and
knocking them prone. knocking them prone.
Action Surge (Recharges after a Short or Long Rest). On Action Surge (1/Rest). On their turn, the Mechanic can take
their turn, the Thug can take one additional action on top of one additional action on top of their regular action and a
their regular action and a possible bonus action. possible bonus action.
Resilience. When the Thug is reduced to 0 hit points but
not killed outright, they can drop to 1 hit point instead. ACTIONS
Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft. or
ACTIONS range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning
damage
Baton Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage Plan (1/Rest). The Mechanic chooses up to 6 creatures (one
of which can be themself). For each creature the Mechanic
Holdout Pistol Ranged Weapon Attack: +2 to hit, range chooses one of the following; attack rolls, saving throws, or
30/90 ft., one target. Hit: 5 (2d4) piercing damage ability checks. In the next minute, each creature can activate
their benefit once to gain a +2 bonus to the chosen rolls
BONUS ACTIONS until the start of their next turn.
Bully. The Thug shoves one creature they have successfully Trick (2/Long Rest). One creature with an Intelligence of at
attacked this turn. least 6 that is able to see and hear the Mechanic must make
a DC 12 Intelligence saving throw or be stunned until the
Second Wind (Recharges after a Short or Long Rest). The
end of its next turn.
Thug regains 7 (1d10+2) hit points.
Offhand Baton. Melee Weapon Attack: +4 to hit, reach 5ft., BONUS ACTIONS
one target. Hit: 3 (1d6) bludgeoning damage
Bully. The Mechanic shoves one creature they have
successfully attacked this turn.

OMITTED FEATURES REACTIONS


In the interest of brevity, some features from the basic Deliberate Defense (2/Long Rest). When the Mechanic
classes have not been included in these statblocks as they makes a saving throw against an effect they can see, they
do not have a direct application to combat. Ordinaries are can use their reaction to add 2 to their roll.
still considered to have these abilities, they are simply not
featured in their statblocks.
The following features are omitted:
Tough Hero: Untiring.
Dedicated Hero: Caregiver.
Charismatic Hero: Favor.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
STRONG/DEDICATED ORDINARY STRONG/CHARISMATIC ORDINARY
Sample characters of this archetype include police officers, Sample characters of this archetype include gang leaders,
firefighters, bodyguards, construction workers, and farmers. action movie stars, physical trainers, and animal handlers.
The statistics given below are for a typical police officer. The statistics given below are for a typical gang leader.

POLICE OFFICER GANG LEADER


Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 13 (concealable vest) Armor Class 14 (undercover vest)


Hit Points 22 (4d8+4) Hit Points 14 (4d8-4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 13 (+1) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0) 15 (+2)

Saving Throws Str +4, Wis +4 Saving Throws Dex +3, Cha +4
Skills Athletics + 4, Insight +4, Perception +4 Skills Athletics + 4, Persuasion +4, Deception +4
Senses passive Perception 12 Senses passive Perception 8
Languages any one language Languages any one language
Challenge 1/2 (100 XP) Challenge 1/2 (100 XP)

Smash. The Police Officer adds 1 to all melee and thrown Smash. The Gang Leader adds 1 to all melee and thrown
weapon damage rolls. weapon damage rolls.
Body Slam. Whenever the Police Officer makes a successful Body Slam. Whenever the Gang Leader makes a successful
Shove against a creature, that creature takes 4 bludgeoning Shove against a creature, that creature takes 4 bludgeoning
damage. Also, when the Police Officer succeeds on shoving damage. Also, when the Gang Leader succeeds on shoving
a creature, they can choose between pushing that creature a creature, they can choose between pushing that creature
up to 10 feet away, or pushing them up to 5 feet away and up to 10 feet away, or pushing them up to 5 feet away and
knocking them prone. knocking them prone.
Action Surge (1/Rest). On their turn, the Police Officer can Action Surge (1/Rest). On their turn, the Gang Leader can
take one additional action on top of their regular action and take one additional action on top of their regular action and
a possible bonus action. a possible bonus action.
Empathy. The Police Officer adds half their proficiency
bonus to any Wisdom or Charisma ability check they make ACTIONS
that doesn’t already use their proficiency bonus. Sawed-Off Shotgun. Ranged Weapon Attack: +3 to hit,
range 20/60 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Helpful. When the Police Officer uses the Help action to aid
an ally in attacking a creature, the target of that attack can Charm. One creature that is able to see and hear the Gang
be within 30 feet of the Police Officer, rather than 5 feet of Leader must make a DC 12 Wisdom saving throw or be
the Police Officer, if the target can see or hear the Police charmed by the Gang Leader. The target repeats the saving
Officer. throw after 1 minute, ending the effect on a success. If a
Danger Sense. The Police Officer has advantage on creature succeeds on a saving throw against this ability, it is
Dexterity saving throws against effects that they can see, immune to this ability for 24 hours. The effect ends if the
such as traps and spells. To gain this benefit, the Police target is attacked or threatened.
Officer can’t be blinded, deafened, or incapacitated.
BONUS ACTIONS
ACTIONS Bully. The Gang Leader shoves one creature they have
Expandable Baton Melee Weapon Attack: +4 to hit, reach successfully attacked this turn.
5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
Inspire (2/Long Rest). The Gang Leader chooses one
Autoloader. Ranged Weapon Attack: +1 to hit, range 50/150 creature other than themself within 60 feet who can hear
ft., one target. Hit: 6 (2d6 - 1) piercing damage. them. That creature gains an Inspiration die, a d6. Once
within the next 10 minutes, they can roll the die, expending
BONUS ACTIONS it, and add the number rolled to one ability check, attack roll,
or saving throw it makes. A creature can have only one
Bully. The Police Officer shoves one creature they have Inspiration die at a time.
successfully attacked this turn.
Taunt. One creature that is able to see and hear the Gang
Help. The Police Officer takes the Help action. Leader must make a DC 12 Wisdom saving throw or have
disadvantage on its next attack roll, ability check, or saving
throw.

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
FAST/TOUGH ORDINARY FAST/SMART ORDINARY
Sample characters of this archetype include gang members, Sample characters of this archetype include career criminals,
bikers, stunt people, wilderness guides, hockey players, and demolition experts, and some field agents. The statistics
SWAT members. The statistics given below are for a typical given below are for a typical thief.
gang member.

THIEF
GANG MEMBER Medium humanoid (any race), any alignment
Medium humanoid (any race), any alignment
Armor Class 14
Armor Class 14 Hit Points 18 (4d8)
Hit Points 22 (4d8+8) Speed 35 ft.
Speed 35 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 10 (+0) 14 (+2) 13 (+1) 12 (+1)
13 (+1) 14 (+2) 15 (+2) 8 (-1) 12 (+1) 10 (+0)
Saving Throws Dex +4, Int +4
Saving Throws Str +3, Dex +4 Skills Acrobatics +4, Stealth +6, Perception +5,
Skills Acrobatics +4, Intimidation +2, Deception +2 Investigation +4
Senses passive Perception 7 Senses passive Perception 13
Languages any one language Languages any one language
Challenge 1/2 (100 XP) Challenge 1/2 (100 XP)

Evasive Footwork. Opportunity attacks against the Gang Evasive Footwork. Opportunity attacks against the Gang
Member are made with disadvantage. Member are made with disadvantage.
Resilience. When the Gang Member is reduced to 0 hit
points but not killed outright, they can drop to 1 hit point ACTIONS
instead. Hunting Knife. Melee Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage
ACTIONS
Dart Gun. Ranged Weapon Attack: +4 to hit, range 40/120 ft.,
Pocket Knife. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1 piercing damage. If the target is a creature
one target. Hit: 4 (1d4 + 2) piercing damage they must succeed on a DC 13 Constitution saving throw or
be poisoned for 1 hour. If the saving throw fails by 5 or more,
Revolver. Ranged Weapon Attack: +4 to hit, range 50/150 ft., the creature is also unconscious while poisoned in this way.
one target. Hit: 9 (2d6 + 2) piercing damage. The creature wakes up if it takes damage or if another
Fragmentation Grenade. Ranged Weapon Attack: +2 to hit, creature takes an action to shake it awake.
range 20/60 ft., one target. Each creature within 20 feet of Plan (1/Rest). The Thief chooses up to 6 creatures (one of
the target must make a DC 12 Dexterity saving throw, taking which can be themself). For each creature the Thief chooses
5d6 piercing damage on a failed save, or half as much one of the following; attack rolls, saving throws, or ability
damage on a successful one. checks. In the next minute, each creature can activate their
benefit once to gain a +2 bonus to the chosen rolls until the
BONUS ACTIONS start of their next turn.
Cunning Action. The Gang Member takes the Dash, Trick (2/Long Rest). One creature with an Intelligence of at
Disengage, Hide, or Ready action. least 6 that is able to see and hear the Thief must make a DC
12 Intelligence saving throw or be stunned until the end of
Second Wind. The Gang Member regains 1d10+2 hit points.
its next turn.
REACTIONS BONUS ACTIONS
Redirect Attack. When a creature misses the Gang
Cunning Action. The Thief takes the Dash, Disengage, Hide,
Member with an attack, the Gang Member can use their
or Ready action.
reaction to force that creature to repeat the same attack
against another creature (other than itself) of their choice
within 5 feet of them with disadvantage. REACTIONS
Redirect Attack. When a creature misses the Thief with an
attack, the Thief can use their reaction to force that creature
to repeat the same attack against another creature (other
than itself) of their choice within 5 feet of them with
disadvantage.

Deliberate Defense (2/Long Rest). When the Thief makes a


saving throw against an effect they can see, they can use
their reaction to add 2 to their roll.

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
FAST/DEDICATED ORDINARY FAST/CHARISMATIC ORDINARY
Sample characters of this archetype include taxi drivers, Sample characters of this archetype include dilettantes, con
helicopter pilots, extreme sports fanatics, and wilderness artists, clowns, magicians, and prostitutes. The statistics
trackers. The statistics given below are for a typical driver. given below are for a typical charlatan.

DRIVER CHARLATAN
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 13 (heavy coat) Armor Class 12


Hit Points 18 (4d8) Hit Points 18 (4d8)
Speed 35 ft. Speed 35 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 8 (-1) 15 (+2) 13 (+1) 8 (-1) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 15 (+2)

Saving Throws Wis +4, Cha +3 Saving Throws Dex +4, Cha +4
Skills Insight +4, Medicine +4, Sleight of Hand +4 Skills Deception +4, Persuasion +4, Sleight of Hand +4
Senses passive Perception 11 Senses passive Perception 9
Languages any one language Languages any one language
Challenge 1/2 (100 XP) Challenge 1/2 (100 XP)

Evasive Footwork. Opportunity attacks against the Gang Evasive Footwork. Opportunity attacks against the
Member are made with disadvantage. Charlatan are made with disadvantage.
Empathy. The Driver adds half their proficiency bonus to
any Wisdom or Charisma ability check they make that ACTIONS
doesn’t already use their proficiency bonus. Stun Gun. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 4 (1d4 + 2) lightning damage. If the target is a
Helpful. When the Driver uses the Help action to aid an ally
creature it must make a DC 10 Constitution saving throw or
in attacking a creature, the target of that attack can be
be stunned until the end of its next turn.
within 30 feet of the Driver, rather than 5 feet of the Driver, if
the target can see or hear the Driver. Charm. One creature with an Intelligence of at least 6 that is
Danger Sense. The Driver has advantage on Dexterity able to see and hear the Charlatan must make a DC 12
saving throws against effects that they can see, such as Wisdom saving throw (with advantage if the Charlatan is
traps and spells. To gain this benefit, the Driver can’t be fighting it) or be charmed by the Charlatan. The Charlatan
blinded, deafened, or incapacitated. must concentrate to maintain, this effect, as if concentrating
on a spell. The target repeats the saving throw after 1 minute
ACTIONS to attempt to end the effect. If the creature’s saving throw is
successful, it is immune to this ability for 24 hours. The effect
Sap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. ends if the target is attacked or threatened.
Hit: 4 (1d4 + 2) bludgeoning damage
Revolver. Ranged Weapon Attack: +4 to hit, range 50/150 ft.,
BONUS ACTIONS
one target. Hit: 9 (2d6 + 2) piercing damage. Cunning Action. The Charlatan takes the Dash, Disengage,
Hide, or Ready action.
BONUS ACTIONS Inspire (2/Long Rest). The Charlatan chooses one creature
Cunning Action. The Driver takes the Dash, Disengage, other than themself within 60 feet who can hear them. That
Hide, or Ready action. creature gains an Inspiration die, a d6. Once within the next
10 minutes, they can roll the die and add the number rolled
REACTIONS to one ability check, attack roll, or saving throw it makes.
Redirect Attack. When a creature misses the Driver with an Taunt. One creature with an Intelligence of at least 6 that is
attack, the Driver can use their reaction to force that able to see and hear the Charlatan must make a DC 12
creature to repeat the same attack against another creature Wisdom saving throw or gain disadvantage on its next
(other than itself) of their choice within 5 feet of them with attack roll, ability check, or saving throw.
disadvantage.
REACTIONS
Help. The Driver takes the Help action.
Redirect Attack. When a creature misses the Charlatan
with an attack, the Charlatan can use their reaction to force
that creature to repeat the same attack against another
creature (other than itself) of their choice within 5 feet of
them with disadvantage.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
TOUGH/SMART ORDINARY TOUGH/DEDICATED ORDINARY
Sample characters of this archetype include terrorists, black Sample characters of this archetype include private eyes,
market dealers, and government field scientists. The mob enforcers, militia recruits, forest rangers, activists, and
statistics given below are for a typical explorer. cultists. The statistics given below are for a typical militia
recruit.

EXPLORER
Medium humanoid (any race), any alignment MILITIA RECRUIT
Medium humanoid (any race), any alignment
Armor Class 13 (leather jacket)
Hit Points 26 (4d8+8) Armor Class 13
Speed 30 ft. Hit Points 26 (4d8+8)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 15 (+2) 14 (+2) 13 (+1) 8 (-1) STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 10 (+0)
Saving Throws Con +4, Int +4
Skills Nature +6, History +4, Perception +3, Religion +6 Saving Throws Con +4, Str +3
Senses passive Perception 11 Skills Medicine +4, Perception +4, Survival +4
Languages any one language Senses passive Perception 12
Challenge 1/2 (100 XP) Languages any one language
Challenge 1/2 (100 XP)
Resilience. When the Explorer is reduced to 0 hit points but
not killed outright, they can drop to 1 hit point instead. Resilience. When the Militia Recruit is reduced to 0 hit
points but not killed outright, they can drop to 1 hit point
ACTIONS instead.
Machete. Melee Weapon Attack: +3 to hit, reach 5ft., one Empathy. The Militia Recruit adds half their proficiency
target. Hit: 5 (1d8 + 1) slashing damage bonus to any Wisdom or Charisma ability check they make
that doesn’t already use their proficiency bonus.
Hunting Knife. Melee Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage Helpful. When the Militia Recruit uses the Help action to aid
an ally in attacking a creature, the target of that attack can
Hunting Rifle. Ranged Weapon Attack: +2 to hit, range be within 30 feet of the Militia Recruit, rather than 5 feet of
180/540 ft., one target. Hit: 11 (2d10) piercing damage. the Militia Recruit, if the target can see or hear the Militia
Plan (1/Rest). The Explorer chooses up to 6 creatures (one of Recruit.
which can be themself). For each creature the Explorer Danger Sense. The Militia Recruit has advantage on
chooses one of the following; attack rolls, saving throws, or Dexterity saving throws against effects that they can see,
ability checks. In the next minute, each creature can activate such as traps and spells. To gain this benefit, the Militia
their benefit once to gain a +2 bonus to the chosen rolls Recruit can’t be blinded, deafened, or incapacitated.
until the start of their next turn.
Trick (2/Long Rest). One creature with an Intelligence of at ACTIONS
least 6 that is able to see and hear the Explorer must make a Machete. Melee Weapon Attack: +3 to hit, reach 5ft., one
DC 12 Intelligence saving throw or be stunned until the end target. Hit: 5 (1d8 + 1) slashing damage
of its next turn.
Carbine. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
BONUS ACTIONS one target. Hit: 8 (2d6 + 1) piercing damage, or 10 (2d8 + 1)
piercing damage if used with two hands.
Second Wind (1/Rest). The Explorer regains 7 (1d10+2) hit
points.
BONUS ACTIONS
Deliberate Defense (2/Long Rest). When the Explorer Second Wind (1/Rest). The Militia Recruit regains 7 (1d10+2)
makes a saving throw against an effect they can see, they hit points.
can use their reaction to add 2 to their roll.
Help. The Militia Recruit takes the Help action.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
TOUGH/CHARISMATIC ORDINARY SMART/DEDICATED ORDINARY
Sample characters of this archetype include drug dealers, Sample characters of this archetype include crime lab
crime bosses, and undercover cops. The statistics below are technicians, doctors, paramedics, journalists, forensics
for a typical drug dealer. experts, scientists, academics, antiquarians, entrepreneurs,
computer hackers, and stockbrokers. The statistics given
below are for a typical paramedic.

DRUG DEALER
Medium humanoid (any race), any alignment
PARAMEDIC
Armor Class 14 (kevlar-lined coat) Medium humanoid (any race), any alignment
Hit Points 26 (4d8 + 8)
Speed 30 ft. Armor Class 12 (heavy coat)
Hit Points 18 (4d8)
STR DEX CON INT WIS CHA Speed 30 ft.
10 (+0) 13 (+1) 15 (+2) 8 (-1) 12 (+1) 14 (+2)
STR DEX CON INT WIS CHA
Saving Throws Con +4, Cha +4 13 (+1) 8 (-1) 10 (+0) 15 (+2) 14 (+2) 12 (+1)
Skills Medicine +4, Deception +4, Intimidation +4
Senses passive Perception 9 Saving Throws Wis +4, Int +4
Languages any one language Skills Athletics +3, Insight +6, Medicine +6, Perception +4,
Challenge 1/2 (100 XP) Senses passive Perception 12
Languages any one language
Resilience. When the Drug Dealer is reduced to 0 hit points Challenge 1/2 (100 XP)
but not killed outright, they can drop to 1 hit point instead.
Empathy. The Paramedic adds half their proficiency bonus
ACTIONS to any Wisdom or Charisma ability check they make that
doesn’t already use their proficiency bonus.
High-Caliber Revolver. Ranged Weapon Attack: +1 to hit,
range 80/320 ft., one target. Hit: 10 (2d8 + 1) piercing damage. Helpful. When the Paramedic uses the Help action to aid an
ally in attacking a creature, the target of that attack can be
Charm. One creature with an Intelligence of at least 6 that is within 30 feet of the Paramedic, rather than 5 feet of the
able to see and hear the Drug Dealer must make a DC 12 Paramedic, if the target can see or hear the Paramedic.
Wisdom saving throw (with advantage if the Drug Dealer is
fighting it) or be charmed by the Drug Dealer. The Drug Danger Sense. The Paramedic has advantage on Dexterity
Dealer must concentrate to maintain, this effect, as if saving throws against effects that they can see, such as
concentrating on a spell. The target repeats the saving traps and spells. To gain this benefit, the Paramedic can’t be
throw after 1 minute to attempt to end the effect. If the blinded, deafened, or incapacitated.
creature’s saving throw is successful, it is immune to this
ability for 24 hours. The effect ends if the target is attacked ACTIONS
or threatened.
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5ft.,
BONUS ACTIONS one target. Hit: 2 bludgeoning damage

Second Wind (1/Rest). The Drug Dealer regains 7 (1d10+2) Plan (1/Rest). The Paramedic chooses up to 6 creatures (one
hit points. of which can be themself). For each creature the Paramedic
chooses one of the following; attack rolls, saving throws, or
Inspire (2/Long Rest). The Drug Dealer chooses one ability checks. In the next minute, each creature can activate
creature other than themself within 60 feet who can hear their benefit once to gain a +2 bonus to the chosen rolls
them. That creature gains an Inspiration die, a d6. Once until the start of their next turn.
within the next 10 minutes, they can roll the die and add the
number rolled to one ability check, attack roll, or saving Trick (2/Long Rest). One creature with an Intelligence of at
throw it makes. least 6 that is able to see and hear the Paramedic must
make a DC 12 Intelligence saving throw or be stunned until
Taunt. One creature with an Intelligence of at least 6 that is the end of its next turn.
able to see and hear the Drug Dealer must make a DC 12
Wisdom saving throw or gain disadvantage on its next BONUS ACTIONS
attack roll, ability check, or saving throw.
Help. The Paramedic takes the Help action.

REACTIONS
Deliberate Defense (2/Long Rest). When the Paramedic
makes a saving throw against an effect they can see, they
can use their reaction to add 2 to their roll.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
SMART/CHARISMATIC ORDINARY DEDICATED/CHARISMATIC ORDINARY
Sample characters of this archetype include politicians, Sample characters of this archetype include reporters,
executives, lawyers, managers, teachers, and nightclub musicians, photographers, dancers, priests, gamblers,
owners. The statistics given below are for a typical politician. salespeople, artists, evangelists, and disk jockeys. The
statistics given below are for a typical reporter.

POLITICIAN
Medium humanoid (any race), any alignment REPORTER
Medium humanoid (any race), any alignment
Armor Class 11
Hit Points 22 (4d8 + 4) Armor Class 12 (heavy coat)
Speed 30 ft. Hit Points 18 (4d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 12 (+1) 14 (+2) 13 (+1) 15 (+2) STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 12 (+1) 15 (+2) 14 (+2)
Saving Throws Dex +4, Cha +4
Skills Deception +6, Insight +3, Performance +4, Saving Throws Wis +4, Cha +4
Persuasion +6 Skills Insight +4, Investigation +3, Persuasion +4
Senses passive Perception 9 Senses passive Perception 11
Languages any one language Languages any one language
Challenge 1/2 (100 XP) Challenge 1/2 (100 XP)

ACTIONS Empathy. The Reporter adds half their proficiency bonus to


any Wisdom or Charisma ability check they make that
Taser. Ranged Weapon Attack: +1 to hit, range 15/30 ft., one doesn’t already use their proficiency bonus.
target. Hit: 1 (1d4 - 1) lightning damage. If the target is a
creature, it must succeed on a DC 15 Constitution saving Helpful. When the Reporter uses the Help action to aid an
throw or be stunned until the end of its next turn. ally in attacking a creature, the target of that attack can be
within 30 feet of the Reporter, rather than 5 feet of the
Plan (1/Rest). The Politician chooses up to 6 creatures (one Reporter, if the target can see or hear the Reporter.
of which can be themself). For each creature the Politician
Danger Sense. The Reporter has advantage on Dexterity
chooses one of the following; attack rolls, saving throws, or
saving throws against effects that they can see, such as
ability checks. In the next minute, each creature can activate
traps and spells. To gain this benefit, the Reporter can’t be
their benefit once to gain a +2 bonus to the chosen rolls
blinded, deafened, or incapacitated.
until the start of their next turn.
Trick (2/Long Rest). One creature with an Intelligence of at ACTIONS
least 6 that is able to see and hear the Politician must make
a DC 12 Intelligence saving throw or be stunned until the Stun Gun. Melee Weapon Attack: +1 to hit, reach 5ft., one
end of its next turn. target. Hit: 1 (1d4 - 1) lightning damage. If the target is a
creature it must make a DC 10 Constitution saving throw or
Charm. One creature with an Intelligence of at least 6 that is be stunned until the end of its next turn.
able to see and hear the Politician must make a DC 12
Wisdom saving throw (with advantage if the Politician is Charm. One creature with an Intelligence of at least 6 that is
fighting it) or be charmed by the Politician. The Politician able to see and hear the Reporter must make a DC 12
must concentrate to maintain, this effect, as if concentrating Wisdom saving throw (with advantage if the Reporter is
on a spell. The target repeats the saving throw after 1 minute fighting it) or be charmed by the Reporter. The Reporter
to attempt to end the effect. If the creature’s saving throw is must concentrate to maintain, this effect, as if concentrating
successful, it is immune to this ability for 24 hours. The effect on a spell. The target repeats the saving throw after 1 minute
ends if the target is attacked or threatened. to attempt to end the effect. If the creature’s saving throw is
successful, it is immune to this ability for 24 hours. The effect
BONUS ACTIONS ends if the target is attacked or threatened.
Inspire (2/Long Rest). The Politician chooses one creature
other than themself within 60 feet who can hear them. That
BONUS ACTIONS
creature gains an Inspiration die, a d6. Once within the next Inspire (2/Long Rest). The Reporter chooses one creature
10 minutes, they can roll the die and add the number rolled other than themself within 60 feet who can hear them. That
to one ability check, attack roll, or saving throw it makes. creature gains an Inspiration die, a d6. Once within the next
10 minutes, they can roll the die and add the number rolled
Taunt. One creature with an Intelligence of at least 6 that is to one ability check, attack roll, or saving throw it makes.
able to see and hear the Politician must make a DC 12
Wisdom saving throw or gain disadvantage on its next Taunt. One creature with an Intelligence of at least 6 that is
attack roll, ability check, or saving throw. able to see and hear the Reporter must make a DC 12
Wisdom saving throw or gain disadvantage on its next
REACTIONS attack roll, ability check, or saving throw.
Deliberate Defense (2/Long Rest). When the Politician
makes a saving throw against an effect they can see, they
can use their reaction to add 2 to their roll.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
CREDITS
Document and contents by Dylan Richards (Reddit:
u/Altavus , Tumblr: decision-paralysis, Blogger: Decision
Paralysis)

ART
NPCS
The Garage: AlexJJessup on DeviantArt.
Gang: Kutty-Sark on DeviantArt.
Taxi in Paris: Truffelschwein on DeviantArt.
Guerilla Nest in the Jungle: Callergi on DeviantArt.
Undercover Drug Dealer: satanasov on DeviantArt.

SOURCE MATERIAL
"d20 Modern" role-playing game by Wizards of the Coast.
Built heavily upon "d20 Modern 5e Conversion" by Edward
Wilson.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the
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