************************************** MODERN & SCI-FI EQUIPMENT ************************************** Compiled from various sources: https://dnd.wizards.com/articles/features/my-new-d20-modern-campaign ************************************** ARMOR ************************************** MODERN LIGHT ARMOR * heavy coat (AC 11 + DEX modf.) (disadvantage Stealth) * leather jacket (AC 11 + DEX modf.) * light undercover shirt (AC 11 + DEX modf.) (DR/2 ballistic) * Kevlar-lined coat (AC 12 + DEX modf.) (DR/2 ballistic) * undercover vest (AC 13 + DEX modf.) (DR/2 ballistic) MODERN MEDIUM ARMOR * concealable vest (AC 13 + DEX modf.) (max. DEX bonus +2) (DR/3 ballistic) * light-duty vest (AC 14 + DEX modf.) (max. DEX bonus +2) (DR/3 ballistic) * tactical vest (AC 15 + DEX modf.) (max. DEX bonus +2, min. STR 10, disadvantage Stealth) (resistance: ballistic) MODERN HEAVY ARMOR * special response vest (AC 15) (no DEX bonus, disadvantage Stealth, min. STR 10) (resistance: ballistic) * Land Warrior armor (AC 17) (no DEX bonus, disadvantage Stealth, min. STR 13) (DR/5 ballistic/slashing) * forced entry unit (AC 18) (no DEX bonus, disadvantage Stealth, min. STR 13) (resistance: ballistic/slashing) SHIELD (1 action to don or doff) * shield (AC +2) ************************************** DRUGS ************************************** SINGLE-DOSE DRUGS (action or bonus action to use) * Bliss Drug: User suffers stunned condition for 1 minute, then once per minute may attempt a Constitution save DC 15 to end, after which user regains 1d4 hp. (10 cr) * Combat Drug: For 1 minute, immune to the frightened condition and gain 5 temporary hit points; hp end after duration. (90cr) * Compliance Drug: User makes Wisdom save DC 15 to avoid the charmed condition, if fail repeat save once per minute to end. (50 cr) * Disinfection Additive: Same effect as purify food and drink spell. (25 cr) * Focus Drug: Same effect as guidance cantrip but no concentration required, only one does per creature at same time. (15 cr) * Greater Speed Drug: Same effect as haste spell, but when effect ends user suffers 1d10 necrotic damage and 1 level of exhaustion. (90cr) * Healing Drug: Instantly heals 2d4+2 hp. (50 cr) * Lesser Speed Drug: Same effect as expeditious retreat spell, but when effect ends user suffers 1 level of exhaustion. (10cr) * Paralysis Drug: User must make a DC 15 Constitution save or suffer the paralyzed condition; if save failed, repeat saving throw once per minute to end condition. (50 cr) * Restoration Drug: After 1 minute delay, same as lesser restoration spell. (250 cr) * Shock Drug: Instantly removes 1 level exhaustion but causes 1d10 necrotic damage. (250 cr) * Stasis Drug: Same effect as spare the dying cantrip. (10 cr) * Sustenance Drug: Restores 1 hp and nourishes 1 creature for 24 hours. (10 cr) EXOTIC DRUGS * Antipsi Drug: Same effect as mind blank spell. (Expensive – min. 650cr – and very rare.) * Melange Drug: Same effect as teleport spell. (Expensive – min. 500cr – and very rare.) MEDICAL TREATMENTS (8 hours to use, can combine with long rest) * Anagathic Treatment: Same effect as potion of longevity, DMG p. 188. (20,000 cr) * Mind Suggestion Treatment: Same effect as suggestion spell but range is touch and no concentration is required for the effect’s duration. (200cr) * Mind reprogramming treatment: Same effect as geas spell but range is touch. (500cr) * Restoration Treatment: Same as lesser restoration or greater restoration spell. (500 cr) * Vitality Treatment: Same effect as potion of vitality, DMG p. 188. (5,000 cr) ************************************** OTHER EQUIPMENT ************************************** * Forcefield Shelter: 1 use per 24 hours, same as Leomund’s Tiny Hut spell. (10,000cr) * Infrared Goggles: Grants wearer 60-foot darkvision. If wearer has darkvision of 60 feet or more, these goggles don’t add any benefit. (1,500cr) * Portable Automaker: 10 charges, 1 use at a time, each same as effect as fabricate spell; regains 1 charge per 24 hours. (15,000cr) * Proximity Alert System: 1 use every 24 hours, same effect as alarm spell. (100cr) * Snare Grenade: Burst of synthetic cords, same effect as entangle spell, expended when used. (50cr) * Tri-Scanner: 20 charges, detect poison and disease costs 1 charge, locate animals or plants or see invisible effects each cost 2 charges, locate object costs 5 charges; regains 1 charge per hour. (10,000cr)