Scholar d6 Ideal
Skill Proficiencies. Medicine, Research
Tool Proficiencies. See Specialty below. 1 Knowledge. The path to power and self-
Equipment. A VI that assists in looking up, recalling, storing improvement is through knowledge.
information. It is intelligent enough to have conversations 2 Beauty. What is beautiful points us beyond itself
with, providing a sounding board for your ideas and toward what is true.
hypotheses. Additionally, you have 2,000 credits.
3 Logic. Emotions must not cloud our logical
Feature: Researcher thinking.
When you attempt to learn or recall information, if you do not 4 No Limits. Nothing should fetter the infinite
know it immediately, you often
know where and from whom possibility inherent in all existence.
you can obtain it. Usually, this information comes from the
exonet or other learned person or
creature, Your GM might 5 Power. Knowledge is the path to power and
rule that the knowledge you seek is secreted away in an domination.
almost inaccessible place, or that it
simply cannot be found.
6 Self-Improvement. The goal of a life of study is the
Specialty betterment of oneself.
To determine the nature of your scholarly training, roll a d8 d6 Bond
or choose from the options in the table below.
You gain a tool
proficiency based on your choice. 1 It is my duty to protect my students.
2 I have an ancient text or artifact that holds terrible
d8 Field of Study Tool Proficiency
secrets about the galaxy and must not fall into the
1 Chemistry Chemist's supplies or brewer's wrong hands.
supplies 3 I work to preserve a library, university, or
specialized school.
2 Astronomy Starship system (navigation) 4 My life’s work is a series of articles related to a
specific field.
3 Engineering Tinker's tools 5 I’ve been searching my whole life for the answer
to a certain question.
4 Physics Starship system (drive) 6 I owe a powerful person a great debt for a piece of
knowledge they provided.
5 Computer Starship system (EWS)
Science d6 Flaw
6 Biology Medical kit 1 I am easily distracted by the promise of
information.
7 Philosophy choose either one musical instrument
or one gaming set 2 Most people scream and run when they see a
thresher maw. I stop and take notes on its
8 General choose either brewer's supplies, anatomy.
Studies hacking tools, or starship system
(SSC) 3 Unlocking an ancient mystery is worth the price of
a civilization.
Suggested Characteristics
4 I overlook obvious solutions in favor of
Scholars are defined by their extensive studies, and their complicated ones.
characteristics reflect this life of study.
5 I speak without really thinking through my words,
d8 Personality Trait invariably insulting others.
1 I use polysyllabic words that convey the 6 I can’t keep a secret to save my life, or anyone
impression of great erudition. else’s.
2 I’ve read every book about every scientific study
— or I like to boast that I have.
3 I’m used to helping out those who aren’t as smart
as I am, and I patiently explain anything and
everything to others.
4 There’s nothing I like more than a good mystery.
5 I’m willing to listen to every side of an argument
before I make my own judgment.
6 I … speak … slowly … when talking … to idiots, …
which … almost … everyone … is … compared …
to me.
7 I am horribly, horribly awkward in social situations.
8 I’m convinced that people are always trying to
steal my secrets.
PART 4 | OPERATIVE PROFILE
51
Scrapper d8 Personality Trait
Skill Proficiencies. Engineering, Survival
Tool Proficiencies. Tinker's tools and your choice of either 1 I prefer the company of VI and AI to organic
beings.
starship system (drive), starship system (SSC), or starship
system (weapons) 2 I can't pass up the chance to root through
Equipment. Tinker's tools, a set of common clothes, 2 omni- someone's trash and look for "valuables".
gel, a backpack of mechanical trinkets and scraps that can
also carry up to 10 omni-gel, and 500 credits. 3 I often anthropomorphize machines and
inanimate objects.
Feature: Another Alien's Trash...
4 I'm constantly creating random objects out of
You see value in mechanical junk, broken machines, and junk.
antiquated equipment. Sometimes
you can repair an item to
working conditions and sell it to a collector for a profit. You 5 I'm fairly naive about subjects other than
have exonet connections and knowledge
of what collectors electronics and engineering.
want what objects. You also have encyclopedic knowledge
about what gear, weapons, and devices contain
valuable or 6 I'm a perfectionist and often destroy my creations
rare materials and you know how to salvage those materials if they're not perfect.
from the containing items.
d6 Ideal
Suggested Characteristics
1 Invention. I create for the sake of creation, not for
Scrappers are hoarders, inventors, crafters, and tinkerers. To money or fame.
them, everything has value and can be reused or repurposed.
2 Greed. You can break something that works
Urchin perfectly and get paid to fix it.
Skill Proficiencies. Thievery, Stealth
Tool Proficiencies. Disguise kit, thieves' tools 3 Perfection. There is a correct way to do everything.
Equipment. A small shiv, an electronic map of your city, a pet 4 Aspiration. I want to create something that
vermin, a set of poor clothes, and 100 credits changes the galaxy.
5 Protection. I must do everything possible to save
Feature: City Secrets
perfectly good things from being discarded.
You know the secret patterns and flow to cities and can find 6 Indifferent. Everything breaks and everyone dies.
passages through the urban sprawl
that others would miss.
When you are not in combat, you (and companions you lead) There isn't much point in trying to save things.
can travel between any two locations
in the city twice as fast
as your speed would normally allow. d6 Bond
Suggested Characteristics 1 My mentor left me a file with concepts, ideas, and
techniques. Losing it would devastate me.
Use the Urchin background's suggested characteristics in the
D&D Player's Handbook, pg. 141 2 I have a unique creation that I treasure more than
my life.
3 A dear friend died because of a failed experiment.
I will honor them.
4 I want to learn more about a particular type of
technology that fascinates me.
5 Someone stole and profited from my invention. I
want to see them brought to justice.
6 I don't want my life to be discarded like junk.
d6 Flaw
1 I constantly chide people for throwing things away
and describe the numerous ways they could have
reused the item.
2 I like to dismantle and reconstruct things that are
in perfect working order (sometimes they break...)
3 I talk to myself, and I don’t make friends easily.
4 I hate to shower and give off quite a funky smell.
5 I don't really understand the concept of "personal
space."
6 It takes me hours to decide what I should take
with me whenever I go out.
PART 4 | OPERATIVE PROFILE
52
Technician d6 Bond
Skill Proficiencies. Electronics, Investigation
Tool Proficiencies. Hacking tools and starship system 1 I want to create a true AI.
2 I have a collection of valuable pop-culture artifacts
(EWS)
Equipment. Hacking tools, a bio-authentication encryption that are worth a fortune.
3 I want to make my family proud.
key for your omni-tool, a set of common clothes, and 1,000 4 I stole secrets from a local government or
credits.
WFheen daattaustorraege:deDviceas atreawipRed celeacnoor vdameagreyd organization. They're coming after me.
beyond repair, you can always retrieve
some amount of data 5 My laziness caused the death of innocent people. I
from the device.
will never make that mistake again.
ASTeuchngiciganeis sa ctaetchd-all tCermhforaperoaplecwtheo mroinsitotri, cs 6 I want full transparency from every government
maintain, and upgrade the plethora of vital systems
that
support civilized life. From entertainment to traffic to waste entity and organization.
management, technicians either use Virtual Intelligence
software (VIs) or manually maintain code. Long hours of d6 Flaw
staring at code and constant need to keep systems up-to-date,
running, and protected from security breaches typically make 1 I can be easily swayed with flattery and a pretty
paranoid or uneasy individuals who romanticize seemingly face.
mundane events, tasks, and social situations.
2 I’m always trying to hack into secure systems,
which often lands me in jail.
3 I'm certain no one could ever hack a system I've
d8 Personality Trait hardened.
1 I'm always fantasizing about someone that I feel I 4 I watch a LOT of (inclusive, ethically produced)
have no chance with. porn.
2 I constantly make jokes to hide my social 5 I get very jealous of anyone who is better than me.
awkwardness. 6 Hmm...what? Oh sorry, I got lost in thought.
3 I always enjoy a good puzzle. Where are we?
4 I am always reminding people that our systems are
one computer worm away from bringing down the
entire galactic civilization.
5 I am always over-exaggerating.
6 I have very little patience and hate to repeat
myself.
7 I believe VIs are living creatures and should have
rights.
8 Before I meet someone for the first time, I spend
countless hours finding our everything I can about
them on the Exonet.
d6 Ideal
1 Aspiration. I’m determined to make something of
myself.
2 Power. Society is one large system that needs to
be fixed.
3 Structure. Progress is made by following rules and
regulations.
4 Friendship. Money and possessions aren't as
important and someone who has your back.
5 Logic. Emotions are imperfect, every problem can
be solved by using math and logic.
6 Freedom. I am a free spirit — no one tells me
what to do.
PART 4 | OPERATIVE PROFILE
53
Veteran d8 Personality Trait
Skill Proficiencies. Athletics, Leadership
Tool Proficiencies. One gaming set and one starship system 1 I’m always polite and respectful.
Equipment. An insignia of rank, a trophy taken from a fallen 2 I’m haunted by memories of war. I can’t get the
enemy, a gaming set, a set of common clothes, a military images of violence out of my mind.
uniform, and 1000 credits 3 I’ve lost too many friends, and I’m slow to make
Feature: Military Rank new ones.
4 I’m full of inspiring and cautionary tales from my
You have a military rank from your career as a soldier.
Soldiers loyal to your former military
organization still military experience relevant to almost every
recognize your authority and influence, and they defer to you combat situation.
if they are of a lower rank. You can
invoke your rank to exert 5 I can stare down a reaper without flinching.
influence over other soldiers and requisition simple 6 I enjoy being strong and like breaking things.
equipment for temporary use. You can also
usually gain 7 I have a crude sense of humor.
access to friendly military encampments and fortresses 8 I face problems head-on. A simple, direct solution
where your rank is recognized. is the best path to success.
Specialty d6 Ideal
During your time as a soldier, you had a specific role to play 1 Greater Good. Our lot is to lay down our lives in
in your unit or army. Roll a d8 or choose
from the options in defense of others. (Good)
the table below to determine your role:
2 Responsibility. I do what I must and obey just
d8 Role authority. (Lawful)
1 Infantry 3 Independence. When people follow orders blindly,
2 Medic they embrace a kind of tyranny. (Chaotic)
3 Officer
4 Pilot 4 Might. In life as in war, the stronger force wins.
5 Quartermaster (Evil)
6 Scout
7 Spy 5 Live and Let Live. Ideals aren’t worth killing over or
8 Communications going to war for. (Neutral)
Suggested Characteristics 6 Nation. My city, nation, or race are all that matter.
(Any)
The horrors of war combined with the rigid discipline of
military service leave their mark on all soldiers,
shaping their d6 Bond
ideals, creating strong bonds, and often leaving them scarred
and vulnerable to fear, shame, and hatred. 1 I would still lay down my life for the people I
served with.
2 Someone saved my life on the battlefield. To this
day, I will never leave a friend behind.
3 My honor is my life.
4 I’ll never forget the crushing defeat my company
suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying
for.
6 I fight for those who cannot fight for themselves.
d6 Flaw
1 The monstrous enemy we faced in battle still
leaves me quivering with fear.
2 I have little respect for anyone who is not a proven
warrior.
3 I made a terrible mistake in battle that cost many
lives — and I would do anything to keep that
mistake secret.
4 My hatred of my enemies is blind and
unreasoning.
5 I obey the law, even if the law causes misery.
6 I’d rather eat my armor than admit when I’m
wrong.
54
Chapter 5: Classes
Engineers are versatile tech masters with a wide range of
Operatives across the Galaxy are exemplary beings, driven by tech powers and some healing capabilities, with the unique
a thirst for excitement into a life that others would never dare ability to create specialized hard light combat drones to assist
lead. They are heroes, compelled to explore the dark places of on the battlefield. Soldiers are frontline weapon masters who
the world and take on the challenges that lesser women and have the ability to fight wearing heavy armor and have a
men can’t stand against. variety of specialized weapon enhancements. Sentinels are
typically a support class with the capability of casting both
Class is the primary definition of what your character can biotic and tech spells, but also use specialized tech armor to
do. It’s more than a profession; it’s your character’s calling. jump into the fray and withstand serious punishment.
Class shapes the way you think about the world and interact Infiltrators are a hybrid utilizing both tech and combat
with it and your relationship with other people and beings
in powers cloank themselves and fight at long rage, debilitating
the galaxy. A soldier, for example, might view the world in their opponents. Finally, Vanguards are the front line of the
pragmatic terms of strategy and maneuvering, and see squad. They focus on combat potential, using biotics to
herself as just a pawn in a much larger game. An infiltrator, disable their enemies while shielding themselves from
by contrast, might see himself as a willing agent in a damage long enough to dispatch foes in a hail of gunfire.
governments’s unfolding plan or a conflict brewing among
various races. While the soldier has contacts in a mercenary Operatives sometimes learn features from more than one
group or army, the infiltrator might know a number of class. An engineer might switch direction in life and join a
politicians, spies, and double agents. mercenary group like the Blue Suns, becoming more
proficient with weapons and armor. An asari infiltrator may
Your class gives you a variety of special features, such as a decide to focus on their biotic talents. Optional rules for class
soldiers’s mastery of weapons and armor, and an adepts’s talent feats are described in chapter: Feats
spells. At low levels, your class gives you only two or three
features, but as you advance in level you gain more and your
existing features often improve. Each class entry in this
chapter includes a table summarizing the benefits you gain at
every level, and a detailed explanation of each one.
There are 6 classes in Mass Effect, each either a specialist or
a hybird, all with their own specialized talents. Adepts are
biotic masters and focus on using powers to damage and
control.
Classes
Class Description Hit Primary Saving Throw Armor and Weapon
Die Ability Proficiencies Proficiencies
Soldier Soldiers are pure combat specialists. They have multiple d10 Dexterity Dexterity Light, Medium & Heavy
resistances and train with all weapon types. Fitness Armor, All weapon types
Engineer Engineers are tech specialists, able to employ specialized d6 Intelligence Agility & Light Armor, Heavy
combat drones on the battlefield. Intelligence Pistols and SMGs
Adept The Adept is the ultimate biotic, able to affect the d6 Willpower Awareness Light armor, Heavy
physical world by creating and manipulating mass effect & Pistols and Melee
fields. Willpower weapons
Sentinel Sentinels are unique, bringing both tech and biotic d6 Awareness Intelligence Light Armor & Heavy
abilities to the battlefield. & Pistols
Willpower
Infiltrator Infiltrators are tech and combat specialists with the d8 Agility Agility & Light Armor, Heavy
unique ability to cloak themselves and deal massive Dexterity Pistols, SMGs, Sniper
precision damage. Rifles, and Melee
weapons
Vanguard Vanguards are the front line of the squad, able to d8 Fitness Awareness Light Armor, Heavy
combine the offensive powers of both biotics and & Fitness Pistols, Shotguns, and
combat training. 55
Melee weapons
Soldier Ammo Powers
The Soldier is a frontline warrior, able to wear heavy armor You learn the abiltiy to temporarily modifiy the ammunition in
and deal with a range of combat situations. The Soldier has your weapons. As a bonus action, load a specialized ammo
several offensive and defensive options and the widest augmentation chip into the weapon you are currently holding.
selection of weapons proficiencies. No one is tougher or Until you reload, any successful ranged attack has additional
more effective at taking down enemies with gunfire. effects specified by the ammo power used. You must take a
long rest before you can use an Ammo Power again.
Class Features
As a soldier, you gain the following class features You know one Ammo Power at 1st level, and learn
additional ammo powers as you gain levels in this class, as
Hit Points shown in the Ammo Power column of the Soldier table.
Hit Dice: 1d10 per soldier level
Armor Piercing Ammo
Attacks made using Armor Piercing
Hit Points at 1st Level: 10 + your Fitness modifier
Ammo ignore half and three-quarters cover, and deal an
Hit Points at Higher Levels: 1d10 (or 6) + your Fitness addtional 1d4 piercing damage on hit.
modifier per soldier level after 1st
Proficiencies Shredder Ammo
Shredder ammo deals an addtional 1d4
Slashing damage on hit and the target must make a Fitness
saving throw or be inflicted with the bleeding condition.
Armor: Light armor, medium armor, heavy armor
Weapons: Heavy Pistols, SMGs, Assault Rifles, Shotguns,
Sniper Rifles, Melee Weapons
Cryo Ammo
Creatures hit by cryo ammo are Primed: Cold
Tools: Choose one: Armorsmith's workbench or and must succeed on an Agility saving throw or have their
Weaponsmith's workbench
speed reduced to 0.
Saving Throws: Fitness, Dexterity
Skills: Choose two from Athletics, Demolitions, First-Aid,
Gymnastics, Leadership, Piloting or Survival Incindiary Ammo
Creatures hit by incindiary ammo take an
additional 1d4 fire damage and are Primed: Fire.
Power save DC
The DC to resist your attacks and combat abilities = 8 + your Disruptor Ammo
If the target's shields are reduced to 0
proficiency bonus + your Dexterity modifier. using disruptor ammo, the target must go an additional
round without taking damage before they recharge.
Equipment
You start with the following equipment, in addition to the Warp Ammo
Warp ammo deals an additional 1d4 warp
equipment granted by your background: damage on a succesful hit, and the target becomes Primed:
Warp.
Choose two from M-3 Predator, M-4 Shuriken, M-8
Avenger, M-92 Mantis, and M-23 Katana
Omni-Blade or Omni-Hammer
Stock Light Armor, Stock Medium Armor, or Stock Heavy Concussive Shot
Armor
Before you make an attack with a ranged weapon that you are
proficient with, you can choose to take a -5 penalty to the
attack roll. If that attack hits, you add +10 to the attack's
damage, and medium-sized or smaller creatures must
succeed on a Fitness saving throw or be knocked prone.
Concussive Shot detonates any primed creatures hit by the
attack.
You may use concussive shot a number of times equal to
your proficiency bonus, after which you must take a long rest
before you may use it again.
At 11th level, your concussive shot becomes Advanced.
Choose either Burst Shot or Heavy Shot. This choice cannot
be changed without class retraining. You may still use your
normal Concussive Shot.
Burst Shot
Each creature within 3 meters of the target hit by
Concussive Shot must succeed on a Fitness saving throw or
be knocked prone. Burst Shot consumes 2 uses of
Concussive Shot.
Heavy Shot
Increase the damage bonus of concussive shot
from +10 to +15. Heavy Shot consumes 2 uses of Concussive
Shot.
PART 5 | CLASSES
78
Fighting Style Soldier Ammo
Powers
You adopt a particular style of fighting. Choose one of the Proficiency
following options. You can't take a Fighting Style option more Level Bonus Features 1
than once, even if you later get to choose again. 1 2 Fighting Style, Concussive
1
Shot, Ammo Power 1
Akimbo: When you engage in two-weapon fighting using 2 2 Adrenaline Rush, First-Aid 1
ranged weapons, you can add your ability modifier to the 3 2 Specialization Feature 1
damage of the second attack. 4 2 Ability Score Improvement 1
5 3 Extra Attack 2
6 3 Ability Score Improvement
Ambidextrous: When you engage in two-weapon fighting 7 3 Specialization Feature, 2
using melee weapons, you can add your ability modifier to the 2
damage of the second attack. Tactical Reload 2
8 3 Ability Score Improvement 2
9 4 Immunity 2
Assault:
When you make a Burst Fire attack, the DC of the 10 4 Specialization Feature 3
saving throw is increased by 2. 11 4 Extra Attack 3
12 4 Ability Score Improvement 3
13 5 Immunity 3
Carnage:
When you roll a 1 or 2 on a damage die for an 14 5 Ability Score Improvement 3
attack you make with a shotgun, you can reroll the die and 15 5 Specialization Feature 3
must use the new roll. 16 5 Ability Score Improvement 4
17 6 Adrenaline Rush 4
18 6 Specialization Feature
Defense:
While you are wearing medium or heavy armor, you 19 6 Ability Score Improvement
gain a +1 bonus to AC. 20 6 Extra Attack
Ability Score Improvement
Heavy Weapons:
You are trained in the use of specialized
Heavy Weapons. Increase the charges on heavy weapons you At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th
use by 1. level, you can increase one ability score of your choice by 2, or
you can increase two ability scores of your choice by 1. You
can't increase an ability score above 20 using this feature.
Protection:
When a creature you can see attacks a target You can forgo taking this feature to take a feat of your choice.
other than you that is within 2m of you, you can use your
reaction to impose disadvantage on the attack roll. Reduce Extra Attack
the damage the target takes by 1d10. You must be wearing
medium or heavy armor. Beginning at 5th level, you can attack twice instead of once
whenever you take the Attack action on your turn. At 11th
level, you can attack three times instead of once. At 20th level,
Marksman:
If no hostile creature is within 10m of you, gain you can attack four times instead of once.
+2 to damage rolls on attacks made with a sniper rifle.
Tactical Reload
Unarmed Fighting: Your unarmed strikes can deal By 7th level, you are so familiar with operatng firearms that
bludgeoning damage equal to 1d6 + your Fitness modifier on using them effectively becomes pure muscle memory. When
a hit. If you aren't wielding any weapons when you make the you take the Attack action on your turn, you can use one of
attack roll, the d6 becomes a d8. At the start of each of your your attacks to reload a weapon you are are wielding.
turns, you can deal 1d4 bludgeoning damage to one creature
grappled by you. Immunity
Adrenaline Rush At 9th level, you can reroll a saving throw that you fail. If you
do so, you must use the new roll, and you can't use this
You can inject yourself with a shot of adrenaline, pushing feature again until you finish a Long Rest.
yourself beyond your normal limits. At 2nd level, you can take
one additional action on your turn on top of your regular
action and a possible bonus action. Once you use this feature, At 13th level, you can use Immunity twice between long rests.
you must finish a short or long rest before you can use it
again. Starting at 17th level, you can use Adrenaline Rush PART 5 | CLASSES
twice per short rest but not more than once in a single turn.
Medkit
You have recieved combat triage training. Starting at 2nd
level, on your turn, you can use a bonus action and spend 1
medi-gel to regain hit points equal to 1d10 + your Fitness
modifier.
Once you use this feature, you must finish a short or long
rest before you can use it again.
79
Specializations
Disarming Attack:
When you hit a creature with a weapon
Soldiers have three specialist classes which revolve around attack, you can expend one superiority die to attempt to
their different strengths in combat. At 3rd level, you choose a disarm the target, forcing it to drop one item of your choice
specialization. The specialization chosen grants you features that it's holding. You add the superiority die to the attack's
at 3rd level and again at 7th, 10th, 15th, and 18th level. damage roll, and the target must make a Strength saving
throw. On a failed save, it drops the object you choose. The
Commander object lands at its feet.
Commander Soldiers are tacticians and squad leaders who
use specialized maneuvers to direct the their allies and
control the flow of battle. Distracting Strike:
When you hit a creature with a weapon
attack, you can expend one superiority die to distract the
creature, giving your allies an opening. You add the
Bonus Proficiency
When you choose this specialization at superiority die to the attack's damage roll. The next attack roll
3rd level, you gain proficiency in the Leadership skill if you do against the target by an attacker other than you has
not already have it. Alternatively, you may gain tool advantage if the attack is made before the start of your next
proficiency with one vehicle type or one starship system type. turn.
Combat Superiority
Evasive Footwork:
When you move, you can expend one
When you choose this specialization at 3rd level, you learn superiority die, rolling the die and adding the number rolled
maneuvers that are fueled by special dice called superiority to your AC until you stop moving.
dice.
Feinting Attack:
You can expend one superiority die and use
Maneuvers:
You learn three maneuvers of your choice. Many a bonus action on your turn to feint, choosing one creature
maneuvers enhance an attack in some way. You can use only within 5 feet of you as your target. You have advantage on
one maneuver per attack. You learn an additional two your next attack roll against that creature before the end of
maneuvers of your choice at 7th, 10th, and 15th level. Each your turn. If that attack hits, add the superiority die to the
time you learn a new maneuver, you can also replace one attack's damage roll.
maneuver you know with a different one.
Goading Attack:
When you hit a creature with a weapon
Superiority Dice:
You have four superiority dice, which are attack, you can expend one superiority die to attempt to goad
d8s. A superiority die is expended when you use it. You the target into attacking you. You add the superiority die to
regain all of your expended superiority dice when you finish a the attack's damage roll, and the target must make an
short or long rest. You gain another superiority die at 7th Awareness saving throw. On a failed save, the target has
level and one more at 15th level. disadvantage on all attack rolls against targets other than you
until the end of your next turn.
Saving Throws:
Some of your maneuvers require your target
to make a saving throw to resist the maneuver's effects. The Grappling Strike:
Immediately after you hit a creature with a
saving throw DC your Soldier Power Save DC. melee attack on your turn, you can expend one superiority die
and then try to grapple the target as a bonus action (see the
Maneuvers Player's Handbook for rules on grappling). Add the
superiority die to your Fitness (Athletics) check.
Ambush:
When you make an Agility (Stealth) check or an
initiative roll, you can expend one superiority die and add the Maneuvering Attack:
When you hit a creature with a weapon
die to the roll, provided you aren't incapacitated. attack, you can expend one superiority die to maneuver one
of your comrades into a more advantageous position. You add
the superiority die to the attack's damage roll, and you choose
Commander's Strike:
When you take the Attack action on a friendly creature who can see or hear you. That creature
your turn, you can forgo one of your attacks and use a bonus can use its reaction to move up to half its speed without
action to direct one of your companions to strike. When you provoking opportunity attacks from the target of your attack.
do so, choose a friendly creature who can see or hear you and
expend one superiority die. That creature can immediately
use its reaction to make one weapon attack, adding the Parry:
When another creature damages you with a melee
superiority die to the attack's damage roll. attack, you can use your reaction and expend one superiority
die to reduce the damage by the number you roll on your
superiority die + your Dexterity modifier.
Commanding Presence:
When you make a Willpower
(Intimidation), a Willpower (Charm), or a Willpower
(Leadership) check, you can expend one superiority die and Precision Attack
When you make a weapon attack roll
add the superiority die to the ability check. against a creature, you can expend one superiority die to add
it to the roll. You can use this maneuver before or after
making the attack roll, but before any effects of the attack are
applied.
PART 5 | CLASSES
80
Advanced Ammo Powers
Rally:
On your turn, you can use a bonus action and expend
one superiority die to bolster the resolve of one of your Starting at 7th level, the damage die for your Ammo Powers
companions. When you do so, choose a friendly creature who increases to 1d6. At 10th level, it increases to 1d8, and at 15th
can see or hear you. That creature gains temporary hit points level, to 1d10. At 18th level, your Ammo Powers recharge on a
equal to the superiority die roll + your Leadership skill short rest.
modifier.
Additional Fighting Style
Rescue:
When you're within 5 feet of a creature on your turn, At 10th level, you can choose a second option from the
you can expend one superiority die and switch places with Fighting Style class feature.
that creature, provided you spend at least 5 feet of movement
and the creature is willing and isn't incapacitated. This Superior Critical
movement doesn't provoke opportunity attacks.
Starting at 15th level, your weapon attacks score a critical hit
Roll the superiority die. Until the start of your next turn, on a roll of 18-20.
you or the other creature (your choice) gains a bonus to AC
equal to the number rolled. Master Concussive Shot
At 18th level, you may again Advance your Concussive Shot
Riposte:
When a creature misses you with a melee attack, ability with the second advancement not previously chosen.
you can use your reaction and expend one superiority die to This consumes 4 uses of Concussive Shot.
make a melee weapon attack against the creature. If you hit,
you add the superiority die to the attack's damage roll. Shock Trooper
Shock Troopers are front line combatants, focused on
winning at all costs and being nearly impossible to take
Tactical Assessment:
When you make an Intelligence down.
(Investigation), an Intelligence (Research), or an Awareness
(Insight) check, you can expend one superiority die and add
the superiority die to the ability check. Bonus Proficiency:
When you choose this specialization at
3rd level, you gain proficiency in the Demolitions skill if you
do not already have it. Alternatively, you may gain tool
proficiency with the Medical Kit.
Strafe
Adrenaline Rush Specialization
At 7th level, when you take the Dash or Disengage action, you
can make 1 weapon attack as a bonus action at any point Starting at 3rd level, when you use your Adrenaline Rush
during your movement. ability, you may also use your Medkit ability without
expending medi-gel. This does not count against your regular
Improved Combat Superiority uses of Medkit.
At 10th level, your superiority dice turn into d10s. At 18th Brutal Critical
level, they turn into d12s.
Beginning at 7th level, you can roll one additional weapon
Relentless damage die when determining the extra damage for a critical
hit with a weapon attack.
Starting at 15th level, when you roll initiative and have no
superiority dice remaining, you regain 1 superiority die. This increases to two additional dice at 15th level and
three additional dice at 18th level.
Immunity Specialization
Heavy Weapons Specialist
At 18th level, you can use Immunity three times between long
rests, and you have advantage on the reroll made with this At 10th level, creatures that make saving throws against
feature. attacks you make with heavy weapons make them at
disadvantage.
Mercenary
Mercenaries are professional soldiers for hire, private agents Shock and Awe
always looking for the next payday. They hone their core
Soldier talents to brutal efficiency. By 15th level, your combat prowess is so honed that you have
advantage on Initiative rolls.
Bonus Proficiency:
When you choose this specialization at Additionally, if you are surprised at the Beginning of
3rd level, you gain proficiency in the Piloting skill if you do Combat and aren't Incapacitated, you can act normally on
not already have it. Alternatively, you may gain tool your first turn.
proficiency with one vehicle type or one starship system type.
Heavy Weapons Master
Improved Critical
At 18th level, you become a heavy weapon artist and a
Beginning when you choose this specialization at 3rd level, targeting laser is your paintbrush. When using a Heavy
your weapon attacks score a critical hit on a roll of 19 or 20. Weapon that requires a round of targeting, you may target
and fire on the same turn.
PART 5 | CLASSES
81
Engineer
The Engineer is a tech specialist, able to quickly and easily Tech Powers
manipulate the environment with tech mines, and repair or
modify technical equipment. They focus on controlling
enemies, having technical expertise, and even healing the Tech Talents:
At 1st level you know two tech talents of your
party. choice. You learn additional tech talents of your choice at
higher levels, as shown in the Tech Talents column of the
Class Features Engineer table. At 5th, 11th, and 17th levels, you may make
As a engineer, you gain the following class features. one of your Tech Talents Advanced. You may not advance the
same talent more than once.
Hit Points
Hit Dice: 1d6 per engineer level Preparing and casting powers:
The Engineer table shows
Hit Points at 1st Level: 6 + your Fitness modifier how many tech points you have to cast your powers of 1st
Hit Points at Higher Levels: 1d6 (or 4) + your Fitness level and higher. To cast one of these engineer powers, you
must expend a number of tech points equal to the power’s
modifier per engineer level after 1st level or higher. You regain all expended tech points when you
finish a long rest.
Proficiencies
You are limited in the number of tech points you can spend
Armor: Light armor to power a power as indicated in the Tech Point Limit column
Weapons: Heavy Pistols, SMGs, Melee of the Engineer table.
Tools: Hacking Tools or Medical Kit
Saving Throws: Agility, Intelligence You prepare the list of engineer powers that are available
Skills: Choose four from Artistry, Demolitions, Electronics, for you to cast, choosing from your Omni-Tool's Tech Power
Program Database. When you do so, choose a number of
Engineering, First-Aid, Grift, Gymnastics, Investigation, tech powers equal to your Intelligence modifier + your
Medicine, Research, Stealth, or Thievery Engineer level (minimum of one power). The powers must be
of a level that is equal to or lower than your Tech Point Limit.
Equipment
For example, if you are a 8th-level engineer with an
You start with the following equipment, in addition to the Intelligence of 16, your list of prepared powers can be:
equipment granted by your background:
Eleven 1st level powers
M-3 Predator or M-4 Shuriken Five 2nd level powers and one 1st level power
Omni-Taser, Omni-Blade, or Omni-Torch Three 2nd level powers and five 1st level powers
Stock Light Armor, Medical Kit You can change your list of prepared powers when you
finish a long rest, requiring time spent to program them into
Drone your omni-tool: at least 1 minute per power level for each
power on your list.
You have created your own personal assistant drone, a hard
light construct created using the mini-fabrication capabilities Powercasting Ability:
Engineers use a highly modified
of your Omni-tool. Appearing in an unoccupied space within Omni-tool that requires a keen intellect to maintain. As an
range, the drone has the statistics listed in the Drone Table. engineer, you use your Intelligence whenever a power refers
Your drone acts independently of you, but it always obeys to your powercasting ability. You use your Intelligence
your commands. In combat, the drone shares your initiative modifier when setting the saving throw DC for a tech power
count, but it takes its turn immediately after yours. It can you cast and when making an attack roll with one.
move and use its reaction on its own, but the only action it
takes on its turn is the Dodge action, unless you take a bonus Power save DC = 8 + your proficiency bonus + your
action on your turn to command it to take another action. Intelligence modifier
When the drone drops to 0 hit points, it disintegrates. It
reappears after you cast this spell again. Power attack modifier = your proficiency bonus + your
Intelligence modifier
While your drone is within 100 feet of you, you can
communicate with it through your omni-tool. Additionally, as
an action, you can see and hear through your drone's sensors
until the start of your next turn, gaining the benefits of any
special sensors that the drone has.
As an action, you can temporarily dismiss your drone. It
deconstructs and stores itself in your omni-tool until you
activate it again. As an action while it is temporarily stored,
you can reconstruct it in any unoccupied space within 30 feet
of you.
Finally, when you use a tech power with a range of touch,
your drone can deliver the power itself. Your drone must be
within 100 feet of you, and it must use its reaction to deliver
the power when you cast it. If the power requires an attack
roll, you use your power attack modifier for the roll.
You can’t have more than one drone at a time.
PART 5 | CLASSES
82
Drone Engineer
Tiny construct Proficiency Tech
Level Bonus Features Tech Tech Point
Armor Class 11 Talents Points Limit
Hit Points 1(1d4 -1)
Speed Fly 20m. 1st +2 Drone, Tech Powers 2 2 1
AGI DEX FIT AWE INT WIL 2nd +2 Expertise, Shield 241
13 (+1) 4 (-3) 8 (-1) 12 (+1) 5 (-3) 4 (-3) Boost (1d6)
Skills Stealth
Senses Perception 10, Darkvision 35m 3rd +2 Engineer 251
Challenge 0 (10 XP) Specialization
Flyby The drone doesn't provoke opportunity
attacks when it flies out of an enemy's reach. 4th +2 Ability Score 371
Drone Sensors Agility (Stealth) checks made against Improvement
the drone's perception are made at disadvantage.
5th +3 Advanced Talent 3 11 2
Actions
6th +3 Specialization 3 13 2
Dronespark: Melee Weapon Attack: +1 to hit, reach Feature, Shield
5 ft., one target. Hit: (1d4) electricity damage. Boost (1d8)
Database 7th +3 Expertise, Recharge 3 15 2
(1d4)
At 1st level, your Omni-Tool contains a database containing 2
1st-level tech powers of your choice. You learn an additional 8th +3 Ability Score 3 17 2
Tech Power at every odd level after 1st. Improvement
The tech power programs that you add to your database as 9th +4 Flash of Genius, 3 20 3
you gain levels reflect the research you conduct on your own, Specialization
and you might find other tech power programs during your Feature
adventures. You could discover a program recorded on a data
cache in a prothean ruin, for example, or on a software chip 10th +4 Recharge (1d6), 4 23 3
in some crashed salvage. Shield Boost (1d10)
11th +4 Advanced Talent 4 26 3
Copying a Tech Power program into the Database:
When
you find an Engineer Tech Power program of 1st level or 12th +4 Ability Score 4 26 3
higher, you can copy it to your database if it is of a level that is Improvement
equal to or lower than your Tech Point Limit, and if you can
spare the time to decipher and copy it. 13th +5 Specialization 4 30 4
Feature
Copying a program into your database involves
reproducing the basic code of the program, then deciphering 14th +5 Shield Boost (1d12) 4 30 4
the unique system of notation used by the Engineer who
wrote it. You must practice the program until you understand 15th +5 Recharge (1d8) 4 34 4
the haptic motions and commands required, then code it into
your Database using your own notation. 16th +5 Ability Score 4 34 4
Improvement
For each level of the Tech Power, the process takes 2 hours
and costs 5000 credits. The cost represents compatibility 17th +6 Advanced Talent 4 39 5
upgrades and drivers you download as you debug the
program to master it. Once you have spent this time and 18th +6 Specialization 4 42 5
money, you can prepare the Tech Power. Feature
19th +6 Ability Score 4 45 6
Your Coding Style:
Your database is a unique compilation of Improvement
code, with its own shortcuts and margin notes. It might be a
plain, functional machine language style that you learned in 20th +6 Signature Tech 4 50 6
basic training, or a high-level language with complicated
annotations,or even a loose collection of hacks and scripts Replacing the Database
You can copy a Tech Power
you picked up on the street. program from your own database into another Omni-Tool.
This is just like copying a new program into your Database,
but faster and easier, since you understand your own
notation. You need spend only 1 hour and 1000 credits for
each level of the copied Tech Power.
If your databse is destroyed or corrupted, you can use the
same procedure to transcribe the powers that you have
prepared into a new database. Filling out the remainder of
your database requires you to find new Tech Power programs
to do so, as normal.
PART 5 | CLASSES
83
Expertise Specializations
At 2nd level, choose three of your skill proficiencies, or two of Engineers can choose from three specializations at 3rd level
your skill proficiencies and your tool proficiency. Your that improve their technological prowess. The specialization
proficiency bonus is doubled for any ability check you make chosen grants you features at 3rd level and again at 6th, 10th,
that uses any of the chosen proficiencies. 15th, and 18th level.
At 7th level, you can choose one more of your skill or tool Drone Jockey
proficienceies to gain this benefit. A drone jockey forms a bond with their mechanical
companion, giving it a body, name and increasing its potency
Shield Boost on the battlefield.
Starting at 2nd level, you learn how to optimize the power
battery for your shields, and can boost their strength for brief Bonus Proficiency:
When you choose this specialization at
periods. You can use a bonus action on your turn to increase 3rd level, you gain Expertise with Tinker's Tools. You are
your shield points by 1d6 + your Intelligence modifier. You proficient with them, and you double your proficiency bonus
can increase your shield points over their current maximum on any ability check made using them.
in this way. You must take a short rest before you can use
shield boost again. Your shield boost die increases at higher Companion Drone
levels, to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th
level. By 3rd level, your tinkering has borne you a faithful
companion, a combat drone. With 8 hours of work and the
Ability Score Improvement expenditure of 5000 credits worth of materials, you augment
your drone's VI into a rudimentary AI, then create a synthetic
At 4th level, and again at 8th, 12th, 16th, and 19th level, you body, to which you transfer this new AI. It's friendly to you
can increase one ability score of your choice by 2, or you can and your companions, and it obeys your commands. See its
increase two ability scores of your choice by 1. You can't game statistics in the Combat Drone stat block, which uses
increase an ability score above 20 using this feature. your proficiency bonus (PB) in several places. You determine
the construct's appearance and/or if it has a name; your
If you are using feats, instead of increasing your ability choice has no effect on its game statistics.
score(s), you may gain a Feat.
In combat, the combat drone shares your initiative count,
Recharge but it takes its turn immediately after yours. It can move and
use its reaction on its own, but the only action it takes on its
Beginning at 7th level, you've created a small reserve battery turn is the Dodge action, unless you take a bonus action on
for your omni-tool, allowing you to regain some spent
tech your turn to command it to take another action. That action
points. Once per long rest, you can spend 1 minute cycling can be one in its stat block or some other action. If you are
the power of your omni-tool gaining tech points equal to 1d4 incapacitated, the drone can take any action of its choice, not
+ your Intelligence modifier. Your total tech points cannot just Dodge.
exceed the tech points column for your engineer level, as
indicated on the engineer progression table. If the Mending power is cast on it, it regains 2d6 hit points.
If your drone companion is ever destroyed, 8 hours of work
The number of tech points you regenerate increases at and the expenditure of 2500 credits worth of materials, can
higher levels. 1d6 + your Intelligence modifier at 11th level create a new body and replicate the AI from a backup.
and 1d8 + your Intelligence modifier at 15th level.
Flash of Genius This ability replaces Drone.
At 9th level, you've gained the ability to come up with Drone Boost
solutions under pressure. When you or another creature you
can see within 30 feet of you makes an ability check or a Beginning at 6th level, you've optimized the link between your
saving throw, you can use your reaction to add your Omni-Tool and your Companion Drone. You can
Intelligence modifier to the roll. communicate with your drone and view through its sensors
as long as you are on the same planet. While viewing your
You can use this feature a number of times equal to your drone's remote display, you can also speak through your
Intelligence modifier (minimum of once). You regain all drone in your own voice. Additionally, when you use your
expended uses when you finish a long rest. Shield Boost ability, your companion drone also recieves the
extra shield points.
Signature Tech
Specialized Companion
When you reach 20th level, you gain mastery over two
powerful powers and can cast them with little effort. Choose When you reach 10th level, you've spent considerable time
two 3rd-level Tech Powers in your database as your signature with your companion drone, and have made significant
Tech. You always have these powers prepared, they don't upgrades to it's chassis and AI. Choose one suite of
count against the number of powers you have prepared, and companion drone upgrades: Assault Drone, Demolition
you can use each of them once at 3rd level without expending Drone, Recon Drone, Rocket Drone, or Support Drone.
Tech Points. When you do so, you can't do so again until you
finish a short or long rest.
If you want to cast either power at a higher level, you must
expend tech points as normal.
PART 5 | CLASSES
84
Companion Drone Assault Drone Suite
Small Construct Armor Class +2
Armor Class 15 (Natural Armor) Shield Points +5 (regen 5)
Hit Points 2 + your Intelligence modifier + twice
Actions
your Engineer level. The drone has a number of
Hit Point Dice [d6s] equal to your Engineer level. Pulse Cannon: Ranged Weapon Attack: +4 to hit, range
Shields 5 (Regen 5) 20/60m, one target. Hit 7 (1d10 + 2) energy damage. This
Speed Fly 20m. action replaces Drone Overload.
AGI DEX FIT AWE INT WIL
12 (+1) 8 (-1) 12 (+1) 14 (+2) 6 (-2) 4 (-3) Demolition Drone Suite
Saving Throws: AGI +1 plus PB, FIT +1 plus PB
Perception: 8 +2 -2 plus PBx2 Armor Class +2
Skills: Stealth +2 plus PB Damage Immunities Acid, Explosive
Damage Vulnerabilities: Electric Explosion: When the demolitions drone drops to 0 hit points
Damage Immunities Toxic it explodes. Each creature within a 2m radius must make an
Condition Immunities: Charmed, Exhausted, Toxin Agility saving throw. On a failed save, a creature takes 2d12
Senses: Darkvision 35m explosive damage, or half as much on a successful one.
Proficieny Bonus (PB): Equals your bonus
Vigilant: The companion drone can't be surprised Actions
Actions Self-destruct: The disruption can use its action to
immediately reduce its hit points to 0.
Drone Overload: Melee Weapon Attack: your spell Dissolution Spray (3/day): Choose one creature within
attack modifier to hit, reach 1m, one target you can melee range, or choose two creatures within range that are
see. Hit: 1d8 + PB electric damage.
within 1m of each other. A target must succeed on an Agility
Repair (3/Day): The mechanisms inside the saving throw or take 1d6 acid damage. This Action replaces
companion drone restore 2d8 + PB hit points to Drone Overload.
itself or to one construct or object within 1m of it.
Recon Drone Suite
Reactions
Armor Class +1
Deflect Attack: The drone imposes disadvantage on Shield Points +5 (regen 5)
the attack roll of one creature it can see that is Skills Investigation Expertise, Stealth Expertise
within 1m of it, provided the attack roll is against a Senses infrared vision 20m, thermal vision 20m, ultraviolet
creature other than the drone. vision 20m
Perception: +2
Share Tech Powers
Actions
Beginning at 15th level, when you cast a tech power targeting
yourself, you can also affect your companion with the power if Tactical Cloak (3/Day): As a bonus action, the recon drone
it is within 5m of you. activates its tactical cloak, becoming invisible for 1 minute.
When the recon drome makes a melee or ranged attack or
Cutting Edge Companion uses a tech or combat power, tactical cloak ends.
Your drone is one of the most sophisticated mechanical Rocket Drone Suite
support units ever seen, comparable to prototype military
technology. When you reach 18th level, you may choose Armor Class +2
another suite of companion drone upgrades to install. Shield Points +5 (regen 5)
Mark 10 Mass Effect Combat Drone by spritepirate Actions
Mini-Rocket: Range 45m. Each creature in a 6-meter-radius
sphere centered on point within range must make an Agility
saving throw. A target takes 8d6 fire damage on a failed save,
or half as much damage on a successful one. The fire spreads
around corners. It ignites flammable objects in the area that
aren’t being worn or carried. This Action replaces Drone
Overload.
Support Drone Suite
Armor Class +2
Shield Points +5 (regen 5)
Actions
Smoke Canister: Range 20m Launch a smoke grenade to
create a 6-meter-radius sphere of fog centered on a point
within range. The sphere spreads around corners, and its
area is heavily obscured. It lasts for 1 minute or until a wind
of moderate or greater speed disperses it.
Stabalizing spray (1/Short rest): As an action, the support
drone can heal a friendly creature within 1m for 1d4 Hit
points.
PART 5 | CLASSES
85
Medic Systems-Ops
Medical Technicians are engineers that choose to specialize Systems Operatives focus their talents on subterfuge,
in team support and emergency response tactics. electronics, hacking, and computer science to become deadly
field agents and masters of tech powers.
Bonus Proficiency:
You gain proficiency in the Medicine skill Jack of All Trades
and Medical Kit tool if you don't already have it. You double
your proficiency bonus for ability checks madee using either. Starting at 3rd level, you can add half your proficiency bonus,
rounded down, to any ability check you make
that doesn't
Triage already include your proficiency bonus.
When you select this Specialization at 3rd level, you learn the Sneak Attack
First-Aid power if you do not already know it. You always
have it prepared, and it doesn't count against the number of When you reach 3rd level, you integrate some of the more
powers you can prepare each day. subtle tactics of combat training into your repetoire. Once per
turn, you can deal an extra 1d6 damage to one creature you
Continuous Care hit with an attack if you have advantage on the attack roll. The
attack must use a finesse or ranged weapon, or tech talent
Beginning at 3rd level if you or any friendly creatures who are attack.
near you spend one or more Hit Dice to regain hit points at
the end of the short rest, each of those creatures regains an You don't need advantage on the attack roll if another
extra 1d6 + Your intelligence modifier hit points. enemy of the target is within 5 feet of it, that enemy isn't
incapacitated, and you don't have disadvantage on the attack
The extra Hit Points increase when you reach certain roll. Your sneak attack damage die increases to 2d6 at 6th
levels in this class: to 1d8 at 10th level, to 1d10 at 15th level, level, and to 3d6 at 10th level.
and to 1d12 at 18th level.
Catch Fire
Squad Boost
Starting at 6th level, if an ally uses a power that primes an
When you reach 6th level, whenever you use your Shield enemy within 10m, you may use your reaction to detonate the
Boost ability, a number of friendly creatures equal to your primed enemy with a quick tech burst that cannot miss.
Intelligence modifier within 10m also gain the bonus shield
points. You can use this feature a number of times equal to your
Intelligence modifier (minimum 1). You regain any
expended
Tactical Medic uses when you finish a long rest.
Beginning at 10th level, the healing powers you cast on Disrupting Attack
others heal you as well. When you cast a tech power of 1st
level or higher that restores hit points to a creature other At 10th level, you learn how to make your weapon strikes
than you, you regain hit points equal to 5 + the spell's level. undercut a creature's resistance to your tech spells.
When
you hit a creature with a weapon attack, that creature has
Neural Shock disadvantage on the next saving throw it makes against
a
spell you cast before the end of your next turn.
By 15th level, as an action, you can deploy a specialized tech
mine that detonates in a 6m radius centered on a point Combat Casting
within 35m. This mine contains experimental neurotoxins
and a powerful electrostatic charge. All creatures within At 15th level, you have mastered the art of weaving tech
range of the explosion must make a Willpower saving throw powers and weapon use into a single efficient act. When you
or be rendered unconscious for 3 rounds. This effect use your action to cast a tech power, you can make one
bypasses any condition immunities a creature may have. At weapon attack as a bonus action.
the end of each of its turns, the target can make another
Willpower saving throw. On a success, the effect ends and the Overclocking
target regains consciousness.
Starting at 18th level, you can increase the power of your tech
The mine releases a cloud of gas that spreads around powers. When you cast a tech power of 3rd level or lower that
corners. It lasts for 1 minute or until strong wind disperses it. deals damage and isn't a tech talent, you can deal maximum
Its area is lightly obscured. When a creature enters the damage with that power.
effect’s area for the first time on a turn or starts its turn there,
that creature must make a Fitness saving throw. The creature The first time you do so, you suffer no adverse effect. If you
takes 5d8 toxic damage on a failed save, or half as much use this feature again before you finish a long rest, you take
damage on a successful one. Creatures are affected even if 2d12 neural damage for each level of the power, immediately
they hold their breath or don’t need to breathe. after you cast it. Each time you use this feature again before
finishing a long rest, the neural damage per power level
You must take a long rest and spend 10 Omni-Gel to increases by 1d12. This damage ignores resistance and
fabricate another mine before you can use this ability again. immunity.
Chief Medical Officer
Starting at 17th level, when you would normally roll one or
more dice to restore hit points with a power, you instead use
the highest number possible for each die.
PART 5 | CLASSES
86
Adept
Powercasting:
The Adept table shows how much Biotic
Adepts are biotic specialists, capable of disabling and killing Energy, or BE, you have to cast your powers of 1st level and
enemies with raw biotic power. While they lack advanced higher. To cast one of these biotic powers, you must expend a
combat training, they are the best at defeating enemies number of BE equal to the power’s level or higher. You regain
without firing a shot. They are outfitted with L5x implants all expended biotic energy when you finish a long rest.
that can spawn a micro-singularity, damaging enemies and
pulling them into the air. You are limited in the amount of biotic energy you can
spend to power a power as indicated in the Biotic Energy
Class Features Limit column of the Engineer table.
As a adept, you gain the following class features.
Hit Points Powers Known of 1st Level and Higher
You know three
1st-level powers of your choice from the Adept power list.
Hit Dice: 1d6 per adept level
Hit Points at 1st Level: 6 + your Fitness modifier The Powers Known column of the Adept table shows when
Hit Points at Higher Levels: 1d6 (or 4) + your Fitness you learn more adept powers of your choice. The powers
must be of a level that is equal to or lower than your Biotic
modifier per adept level after 1st Energy Limit
Proficiencies Additionally, when you learn a new power, you can choose
one of the Adept powers you know and replace it with
Armor: Light armor another power from the Adept power list, which also must be
Weapons: Heavy Pistols, SMGs, Melee of a level equal to or lower than your Biotic Energy Limit.
Tools: None
Saving Throws: Awareness, Willpower
Skills: Choose two from Artistry, Athletics, Biotics, Charm, Powercasting Ability:
Adepts have an L5x biotic implant
which requires conscious control over their nervous system.
Insight, and Intimidate As an Adept, you use your
Willpower whenever a power
refers to your powercasting ability. In addition, you use your
Equipment Willpower modifier when setting the saving throw DC for a
biotic power you cast and when making an attack roll with
You start with the following equipment, in addition to the one.
equipment granted by your background:
Spell save DC = 8 + your proficiency bonus + your
M-3 Predator or M-4 Shuriken Willpower modifier
Omni-Taser or Omni-Blade
Stock Light Armor Spell attack modifier = your proficiency bonus + your
Willpower modifier
Biotics
Barrier
Using your biotic implant or innate biotic talents, you can
manipulate the mass of objects and space. See chapter 7 for Biotics have the ability to generate dense mass effect fields
the
general rules of powercasting and chapter 8 for the list of around themselves and their allies called "Barriers". This is
powers. A biotic is also capable of using minor mass effect represented by a barrier die the starting size of which is a d6.
fields for various mundane uses, using a biotics ability check, These fields are capable of stopping projectiles and other
as detailed in chapter 1. objects with mass. When you or another creature you can see
within 30 feet of you takes damage, you can use your reaction
Biotic Talents to roll your Barrier die and reduce the damage taken by the
number rolled plus your Willpower modifier (minimum
At 1st level you know four biotic talents of your choice. You reduction of 1), as you create a shield of telekinetic force.
learn additional biotic talents of your choice at higher levels, Warp damage bypasses biotic barriers.
as shown in the Biotic Talents column of the Adept table. At
5th, 11th, and 17th levels, you may make one of your Biotic
Talents Advanced. You may not advance the same talent Changing the Die’s Size: If you roll the highest number on
more than once. your Barrier die, it decreases by one die size after the roll.
This represents you burning through your energy. For
example, if the die is a d6 and you roll a 6, it becomes a d4. If
it’s a d4 and you roll a 4, it becomes unusable until you finish
a long rest. Conversely, if you roll a 1 on your Psionic
Talent
die, it increases by one die size after the roll, up to its starting
size. This represents you conserving energy for later use. For
example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Barrier die resets to
its starting size. When you reach certain levels in this class,
the starting size of your Barrier die increases: at 5th level
(d8), 11th level (d10), and 17th level (d12).
Biotic Replenishment: As a bonus action, you can calm your
mind for a moment and restore your Barrier die to its starting
size. You then can’t use Biotic Replenishment again until you
finish a long rest.
PART 5 | CLASSES
Adept
Level Proficiency
Features Barrier
Biotic
Powers
Biotic
Biotic
1st Bonus Barrier, Biotics Die Talents Known Energy Energy
2nd Metabiotics Limit
3rd +2 Adept Specialization 1d6 4 3 3
4th +2 Ability Score Improvement 1d6 4 4 7 1
5th +2 Advanced Talent 1d6 4 5 9 1
6th +2 Specialization Feature 1d6 5 6 12 2
7th +3 Biotic Recovery 1d8 5 7 17 2
8th +3 Ability Score Improvement 1d8 5 8 20 3
9th +3 Metabiotics 1d8 5 9 23 3
10th +3 Specialization Feature 1d8 5 10 26 4
11th +4 Advanced Talent 1d8 5 11 30 4
12th +4 Ability Score Improvement 1d8 6 12 34 5
13th +4 Biotic Recovery 1d10 6 12 38 5
14th +4 Specialization Feature 1d10 6 13 39 6
15th +5 Metabiotics 1d10 6 13 44 6
16th +5 Ability Score Improvement 1d10 6 14 45 6
17th +5 Advanced Talent 1d10 6 14 50 6
18th +5 Specializaion Feature 1d10 6 15 51 6
19th +6 Ability Score Improvement 1d12 6 15 57 6
20th +6 Biotic Aura 1d12 6 16 61 6
+6 1d12 6 16 65 6
+6 1d12 6 16 70 6
6
Metabiotics Biotic Aura
At 2nd level, you gain the ability to maniplate your biotic fields When you reach 20th level, If your Barrier die is available,
to suit your needs. You gain two of the following Metabiotic you can unleash a mass effect field in a crackling aura of
options of your choice. You gain another one at 9th and 17th biotic energy. As a bonus action, you can radiate this 6- meter
level. radius field for 1 minute or until you’re incapacitated or lose
the use of your Barrier die.
You can use only one Metamagic option on a power when
you cast it, unless otherwise noted. Whenever a creature starts its turn in the aura or moves
into it for the first time on a turn, you can roll your Barrier die
Ability Score Improvement and deal Warp damage to the creature, equaling the number
rolled plus your Willpower modifier. If the creature takes any
At 4th level, and again at 8th, 12th, 16th, and 19th level, you of this damage, its speed is halved until the start of its next
can increase one ability score of your choice by 2, or you can turn.
increase two ability scores of your choice by 1. You can't
increase an ability score above 20 using this feature.
If you are using feats, instead of increasing your ability
score(s), you may gain a Feat.
Biotic Recovery
At 7th level, you are able to spent brief rest moments to
restore some mental focus. Whenever you complete a short
rest, you can recover a number of biotic energy equal to half
your level, rounded down. When you reach 13th level, the
amount you can recover is equal to your level.
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Metabiotics Specializations
Adepts have three subclasses which revolve around
Careful Power:
When you cast a power that forces other increasing their biotic prowess. This specialization is chosen
creatures to make a saving throw, you can protect some of at 3rd level, and prodives additional benefits at 6th, 10th,
those creatures from the spell's full force. To do so, you spend 14th, and 18th level.
1 biotic energy and choose a number of those creatures up to
your Willpower modifier (minimum of one creature). A Bastion
chosen creature automatically succeeds on its saving throw The Bastion Adept is a bulwark of biotic force, a wall
against the spell. between their enemies and their allies. They focus on
improving their barrier ability to become a nigh impenetrable
shield.
Distant Power:
When you cast a power that has a range of 2
meters or greater, you can spend 1 biotic energy to double Bastion replenishment
the range of the power. When you cast a power that has a
range of touch, you can spend 1 biotice to make the range of Adepts who choose the Bastion specialization have mastered
the power 10 meters. the ability to focus and restore their barrier die. When you
choose this specialization at 3rd level, you are able to use
Biotic Replenishment twice per long rest. This ability
Strengthened Power:
When you roll damage for a power, increases to three times per long rest at 14th level.
you can spend 1 biotic energy to reroll a number of the
damage dice up to your Willpower modifier (minimum of Eezo-Enhanced Metabolism
one). You must use the new rolls. You can use Strengthened
Power even if you have already used a different Metabiotic When you reach 6th level, The element zero nodes in your
option on the power. neural system have bolstered your mind and body. You have
resistance to neural and toxin damage, and you are immune
to the toxin condition
Extended Power: When you cast a power that has a duration
of 1 minute or longer, you can spend 1 biotic energy to double Bulwark of Force
its duration, to a maximum duration of 24 hours.
As a 10th level Bastion Adept, you can shield yourself and
others with mass effect forcefoelds. As a bonus action, you
Heightened Power:
When you cast a power that forces a can choose creatures, which can include you, that you can
creature to make a saving throw to resist its effects, you can see within 30 feet of you, up to a number of creatures equal
spend 3 biotic energy to give one target of the spell to your Willpower modifier (minimum of one creature). Each
disadvantage on its first saving throw made against the spell. of the chosen creatures is protected by half cover for 1
minute
or until you’re incapacitated. Once you use this
feature, you can’t do so again until you finish a long rest,
Quickened Power: When you cast a power that has a casting unless you decrease your Psionic Talent die by one die size to
time of 1 action, you can spend 2 biotic energy to change the use this feature again.
casting time to 1 bonus action for this casting.
Barrier Mastery
Seeking Power:
If you make an attack roll for a power and Starting at 14th level, you can tap into reserve biotic energy
miss, you can spend 2 biotic energy to reroll the d20, and you to imbue a creature with a shimmering shield of biotic force.
must use the new roll. You can use Seeking Power even if you As an action, you can expend 1 to 5 biotic energy to create a
have already used a different Metabiotic option on the power. stable ward around yourself or another creature you can see
within 30 feet of you. The ward lasts until the die it creates
are expended or until you finish a long rest.
Twinned Power: When you cast a power that targets only
one creature and doesn't have a range of self, you can spend a The ward is represented by a number of d8s equal to the
number of biotic energy equal to the power's level to target a number of biotic spent to create it. When the warded
second creature in range with the same power. To be eligible creature takes damage, it can expend a number of those dice,
for Twinned Power, a power must be incapable of targeting roll them, and reduce the damage taken by the total rolled on
more than one creature at the spell's current level. those dice.
You must take a long rest before you can use this feature
again.
Biotic Wall
At 18th level, your Bulwark of Force ability now replenishes
on a short rest.
PART 5 | CLASSES
89
Kineticist Your biotic field outlines any invisible creature within 20
The Kineticist adept specializes in using mass effect fields to meters, provided it isn't behind total cover
affect the world around them, moving objects, lifting their You gain a flying speed equal to your walking speed, and
enemies and allies, and augmenting their physical abilities. you can hover.
You gain a swimming speed equal to twice your walking
Affect Mass speed, and you can contain breathable air within a small
personal field.
At 3rd level when you choose this specialization, you learn You can survive in the vaccuum of space, and can function
the ability to use mass effect fields to bolster your physical normally as if you were wearing a hardsuit. You are still
proweess. You can use your Barrier die in the following ways. subject to the level of gravity of your environment.
Biotic-Powered Leap: When you make a high or long Nemesis
jump, you can roll your Barrier die and extend the distance of The Nemesis is a biotic combatant who has mastered the use
the jump, up to a number of feet equal to twice the number of warp damage and other biotics to devastate their enemies
rolled plus twice your Willpower modifier (minimum of 1 on the battlefield.
extra foot). This extra distance costs you only 1 foot of
movement. Warp Expert
Kinetic Strike: You can propel your attacks with biotic At 3rd level, your skill in dealing damage with withering biotic
force. Once on each of your turns, immediately after you deal powers is unmatched. Add your Willpower modifier to all
damage to a target within 30 feet of you with a melee weapon warp damage dealt by your biotic powers. Aditionally, you
attack, you can roll your Barrier die and also deal force gain resistance to warp damage.
damage to the target equal to the number rolled.
Biotic Strike
Kinetic Thrust
You have learned to channel additional energy into your
As a 6th level Kineticist, you have mastered new ways to use powers when you reach 6th level. Immediately after you deal
your kinetic fields. When you deal damage to a target with damage to a creature with a biotic power for which you
your Kinetic Strike ability, you can force the target to make a expend a biotic energy, you can roll your Barrier die and also
Fitness saving throw against a DC equal to your deal force damage to that creature equal to the number
powercasting save. If the target fails, you can knock the target rolled. You can deal this extra damage only once per turn.
prone or move it up to 10 feet in any direction horizontally.
Warp Mastery
Kinetic Movement
At 10th level powers you cast ignore resistance to warp
When you reach 10th level, you are an expert at using mass damage. In addition, when you roll damage for a power you
effect fields to move objects and creatures. If your Barrier die cast that deals warp damage, you can treat any 1 on a
is available, you can move an object or a creature with your damage die, including your barrier die if you use it, as a 2.
biotics. As an action, you target one loose object that is Large
or smaller or one willing Large or smaller creature, other Biotic Concentration
than yourself. If you can see the target and it is within 30 feet
of you, you can move it up to 30 feet to an unoccupied space Starting at 14th level, you can push your biotic implant to the
you can see. Alternatively, if it is a Tiny object, you can move limit. If you are already maintaining a concentration power,
it to or from your hand. Either way, you can move the target you can spend 10 biotic energy to cast another spell that
horizontally, vertically, or both. When you take this action, requires concentration and maintain it. If you take damage
your Barrier die decreases by one die size. you must make a separate Concentration check to maintain
each spell.
Kinetic Rebuke
Once you use this feature, you can't use it again until you
At 14th level you learn the ability to respond to your eneimes finish a long rest.
attacks with telekinetic force. When you take damage from a
creature that is within 10 feet of you, you can use your Deadly Power
reaction to emanate telekinetic energy. The creature that
dealt damage to you must make a Fitness saving throw vs When you reach 18th level, you've attained such mastery over
your Powercasting DC. On a failed save, the creature takes your biotic powers that you're able to aim them with deadly
2d8 force damage and is pushed up to 10 feet away from you. proficiency. When you cast a power that requires you to make
On a successful save, the creature takes half as much damage an attack roll, the power's range is doubled. Your ranged
and isn’t pushed. You can use this reaction a number of times power attacks ignore half cover and three-quarters cover.
equal to your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Mind Over Body
You can now use the biotic energy that flows through you to
give your body extraordinary abilities. When you reach 18th
level, as a bonus action, you can roll your Barrier die and
spend 5 or more Biotic Energy to augment your physiology
for a number of minutes equal to the number rolled. Until the
augmentation ends, you gain one of the following benefits of
your choice for each 2 biotic energy spent, choosing a
different benefit for each two points:
PART 5 | CLASSES
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Sentinel
Powers Known of 1st Level and Higher:
At 1st level, you
The Sentinel is able to combine tech and biotics to know two 1st-level powers of your choice from the sentinel
manipulate the environment, disable and track enemies, or power list.
defend their alliees. In addition, Sentinels are equipped with
sophisticated Tech Armor that makes taking cover much less The Powers Known column of the Sentinel table shows
necessary and rushing their enemies much more productive. when you learn more sentinel powers of your choice of 1st
Because Sentinels have access to both biotic spells and tech level
and higher. A power you choose must be of a level no
powers they use Awareness as their powercasting ability higher than what's shown in the table's Slot Level column for
your
Class Features
As a sentinel, you gain the following class features level. When you reach 5th level, for example, you learn a
new sentinel power, which can be 1st or 2nd level.
Hit Points
Additionally, when you learn a new spell, you may instead
Hit Dice: 1d6 per sentinel level choose one of the spells you know and learn an advanced
Hit Points at 1st Level: 6 + your Fitness modifier version of it. You select one of the advancement options listed
Hit Points at Higher Levels: 1d6 (or 4) + your Fitness in the spell description. Whenever you cast the spell,
you cast
the advanced version of it. You can only learn one
modifier per sentinel level after 1st advancement for each spell.
Proficiencies
Powercasting Ability:
Armor: Light armor
Weapons: Heavy Pistols, Melee Sentinels use a unique L5t biotic implant that integrates
Tools: Medcial Kit or one Vehicle type with the operative's omni-tool maximizes their innate talents.
Saving Throws: Intelligence, Willpower As a sentinel, you use your Awareness whenever a power
Skills: Choose three from Artistry, Biotics, Culture, refers to your powercasting ability. In addition, you use your
Awareness modifier when setting the saving throw DC for
Gymnastics, Electronics, Engineering, Insight, Leadership, any power you cast and when making an power attack roll.
Medicine, and Science
Spell save DC = 8 + your proficiency bonus + your
Equipment Awareness modifier
You start with the following equipment, in addition to the Spell attack modifier = your proficiency bonus + your
equipment granted by your background: Awareness modifier
M-3 Predator, M-4 Shuriken, or M-8 Avenger Tech Armor
Omni-Blade, Omni-Hammer, Monomolecular Blade, or
Riot Shield You've bolstered your armor with a powerful, defense-
Stock Light Armor, Stock Medium Armor, or Stock Heavy oriented AI. As a bonus action or as a reaction to taking
Armor damage,
activate your Tech Armor.
Biotics and Tech Powers When activated, tech armor creates a new kinetic barrier
with additional hit points equal to the sum of your sentinel
Your Lt5 implant is the source of your powercasting level
and powercasting modifier, multiplied by 2. When you
capabilities. See chapter 12 for the
general rules of have tech armor hit points and take damage, the tech armor
powercasting and chapter 13 for the list of powers. hit points are lost first, and any leftover damage carries over
to your shields and/or normal hit points. Tech armor lasts 1
minute or until it has 0 hit points remaining.
Tech Talents and Biotic Talents:
At 1st level you know one
tech talent and one biotic talent of your choice. You learn While tech armor is active, you can use your action to
additional talents of your choice at higher levels, as shown in overload it. Each creature within 4m must make an Agility
the Biotic/Tech Talents column of the Sentinel table. At 5th, saving throw. On a failed save, a creature takes electric
11th, and 17th levels, you may make one of your talents damage equal to the remaining hit points of your tech armor,
Advanced. You may not advance the same talent more than or half as much on a successful one.
once.
You can use Tech Armor twice between long rests.
Power Slots:
The Sentinel table shows how many power
slots you have. The table also shows what the level of those
slots is; all of
your power slots are the same level. To cast one
of your sentinel powers of 1st level or higher, you must
expend a power
slot. You regain all expended power slots
when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-
level power slots. To cast the 1st-level power lance, you must
spend
one of those slots, and you cast it as a 2nd-level power.
PART 5 | CLASSES
91
Sentinel Barrier Die Biotic/Tech Talents Powers Known Power Slots Power Level
Proficiency
1d6 2 2 11
Level Bonus Features
1d6 2 3 21
1 +2 Barrier, Tech Armor
2 +2 Teamwork (1d6) 1d6 2 4 21
3 +2 Subclass Feature
4 +2 Ability Score Improvement 1d6 3 5 21
5 +3 Advanced Talent
6 +3 Teamwork (1d8) 1d8 3 6 22
7 +3 Subclass Feature
8 +3 Ability Score Improvement 1d8 3 7 22
9 +4 Quick Cast
10 +4 Subclass Feature, Teamwork (1d10) 1d8 3 8 22
11 +4 Advanced Talent
12 +4 Ability Score Improvement 1d8 3 9 22
13 +5 Dreamwork
14 +5 Subclass Feature 1d8 3 10 2 3
15 +5 Teamwork (1d12)
16 +5 Ability Score Improvement 1d8 4 10 2 3
17 +6 Advanced Talent
18 +6 Subclass Feature 1d10 4 11 3 3
19 +6 Ability Score Improvement
20 +6 Reset 1d10 4 11 3 3
1d10 4 12 3 3
1d10 4 12 3 3
1d10 4 13 3 3
1d10 4 13 3 3
1d12 4 14 4 3
1d12 4 14 4 3
1d12 4 15 4 3
1d12 4 15 4 3
Barrier Biotic Replenishment. As a bonus action, you can calm
your mind for a moment and restore your Barrier die to its
Biotics have the ability to generate dense mass effect fields starting size. You then can’t use Biotic Replenishment again
around themselves and their allies called "Barriers". This is until you finish a long rest.
represented by a barrier die the starting size of which is a d6.
These fields are capable of stopping projectiles and other
objects with mass. When you or another creature you can see
within 30 feet of you takes damage, you can use your reaction
to roll your Barrier die and reduce the damage taken by the
number rolled plus your Willpower modifier (minimum
reduction of 1), as you create a shield of telekinetic force.
Warp damage bypasses biotic barriers.
Changing the Die’s Size. If you roll the highest number on
your Barrier die, it decreases by one die size after the roll.
This represents you burning through your energy. For
example, if the die is a d6 and you roll a 6, it becomes a d4. If
it’s a d4 and you roll a 4, it becomes unusable until you finish
a long rest. Conversely, if you roll a 1 on your Psionic
Talent
die, it increases by one die size after the roll, up to its starting
size. This represents you conserving energy for later use. For
example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Barrier die resets to
its starting size. When you reach certain levels in this class,
the starting size of your Barrier die increases: at 5th level
(d8), 11th level (d10), and 17th level (d12).
PART 5 | CLASSES
92
Teamwork Specializations
Beginning at 2nd level, You can use your situational Sentinels have three specializations which reflect their
awareness to boost your team. To do so, you use a bonus various disciplines. Sentry Sentinels gain master over their
action on your turn to choose one creature other than Tech Armor and learn to use it in innovative ways. Technician
yourself within 20 meters of you who can hear you. That Sentinels specialize in support and tech abilities, becoming
creature gains one Teamwork die, a d6. master field medics. Warden Sentinels focus on improving
their biotic abilities and expanding their barrier to assist their
Once within the next 10 minutes, the creature can roll the entire squad.
die and add the number rolled to one ability check, attack roll,
or saving throw it makes. The creature can wait until after it Sentry
rolls the d20 before deciding to use the Teamwork die, but
must decide before the DM says whether the roll succeeds or Assault Armor
fails. Once the Teamwork die is rolled, it is lost. A creature Hardened Tech Armor
can have only one Bardic Inspiration die at a time.
At 7th level, you're able to shrug off hits that would normally
You can use this feature a number of times equal to your devastate others. While your tech armor
is active, you have
Proficiency Bonus (a minimum of once). You regain any +1 AC and any critical hit against you becomes a normal hit.
expended uses when you finish a long rest.
Advanced Tech Armor
Your Teamwork die changes when you reach certain levels
in this class. The die becomes a d8 at 6th level, a d10 at 10th Starting at 10th level, your tech armor benefits from the
level, and a d12 at 15th level. energy used to cast biotic and tech powers. Whenever you
cast a spell of 1st-level or higher, your tech armor gains 10 hit
Ability Score Improvement points. When you cast a cantrip, you tech armor gains 3 hit
points.
At 4th level, and again at 8th, 12th, 16th, and 19th level, you
can increase one ability score of your choice by 2, or you can Unyielding Assault
increase two ability scores of your choice by 1. You can't
increase an ability score above 20 using this feature. Starting at 14th level, you have advantage on saving throws to
avoid becoming paralyzed, stunned, or frozen.
While tech
If you are using feats, instead of increasing your ability armor is active, you are immune to becoming paralyzed,
score(s), you may gain a Feat. stunned, or frozen.
Quick Cast Adaptive Tech Armor
At 9th level, when you use your action to cast a spell, you may At 18th level, when your tech armor takes damage, it gains
make a weapon attack as a
bonus action. resistance to that damage type. If more than one
type of
damage happens simultaneously, tech armor gains resistance
Dreamwork to both.
At 13th level, if a creature has a Teamwork die from you and
casts a power that restores hit points or deals damage, the
creature can roll that die and choose a target affected by the
power. Add the number rolled as a bonus to the hit points
regained or the damage dealt. The Teamwork die is then lost.
Additionally, you now regain all your uses of Teamwork
when you take a short or long rest.
Reset
At 20th level, you can draw power from the depths of
exhaustion. If you spend one minute calming your mind or
recalibrating
your armor you can regain all of your expended
spell slots or all spent uses of your tech armor. Once you use
this feature,
you must finish a long rest before you can do so
again.
PART 5 | CLASSES
93
Technician Sculpt Spells
Guardians support and buff party members by utilizing
different AI packages from their Tech Armor ability and Starting at 10th, you can create pockets of relative safety
protecting them with their Omni-Shield. They're also one of within the effects of your spells. When you cast a spell that
the most skilled classes, gaining the Expertise feature twice. affects other creatures that you can see, you can choose a
number of them equal to 1+the spell's level. The chosen
Expertise creatures automatically succeed on their saving throws
against the spell, and they take no damage if they would
At 3rd level, and again at 10th level, choose one of your skill normally take half damage on a successful save.
proficiencies. Your proficiency bonus is doubled for any
ability check you make that uses either of the chosen Omni-Shield
proficiencies.
Starting at 14th level, you can transform your omni-shield
Omni-Shield into a fire shield or cryo shield.
Starting at 3rd level, you've mastered the omni-shield. As a Fire Shield. Gain all the benefits of Omni-Shield. In
bonus action, create a large kinetic shield out of your omni- addition, a target hit by a Fire Shield attack takes 3d10 fire
tool that lasts one minute. You can end Omni-shield at any damage. This damage detonates primed targets, but you are
point as a free action. immune to any detonating effects.
While Omni-Shield is deployed you cannot use another Cryo Shield. Gain all the benefits of Omni-Shield. In
omni-* melee weapon. Instead, gain the following: addition, a target hit by a Cryo Shield attack takes 1d8 cold
damage and must succeed on a DC 13 Strength saving throw
+1 AC. or become frozen until the end its next turn.
If a creature within 2m of you is attacked, you may use
your reaction to impose disadvantage on that attack. Warden
As an attack action, you may make a melee attack roll. On Warden sentinels are battlefield leaders. They can easily turn
a hit, deal 1d12 bludgeoning damage. You may shove a
hit the tides by calling out orders, inspiring troops, and
creature backward 2m. synchronizing troop movements.
Once you use this feature, you must finish a short or long
rest before you can use it again. Master Tactician
Tech Aura At 3rd level, you can use the Help action as a bonus action.
Additionally, when you use the Help action to aid an ally in
In addition to the standard defensive VI, you've augmented attacking
a creature, the target of that attack can be within
your Tech Armor to run different VI packages. At 7th level, 20m of you, rather than 2m of you, if the target can see or
when you activate
tech armor, you can choose to run a hear you.
different VI package instead. When you activate an alternate
package, you
do not gain hit points, instead, you and any Ever Ready
friendly creature within 10m of you gain
the effect of the
package for 1 hour. You may only have one tech armor active By 7th level, you've learned to never let your guard down. You
at once. have advantage on initiative rolls.
At 14th level, if you have no remaining uses of Tech Armor, Additionally, if you are surprised at the beginning of
you can expend a spell slot to activate it. combat and aren't incapacitated, you can act normally on
your
first turn, but only if you activate your tactical focus,
At 18th level, increase the distance of your Tech Aura selecting an area that encompasses your location, before
packages to 20m. doing
anything else on that turn.
Defensive, This is the standard Tech Armor package. It Call the Shots
does not affect allies.
Starting at 10th level, you can use your action to focus all of
Anti-biotic. Resistance to force and necrotic damage. your attention on your tactical focus, calling out
threats, troop
Anti-tech. Resistance to fire and cold damage. movements, and enemy weaknesses.
Grounded. Resistance to lightning damage.
Reactive. Add your spellcasting modifier to Strength or Until the start of your next turn:
Dexterity saving throws. Whenever a friendly creature makes an attack roll or
Speed. Increase speed by 6m. Can take the Disengage saving throw, it rolls 1d6 and adds the result to its attack
action as a bonus action. roll or saving throw.
Regen. Regenerate shield points equal to your spellcasting Whenever a hostile creature makes an attack roll or
modifier on the start of each of your turns. saving throw, it rolls 1d6 and subtracts the result to its
Inspiring Music. Advantage on saving throws against attack roll or saving throw.
becoming frightened or charmed. You can use this feature a number of times equal to your
Brute force. Creatures within your aura deal an additional Charisma modifier (a minimum of once). You regain any
1d8 bludgeoning damage with melee attacks. expended
uses when you finish a long rest.
Negation Field. Creatures within your aura can't be
primed.
PART 5 | CLASSES
94
Tactical Maneuvers Recon.
Your VI focuses on the movement of dust and
augments sound from your area of focus, reconstructing a
At 14th level, you can provide leadership that allows your perfect image on your
and your allies' HUD. Any creature
allies to move in perfect harmony. within your tactical focus loses any benefits from being
invisible, lightly obscured,
or heavily obscured.
In place of moving, you can instead allow up to three allies
within 30m move up to half their speed. The chosen allies
must be capable of taking actions in order to move in this
manner.
Synchronized Assault
Starting at 18th level, you gain the ability to unleash a
devastating combination of your allies' abilities. As a
bonus
action, select up to five allies within 60m. They can use their
reactions to immediately take actions.
Once you use this ability, you cannot use it again until you
complete a long rest.
Tactical Focus
At 3rd level, your tactical acumen and predictive VI
algorithms allow you to provide direction to your
allies that
can tilt a battle in your favor.
As a bonus action, you can select an area within 30m on
the ground that measures 6m on each side. This area is your
tactical focus.
It remains your tactical focus until you use this
ability again or you become .
When you select an area as your tactical focus, you choose
one of your tactics to apply to that area. You gain three
tactics
at 3rd level. You gain an additional tactic at 7th and 14th level.
Each time you complete a long rest, you can
swap one of your
tactics for a different one.
Additionally, at 7th level the size of your tactical focus
becomes 8m on each side. At 14th level the size becomes
10m on each side.
Tactics
Choose from the following tactics.
Advance.
Update your allies' HUDs and outline optimal
routes to your tactical focus. If an ally spends all of its
movement
moving towards your tactical focus, it doubles its
movement, ignores difficult terrain, and does not provoke
attacks of
opportunity.
Analysis.
Focus all of your attention on the movements
and capabilities of a single enemy. When you choose this
tactic, you
additionally choose a single hostile creature within
your tactical focus. Beginning when you set your tactical
focus
and at the beginning of each of your subsequent turns,
the DM tells you if the creature is your equal, superior, or
inferior in regard to one of the following characteristics of
your choice: One ability score (Strength, Dexterity,
Constitution, Intelligence, Charisma, or Wisdom), Armor
Class, or Current hit points
Clear the area.
Pick out weak spots on your targets that
force them out of your tactical focus. If an ally hit s a creature
in your
tactical focus with a weapon attack, the ally can move
that creature 2m.
Heads up.
If an allied creature in your tactical focus must
make a Dexterity saving throw it has advantage on that
saving throw.
Pin down.
When a hostile creature attempts to move out
of your tactical focus, two target creatures of your choice can
use
a reaction to make an attack of opportunity on the target.
If both attacks are successful, the creature's movement
becomes
0, it falls prone and remains in your tactical focus.
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Infiltrator
Powers Known of 1st Level and Higher:
You know two 1st-
The Infiltrator is a tech-savvy warrior, able to win battles by level spells of your choice from the ranger spell list.
quickly disabling and killing enemies. These soldiers focus
on unlocking alternate routes, gaining access to good The Powers Known column of the Infiltrator table shows
equipment, and obtaining an advantageous position over when you learn more ranger spells of your choice. Each of
enemies in combat. these spells must be of a level for which you have spell slots.
For instance, when you reach 5th level in this class, you can
Class Features learn one new spell of 1st or 2nd level.
As a infiltrator, you gain the following class features.
Additionally, when you gain a level in this class, you can
Hit Points choose one of the ranger spells you know and replace it with
another spell from the ranger spell list, which also must be of
Hit Dice: 1d8 per infiltrator level a level for which you have spell slots.
Hit Points at 1st Level: 8 + your Fitness modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Fitness Powercasting Ability: Engineers use a highly modified
Omni-tool that requires a keen intellect to maintain. As an
modifier per infiltrator level after 1st engineer, you use your Intelligence whenever a power refers
to your powercasting ability. You use your Intelligence
Proficiencies modifier when setting the saving throw DC for a tech power
you cast and when making an attack roll with one.
Armor: Light armor, Medium Armor
Weapons: Heavy Pistols, SMGs, Sniper Rifles, Melee Power save DC = 8 + your proficiency bonus + your
Intelligence modifier
weapons
Tools: Hacking tools or Tinker's tools Power attack modifier = your proficiency bonus + your
Saving Throws: Agility, Dexterity Intelligence modifier
Skills: Choose three from Athletics, Gymnastics,
Demolitions, Piloting, Thievery, Survival, Grift,
Investigation, Electronics, Engineering, or Intimidate
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
M-3 Predator, M-4 Shuriken, or M-92 Mantis
Omni-Taser, Omni-Blade, or Monomolecular Blade
Stock Light Armor
Tech Powers
Tech Talents: At 1st level you know two tech talents of your
choice. You learn additional tech talents of your choice at
higher levels, as shown in the Tech Talents column of the
Engineer table. At 5th, 11th, and 17th levels, you may make
one of your Tech Talents Advanced. You may not advance the
same talent more than once.
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Infiltrator Sneak Attack Features Tactical Cloak Combat Tech Tech Point
Proficiency Damage Tactical Cloak, Expertise, Sneak Uses Powers Points Limit
1d6 Attack 2 1
Level Bonus Cunning Action, Combat Power - 2
1st +2 1d6 Subclass Feature 2
2d6 Ability Score Improvement 2 1
2nd +2 2d6 Uncanny Dodge 2 1 21
3rd +2 3d6 Expertise 2 1 31
4th +2 3d6 Evasion 3 1 41
5th +3 4d6 Ability Score Improvement 3 2 61
6th +3 4d6 Subclass Feature 3 2 61
7th +3 5d6 Ability Score Improvement 3 2 71
8th +3 5d6 Reliable Talent 3 2 71
9th +4 6d6 Ability Score Improvement 4 2 11 2
10th +4 6d6 Subclass Feature 4 3 11 2
11th +4 7d6 Blindsense 4 3 13 2
12th +4 7d6 Slippery Mind 4 3 13 2
13th +5 8d6 Ability Score Improvement 4 3 15 2
14th +5 8d6 Subclass Feature 4 3 15 2
15th +5 9d6 Elusive 4 4 17 2
16th +5 9d6 Ability Score Improvement 5 4 17 2
17th +6 10d6 Stroke of Luck 5 4 20 3
18th +6 10d6 5 4 20 3
19th +6 4 23 3
20th +6 25 3
Tactical Cloak You don't need advantage on the attack roll if another
As an action, you activate your tactical cloak, becoming . enemy of the target is within 2m of it, that enemy isn't
Tactical cloak lasts 1 minute or
until you make an attack, cast incapacitated, and you don't have disadvantage on the attack
a spell, use a grenade or mine, or fire a heavy weapon. roll.
Once you have used tactical cloak the maximum number of The amount of the extra damage increases as you gain
times for your Infiltrator level,
you must finish a short rest levels in this class, as shown in the Sneak Attack column of
before you can use it again. You may use tactical 2 times at the Infiltrator table.
1st level, 3 at 6th, 4 at 11th,
and 5 at 18th.
Cunning Action
Expertise At 2nd level, you can take a bonus action on each of your
At 1st level, choose two of your skill proficiencies. Your turns in combat. This action can be used only to Dash,
proficiency bonus is doubled for any ability check you make Disengage, Hide, or activate Tactical Cloak.
that uses either of the chosen proficiencies.
Combat Power
At 6th level, choose two more of your skill proficiencies to At 2nd level, you know one combat power of your choice from
gain this benefit. the infiltrator spell list. You learn additional
combat powers
of your choice at higher levels, as shown in the Combat
Sneak Attack Powers column of the Infiltrator table.
Beginning at 1st level, you know how to strike subtly and
exploit a foe's distraction. Once per turn, you can deal an Instead of learning a new combat power, you may instead
extra 1d6 damage to one creature you hit with an attack if learn the advanced version of a combat power you already
you have advantage on the attack roll. The attack must be know.
made with a melee or ranged weapon.
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Ability Score Evasion
Improvement At 7th level, when you are subjected to an effect that allows
At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you to make a Dexterity saving throw to take only half
you can increase one ability score of your choice by 2, or you damage, you instead take no damage if you succeed on the
can increase two ability scores of your choice by 1. You can't saving throw, and only half damage if you fail.
increase an ability score above 20 using this feature.
Reliable Talent
If you are using feats, instead of increasing your ability At 11th level, you have refined your chosen skills until they
score(s), you may gain a Feat. approach perfection. Whenever you make an ability check
Uncanny Dodge that lets you add your proficiency bonus, you can treat a d20
At 5th level, when an attacker that you can see hits you with roll of 9 or lower as a 10.
an attack, you can use your reaction to halve the attack's
damage against you. Blindsense
Starting at 14th level, if you are able to hear, you are aware of
PART 1 | CLASSES the location of any hidden or invisible
creature within 4
meters of you.
98
Slippery Mind
By 15th level, you have acquired greater mental strength. You
gain proficiency in Wisdom saving throws.
Elusive
At 18th level, you are so evasive that attackers rarely gain the
upper hand against you. No attack roll has advantage against
you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding
when you need to. If your attack misses a target within range,
you can turn the miss into a hit. Alternatively, if you fail an
ability check, you can treat the d20 roll as a 20. Once you use
this feature, you can't use it again until you finish a short or
long rest.
Subclasses
Infiltrators have three subclasses which reflect their
preferred combat techniques. Shadow infiltrators prefer to be
up close and personal, dealing devastating melee strikes.
Snipers are the exact opposite and want to remain as far
away from combat as possible. Saboteurs prefer more subtle
techniques to turn the tide of battle in their favor.
Shadow
Shadow Infiltrators are melee specialists that make heavy
use of their tactical cloak and stealth to close the distance
between themselves and their target.
AUt 3rpd levCel, wlohensyoeu apaplny yodur sPneaek arttasckodanmaagelfrom
an attack made with a melee weapon, increase the damage
die to d8.
ASt 9ithlelevnel,tyouCr Talcoticaal kCloak dampens noise. You have
advantage on a Dexterity (Stealth) check if you move no more
than half your speed on the same turn.
Melee Prowess Careful Eyes When
ambu
Starting at 9th level, your skill with melee weapons becomes Starting at 9th level, you excel at picking out hidden enemies turns
unmatched. You have +1 to melee weapon attack and damage and other threats. You can take the Search action
as a bonus turn a
rolls. action. initia
surpr
ASt 1h3thalevdel,owhweneveSr yoturaicktiveate Tactical Cloak you may You also gain proficiency in the Perception, Investigation,
teleport to a target location within 10m. You must be able to or Survival skill (choose one).
see the location
and it cannot be occupied by a creature or OAt 13vthelevrelw, youa'vetbcechome attuned to monitoring the
object. This movement does not provoke an attack of movements of the battlefield, taking advantage of
when
opportunity. enemies break cover.
When you arrive at the target location, you may use your At the end of each of your turns, you may ready the
reaction to make one melee attack on a creature or object following action. Choose up to 5 creatures you can see that
within
range. This attack can benefit from your Sneak Attack are behind
half or three-quarter cover. Until the start of your
even if you have already used it this turn, but you can't use next turn, if any of those creatures move into an area
your
Sneak Attack against the same target more than once in providing
no cover, you may use your reaction to make a
a turn. ranged weapon attack targeting that creature. This attack can
benefit from
your Sneak Attack even if you have already used
The teleportation can be used to free you from movement it this turn, but you can't use your Sneak Attack against the
impairing effects such as grapple, restrained, lifted, etc. same target
more than once in a turn.
DStarteingaatt 1h7thSlevetl,ryoiku beecome a master of instant death. Killshot
When you attack and hit a creature that is
surprised, it must
make a Constitution saving throw (DC 8 + your Dexterity At 17th level, your proficiency with sniper rifles is beyond
modifier + your proficiency bonus). On a
failed save, double measure allowing you to target the weakest points of your
the damage of your attack against the creature. enemy.
When you apply your sneak attack damage to an
attack made with a sniper rifle, add 3d6 to the damage roll.
Sniper
Snipers are ranged specialists that have an affinity for sniper Saboteur
rifles. Saboteurs are tech savvy infiltrators that use cloak and
dagger tactics to control the outcome of battles.
Steady Aim
Saboteur's Touch
At the 3rd level, your aim with a sniper rifle becomes deadly.
As a bonus action on your turn, you can overclock your At 3rd level, you always have the sabotage spell prepared (it
targeting system to take careful aim at a creature you can see does not count against your list of prepared spells). Preparing
that is within range of a sniper rifle you're wielding.
Your the advanced
version of the spell counts as one spell, not two.
ranged attacks with the sniper rifle gain two benefits against
the target: You can cast sabotage as a bonus action or as a reaction to
a ranged weapon attack you can see.
The attacks ignore half and three-quarters cover. CStarotingmatb3rdaletvelH, eveeryutimreiysoutbircinsg an enemy to 0 hit
On a hit, the weapon deals additional damage to the target points or score a critical hit, your HUD updates your tactical
equal to 2 + half your infiltrator level. feedback, restoring 1 tech point.
This effect lasts 1 minute or until you use Steady Aim on a STtaratincg atti9cthalevlel,Aif yomu abre huidsdenhfrom a creature when
different target. you cast a spell on it, the creature has disadvantage
of any
You can use this feature three times. You regain all saving throw against the spell this turn.
expended uses of it when you finish a short or long rest. SMtartiinsg dat 1i3rteh lecvetl,iyoouncan sometimes cause another
creature to suffer an attack meant for you. When you are
targeted by an attack while a creature within 2m of you is
granting you cover against that attack, you can use your
reaction to have the attack target that creature instead of you.
Saboteur's Reflexes
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