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Published by liamfermin, 2022-11-22 00:23:57

Capes_and_Crooks_61222v4 (1)

Capes_and_Crooks_61222v4 (1)

Keywords: super hero

Normal activity, such as moving and attacking, between you and that point, the point of origin
doesn't interfere with concentration. The comes into being on the near side of that
following factors can break concentration: obstruction.

• Activating another power that requires Targeting Yourself
concentration. You lose concentration on a
power if you activate another power that If a power targets a creature of your choice, you
requires concentration. You can't concentrate can choose yourself, unless the creature must be
on two powers at once. hostile or specifically a creature other than you.
If you are in the area of effect of a power you
• Taking damage. Whenever you take damage activate, you can target yourself.
while you are concentrating on a power, you
must make a Constitution saving throw to AREAS OF EFFECT
maintain your concentration. The DC equals 10
or half the damage you take, whichever Powers such as flamethrower and cone of cold
number is higher. If you take damage from cover an area, allowing them to affect multiple
multiple sources, such as an arrow and a creatures at once.
dragon's breath, you make a separate saving
throw for each source of damage. A power's description specifies its area of
effect, which typically has one of five different
• Being incapacitated or killed. You lose shapes: cone, cube, cylinder, line, or sphere.
concentration on a power if you are Every area of effect has a point of origin, a
incapacitated or if you die. location from which the power's energy erupts.
The rules for each shape specify how you
The Overseer might also decide that certain position its point of origin. Typically, a point of
environmental phenomena, such as a wave origin is a point in space, but some powers have
crashing over you while you're on a storm- an area whose origin is a creature or an object.
tossed ship, will require you to succeed on a DC
10 Constitution saving throw to maintain A power's effect expands in straight lines from
concentration on a power. the point of origin. If no unblocked straight line
extends from the point of origin to a location
TARGETS within the area of effect, that location isn't
included in the power's area. To block one of
A typical power requires you to pick one or more these imaginary lines, an obstruction must
targets to be affected by the power's magic. A provide total cover.
power's description tells you whether the power
targets creatures, objects, or a point of origin for Cone
an area of effect (described below).
A cone extends in a direction you choose from its
Unless a power has a perceptible effect, a point of origin. A cone's width at a given point
creature might not know it was targeted by a along its length is equal to that point's distance
power at all. An effect like crackling lightning is from the point of origin. A cone's area of effect
obvious, but a more subtle effect, such as an specifies its maximum length.
attempt to read a creature's thoughts, typically
goes unnoticed, unless a power says otherwise. A cone's point of origin is not included in the
cone's area of effect, unless you decide
A Clear Path to the Target otherwise.

To target something, you must have a clear path
to it, so it can't be behind total cover.

If you place an area of effect at a point that you
can't see and an obstruction, such as a wall, is

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Cube target uses for the save and what happens on a
success or failure.
You select a cube's point of origin, which lies
anywhere on a face of the cubic effect. The cube's The DC to resist one of your powers = 8 + your
size is expressed as the length of each side. power ability modifier +

A cube's point of origin is not included in the your proficiency bonus + any special modifiers.
cube's area of effect, unless you decide
otherwise. POWER ATTACK ROLLS

Cylinder Some powers require the user to make an attack
roll to determine whether the power effect hits
A cylinder's point of origin is the center of a the intended target. Your attack bonus with a
circle of a particular radius, as given in the power power attack equals your power ability modifier
description. The circle must either be on the + your proficiency bonus.
ground or at the height of the power effect. The
energy in a cylinder expands in straight lines Most powers that require attack rolls involve
from the point of origin to the perimeter of the ranged attacks. Remember that you have
circle, forming the base of the cylinder. The disadvantage on a ranged attack roll if you are
power's effect then shoots up from the base or within 5 feet of a hostile creature that can see
down from the top to a distance equal to the you and that isn't incapacitated.
height of the cylinder.
COMBINING POWER EFFECTS
A cylinder's point of origin is included in the
cylinder's area of effect. The effects of different powers add together
while the durations of those powers overlap. The
Line effects of the same power activated multiple
times don't combine, however. Instead, the most
A line extends from its point of origin in a potent effect-such as the highest bonus-from
straight path up to its length and covers an area those activations applies while their durations
defined by its width. overlap.

A line's point of origin is not included in the For example, if two psychics use telepathic
line's area of effect, unless you decide otherwise. push on the same target, that character gains the
power's benefit only once; he or she doesn't get
Sphere to roll two bonus dice.

You select a sphere's point of origin, and the
sphere extends outward from that point. The
sphere's size is expressed as a radius in feet that
extends from the point.

A sphere's point of origin is included in the
sphere's area of effect.

POWER SAVING THROWS

Many powers specify that a target can make a
saving throw to avoid some or all of a power's
effects. The power specifies the ability that the

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At Higher Levels.
5th level. On a hit, the target suffers the effects

of the lingering acid. At the start of each of the
target’s turns, the target takes 1d8 acid damage.
The target can make a Constitution saving throw
at the end of each of its turns to end this effect. If
the target receives healing or if a creature can
make a DC 12 Wisdom (Medicine) check as an
action, the effect ends as well.

Additionally, the acid’s effect can eat through a
5-foot area of metal in one minute.

11th level. The lingering acid damage increases
to 2d8 acid damage.

Additionally, the acid’s effect can eat through a
10-foot area of metal in one minute.

17th level. The initial damage increases to 3d8,
and the pain caused by the attack weakens your
enemy. The target has disadvantage on their
next attack roll until the start of your next turn.

AT-WILL POWERS Air Launch

Acid Blast Activation Time: 1 bonus action
Range: Weapon
Activation Time: 1 action Roles:
Range: 120 feet Duration: Instantaneous
Roles:
Duration: Instantaneous You make a powerful upward strike that sends
your target flying into the air and falling back to
You send a bubbling ball of acid streaking the ground. If you take the Attack action on your
through the air from your mouth, tail, or other turn, you can use a bonus action to attempt
body part. Make a ranged power attack against shove a medium or smaller creature. On a
the creature to assail it with flesh melting acid. success, the target is knocked 10 feet into the air.
On a hit, the target takes 1d8 acid damage, and it If they land back on the ground, they take falling
can’t regain hit points until the start of your next damage.
turn. Until then, the acid drips from the target.
At Higher Levels.
5th level. You follow up your air launch by

leaping into the air and attempt to shove the
target. On a success, you throw, punch, or kick
the target back down onto the ground doubling
the fall damage taken.

11th level. Your next grapple check against the
target has advantage.

17th level. The height the target is launched
increases to 20 feet. Additionally, you can now
use this feature on large creatures.

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Anesthetic 11th level. Increase the damage die to 2d6.
17th level. If you pass through a hostile
Activation Time: 1 action creature’s space and have moved at least 10 feet
Range: Touch in a straight line, each creature must succeed a
Roles: Strength saving throw or be knocked prone.
Duration: Instantaneous
Caustic Splash
A willing creature you touch is injected with a
mild anesthetic to dull pain. The target gains 1d4 Activation Time: 1 action
+ your power modifier temporary hit points. The Range: 60 feet
target loses any remaining temporary hit points Roles:
after 1 minute. Duration: Instantaneous

At Higher Levels. You hurl a bubble of poison or spew it forth from
5th level. While you have temporary hit points your mouth, tail, or other body part. Choose one
creature within range or choose two creatures
from the anesthetic effect, you gain resistance to within range that are within 5 feet of each other.
poison damage. A target must succeed on a Dexterity saving
throw or take 1d6 poison damage.
11th level. The anesthetic die increases to 1d8,
and the target becomes immune to the poisoned At Higher Levels.
condition while they have temporary hit points 5th level. The acid lingers on the battlefield
granted by this power. If they are poisoned when
this power takes effect, it removes the poisoned becoming a hazardous pool in the 5-foot area
condition. beneath the targets, this effect ends at the start
of your next turn. When a creature enters the
17th level. The anesthetic die increases to 1d12 area for the first time on a turn or starts its turn
and the target gains resistance to slashing, there, it must make a Constitution saving throw.
piercing, and bludgeoning damage. Once a On a failed save, the target takes 1d6 poison
creature gains the resistances from this power, damage and becomes poisoned for 1 minute or
they cannot do so again until they finish a short half as much on a successful one and is not
or long rest. poisoned.

Bull Rush 11th level. The power’s damage die increases to
2d6, and the duration the pool remains on the
Activation Time: 1 bonus action ground increases by one additional turn.
Range: Weapon
Roles: 17th level. The hazardous poison pool’s damage
Duration: Instantaneous increases to 2d6, and the area of effect extends
to a 10-foot area beneath the targets.
When you use your action to Dash, you can use Additionally, as an action, you can release the
your bonus action to make one melee weapon blast of poison in a melting burst centered on
attack or take the shove action against a yourself. Each creature other than yourself
creature. within 10 feet of you must succeed a Constitution
saving throw or take 2d6 poison damage and
Additionally, if you move at least 10 feet in a become poisoned. You can’t use this feature
straight line before making any melee weapon again until you finish a short or long rest.
attack, you can add 1d6 to the attack’s damage
roll, or if you shove the creature, you can add the
roll to the contested check.

At Higher Levels.
5th level. If you move at least 10 feet in a

straight line you deal double damage to objects
and structures.

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Cleaving 17th level. The creature begins suffocating. If
the creature takes damage from constrict while
Activation Time: 1 bonus action suffocating, they lose 30 seconds worth of their
Range: Weapon breath. If they have no breath remaining at the
Roles: start of its next turn, it drops to 0 hit points and
Duration: Instantaneous is dying, and it can’t regain hit points or be
stabilized until it can breathe again.
When you hit a creature with a 2-handed melee
weapon attack, you can use your bonus action to Countering Retreat
attempt to damage another creature with the
same attack. Choose a creature within 5 feet of Activation Time: 1 reaction
the original target and within your reach. If the Range: Weapon
original attack roll would hit the second Roles:
creature, it takes damage equal to half the Duration: Instantaneous
damage dealt to the original target.
When an enemy hits you with a melee attack, you
At Higher Levels. can use your reaction to make a melee attack roll.
5th level. When you hit an additional creature If your roll is higher you may move up to half
your speed as part of the reaction. Opportunity
with your cleaving power, you gain a +2 bonus to attacks against you are made with disadvantage
AC against all attacks made by that creature until until the end of the turn.
the start of your next turn.
At Higher Levels.
11th level. You can hit a third target within 5th level. You can use this feature with a ranged
range and your reach.
attack in addition to the melee.
17th level. The distance from your original 11th level. You have advantage on the attack roll
target increases to 10 feet. Additionally, you can
use your Action to release a whirlwind strike. when using this feature.
Each creature that enters the range of your 17th level. You can move your full walking speed
weapon for the first time, starts, or ends its turn when using this feature. Opportunity attacks
within the area must succeed a Dexterity saving against you are made with disadvantage until the
throw or be hit by your weapon until the start of start of your next turn.
your next turn. You can use your action to
maintain this effect (as if concentrating on a
power). Once you use this feature, you cannot
use it again until you finish a short or long rest.

Constrict Counterstrike

Activation Time: 1 bonus action Activation Time: 1 reaction
Range: Weapon Range: Self
Roles: Roles:
Duration: Instantaneous Duration: Instantaneous

While you have a creature grappled, as a bonus When a creature misses you with a melee attack,
action, you can attempt to crush them. The you can use your reaction to make a single at-
target is restrained and must succeed on a will or melee weapon attack against the target.
Strength saving throw or take 1d4 + your
Strength modifier bludgeoning damage. At Higher Levels.
5th level. If a creature misses you with a ranged
At Higher Levels.
5th level. On failed the save the target becomes attack, you can use your reaction to make a
single ranged weapon or at-will attack against
restrained. the target.
11th level. The damage increases to 2d4.

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11th level. When you use your reaction to make At Higher Levels.
an at-will or melee weapon attack as part of this 5th level. The target’s movement speed is
action, you have advantage on the attack roll if
the target is within 5 feet. reduced by half.
11th level. If the target didn’t move at least 15
17th level. If you can make more than one
attack as part of an action, such as with the Extra feet during their last turn, they have
Attack feature. You can make them as part of disadvantage on the crippling smash’s saving
your reaction. throw.

Covering Fire 17th level. The target’s movement speed
becomes 0 until the end of their next turn.
Activation Time: 1 bonus action Additionally, you have Advantage on attacks
Range: 120 feet against creatures who have their movement
Roles: speed reduced to 0 from this power.
Duration: Instantaneous
Cryofoam
If you made a ranged attack, you can use a bonus
action to provide covering fire for an ally that Activation Time: 1 action
you can see. Choose one ally, their AC increases Range: 30 feet
by 2 until the end of their next turn (as if Roles:
concentrating on a power). Duration: Instantaneous

At Higher Levels. You launch a device that, on impact, quickly
5th level. While this effect is granting a bonus expands into a soft sub-zero foam that locks an
enemy in place. Make a ranged weapon attack
to an ally, if that target is hit with an attack, you against a large or smaller creature. On a hit, the
can use your reaction to make a ranged attack target is restrained until it is freed. This power
against that target. has no effect on creatures that are formless or
Huge or larger. A creature can use its action to
11th level. The AC bonus granted by this feature make a DC 13 Strength check, freeing itself or
increases to 3. another creature on a success. Dealing 10
17th level. If you can make more than one attack bludgeoning damage to the Cryofoam (AC 12)
as part of an action, such as with the Extra Attack also frees the creature without harming it,
feature. You can make them as part of your ending the effect, and destroying the Cryofoam.
reaction
At Higher Levels.
Crippling Smash 5th level. If an enemy provokes an opportunity

Activation Time: 1 action attack from you. You can use this power as a
Range: Weapon reaction. If you do, you have advantage on the
Roles: attack roll.
Duration: Instantaneous
11th level. The cryofoam is reinforced and the
As part of the action to use this power, you must DC to be freed increases to 14 and damage
make a melee attack against one creature in your required to destroy it increases to 15 bludgeoning
reach, otherwise the power fails. On a hit, the damage.
target suffers the attack’s normal effects, and
the target must succeed a Strength saving throw 17th level. The cryofoam has a quick expanse
or suffer a superficial wound that cripples the added to it. Choose a creature within 5 feet of the
target. The target’s movement speed is reduced original target. If the original attack roll would
by 10 feet until the end of their next turn. hit the second creature, it is also caught in the
cryofoam.

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Disarming Strike At Higher Levels.
5th level. The damage increases to 2d4, and you
Activation Time: 1 action
Range: Weapon can use a bonus action to target an additional
Roles: creature with this power. That target takes half
Duration: Instantaneous the damage rolled and has disadvantage on the
next attack roll it makes before the end of its
As part of the action to use this power, you must next turn.
make a melee attack against one creature in your
reach, otherwise the power fails. When you hit a 11th level. The damage increases to 3d4, and the
creature with a weapon attack, you can attempt range increases to 90 feet.
to disarm the target, forcing it to drop one item
of your choice that it’s holding. The target must 17th level. The damage increases to 4d4, and
succeed on a Strength (Athletics) contested by the original target has disadvantage on all of its
your Strength (Athletics) or Dexterity (Sleight of attack rolls it makes before the end of its next
Hand) check (your choice) or it drops the object turn.
you choose. The object lands at its feet.
Earthen Grasp
At Higher Levels.
5th level. If you score a critical hit on the melee Activation Time: 1 action
Range: 60 feet
attack, the target has disadvantage on the saving Roles:
throw. Duration: Concentration, up to 1 minute

11th level. You can use a bonus action to attempt You create a large stone hand that appears and
to disarm the target, forcing another contested grapples a large or smaller enemy. A creature you
check to drop an additional item of your choice can see within range must succeed on a Dexterity
that it’s holding. saving throw or become grappled (escape DC is
equal to your power ability). On a successful
17th level. You have advantage on the save, the power ends.
contested checks to disarm the target. When you
successfully disarm a target, you can use your While the hand has a creature grappled, you
bonus action to immediately take the Use an can use a bonus action to have the hand crush
Object action on the dropped item. the grappled creature, dealing 2d4 bludgeoning
damage.
Distracting Words
At Higher Levels.
Activation Time: 1 action 5th level. The damage increases to 4d4. As a
Range: 60 feet
Roles: bonus action, you can command the hand to
Duration: Instantaneous extend and rise up to 20 feet from the ground.

You unleash a string of insults, commands, 11th level. The damage increases to 6d4, and the
shouts, or similar words to distract a creature range increases to 90 feet.
you can see within range. At the same time, your
words attack their mind. If the target can hear 17th level. You can create two medium small
you (though it need not understand you), it must hands that each deal 4d4 bludgeoning damage
succeed on a Wisdom saving throw or take 1d4 when you use your bonus action to command
psychic damage and have disadvantage on the them both to crush, or you can summon a single
next attack roll it makes before the end of its large stone hand that can do 8d8 bludgeoning
next turn. damage.

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Elongation minute (as if concentrating on a power). If
used to make a ranged power attack, it
Activation Time: 1 bonus action disappears on a hit or if you let go of it.
Range: Self
Roles: 11th level. The damage increases to 5d6 and if
Duration: Concentration, up to 1 minute the power is evoked into a spear, it gains the
reach property.
You can elongate your body and or limbs to
extend your reach and/or grow your size. While 17th level. The damage increases to 6d6.
elongated, your reach becomes 15 feet and/or Additionally, you can use your action to release a
your size increases by up to one size category. massive beam of radiant energy in a line 100 feet
long and 5 feet wide. Each creature in the line
At Higher Levels. must make a Dexterity saving throw. A creature
5th level. You learn to use your body to constrict takes 6d6 radiant damage on a failed save, or
half as much damage on a successful one. You
your foes. Make a melee power attack. The target can’t use this feature again until you finish a
takes 1d8 + your Strength modifier (minimum of short or long rest.
1) bludgeoning damage, and the target is
grappled (escape DC is equal to your power Evasive Strike
ability). Until this grapple ends, the creature is
restrained, and you can’t constrict another Activation Time: 1 action
creature. Range: Self
Roles:
11th level. You’re able to turn your entire body Duration: Instantaneous
into a rubbery substance. While this power is
active you have resistance to bludgeoning and As part of the action to use this power, you must
slashing damage while under this effect and you make a melee attack against one creature in your
have advantage on grapple checks. reach, on a hit, if you move at least 5 feet, you
can add your proficiency modifier to your AC
17th level. Your elongated reach becomes 20 until the end of your turn.
feet, and your walking speed increases by 15 feet.
At Higher Levels.
Energy Spear 5th level. The duration of the AC bonus granted

Activation Time: 1 action by this power lasts until the start of your next
Range: 90 feet turn.
Roles:
Duration: Instantaneous 11th level. Your evasive nature gives you
lightning quick reflexes in battle. You have
You release a spear made of a brilliant, advantage on Dexterity saving throws against
condensed light from your hand or gadget at a effects that you can see such as powers that you
creature you can see. Make a ranged power can see from the target. To gain this benefit, you
attack. On a hit, the target takes 2d4 radiant can’t be blinded, deafened, or incapacitated.
damage.
17th level. You master evasive foot work. When
At Higher Levels. you use this power, you can take the Dodge
5th level. The damage increases to 4d4. action as a bonus action

Additionally, you learn how to evoke and sustain
this power as a radiant spear in your free hand if
you so choose. The evoked spear is similar in size
and shape as a spear, and it lasts for up to 1

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Fast Hands 17th level. When you use your reaction to feint
and your attacker misses, you can move up to
Activation Time: 1 bonus action half your movement without provoking an
Range: Self opportunity attack.
Roles:
Duration: Instantaneous Fiery Weapon

You can use your bonus action to make a Activation Time: 1 bonus action
Dexterity (Sleight of Hand) check, use tools Range: Self
you’re proficient in, disarm a trap, open a lock, Roles: Elemental Manipulator, Psychic
administer an ambro med pack or take the Use an Duration: Concentration, up to 1 minute
Object action.
At Higher Levels. You imbue a nonmagical melee weapon with
pyrokinetic energy. Until this power ends, that
5th level. Your deft movement with your hands weapon deals an additional 1d4 fire damage.
allows you to ignore the loading property of These flames shed bright light in a 20-foot
ranged weapons with which you are proficient. radius and dim light for an additional 20 feet. A
You gain the benefits of the feature regardless of flammable object hit by this ignites if it isn’t
if you’ve activated this power. being worn or carried.

11th level. Creatures within 5 feet of you At Higher Levels.
provoke opportunity attacks from you even if 5th level. You gain resistance to cold damage
they take the Disengage action before leaving
your reach. while this power is activated.
17th level. Your proficiency bonus is doubled for 11th level. The damage increases to 2d6 and the
any ability check you make that uses Dexterity
(Sleight of Hand). light sheds bright and dim light for an additional
20 feet.
Feinting Strike 17th level. The damage increases to 3d6.
Additionally, you can use an action to release a
Activation Time: 1 bonus action heat wave from weapon while this power is
Range: Weapon active. Each creature within 20 feet of you must
Roles: make a Dexterity saving throw. A target takes
Duration: Instantaneous 8d6 fire damage on a failed save, or half as much
damage on a successful one.
You attempt a feint against a creature. The target
must make a contested Wisdom (Insight) check The blast of heat spreads around corners. It
verses your Charisma (Deception) check. On a ignites flammable objects in the area that aren’t
failure, you have advantage on your next attack being worn or carried.
roll against that creature.
This feature can’t be used again until you
At Higher Levels. finish a long rest.
5th level. You learn to use your feinting as a
Frozen Aura
defensive tactic. When an enemy hits you with a
melee attack, you can use your reaction to force Activation Time: 1 action
the target to make a contested Wisdom (Insight) Range: Self
check verses your Charisma (Deception) check. Roles:
On a failure, the target has disadvantage on the Duration: Concentration, up to 1 minute.
attack roll.
You emanate an icy aura from your body. The
11th level. Attack rolls against a target that aura extends 5 feet from you in every direction,
failed your feinting strike contest score critical but not through total cover.
hits on a 19 or 20.

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When frozen aura is activated, all other 11th level. When a creature you can see attacks a
creatures already in your aura and any creature target other than you that is with range, you can
that starts or ends its turn in your aura takes cold use your reaction to create a weak pillar to
damage each equal to your proficiency bonus. provide half cover. If the attack misses, the pillar
is destroyed.
At Higher Levels.
5th level. The area around you in your aura 17th level. The damage of the pillars increases
to 2d6 and the pillar’s size increase to 5-foot-
becomes a patch of thin slick ice. When a wide and 10 feet tall.
creature moves into your aura for the first time
or moves while inside your aura, it must succeed Gouge
on a Dexterity saving throw or fall prone.
Activation Time: 1 action
11th level. You can choose to extend your aura Range: 5 feet
up to 10 feet. Roles:
Duration: Instantaneous
17th level. You’ve mastered your aura. A
creature that starts and ends its turn in your aura As part of the action to use this power, you must
must succeed a Constitution saving throw or make a melee attack with a slashing or piercing
become frigid. The creature can repeat this weapon against one creature within your reach,
saving throw at the end of each of their turns. otherwise the power fails. On a hit, the target
When you activate your aura, you can choose a suffers the attack’s normal effects, and the
number of creatures that you can see within your target must succeed a Constitution saving throw
aura, they become immune to the effects of this or suffer a superficial but bloody wound. At the
activation of your aura. start of each of the target’s turns, the target
takes 1d6 damage of the same type as the
Glacial Pillar weapon. The target can make another
Constitution saving throw at the end of each of
Activation Time: 1 action its turns to end the effect. If the target receives
Range: 60 feet healing or if a creature can make a DC 12 Wisdom
Roles: (Medicine) check as an action, it will end the
Duration: Instantaneous effect as well. Undead, constructs, and androids
are immune to this feature.
You cause a 5-foot pillar of ice to rise from
beneath a creature that you can see within range. At Higher Levels.
The target must make a Constitution saving 5th level. The damage increase to 2d6.
throw. On a failed save, the target takes 1d6 cold
damage, and it has disadvantage on the next Additionally, you can forgo the power’s damage.
weapon attack roll it makes before the end of its Instead, you can hamstring the enemy, reducing
next turn. The pillar remains for up to 1 hour. the targets movement speed by 10 feet.
Fire and hot temperatures can melt the pillars at
the Overseer’s discretion. 11th level. The damage increases to 3d6, and the
wound becomes deep. The DC of the Wisdom
At Higher Levels. (Medicine) check to end the effect becomes 15.
5th level. You can create two pillars when you
17th level. The damage increases to 4d6.
activate this power. You can direct the pillars at Additionally, as an action, you can eviscerate
the same target or at different ones. your enemies in a vortex of strikes. Each creature
within 5 feet of you must succeed on a
Constitution saving throw or suffer a superficial
but bloody wound. At the start of each of the
target’s turns the target takes 1d6 damage of the
same type as the weapon. The target can make

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another Constitution saving throw at the end of Heat Ray
each of its turns to end the effect. If the target
receives healing or if a creature can make a DC 15 Activation Time: 1 action
Wisdom (Medicine) check as an action, it will Range: 100 feet
end the effect as well. Undead, constructs, and Roles:
androids are immune to this feature. You can’t Duration: Instantaneous
use this feature again until you finish a short or
long rest. You release a thin beam of heated light from a
device or your body such as your hands or eyes.
Ground Freeze Make a ranged power attack against the target.
On a hit, the target takes 1d10 fire damage. A
Activation Time: 1 action flammable object hit by this ignites if it isn’t
Range: 5 feet being worn or carried.
Roles:
Duration: Instantaneous At Higher Levels.
5th level. The damage increases to 2d10. When a
You create a burst of icy wind and sleet with
conjured elemental power or a gadget. Each hostile creature’s movement provokes an
creature within range other than you, must opportunity attack from you, you can use your
succeed on a Constitution saving throw or take reaction to activate this power at the creature,
1d4 cold damage. rather than making an opportunity attack.

The ground in the area is covered with 11th level. The damage increases to 3d10, and
slick ice, making it difficult terrain. When a the range increases to 120 feet.
creature other than you enters the power’s area
for the first time on a turn or starts its turn 17th level. The damage increases to 4d10. This
there, it must make a Dexterity saving throw. On power can score a critical hit on a 19 or 20.
a failed save, it falls prone. The area remains
until the end of your next turn. Ice Beam

At Higher Levels. Activation Time: 1 action
5th level. The damage increases to 2d4, and the Range: 60 feet
Roles:
area remains for up to 1 minute. You ignore Duration: Instantaneous
difficult terrain caused by this power.
A frigid beam of blue-white frost streaks toward
Fire and hot temperatures can melt the icy a creature within range. Make a ranged power
terrain at the Overseer’s discretion. attack against the target. On a hit, it takes 1d8
cold damage, and its speed is reduced by 10 feet
11th level. The damage increases to 4d4, and the until the start of your next turn.
range increases to 10 feet. When another creature
damages you with an attack, if you are standing At Higher Levels.
in this power’s area, you can use a reaction to 5th level. The damage increases to 2d8. On a hit,
form a glacial wall. You can roll with power’s
damage die and reduce the damage by the this power creates a 5-foot-radius sphere of
number you roll. chilled fog centered on the target. The sphere
spreads around corners and its area is lightly
17th level. The damage increases to 6d4, and obscured. It lasts until start of your next turn or
the area remains for up to 10 minutes. until a wind of moderate or greater speed (at
least 10 miles per hour) causes it to disperse.

11th level. The damage increases to 3d8, and the
fog lasts for 1 minute.

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Aaliyah Johnson (Order #36367851)

17th level. The damage increases to 4d8. Each creature in a 15-foot-radius sphere
Additionally, you can use an action to convert the centered on that point must make a Constitution
beam into shards of icicles. On a hit, the target saving throw. On a failed save, a creature takes
takes 4d8 piercing damage and each creature 2d8 necrotic damage and must now make a
within 5 feet of it must succeed on a Dexterity Strength saving throw or be pulled up to 10 feet
saving throw or take 2d8 cold damage. You can’t straight toward that point.
use this feature again until you finish a short or
long rest. At Higher Levels.
5th level. The damage increases to 3d8, and the
Icy Weapon
effect’s area increases to a 20-foot-radius
Activation Time: 1 bonus action sphere.
Range: Self
Roles: 11th level. The damage increases to 4d8.
Duration: Concentration, up to 1 minute Creatures are pulled up to 15 feet straight toward
that point.
You imbue a nonmagical melee weapon with
cryokinetic energy. Until this power ends, that 17th level. The damage increases to 6d8. You
weapon deals an additional 1d4 cold damage, and can choose to create two smaller bombs each
the target has its speed reduced by 10 feet until with a 10-foot-radius sphere that deal 3d8
the start of your next turn. necrotic damage instead of one larger one. The
smaller bombs can be at two different points
At Higher Levels. within range.
5th level. You gain resistance to fire damage
Influence Fate
while this power is activated.
11th level. The damage increases to 2d4, and the Activation Time: 1 action
Range: Touch
target’s speed is reduced by an additional 5 feet. Roles:
17th level. The damage increases to 3d4. Duration: Concentration, up to 1 minute

Additionally, you can use an action to release a You’re able to influence the fate of those around
blast of frigid air from the weapon while this you and bend luck slightly in their favor. You
power is active. Each creature in a 30-foot cone touch one willing creature. Once before this
must make a Constitution saving throw. On a power ends, the target can roll a d4 and add the
failed save, a creature takes 8d4 and has its number rolled to one ability check of its choice. It
speed reduced by 15 feet until the start of your can roll the die before or after making the ability
next turn. check. The power then ends.

This feature can’t be used again until you At Higher Levels.
finish a long rest. 5th level. When a creature under the effects of

Implosion Bomb this power rolls a 1 on a d20 for an ability check,
they can reroll the die and must use the new roll.
Activation Time: 1 action
Range: 30 feet 11th level. This power to reroll extends to saving
Roles: throws in addition to ability checks and its range
Duration: Instantaneous becomes 10 feet.

You deploy a device to a point within range that 17th level. Your ability to manipulate fate
emits a gravitational pulse that condenses grows. When a creature under the effects of this
matter and pulls enemies toward the bomb. power rolls a 1 or 2 for an ability check or saving
throw, they can reroll the die and must use the
new roll.

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Aaliyah Johnson (Order #36367851)

Integrated Defense Drone At Higher Levels.
5th level. The damage increases to 3d4 and its
Activation Time: 1 action
Range: 30 feet range increases to 150 feet. As a bonus action,
Roles: you can move your drone up to 30 feet. You can
Duration: Concentration, up to 1 minute hack into devices and computers through your
drone, and you use your technology bonus when
You release a tiny aerial interceptor drone to making checks through your drone.
defend a creature from incoming enemy fire.
Choose a creature within range, you send a tiny 11th level. The damage increases to 4d4.
drone armored with sonic disrupters. Until the Enhanced with antiballistic scanners, it can stop
power ends, ranged attacks against the creature it can blast an enemy’s attack in midair. When a
has disadvantage. creature you can see makes a ranged attack
against you, you can use your reaction and make
At Higher Levels. a ranged power attack roll. If the result of this
5th level. The defense drones become armed roll equals or exceeds their attack roll, their
attack misses.
with counter sonic blasters. When a creature
under this power’s effect is hit with a ranged 17th level. The damage increases to 6d4.
attack, you can use your reaction to command Additionally, as an action you can command your
them to counterattack a target within 60 feet of drone to release a continual burst of lightning.
the drone. The target must succeed on a The drone erupts in a 5-foot-diameter orb of
Constitution saving throw or take 1d10 thunder lightning and lasts for 1 minute. Any creature
damage. that ends its turn within 5 feet of the orb must
make a Dexterity saving throw. The creature
11th level. The damage increases to 2d10, and takes 4d4 lightning damage and can’t take
the range the drone can target increases to 100 reactions on a failed save, or half as much
feet. damage on a successful one.

17th level. When you use this power, you can As a bonus action, you can move the orb up to
now release two defense drones to defend two 30 feet. If you ram the orb into a creature, that
different creatures. If your concentration is creature must make the saving throw against the
broken, both drones return to you, and this orb’s damage, and the orb stops moving this
power ends. turn.

Integrated Strategic Artillery When you move the orb, you can direct it over
barriers up to 5 feet tall and jump it across pits
Drone up to 10 feet wide. The orb sheds bright light in a
20-foot radius and dim light for an additional 20
Activation Time: 1 action feet.
Range: 30 feet
Roles: You can’t use this power again until you finish
Duration: Concentration, up to 1 minute a short or long rest.

You release a tiny aerial combat drone that
hovers within your space with an attack range of
100 feet. When you make a ranged attack with
advantage if the lowest die also hits the target
the drone releases a plasma blast, and the target
takes 2d4 radiant damage.

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Aaliyah Johnson (Order #36367851)

Kinetic Blast At Higher Levels.
5th level. When a creature hits a friendly
Activation Time: 1 action
Range: 120 feet creature that you can see within range, you can
Roles: use your reaction to shout an evasive command.
Duration: Instantaneous The creature can use its reaction to take the
Dodge action.
A beam of kinetic energy streaks toward a
creature within range. Make a ranged power 11th level. This power no longer requires you to
attack against the target. On a hit, the target use a bonus action to command one of your
takes 1d10 force damage and is pushed 10 feet allies.
straight backward.
17th level. You can’t be surprised. When you
At Higher Levels. use this power, if the target of this power is
5th level. This power creates more than one surprised, they take their turn as normal.

beam at higher levels. You create two beams that Light
can target the same or different targets.
Activation Time: 1 action
11th level. You create threes beams that can Range: Touch
target the same or different targets. If two or Roles:
more beams successfully hit a single target; you Duration: 1 hour
may choose to knock them prone instead of
straight backward. You touch and object and imbue it with radiant
energy. The object must be no larger than 10 feet
17th level. You create four beams that can in any dimension. Until the power ends, the
target the same or different targets. Additionally, object sheds bright light in a 20-foot radius and
as an action, you can release the kinetic energy in dim light for an additional 20 feet. The light can
a burst around you. Each creature within 15 feet be colored as you like. Completely covering the
other than you, must make a Constitution saving object with something opaque blocks the light.
throw. On a failed save, the creature takes 2d10 The power ends if you canst it again or dismiss it
force damage and be pushed back 20 feet. On a as an action.
successful save, the creature takes half as much
damage and isn’t pushed. You can’t use this If you target an object held or worn by a hostile
feature again until you finish a short or long rest. creature, that creature must succeed on a
Dexterity saving throw to avoid the power.
Leader’s Command
At Higher Levels.
Activation Time: 1 action 5th level. You can release a burst of light
Range: 120 feet
Roles: All between yourself and an attacking enemy. When
Duration: Instantaneous you are attacked by a creature within 30 feet of
you that you can see, you can use your reaction
When you take the Attack action on your turn, to flare a bright light before the attacker hits or
you can forgo one of your attacks and use a misses. You impose disadvantage on the attack
bonus action to command one of your allies to roll. An attacker that can’t be blinded is immune
use evasive maneuvers or strike. When you do so, to this feature.
a friendly creature who can see or hear you uses
its reaction to either move up to half its speed 11th level. You can release the flare of light to
without provoking an opportunity attack, makes protect others when a creature that you can see
an attack, or activates an at-will. within 30 feet of you attacks a creature other
than you.

17th level. When you use this power on an
attacker, the target must succeed on a
Constitution saving throw or be blinded until the
end of its next turn.

114

Aaliyah Johnson (Order #36367851)

Light Drones On a hit, the target takes 1d6 lightning damage,
and it can’t take reactions until the start of its
Activation Time: 1 action next turn.
Range: 120 feet
Roles: At Higher Levels.
Duration: Concentration, up to 1 minute 5th level. The damage increases to 2d6. When

You release four softball sized tech drones that you hit a target, a surge of lightning leaps to
fly within range, hovering in the air for the other creatures within 5 feet of the target. Each
duration. Each light drone sheds dim light in a creature must succeed a Dexterity saving throw
10-foot radius. or take lightning damage equal to your
proficiency bonus and is shocked.
As a bonus action on your turn, you can move
the light drones up to 60 feet to a new spot 11th level. The damage increases to 3d6, and the
within range. A light drone must be within 20 effect lasts until the start of your next turn.
feet of another light drone. The drone loses
power and drops to the ground and its light goes 17th level. The damage increases to 4d6, and
out if it exceeds this power’s range. the range increases to 60 feet. Additionally, as an
action, you can create burst of chaotic lightning
At Higher Levels. that arcs toward a target of your choice that you
5th level. You can use a bonus action to combine can see within range. Three bolts then leap from
that target to as many as three other targets,
the drones into a single small basketball sized each of which must be within 20 feet of the first
drone. This drone sheds light in a 30-foot radius. target. A target can be a creature or an object and
You can use another bonus action to separate can be targeted by only one of the bolts.
them.
A target must make a Dexterity saving throw.
11th level. While this power is active, you can The target takes 4d6 lightning damage on a
use an action to command the drones to place a failed save and can’t take reactions until the start
spotlight on a target. The target must succeed a of your next turn, or half as much damage on a
Dexterity saving throw. On a failure, any attack successful one. Once you use this feature, you
roll against the creature or object has advantage can’t use it again until you finish a short or long
if the attacker can see it, and the affected rest.
creature or object can’t benefit from being
invisible. The target can make another saving Micro Missile
throw at the end of its turn.
Activation Time: 1 action
17th level. The range of the power increases to Range: 120 feet
200 feet and the radius of its light increases by 10 Roles:
feet. Duration: Instantaneous

Lightning Strike A small missile launches from you, streaking to a
point you choose within range, and then
Activation Time: 1 action blossoms with a low roar into a small explosion
Range: 30 feet of flame. Each creature in a 5-foot-radius sphere
Roles: centered on that point must make a Dexterity
Duration: Instantaneous saving throw. A target takes 2d4 fire damage on a
failed save, or half as much damage on a
A streak of thin lightning springs from your successful one.
hand, weapon, gadget, or similar, delivering a
shock to a creature within range. Make a ranged The fire spreads around corners. It ignites
power attack against the target. You have flammable objects in the area that aren’t benign
advantage on the attack roll if the target is worn or carried.
wearing armor made of metal.

115

Aaliyah Johnson (Order #36367851)

At Higher Levels. If a creature uses its action to examine the sound
5th level. The damage increases to 4d4. The or image, the creature can determine that it is an
illusion with a successful Intelligence
area of impact becomes difficult terrain. (Investigation) check against your power save
11th level. The damage increases to 5d4, and the DC. If a creature discerns the illusion for what it
is, the illusion becomes partially translucent to
area of effect increases to 10-foot radius sphere. the creature.
17th level. The damage increases to 6d4.
At Higher Levels.
Additionally, as an action, you can release a short 5th level. When you create an image of an
cluster of micro missiles in a line 40 feet long
and 10 feet wide centered on a creature of your object, you can use a bonus action manifest a
choice. You choose the direction of the line. Each sound.
creature in the line must make a Dexterity saving
throw. A creature takes 6d4 fire damage on a 11th level. The size of the objects you create can
failed save, or half as much damage on a now be up to a 10-foot cube in size.
successful one.
17th level. The power’s range increases to 60
The fire spreads around corners. It ignites feet. The image you create seems completely
flammable objects in the area that aren’t benign real, including sounds, smells, and temperature
worn or carried. Once you use this feature, you appropriate to the thing depicted. You can't
cannot use it again until you finish a short or create sufficient heat or cold to cause damage, a
long rest. sound loud enough to deal thunder damage or
deafen a creature, or a smell that might sicken a
Minor Illusion creature.

Activation Time: 1 action Minor Telekinesis
Range: 30 feet
Roles: Activation Time: 1 action
Duration: 1 minute Range: 30 feet
Roles:
You manifest a sound or an image of an object Duration: 1 minute
within range that lasts for the duration. The
illusion also ends if you dismiss it as an action or You can mentally manipulate small objects for
activate this power again. the duration, or until you stop focusing with no
action required by you. You cannot affect objects
If you create a sound, its volume can range more than 30 feet away from you. This effect
from a whisper to a scream. It can be your voice, ends if you use this feature on a different object.
someone else's voice, a lion's roar, a beating of
drums, or any other sound you choose. The You can use your action to manipulate an
sound continues unabated throughout the object, open an unlocked door or container, stow
duration, or you can make discrete sounds at or retrieve an item from an open container, or
different times before the power ends. pour the contents out of a vial. The object can
move up to 30 feet each time you use it.
If you create an image of an object-such as a
chair, muddy footprints, or a suitcase-it must be You can only lift objects up to 10 pounds. Your
no larger than a 5-foot cube. The image can't control isn’t accurate enough to activate
create sound, light, smell, or any other sensory complex objects. If you chose to make an attack,
effect. Physical interaction with the image the object can’t be worn or carried. The object
reveals it to be an illusion, because things can flies in a straight line up to 30 feet in a direction
pass through it. you choose before falling to the ground, stopping
early if it impacts against a solid surface. If the
object would strike a creature, that creature must
make a Dexterity saving throw. On a failed save,
the object strikes the target and stops moving.

116

Aaliyah Johnson (Order #36367851)

When the object strikes something, the object At Higher Levels.
and what it strikes each take 2d4 bludgeoning 5th level. The damage increases to 2d6.
damage.
Additionally, as an action, you can imbue plants
At Higher Levels. within 5 feet of you with limited sentience and
5th level. The damage increases to 4d4. You can animation, giving them the ability to
communicate with you for up to 1 minute. You
now lift objects up to 20 pounds. can question plants about events in the area
11th level. The damage increases to 6d4. Your within the past day, gaining information about
creatures that have passed, weather, and other
telekinetic control becomes dexterous enough to circumstances.
activate complex objects. Additionally, the range
increases to 40 feet. 11th level. The damage increases to 3d6.
Additionally, the distance you pull a creature
17th level. The damage increases to 8d4. increases to up to 20 feet closer to you.
Additionally, you can manipulate a collection of
small objects all at once and launch the debris at 17th level. The damage increases to 4d6.
your enemies. Each creature in a 60-foot cone Additionally, as an action, you can weave around
must make a Dexterity saving throw. A creature yourself an armor of nature made from vines,
takes 4d4 piercing and 4d4 bludgeoning damage grass, branches, and other vegetation. You gain
on a failed save, or half as much damage on a temporary hit points equal to your power ability
successful one. You can’t use this feature again modifier + your level. Once you use this feature,
until you finish a short or long rest. you can’t use it again until you finish a short or
long rest.

Nature’s Gift Nature’s Wrath

Activation Time: 1 action Activation Time: 1 action
Range: 30 feet Range: Touch
Roles: Roles:
Duration: Instantaneous Duration: 1 minute

Your connection to the wild land allows you to A wooden object or weapon such as a club or
whisper to the spirits of nature. You create one of quarterstaff you are holding is imbued with
the following effects within range: nature's power. Thorny vines, moss, and other
vegetation grow upon it. For the duration, you
• You create a tiny, harmless sensor effect that can use your power ability instead of Strength for
predicts what the weather will be at your the attack and damage rolls of melee attacks
location for the next 24 hours. The effect might using that weapon, and the weapon's damage die
manifest as a golden orb for clear skies, a cloud becomes a d8 and deals piercing damage. The
for rain, falling snowflakes for snow, and so weapon also becomes magical if it isn't already.
on. This effect persists for 1 round. The power ends if you activate it again or if you
let go of the weapon.
• You instantly make a flower blossom, a seed
pod open, or a leaf bud bloom. At Higher Levels.
5th level. When you hit a creature with this
• You create an instantaneous, harmless sensory
effect, such as falling leaves, a puff of wind, weapon, you can use a bonus action to command
the sound of a small animal, or the faint odor the vines to entangle the target. The target is
of an animal. The effect must fit in a 5-foot grappled (escape DC equals your power ability
cube. save).

• You create a long whip made from vines that 11th level. The weapons damage die increases to
lashes out at your command toward a creature a d10. A target grappled by this power instead
in range. Make a melee power attack against becomes restrained.
the target. If the attack hits, the creature takes
1d6 bludgeoning damage, and if the creature is
Large or smaller, you pull the creature up to 10
feet closer to you.

117

Aaliyah Johnson (Order #36367851)

17th level. The weapon’s damage die increases Overheat
to a d12. Additionally, when you score a critical
hit with the weapon imbued with this power, you Activation Time: 1 action
can release a 10-foot-radius cloud of toxic Range: Self
spores that extends outward from the target. The Roles:
spores spread around corners. Each other Duration: Concentration, up to 1 minute.
creature than you must succeed on a
Constitution saving throw or become poisoned. You emanate a fiery aura from your body. The
While poisoned this way, a target takes 1d10 aura extends 5 feet from you in every direction,
poison damage at the start of its turns. A target but not through total cover.
can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. When overheat is activated, all other creatures
in your aura, and creatures that start or end their
Nega Bolt turn in your aura take fire damage each equal to
your proficiency bonus.
Activation Time: 1 action
Range: 120 feet The fire ignites any flammable objects in the
Roles: area that aren’t being worn or carried.
Duration: 1 round
At Higher Levels.
You release a ball of crackling dark energy. Make 5th level. When an enemy hits or touches you
a ranged power attack against a creature. On a
hit, the target takes 1d8 necrotic damage, and it while within your aura, you can use your reaction
can’t regain hit points until the start of your next to flare your heat. If you do, the target must
turn. succeed on a Dexterity saving throw or take an
extra 1d4 fire damage.
At Higher Levels. 11th level. You can choose to extend your aura up
5th level. The damage increases to 2d8. On a hit, to 10 feet.

the creature becomes disoriented by your dark 17th level. You’ve mastered your aura. A
energy, and the target has disadvantage on creature that starts and ends its turn in your aura
attack rolls made against you until the start of must succeed a Constitution saving throw or
your next turn. become burning. The creature can repeat this
saving throw at the end of each of their turns.
11th level. The damage increases to 3d8. The When you activate your aura, you can choose a
attack radiates an aura of disruption around the number of creatures that you can see within your
target. Each creature within 10 feet of the target aura, and they become immune to the effects of
can’t regain hit points until the start of your next this activation of your aura.
turn.
Parry
17th level. The damage increases to 4d8.
Additionally, as an action, you can release a Activation Time: 1 reaction
focused beam of negative dark energy. Make a Range: Self
ranged power attack against a creature within Roles:
range. On a hit, the target takes 4d8 necrotic Duration: Instantaneous
damage. In addition, the target deals only half
damage with at-will attacks or weapon attacks When a creature damages you with a melee
for up to 1 minute. attack, and you’re wielding a weapon you are
proficient with. You can use your reaction to
At the end of each of the target’s turns, it can make a melee weapon attack. If your roll is
make a Constitution saving throw against this higher than the targets attack roll, the damage is
power. On a success, the effect ends. Once you reduced to 0.
use this feature, you can’t use it again until you
finish a short or long rest.

118

Aaliyah Johnson (Order #36367851)

At Higher Levels. take 1d12 poison damage.
5th level. If you successfully parry an attack and At Higher Levels.

reduce its damage to zero with this power. You 5th level. The damage increases to 2d12. The
can choose to take the Shove action as part of the poison spray leaves a cloud of poison in a 5-foot
same reaction. area. Any creature that starts or ends its turn in
the cloud must succeed on a Constitution saving
11th level. When you take the Dodge action, you throw or be poisoned for 1 minute. The cloud
have advantage on your melee weapon attack dissipates at the end of your next turn.
rolls to parry.
11th level. The damage increases to 3d12. The
17th level. You can parry against ranged range of this power increases to 15 feet and the
weapon attacks. If a ranged weapon requires you cloud lingers for up to 1 minute or until a strong
to make a saving throw, you have advantage on wind disperses it.
that saving throw.
17th level. The damage increases to 4d12.
Piercing Earth Additionally, as an action, you can release a
disgusting green gas that extends out from you
Activation Time: 1 action in a 10-foot radius. The gas spreads around
Range: 5 feet corners, and its area is lightly obscured. It lasts
Roles: for 1 minute or until a strong wind disperses it.
Duration: Instantaneous Any creature that starts its turn in that area must
succeed on a Constitution saving throw or be
You create a momentary circle of piercing earth poisoned until the end of your next turn. While
spikes that rise out from the ground around you. poisoned in this way, the target can take either
Each creature within range other than you must an action or bonus action on its turn, not both,
succeed on a Dexterity saving throw or take 1d6 and can’t take reactions. Creatures that don’t
piercing damage. need to breathe are immune to this effect. You
can’t use this feature again until you finish a
At Higher Levels. short or long rest.
5th level. The damage increases to 2d6. The
Powerful Leap
earth spikes remain in place, granting you half
cover and count as difficult terrain until start of Activation Time: 1 action
your next turn. Range: 30 feet
Roles:
11th level. The damage increases to 3d6. The Duration: Instantaneous
range of this power increases to 10 feet.
You take the Dash action and jump as part of
17th level. The damage increases to 4d6. When your movement; you can land in an occupied
an enemy makes a ranged attack against you, space. A creature in the space must succeed on a
you can use your reaction cause one of the spikes Strength or Dexterity saving throw (target’s
to jet out in front of you granting you three- choice). On a failed save, the creature takes 2d6 +
quarters cover from the creature’s attacks. your Strength modifier bludgeoning damage and
is knocked prone. On a successful save, the
Poison Spray creature only takes half the damage and isn’t
knocked prone. The target is pushed 5 feet out of
Activation Time: 1 action your space into an unoccupied space of the
Range: 10 feet creature’s choice within 5 feet. If no unoccupied
Roles: space is within range, the creature instead falls
Duration: Instantaneous prone in your space.

You release a puff of noxious gas from your
mouth, gadget, tail, or similar body part at a
creature you can see within range. The creature
must succeed on a Constitution saving throw or

119

Aaliyah Johnson (Order #36367851)

At Higher Levels. As a bonus action, through the use of mechanical
5th level. The damage increases to 3d6. Your gadgets, innate intuition, magical foresight, or a
similar power, you are granted brief insight into
powerful leap allows you to jump out of the way the target’s defenses that you can see. At the end
of certain area effects, such as a fireball power. of your turn, you gain advantage on your first
When you are subjected to an effect that allows attack roll against the target, provided that this
you to make a Dexterity saving throw, you can power hasn’t ended.
use your reaction to leap and move up to half
your speed without provoking an opportunity At Higher Levels.
attack. 5th level. If the target of your prediction, makes

11th level. The damage increases to 4d6. The an attack roll against you, you can use your
range is increased to 60 feet. reaction to impose disadvantage on that attack
roll.
17th level. Increase the damage to 5d6.
Additionally, as an action, you can leap into the 11th level. Opportunity attacks from the target
air and land with a thundering seismic crash. A of your prediction are made with disadvantage.
tremor rips through the ground in a 20-foot-
radius circle centered on you, shaking creatures 17th level. Your attack rolls against the target
and structures in contact with the ground in that have advantage.
area.
Prestidigitation
The ground in the area becomes difficult
terrain. Each creature on the ground that is Activation Time: 1 action
concentrating must make a Constitution saving Range: 10 feet
throw. On a failed save, the creature’s Roles:
concentration is broken. Duration: Up to 1 hour

This power can have additional effects This power is a minor magical trick that
depending on the terrain in the area, as apprentice magicians use for practice. You create
determined by the Overseer. one of the following magical effects within
range:
Fissures. Fissures open throughout the
power’s area at the start of your next turn after • You create an instantaneous, harmless sensory
you activate the power. A total of 1d4 such effect, such as a shower of sparks, a puff of
fissures open in locations chosen by the wind, faint musical notes, or an odd odor.
Overseer. Each is 1d6 x 10 feet deep, 10 feet wide,
and extends from the one edge of the power’s • You instantaneously light or snuff out a candle,
area to the opposite side. A creature standing on a torch, or a small campfire.
a spot where a fissure opens must succeed on a
Dexterity saving throw or fall in. A creature that • You instantaneously clean or soil an object no
makes its save successfully, moves with the larger than 1 cubic foot.
fissure’s edge as it opens.
• You chill, warm, or flavor up to 1 cubic foot of
A fissure that opens beneath a structure causes nonliving material for 1 hour.
it to be damaged or collapse, as determined by
the Overseer. • You make a color, a small mark, or a symbol
appear on an object or a surface for 1 hour.
Prediction
• You create an illusory image that can fit in your
Activation Time: 1 bonus action hand and that lasts until the end of your next
Range: Self turn.
Roles:
Duration: Concentration, 1 round If you use this power multiple times, you can
have up to three of its non-instantaneous effects
active at a time, and you can dismiss such an
effect as an action.

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Aaliyah Johnson (Order #36367851)

At Higher Levels. If the flame exceeds the powers range it winks
5th level. You can spend 1 minute channeling your out. If you hurl the flame at a creature, the target
power to repair a single break or tear in an object must be within 30 feet of the flame.
you touch, such as a broken chain link, two
halves of a broken key, a damaged suit, or a 11th level. The damage increases to 3d8. The
broken table. As long as the break or tear is no flames light radius increases by 10 feet.
larger than 1 foot in any dimension, you mend it,
leaving no trace of the former damage. 17th level. The damage increases to 4d8.
Additionally, as an action, you can flare the
This power can physically repair an item flame’s heat as if concentration on a power. Until
imbued with magic or construct but cannot the power ends, the flame fills a 5-foot cube. Any
restore the magic or power to such an object. creature in the flame’s space must succeed on a
Dexterity saving throw or take 4d8 fire damage.
11th level. The duration of this power increases A creature must also make the saving throw
up to 8 hours and the range increases to 30 feet. when it moves into the flame’s space for the first
time or ends its turn there.
17th level. When you create a sensory effect,
such as a shower of parks, a puff of wind, faint The flame ignites flammable objects in its area
musical notes, or an odd odor, you can empower that aren’t being worn or carried. You can’t use
them and create a distraction. You temporarily this feature again until you finish a short or long
distract a creature with your power. The target rest.
must succeed on a Wisdom saving throw.
Protective Ward
On a failed save, until the end of your next
turn, the target is distracted by the sensory Activation Time: 1 action
effects. The next time the creature makes a Range: 15 feet
saving throw before the power ends, roll a d6 Roles:
and subtract the result from the roll. The power Duration: Concentration, up to 1 minute
then ends.
You use a gadget, shield, energy barrier, or some
Produce Flame similar power to protect one willing creature.
Once before the start of your next turn, the target
Activation Time: 1 action can roll a d4 and add the number rolled to one
Range: 60 feet saving throw of its choice. It can roll the die
Roles: before or after making the saving throw, and the
Duration: 10 minutes effect ends.

A flickering flame appears in your hand. The At Higher Levels.
flame remains there for the duration and harms 5th level. When you activate this power, choose
neither you nor your equipment. The flame sheds
bright light in a 10-foot radius and dim light for a damage type, acid, cold, fire, force, lightning,
an additional 10 feet. The power ends if you necrotic, poison, psychic, radiant, or thunder.
dismiss it as an action or if you activate it again. The target gains resistance to that damage type
until the power ends.
You can also attack with the flame, although
doing so ends the power. When you activate this 11th level. The range of this power increases to
power, or as an action on a later turn, you can 30 feet, and you may use a bonus action to target
hurl the flame at a creature within 30 feet of you. one additional creature with this power.
Make a ranged power attack. On a hit, the target
takes 1d8 fire damage. 17th level. The protective ward die increases to
a d6. Additionally, when an ally is hit with an
At Higher Levels. attack, you can use your reaction to create a
5th level. The damage increases to 2d8. As a powerful opaque protective barrier with a single
arrow slit in front of the target. The barrier
bonus action on your turn, you can move the provides the target with three-quarters cover
flame up to 60 feet to a new spot within range. until the end of your next turn. You can’t use this
feature again until you finish a short or long rest.

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Aaliyah Johnson (Order #36367851)

Shocking Grasp At Higher Levels.
5th level. The damage increases to 2d8. On a hit,
Activation Time: 1 action
Range: Touch the target is disoriented by the blinding light.
Roles: Roll a d4, and subtract the number rolled from
Duration: Instantaneous the target’s AC until the end of its next turn. A
creature that doesn’t rely on sight is immune to
Lightning springs from your hand to deliver a this feature.
shock to a creature you try to touch. Make a
melee power attack against the target. You have 11th level. The damage increases 3d8. On a
advantage on the attack roll if the target is successful save, the target takes half damage
wearing armor made of metal. On a hit, the from this power and doesn’t suffer its additional
target takes 1d8 lightning damage, and it can't effect.
take reactions until the start of its next turn.
17th level. The damage increases to 4d8.
At Higher Levels. Additionally, as an action, you can now create a
5th level. The damage increases to 2d8, and it massive pillar of light. As an action, a golden
beam of brilliant light shines down in a 10-foot-
can’t take reactions until the start of your next radius, 40-foot-high cylinder centered on a
turn. point within range. Being engulfed in the radiant
light causes searing pain, and each creature in
11th level. The damage increases to 3d8. You can the area must make a Constitution saving throw.
now channel your power to release a shocking
burst as an action. Each creature within 5 feet of On a failed save, a creature takes 2d10 radiant
you must succeed on a Constitution saving throw damage and is blinded for one minute. On a
or take 2d6 lightning damage. successful save, the creature takes half as much
damage and isn’t blinded. A creature can repeat
17th level. The damage increases to 4d8 and the saving throw at the end of each of its turns,
your burst damage range increases to 10 feet. If ending the effect on itself on a success. You can’t
you have a target grappled when you use this use this feature again until you finish a short or
power to deliver a shock to the creature you’re long rest.
touching, you have advantage on the attack roll,
and you can score a critical hit on a roll of 19 or Stench
20. If the target is wearing armor made of metal,
you can score a critical hit on a roll of 18-20. Activation Time: 1 action
Range: Self
Solar Ray Roles:
Duration: Concentration, up to 1 minute.
Activation Time: 1 action
Range: 60 feet You emanate a rancid aura from your body. The
Roles: aura extends 5 feet from you in every direction,
Duration: Instantaneous but not through total cover.

Flame-like radiance descends on a creature that When stench is activated, all other creatures in
you can see within range. The target must your aura and a creature that starts or ends its
succeed on a Dexterity saving throw or take 1d8 turn in your aura takes poison damage each
radiant damage. The target gains no benefit from equal to your proficiency bonus.
cover for this saving throw.
At Higher Levels.
5th level. When an enemy enters your aura for

the first time, you can use your reaction to flare
your stench. They must succeed on a
Constitution saving throw or be poisoned until
the end of your next turn.

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11th level. You can choose to extend your aura Striking Stone
up to 10 feet.
Activation Time: 1 action
17th level. You’ve mastered your aura. A Range: Weapon
creature that starts and ends its turn in your aura Roles:
must succeed a Constitution saving throw or Duration: Instantaneous
become poisoned. The creature can repeat this
saving throw at the end of each of their turns. As part of the action to use this power, you must
When you activate your aura, you can choose a make a melee attack against one creature within
number of creatures that you can see within your your reach, otherwise the power fails. On a hit,
aura, and they become immune to the effects of the target suffers the attack’s normal effects,
this activation of your aura. and a stone pillar leaps from the ground and
smashes into the target. The target takes
Sticky Bomb bludgeoning damage equal to your power
modifier and must succeed a Strength saving
Activation Time: 1 action throw or be pushed 10 feet in a direction of your
Range: 30 feet choice by the pillar.
Roles:
Duration: Instantaneous At Higher Levels.
5th level. When a creature you can see hits you
You deploy or throw a device or power that sticks
to creature, object, or unoccupied space and then with an attack, you can use your reaction to
detonates a moment later. If the target is a create a weak pillar to provide half cover until
creature, it must succeed a Dexterity saving the end of the turn. This bonus may cause the
throw or the sticky bomb attaches to the target, triggering attack to miss.
and the target automatically fails the next saving
throw. On a success, the sticky bomb falls next to 11th level. When the target makes a strength
the target. The sticky bomb detonates at the start saving throw you can now choose to push it back
of your next turn. Each creature within 5 feet of 10 feet or knock it prone.
the sticky bomb must succeed on a Dexterity
saving throw or take 1d6 fire damage. The 17th level. When you use this power, you can
explosion ignites flammable objects in that area use your bonus action to create an additional
that aren’t being worn or carried. pillar against the same target as long as it is
within 30 feet of you. Additionally, as an action,
At Higher Levels. you can re-create a 5-foot wide 20-foot-tall
5th level. The damage increases to 2d6. pillar in an area within 30 feet of you. If a
creature or object occupies the same spot when
Additionally, you can choose to delay the this happens, it must succeed on a Dexterity
detonation up to 1 minute (as if concentrating on saving throw. On a failure, it is immediately
a power). The power ends, causing it to explode, shunted to the nearest unoccupied space and
either because your concentration is broken, or takes 5d6 bludgeoning damage. On a successful
because you decide to end it. save, it takes half as much damage.

11th level. The damage increases to 3d6. The Sure Strike
area of effect of this power increases to 10 feet.
Activation Time: 1 bonus action
17th level. The damage increases to 4d6. If the Range: Weapon
target is a creature or a flammable object, it Roles:
ignites. Until a creature takes an action to douse Duration: Instantaneous
the fire, the target takes 1d10 fire damage at the
start of each of its turns. You forgo power for precision in your attack.
Your weapon’s damage die is reduced by one size
(minimum of a d4). If you have disadvantage on
your attacks or your target has advantage on
saving throws, you ignore them this turn.

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Aaliyah Johnson (Order #36367851)

At Higher Levels. Taser Pull
5th level. If a power or feature is imposing
Activation Time: 1 action
Disadvantage on your roll when you use this Range: 20 feet
power, roll a d4 and add the number rolled to Roles:
your attack bonus or subtract the total from a Duration: Instantaneous
target’s saving throw against your weapon
attack. You release an electrified grappling hook that
strikes one creature of your choice that you can
11th level. Before you make a weapon attack see within range. Make a ranged power attack, on
when you use this power, you can choose to take a hit the target takes 1d8 lightning damage and
a -5 penalty to the attack roll. If the attack hits, must succeed on a Strength saving throw or be
you add + 10 to the attack’s damage. pulled 20 feet in a straight line toward you.

17th level. If you take the Ready action to make At Higher Levels.
an attack, when the attack triggers, you have 5th level. The damage increases to 2d8, and the
Advantage on the attack roll, and you score a
critical hit on a roll of 18-20. range increases to 30 feet. On a failed save, you
can use your bonus action to pull the target an
Tactical Advantage additional 10 feet toward you.

Activation Time: 1 reaction 11th level. The damage increases to 3d8, and the
Range: Self target is shocked.
Roles:
Duration: Instantaneous 17th level. The damage increases to 4d8, and
the target is restrained.
Your tactical visor, tech glasses, heads up
display, intuition, or foresight allows you to Telekinetic Push and Pull
learn enemy attack patterns. You process that
information within nanoseconds, allowing you Activation Time: 1 bonus action
to predict the enemies next actions. When a Range: 15 feet
creature hits you with an attack, you can use Roles:
your reaction to take the Dodge action until the Duration: Instantaneous
end of the turn.
You send out a blast of power at a creature you
At Higher Levels. can see within range. The target must succeed on
5th level. When you take the Dodge action, a Strength saving throw or be pushed or pulled
up to 10 feet in a straight line toward or away
when an enemy makes an attack against you, from you.
regardless of if the attack hits or not, you can use At Higher Levels.
your reaction to a make an attack against the
attacking creature. 5th level. The range increases to 20 feet and the
push or pull distances increases to 15 feet.
11th level. Creatures provoke opportunity
attacks from you when they enter your reach. 11th level. You are able to push and pull your
target to any direction you desire.
17th level. You gain a +5 bonus to your passive
Wisdom (Perception) when detecting creatures 17th level. When a hostile creature makes an
that are hiding or invisible. attack roll against you and hits, you can use this
power as a reaction. Additionally, as an action,
you can use this power on up to three creatures
or objects of your choice that each weigh less
than 500 lbs.

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Aaliyah Johnson (Order #36367851)

Thaumaturgy 11th level. The duration of this power increases
up to 10 minutes, and the range increases to 60
Activation Time: 1 action feet.
Range: 30 feet
Roles: 17th level. When you create a sensory effect,
Duration: Up to 1 minute such as harmless tremors, a rumbling thunder, a
raven’s cry, or ominous whisper, you can
You manifest a minor wonder, a sign of empower them and create a distraction. You
supernatural power, within range. You create temporarily distract a creature with your power.
one of the following magical effects within The target must succeed on a Wisdom saving
range: throw. On a failed save, until the end of your next
turn, the target is distracted by the sensory
• Your voice booms up to three times as loud as effects. The next time the creature makes a
normal for 1 minute. saving throw before the power ends, roll a d6
and subtract the result from the roll. The power
• You cause flames to flicker, brighten, dim, or then ends.
change color for 1 minute.
Tripping Strike
• You cause harmless tremors in the ground for 1
minute. Activation Time: 1 action
Range: Weapon
• You create an instantaneous sound that Roles:
originates from a point of your choice within Duration: Instantaneous
range, such as a rumble of thunder, the cry of a
raven, or ominous whispers. As part of the action to use this power, you must
make a melee weapon attack against one
• You instantaneously cause an unlocked door or creature within your reach, otherwise the power
window to fly open or slam shut. fails. You attempt to knock the target down. The
target must succeed on a contested Strength
• You alter the appearance of your eyes for 1 (Athletics) check or be knocked prone.
minute. If you activate this power multiple
times, you can have up to three of its 1-minute At Higher Levels.
effects active at a time, and you can dismiss 5th level. If the target is successfully knocked
such an effect as an action.
prone from this power, you can use a bonus
At Higher Levels. action to attempt to grapple the target.
5th level. If you spend 10 minutes channeling this
power, you can create an invisible, mindless, 11th level. As an action, you can execute a
shapeless, Medium force that performs simple twirling tripping maneuver. Each creature within
tasks at your command for 1 hour. The servant reach must succeed Dexterity saving throw or
springs into existence in an unoccupied space on fall prone.
the ground within range. It has AC 10, 1 hit point,
and a Strength of 2, and it can't attack. If it drops 17th level. If the target is successfully knocked
to 0 hit points, the spell ends. prone from this power, you can use a bonus
action to make an additional attack against the
Once on each of your turns as a bonus action, target.
you can mentally command the servant to move
up to 15 feet and interact with an object. The
servant can perform simple tasks that a human
servant could do, such as fetching things,
cleaning, mending, folding clothes, lighting
fires, serving food, and pouring wine. Once you
give the command, the servant performs the task
to the best of its ability until it completes the
task, then waits for your next command.

If you command the servant to perform a task
that would move it more than 60 feet away from
you, the power ends.

125

Aaliyah Johnson (Order #36367851)

Web Shot At Higher Levels.
5th level. The damage increases to 2d6.
Activation Time: 1 action
Range: 40 feet Additionally, when you fall, you can use your
Roles:
Duration: Instantaneous web shot to slow your fall allowing you to swing
to safety. When you fall and aren’t incapacitated,
You release a long string of spider like webbing you can subtract up to 100 feet from the fall
toward a creature within range. Make a ranged when calculating falling damage, and you can
power attack against the target. If the attack hits, move up to 2 feet horizontally for every 1 foot
the creature takes 1d6 bludgeoning damage, and you descend.
if the target is Large or smaller, you can choose
to pull the creature up to 15 feet closer to you or 11th level. The damage increases to 3d6, and the
restrain it. A creature can use an action to make a distance you can pull a creature is increased by 5
Strength saving check against your power save feet.
DC, freeing itself or another creature within its
reach on a success. Dealing 5 damage to the web 17th level. So long as there are anchors above
(AC 14) also frees the creature without harming you that can support your weight, you can use
it, ending the effect, and destroying the web. your web shoot to gain a fly speed of 30 feet until
the start of your next turn.

126

Aaliyah Johnson (Order #36367851)

Zapping Surge

Activation Time: 1 action
Range: Self
Roles:
Duration: Concentration, up to 1 minute.

You emanate a zapping lightning aura from your
body. The aura extends 5 feet from you in every
direction, but not through total cover.

When zapping surge is activated, all other
creatures in your aura and creatures that start or
end their turn in your aura take lightning
damage each equal to your proficiency bonus.

At Higher Levels.
5th level. When a creature enters your aura for

the first time, you can use a reaction to flare your
aura. If you do, the target must succeed a
Constitution saving throw or have its movement
reduced to 0 until the end of its turn.

11th level. You can choose to extend your aura
up to 10 feet.

17th level. You’ve mastered your aura. A
creature that starts and ends its turn in your aura
must succeed a Constitution saving throw or
become shocked. The creature can repeat this
saving throw at the end of each of their turns.
When you activate your aura, you can choose a
number of creatures that you can see within your
aura, they become immune to the effects of this
activation of your aura.

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Aaliyah Johnson (Order #36367851)

POWERS Acid Arrow

Absorb Energy 2nd level

1st level Activation Time: 1 action
Range: 90 feet
Activation Time: 1 reaction, which you take when Roles:
you take acid, cold, fire, lighting, thunder, or Duration: Instantaneous
radiant damage
You launch a slick green arrow-like gob of acid
Range: Self from your hands, mouth, tail, or similar body
Roles: part. The arrow streaks toward a target within
Duration: 1 round range and bursts in a spray of acid. Make a
ranged power attack against the target. On a hit,
The power or device captures some of the the target takes 4d4 acid damage immediately
incoming energy from an attack, reducing its and 2d4 acid damage at the end of its next turn.
effect. The energy is absorbed and released for On a miss, the arrow splashes the target with
your next melee attack. You have resistance to acid for half as much of the initial damage and no
the triggering damage type until the start of your damage at the end of its next turn.
next turn. Also, the first time you hit with a
melee attack on your next turn, the target takes At Higher Levels. When you use this power
an extra 1d6 damage of the triggering type, and using a power slot of 3rd level or higher, the
the power ends. damage (both initial and later) increases by 1d4
for each slot level above 2nd.
At Higher Levels. If you activate this using a
slot of 2nd level or higher, the damage increases
for each slot level above 1st.

Alarm Aimed Shot

1st level 1st level

Activation Time: 1 minute Activation Time: 1 bonus action
Range: 30 feet Range: Self
Roles: Roles:
Duration: 24 hours Duration: Concentration, up to 1 minute

Using a collection of gadgets and tools, you set You take additional time to aim to ensure your
an alarm against unwanted intrusion. Choose a aim is true. The next time you make an attack
door, window, or an area within range that is no with a ranged weapon before this power ends,
larger than a 20-foot cube. Until the power ends, roll the attack with advantage. If both attack rolls
an alarm alerts you whenever a Tiny or larger hit the target, double your weapon damage
creature touches or enters the trapped area. modifier.
When you use this power, you can designate
creatures that won't set off the alarm. You also
choose whether the alarm is audible or alerts
through a device, such as a watch or H.U.D.

This alarm awakens you if you are sleeping and
the audible alarm produces the sound of a hand
bell for 10 seconds and can be heard within 60
feet.

128

Aaliyah Johnson (Order #36367851)

Ambro Resuscitation At Higher Levels. If you activate this using a
slot of 3rd level or higher, the duration of the
3rd level power increases by 48 hours for each slot level
above 2nd.
Activation Time: 1 action
Range: Touch Augury
Roles:
Duration: Instantaneous 2nd level
Activation Time: 1 minute (routine)
You deliver an excess concentration of ambro Range: Self
serum to a creature that has died within the last Roles:
minute. That creature returns to life with 1 hit Duration: Instantaneous
point and 1 level of exhaustion. This power
doesn’t return to life a creature that has died of By activating gem-inlaid sticks, rolling dragon
old age, nor can it restore any missing body bones, laying out ornate cards, or employing
parts. some other divining tool, you receive an omen
from an otherworldly entity about the results of
Animal Messenger a specific course of action that you plan to take
within the next 30 minutes. The Overseer
2nd level chooses from the following possible omens:
• Weal, for good results
Activation Time: 1 bonus action (routine) • Woe, for bad results
Range: 30 feet • Weal and woe, for both good and bad results
Roles: • Nothing, for results that aren't especially good
Duration: 24 hours
or bad
Your connection to nature allows you to
communicate with wildlife, utilizing them to This power doesn't take into account any
carry messages for you. Choose a Tiny beast you possible circumstances that might change the
can see within range, such as a squirrel, blue jay, outcome, such as additional powers or the loss or
or cat. You specify a location, which you must gain of a companion.
have visited, and a recipient who matches a
general description, such as "a man or woman If you activate this power two or more times
dressed in a police uniform," or "a red-haired before completing your next long rest, there is a
women wearing a white dress." You also speak a cumulative 25% chance for each activation after
message of up to twenty-five words. The target the first that you get a random reading. The
beast travels for the duration of the power Overseer makes this roll in secret.
toward the specified location, covering about 50
miles per 24 hours for a flying messenger, or 25 Barkskin
miles for other animals.
2nd level
When the messenger arrives, it delivers your Activation Time: 1 action
message to the creature that you described, Range: Touch
replicating the sound of your voice. The Roles:
messenger speaks only to a creature matching Duration: Concentration, up to 1 hour
the description you gave. If the messenger
doesn't reach its destination before the power You’re able to channel mother nature’s power to
ends, the message is lost, and the beast makes its protect a creature. Their skin becomes coated in
way back to where you used this power. the bark of an ancient redwood tree.

129

Aaliyah Johnson (Order #36367851)

You touch a willing creature. Until the power You touch a creature, corrupting its soul, and
ends, the target's skin has a rough, bark-like that creature must succeed on a Wisdom saving
appearance, and the target's AC can't be less throw or become cursed for the duration of the
than 17, regardless of what kind of armor it is power. When you use this power, choose the
wearing. nature of the curse from the following options:

Beacon of Hope • Choose one ability score. While cursed, the
target has disadvantage on ability checks and
3rd level saving throws made with that ability score.
Activation Time: 1 action
Range: 30 feet • While cursed, the target has disadvantage on
Roles: attack rolls against you.
Duration: Concentration, up to 1 minute
You take on a heroic pose or speak short • While cursed, the target must make a Wisdom
inspiring words, bringing hope to your allies. saving throw at the start of each of its turns. If
Choose any number of creatures within range. it fails, it wastes its action that turn doing
For the duration, each target has advantage on nothing.
Wisdom saving throws and death saving throws
and regains the maximum number of hit points • While the target is cursed, your attacks and
possible from any healing. powers deal an extra 1d8 necrotic damage to
the target.
Beguiling Barrier
A remove curse power ends this effect. At the
1st level Overseer's option, you may choose an alternative
Activation Time: 1 reaction curse effect, but it should be no more powerful
Range: Self than those described above. The Overseer has
Roles: final say on such a curse's effect.
Duration: Instantaneous
At Higher Levels. If you use this power using a
You conjure an illusion or hologram to hide an slot of 4th level or higher, the duration is
ally’s location from an enemy. When an enemy concentration up to 10 minutes. If you use a slot
makes an attack roll against an ally you can see of 5th level or higher, the duration is 8 hours.
within 60 feet of you, you can use your reaction
to conjure an illusion to deceive the attacker. The Blade of Light
target must succeed on an Intelligence saving
throw or have disadvantage on the attack roll. 2nd level

Bestow Curse Activation Time: 1 bonus action
Range: Self
3rd level Roles:
Activation Time: 1 action Duration: Concentration, up to 10 minutes
Range: Touch
Roles: You create a blade made entirely of light from an
Duration: Concentration, up to 1 minute open hand or gadget in your palm. You evoke a
radiant blade in your free hand. The blade is
similar in size and shape to a shortsword, and it
lasts for the duration. If you let go of the blade, it
disappears, but you can evoke the blade again as
a bonus action.

It counts as a simple melee weapon with which
you are proficient and has the finesse and light
properties. On a hit, the target takes 2d8 radiant
damage.

130

Aaliyah Johnson (Order #36367851)

The glowing blade sheds bright light in a 15- Call Lightning
foot radius and dim light for an additional 15
feet. 3rd level

At Higher Levels. When you use this power Activation Time: 1 action
with a slot of 4th level or higher, the damage Range: 120 feet
increases by 1d8 for every two slot levels above Roles:
2nd. Duration: Concentration, up to 10 minutes

Blight You create a storm cloud that appears in the
shape of a cylinder that is 10 feet tall with a 60-
4th level foot radius, centered on a point you can see
within range directly above you. The power fails
Activation Time: 1 action if you can't see a point in the air where the storm
Range: 30 feet cloud could appear (for example, if you are in a
Roles: room that can't accommodate the cloud).
Duration: Instantaneous
When you activate this power, choose a point
You command a swarm or insects to drain the you can see under the cloud. A bolt of lightning
moisture and vitality of a creature of your choice flashes down from the cloud to that point. Each
within range. The target must make a creature within 5 feet of that point must make a
Constitution saving throw. The target takes 8d8 Dexterity saving throw. A creature takes 3d10
necrotic damage on a failed save, or half as much lightning damage on a failed save, or half as
damage on a successful one. This power has no much damage on a successful one. On each of
effect on undead or constructs. your turns until the power ends, you can use
your action to call down lightning in this way
If you target a plant creature or a magical again, targeting the same point or a different
plant, it makes the saving throw with one.
disadvantage, and the power deals maximum
damage to it. If you are outdoors in stormy conditions when
you use this power, the power gives you control
If you target a nonmagical plant that isn't a over the existing storm instead of creating a new
creature, such as a tree or shrub, it doesn't make one. Under such conditions, the power's damage
a saving throw; it simply withers and dies. increases by 1d10.

At Higher Levels. When use this power using a At Higher Levels. When you use this power
power slot of 5th level or higher, the damage using a power slot of 4th or higher level, the
increases by 1d8 for each slot level above 4th. damage increases by 1d10 for each power slot
level above 3rd.
Bonding Touch
Calm Emotions
3rd level
2nd level
Activation Time: 1 action
Range: Touch Activation Time: 1 action
Roles: Range: 60 feet
Duration: 1 hour Roles:
Duration: Concentration, up to 1 minute
Using a magical force, psionic powers, or a
gadget, you grant the creature you touch the Using mystic powers or powerful psionics, you
ability to understand any spoken language it attempt to suppress strong emotions in a group
hears. Moreover, when the target speaks, any of people. Each humanoid in a 20-foot radius
creature that knows at least one language and
can hear the target understands what it says.

131

Aaliyah Johnson (Order #36367851)

sphere centered on a point you choose within You create an invisible psychic sensor within
range must make a Charisma saving throw; a range in a location familiar to you (a place you
creature can choose to fail this saving throw if it have visited or seen before) or in an obvious
wishes. If a creature fails its saving throw, location that is unfamiliar to you (such as behind
choose one of the following two effects. a door, around a corner, or in a grove of trees).
The sensor remains in place for the duration, and
You can suppress any effect causing a target to it can't be attacked or otherwise interacted with.
be charmed or frightened. When this power ends,
any suppressed effect resumes, provided that its When you activate this power, you choose
duration has not expired in the meantime. seeing or hearing. You can use the chosen sense
through the sensor as if you were in its space. As
Alternatively, you can make a target your action, you can switch between seeing and
indifferent about creatures of your choice that it hearing.
is hostile toward. This indifference ends if the
target is attacked or harmed by a power or if it A creature that can see the sensor (such as a
witnesses any of its friends being harmed. When creature benefiting from see optical camouflage
the power ends, the creature becomes hostile or bioscanner) sees a luminous, intangible orb
again, unless the Overseer rules otherwise. about the size of your fist.

Charm Person Cloaking

1st level 2nd level
Activation Time: 1 action
Activation Time: 1 action Range: Self
Range: 30 feet Roles:
Roles: Duration: Concentration, up to 1 hour
Duration: 1 hour
A gadget or device releases microscopic mirror
You attempt to charm a humanoid you can see coated drones that surround the area around
within range. It must make a Wisdom saving you. They mask you and your companions from
throw and does so with advantage if you or your detection. For the duration, each creature you
companions are fighting it. If it failed the saving choose within 30 feet of you (including you) has
throw, it is charmed by you until the power ends a +10 bonus to dexterity (Stealth) checks an can’t
or until you or your companions do anything be tracked except by magic and bioscanners.
harmful to it. The charmed creature regards you
as a friendly acquaintance. When the power ends, Conjure Animals
the creature knows it was charmed by you.
3rd level
At higher levels. When you activate this power Activation Time: 1 action
using a power slot of 2nd level or higher, you can Range: 60 feet
target one additional creature for each power Roles:
slot level above 1st. The creatures must be within Duration: Concentration, up to 1 hour
30 feet of each other when you target them.
You open a portal that invites one or more beasts
Clairvoyance to fight by your side. The beasts (SRD) appear in
unoccupied spaces that you can see within range.
3rd level Choose one of the following options for what
appears:
Activation Time: 10 minutes
Range: 1 mile
Roles:
Duration: Concentration, up to 10 minutes

132

Aaliyah Johnson (Order #36367851)

• One beast of challenge rating 2 or lower Contagion
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower 5th level
• Eight beasts of challenge rating 1/4 or lower
Activation Time: 1 action
A portal opens and returns the creature when it Range: Touch
drops to 0 hit points or when the power ends. Roles:
Duration: 7 days
The summoned creatures are friendly to you
and your companions. Roll initiative for the Your touch inflicts disease. Make a melee power
summoned creatures as a group, which has its attack against a creature within your reach. On a
own turns. They obey any verbal commands that hit, you afflict the creature with a disease of your
you issue to them (no action required by you). If choice from any of the ones described below.
you don't issue any commands to them, they
defend themselves from hostile creatures, but At the end of each of the target’s turns, it must
otherwise take no actions. make a Constitution saving throw. After failing
three of these saving throws, the disease’s
The Overseer has the creatures' statistics. effects last for the duration, and the creature
At Higher Levels. When you use this power stops making these saves. After succeeding on
using a 5th level power slot, you choose one of the three of these saving throws, the creature
summoning options above, and twice as many recovers from the disease, and the power ends.
creatures appear.
Since the power induces a natural disease in its
Conjure Minor Elementals target, any effect that removes a disease or
otherwise ameliorates a disease’s effect applies
4th level to it.

Activation Time: 1 action Blinding Sickness. Pain grips the creature’s
Range: 90 feet mind, and its eyes turn milky white. The creature
Roles: has disadvantage on Wisdom checks and Wisdom
Duration: Concentration, up to 1 hour saving throws and is blinded.

A portal to another realm opens, and you Filth Fever. A raging fever sweeps through the
summon elementals that appear in unoccupied creature’s body. The creature has disadvantage
spaces that you can see within range. You choose on Strength checks, Strength saving throws, and
one the following options for what appears: attack roll that use Strength.

• One elemental of challenge rating 2 or lower Flesh Rot. The creature’s flesh decays. The
• Two elementals of challenge rating 1 or lower creature has disadvantage on Charisma checks
• Four elementals of challenge rating 1/2 or and gains vulnerability to all damage.

lower Mindfire. The creature’s mind becomes
• Eight elementals of challenge rating 1/4 or feverish. The creature has disadvantage on
Intelligence checks and Intelligence saving
lower. throws, and the creature behaves as if under the
effects of the confusion power during combat.
An elemental summoned by this power
disappears when it drops to 0 hit points or when Seizure. The creature is overcome with
the power ends. shaking. The creature has disadvantage on
Dexterity checks, Dexterity saving throws, and
The summoned creatures are friendly to you attack rolls that use Dexterity.
and your companions. Roll initiative for the
summoned creatures as a group, which has its Slimy Doom. The creature begins to bleed
own turns. They obey any verbal commands that uncontrollably. The creature has disadvantage
you issue to them (no action required by you). If on Constitution checks and Constitution saving
you don't issue any commands to them, they throws. In addition, whenever the creature takes
defend themselves from hostile creatures, but damage, it is stunned until the end of its next
otherwise take no actions. turn.

The Overseer has the creatures' statistics.

133

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Control Water area. The whirlpool forms a vortex that is 5
feet wide at the base, up to 50 feet wide at the
4th level top, and 25 feet tall. Any creature or object in the
water and within 25 feet of the vortex is pulled 10
Activation Time: 1 action feet toward it. A creature can swim away from
Range: 300 feet the vortex by making a Strength (Athletics)
Roles: check against your power save DC.
Duration: Concentration, up to 10 minutes
When a creature enters the vortex for the first
Until the power ends, you control any time on a turn or starts its turn there, it must
freestanding water inside an area you choose make a Strength saving throw. On a failed save,
that is a cube up to 100 feet on a side. You can the creature takes 2d8 bludgeoning damage and
choose from any of the following effects when is caught in the vortex until the power ends. On a
you activate this power. As an action on your successful save, the creature takes half damage,
turn, you can repeat the same effect or choose a and isn't caught in the vortex. A creature caught
different one. in the vortex can use its action to try to swim
away from the vortex as described above but has
Flood. You cause the water level of all standing disadvantage on the Strength (Athletics) check
water in the area to rise by as much as 20 feet. If to do so.
the area includes a shore, the flooding water
spills over onto dry land. The first time each turn that an object enters
the vortex, the object takes 2d8 bludgeoning
If you choose an area in a large body of water, damage; this damage occurs each round it
you instead create a 20-foot-tall wave that remains in the vortex.
travels from one side of the area to the other and
then crashes down. Any Huge or smaller vehicles At Higher Levels. When you activate this power
in the wave's path are carried with it to the other using a power slot of 5th level or higher, the
side. Any Huge or smaller vehicles struck by the damage increases to 3d8.
wave have a 25 percent chance of capsizing.
Cure Wounds
The water level remains elevated until the
power ends or you choose a different effect. If 1st level
this effect produced a wave, the wave repeats on
the start of your next turn while the flood effect Activation Time: 1 action
lasts. Range: Touch
Roles:
Part Water. You cause water in the area to Duration: Instantaneous
move apart and create a trench. The trench
extends across the power's area, and the A rush of healing energy from mystic words,
separated water forms a wall to either side. The psionics, or medical injection is delivered
trench remains until the power ends, or you through you. A creature you touch regains a
choose a different effect. The water then slowly number of hit points equal to 1d8 + your power
fills in the trench over the course of the next ability modifier. This power has no effect on
round until the normal water level is restored. undead or constructs.

Redirect Flow. You cause flowing water in the At higher levels. When you activate this power
area to move in a direction you choose, even if using a power slot of 2nd level or higher, the
the water has to flow over obstacles, up walls, or healing increases by 1d8 for each power slot level
in other unlikely directions. The water in the area above 1st.
moves as you direct it, but once it moves beyond
the power's area, it resumes its flow based on the
terrain conditions. The water continues to move
in the direction you chose until the power ends,
or you choose a different effect.

Whirlpool. This effect requires a body of water
at least 50 feet square and 25 feet deep. You
cause a whirlpool to form in the center of the

134

Aaliyah Johnson (Order #36367851)

Command Make a ranged power attack against the target.
On a hit, the target takes 4d6 radiant damage,
1st level and the next attack roll made against this target
before the end of your next turn has advantage,
Activation Time: 1 action thanks to the subtle concussion left from the
Range: 60 feet impact on the target.
Roles:
Duration: 1 round At higher levels. When you activate this power
using a power slot of 2nd level or higher, the
You speak a one-word command to a creature damage increases by 1d6 for each power slot
you can see within range. The target must level above the 1st.
succeed on a Wisdom saving throw or follow the
command on its next turn. The power has no Cryo Capsule
effect if the target is undead, if it doesn't
understand your language, or if your command 2nd level
is directly harmful to it. Activation Time: 1 action
Range: Touch
Some typical commands and their effects Roles:
follow. You might issue a command other than Duration: 10 days
one described here. If you do so, the Overseer
determines how the target behaves. If the target You or a gadget releases a tube of liquid nitrogen
can't follow your command, the power ends. or pure crystalized ice that surrounds an
unconscious or dead creature. For the duration,
• Approach. The target moves toward you by the the target is protected from decay if it is dead
shortest and most direct route, ending its turn and is in a solid frozen state of suspended
if it moves within 5 feet of you. animation.

• Drop. The target drops whatever it is holding If the creature is dead this extends the time
and then ends its turn. limit on raising the target from the dead, since
days spent in an icy tomb don’t count against the
• Flee. The target spends its turn moving away time limit of black magic, such as raise dead.
from you by the fastest available means.
Cybernetic Legs
• Grovel. The target falls prone and then ends its
turn. 1st level
Activation Time: 1 action
• Halt. The target doesn't move and takes no Range: Self
actions. Roles:
Duration: Concentration, up to 10 minutes
A flying creature stays aloft, provided that it is
able to do so. If it must move to stay aloft, it flies Your cybernetic legs can be overcharged to grant
the minimum distance needed to remain in the you incredible movement speed for a short while.
air. When you use this power, as a bonus action on
each of your turns until the power ends, you can
At Higher Levels. When you activate this power take the Dash action.
using a power slot of 2nd level or higher, you can
affect one additional creature for each power slot
level above 1st. The creatures must be within 30
feet of each other when you target them.

Concussion Beam

1st level

Activation Time: 1 bonus action
Range: 120 feet
Roles:
Duration: 1 round

You or a gadget releases a laser that streaks
toward a creature of your choice within range.

135

Aaliyah Johnson (Order #36367851)

DARKE Contact Darkvision

4th level 2nd level
Activation Time: 1 action
Activation Time: 1 action (routine) Range: Touch
Range: Self Roles:
Roles: Duration: 8 hours
Duration: Instantaneous
You touch a willing creature to grant it the ability
You have a device that allows you to reach a to see in the dark. For the duration, that creature
secret and knowledgeable contact within the has darkvision out to a range of 60 feet.
DARKE organization. This contact is well
informed on local happenings within the area. Detect Invisibility
You can ask a single question concerning a
specific goal, event, or activity to occur within 7 2nd level
days. The Overseer offers a truthful reply. The Activation Time: 1 action
reply might be a short phrase, such as a cryptic Range: Self
or straight forward answer. Roles:
Duration: 1 hour
This power doesn't take into account any
possible circumstances that might change the With your keen senses, magical power, or
outcome, such as the interference of other cybernetic enhancement, you’re able to see
powers or the loss or gain of a companion. invisible creatures and objects as if they were
visible. You can detect creatures and objects on
If you activate the power two or more times the Ethereal Realm. They appear ghostly and
before finishing your next long rest, there is a translucent.
cumulative 25 percent chance for each activation
after the first that you get a random reading. The
Overseer makes this roll in secret.

Darkness Detect Poison and Disease

2nd level 1st level (routine)

Activation Time: 1 action Activation Time: 1 action
Range: 60 feet Range: Self
Roles: Roles:
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

You create an orb of magical darkness that Utilizing a gadget or mystic powers, for the
spreads from a point you choose within range to duration, you can identify the presence and
fill a 15-foot radius sphere for the duration. The location of poisons, poisonous creatures, and
darkness spreads around corners. A creature diseases within 30 feet of you. You can also
with darkvision can't see through this darkness, identify the kind of poison, poisonous creature,
and nonmagical light can't illuminate it. or disease in each case.

If the point you choose is on an object you are The power can penetrate most barriers, but it
holding or one that isn't being worn or carried, is blocked by 1 foot of stone, 1 inch of common
the darkness emanates from the object and metal, a thin sheet of lead, or 3 feet of wood or
moves with it. Completely covering the source of dirt.
the darkness with an opaque object, such as a
bowl or a helm, blocks the darkness.

If any of this power's area overlaps with an
area of light created by a power of 2nd level or
lower, the power that created the light is
canceled.

136

Aaliyah Johnson (Order #36367851)

Detect Thoughts At Higher Levels. When you use this power
using a power slot of 2nd level or higher, its
2nd level duration increases by 1 minute per power slot.

Activation Time: 1 action Dimensional Prison
Range: Self
Roles: 4th level
Duration: Concentration, up to 1 minute Activation Time: 1 action
Range: 60 feet
For the duration, you can read the thoughts of Roles:
certain creatures. When you use this power and Duration: Concentration, up to 1 minute
as your action on each turn until the power ends,
you can focus your mind on any one creature that You or a gadget opens up a rift and attempts to
you can see within 30 feet of you. If the creature send one creature that you can see within range
you choose has an Intelligence of 3 or lower or to a pocket dimension. The target must succeed
doesn't speak any language, the creature is on a Charisma saving throw or be imprisoned.
unaffected.
While there, the target is incapacitated. The
You initially learn the surface thoughts of the target remains there until the power ends, at
creature-what is most on its mind in that which point the target reappears in the space it
moment. As an action, you can either shift your left or in the nearest unoccupied space if that
attention to another creature's thoughts or space is occupied.
attempt to probe deeper into the same creature's
mind. If you probe deeper, the target must make At Higher Levels. When you use this power
a Wisdom saving throw. If it fails, you gain using a power slot of 5th level, you can target
insight into its reasoning (if any), its emotional one additional creature.
state, and something that looms large in its mind
(such as something it worries over, loves, or Dimensional Stash
hates). If it succeeds, the power ends. Either way,
the target knows that you are probing into its 4th level
mind, and unless you shift your attention to Activation Time: 1 action
another creature's thoughts, the creature can use Range: Touch
its action on its turn to make an Intelligence Roles:
check contested by your Intelligence check; if it Duration: Instantaneous
succeeds, the power ends.
With magic, a gadget, or similar power, you hide
Questions verbally directed at the target a chest or locker, and all its contents, in a
creature naturally shape the course of its dimensional pocket. You must touch the chest or
thoughts, so this power is particularly effective locker and the miniature replica that serves as a
as part of an interrogation. necessary material component to recover the
stash from the dimensional pocket. The chest
You can also use this power to detect the can contain up to 12 cubic feet of nonliving
presence of thinking creatures you can't see. material (3 feet by 2 feet by 2 feet).
When you use this power or as your action
during the duration, you can search for thoughts While the chest remains in the dimensional
within 30 feet of you. The power can penetrate pocket, you can use an action and touch the
barriers, but 2 feet of rock, 2 inches of any metal replica to recall the chest. It appears in an
other than lead, or a thin sheet of lead blocks unoccupied space on the ground within 5 feet of
you. You can't detect a creature with an you. You can send the chest back to the
Intelligence of 3 or lower or one that doesn't dimensional pocket by using an action and
speak any language. touching both the chest and the replica.

Once you detect the presence of a creature in
this way, you can read its thoughts for the rest of
the duration as described above, even if you can't
see it, but it must still be within range.

137

Aaliyah Johnson (Order #36367851)

After 60 days, there is a cumulative 5 percent Otherwise, the extent of the disguise is up to you.
chance per day that the power's effect ends. This The changes wrought by this power fail to hold
effect ends if you activate this power again, if the
smaller replica chest is destroyed, or if you up to physical inspection. For example, if you use
choose to end the power as an action. If the this power to add a hat to your outfit, objects
powers ends and the larger chest is on the pass through the hat, and anyone who touches it
dimensional pocket, it is irretrievably lost. would feel nothing or would feel your head and
hair. If you use this power to appear thinner than
Discover Alarms and Auto- you are, the hand of someone who reaches out to
touch you would bump into you while it was
Defenses seemingly still in midair.

2nd level To discern that you are disguised, a creature
can use its action to inspect your appearance and
Activation Time: 1 action must succeed on an Intelligence (Investigation)
Range: 120 feet check against your power save DC.
Roles:
Duration: Instantaneous At Higher Levels. When you activate this power
using a power slot of 2nd level or higher, its
Utilizing hacking techniques or a device, you duration increases by 1 hour for each level.
locate any alarms or automatic weapon defense
systems within range. An alarm or auto-defense, Disorientation
for the purpose of this power, includes anything
that would inflict a sudden or unexpected effect 1st level
you consider harmful or undesirable, which was
specifically intended as such by its designer. Activation Time: 1 action
Thus, the power would reveal an area affected by Range: 30 feet
the alarm power, or laser trip wires for a simple Roles:
mechanical defense like a trap door, but it would Duration: Concentration, up to 1 minute
not reveal a natural weakness in the floor, an
unstable ceiling, or a hidden sinkhole. With a psychic attack, special gadget, or verbal
command, you disorient up to three creatures of
Disguise Self your choice that you can see within range. They
must make Charisma saving throws. Whenever a
1st level target that fails this saving throw makes an
attack roll or a saving throw before the power
Activation Time: 1 action ends, the target must roll a d4 and subtract the
Range: Self number roll from the attack roll or saving throw.
Roles:
Duration: 1 hour At higher levels. When you activate this power
using a power slot of 2nd level or higher, you can
Using illusionary magic or hologram, you make target one additional creature for each power
yourself-including your clothing, armor, slot level above 1st.
weapons, and other belongings on your person-
look different until the powers ends or until you Distortion Hologram
use your action to dismiss it. You can seem 1 foot
shorter or taller and can appear thin, fat, or in 2nd level
between. You can't change your body type, so
you must adopt a form that has the same basic Activation Time: 1 action
arrangement of limbs. Range: Self
Roles:
Duration: Concentration, up to 1 minute

138

Aaliyah Johnson (Order #36367851)

Using a complex holographic technology, your Elemental Shield
body becomes blurred, shifting and wavering to
all who can see you. For the duration, any 4th level
creature has disadvantage on attack rolls against
you. An attacker is immune to this effect if it Activation Time: 1 action
doesn't rely on sight, as with blindsight, or can Range: 5 feet
see through illusions, as with bioscanner. Roles:
Duration: 10 minutes
Dominate Beast
Thin and wispy flames wreathe your body for the
4th level duration, shedding bright light in a 10-foot
radius and dim light for an additional 10 feet. You
Activation Time: 1 action can end the power early by using an action to
Range: 60 feet dismiss it.
Roles:
Duration: Concentration, up to 10 minutes The flames provide you with a warm shield or a
chill shield, as you choose. The warm shield
You attempt to beguile a beast that you can see grants you resistance to cold damage, and the
within range. It must succeed on a Wisdom chill shield grants you resistance to fire damage.
saving throw or be charmed by you for the
duration. If you or creatures that are friendly to In addition, whenever a creature within 5 feet
you are fighting it, it has advantage on the saving of you hits you with a melee attack, the shield
throw. erupts with flame. The attacker takes 2d8 fire
damage from a warm shield, or 2d8 cold damage
While the beast is charmed, you have a from a cold shield.
telepathic link with it as long as the two of you
are on the same realm of existence. You can use Emergency Ambro Medical Probe
this telepathic link to issue commands to the
creature while you are conscious (no action 1st level
required), which it does its best to obey. You can
specify a simple and general course of action, Activation Time: 1 bonus action
such as "Attack that creature," "Run over there," Range: 60 feet
or "Fetch that object." If the creature completes Roles:
the order and doesn't receive further direction Duration: Instantaneous
from you, it defends and preserves itself to the
best of its ability. With a special drone or gadget, a probe launches
to a creature of your choice that you can see
You can use your action to take total and within range, and it regains hit points equal to
precise control of the target. Until the end of 1d4 + your power ability modifier. The probe
your next turn, the creature takes only the instantly returns once hit points are restored.
actions you choose, and doesn't do anything that This power has no effect on undead or
you don't allow it to do. During this time, you constructs.
can also cause the creature to use a reaction, but
this requires you to use your own reaction as At higher levels. When you activate this power
well. using a power slot of 2nd level or higher, the
healing increases by 1d4 for each power slot level
Each time the target takes damage, it makes a above the 1st.
new Wisdom saving throw against the power. If
the saving throw succeeds, the power ends. Endurance Stimpack

At Higher Levels. When you use this power 2nd level
with a 5th-level power slot, the duration is
concentration, up to 1 hour. Activation Time: 1 action
Range: 30 feet
Roles:
Duration: 8 hours

139

Aaliyah Johnson (Order #36367851)

You release three small drones with performance
enhancing stimpack shots that bolsters your
allies with toughness and resolve. Choose up to
three creatures within range. Each target's hit
point maximum and current hit points increase
by 5 for the duration.

At Higher Levels. When you use this power
with a power slot of 3rd level or higher, a target's
hit points increase by an additional 5 for each
power slot level above 2nd.

Energy Barrier Enhance Ability

3rd level 2nd level

Activation Time: 1 action Activation Time: 1 action
Range: Touch Range: Self
Roles: Roles:
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 hour

Using magical warding, psionic energy, or a Your connection to nature allows you to imbue
gadget, you imbue a creature with a barrier that others with aspects of animals of the wild. You
protects against energy attacks. For the duration, touch a creature and bestow upon it a magical
a willing creature you touch has resistance to one enhancement. Choose one of the following
damage type of your choice: acid, cold, fire, effects, and the target gains that effect until the
lightning, radiant or thunder. power ends:

Energy Sphere Bear's Endurance. The target has advantage on
Constitution checks. It also gains 2d6 temporary
1st level hit points, which are lost when the power ends.

Activation Time: 1 action Bull's Strength. The target has advantage on
Range: 120 feet Strength checks, and his or her carrying capacity
Roles: Elemental Manipulator doubles.
Duration: Instantaneous
Cat's Grace. The target has advantage on
You’re able to launch a 6-inch diameter sphere Dexterity checks. It also doesn't take damage
of energy at a creature that you can see within from falling 20 feet or less if it isn't
range. The damage type is based on your incapacitated.
elemental origin. Make a ranged power attack
against the target. If the attack hits, the creature Eagle's Splendor. The target has advantage on
takes 3d8 damage of that type. Charisma checks.

At higher levels. When you activate this power Fox's Cunning. The target has advantage on
using a power slot of 2nd level or higher, the Intelligence checks.
damage increases by 1d8 for each power slot
level above 1st.

140

Aaliyah Johnson (Order #36367851)

Owl's Wisdom. The target has advantage on Entangle
Wisdom checks.
Activation Time: 1 action
At Higher Levels. When you activate this power Range: 90 feet
using a power slot of 3rd level or higher, you can Roles:
target one additional creature for each power Duration: Concentration, up to 1 minute
slot level above 2nd.
Grasping weeds and vines sprout from the
Enlarge/Reduce ground in a 20-foot square starting from a point
within range. For the duration, these plants turn
2nd level the ground in the area into difficult terrain.

Activation Time: 1 action A creature in the area when you activate the
Range: Self power must succeed on a Strength saving throw
Roles: or be restrained by the entangling plants until
Duration: Concentration, up to 1 hour the power ends. A creature restrained by the
plants can use its action to make a Strength
You’re able to manipulate your body’s molecules check against your power save DC. On a success,
and rearrange them to alter your size. You cause it frees itself.
your body to grow larger or smaller for the
duration. When the power ends, the summoned plants
wilt away.
Everything you are wearing and carrying
changes size with you. Any item dropped returns Enthrall
to normal size at once.
2nd level
Enlarge. Your size doubles in all dimensions,
and your weight is multiplied by eight. This Activation Time: 1 action
growth increases your size by one category- Range: 60 feet
from Medium to Large, for example. If there isn't Roles:
enough room for you to double your size, you Duration: 1 minute
maintain the maximum possible size in the space
available. Until this power ends, you also have You weave a distracting string of words with
advantage on Strength checks and Strength magic or psionic power, causing creatures of
saving throws. Your weapons also grow to match your choice that you can see within range and
your new size. While these weapons are that can hear you to make a Wisdom saving
enlarged, your attacks with them deal 1d4 extra throw. Any creature that can't be charmed
damage. succeeds on this saving throw automatically, and
if you or your companions are fighting a
Reduce. Your size is halved in all dimensions, creature, it has advantage on the save. On a failed
and your weight is reduced to one-eighth of save, the target has disadvantage on Wisdom
normal. This reduction decreases your size by (Perception) checks made to perceive any
one or two categories-from Medium to Tiny, for creature other than you until the power ends or
example. Until the power ends, you have until the target can no longer hear you. The
disadvantage on Strength checks and Strength power ends if you are incapacitated or can no
saving throws. You gain advantage on Dexterity longer speak.
checks and Dexterity saving throws. Your
weapons also shrink to match your new size. Explosion
While these weapons are reduced, your attacks
with them deal 1d4 less damage (this can't 3rd level
reduce the damage below 1).
Activation Time: 1 action
Range: 150 feet
Roles:

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Aaliyah Johnson (Order #36367851)

Duration: Instantaneous Fear

You release a powerful blast of fire from your 3rd level
hands, eyes, a missile, or similar device to a
point you choose within range and then Activation Time: 1 action
blossoms with a low roar into an explosion of Range: Self (30-foot cone)
flame. Each creature in a 20-foot radius sphere Roles:
centered on that point must make a Dexterity Duration: Concentration, up to 1 minute
saving throw. A target takes 8d6 fire damage on a
failed save, or half as much damage on a You project a horrifying illusion, bellow a ferocious roar,
successful one. or otherwise terrify your foes. Each creature in a 30-foot
cone must succeed on a Wisdom saving throw or drop
The fire spreads around corners. It ignites whatever it is holding and become frightened for the
flammable objects in the area that aren't being duration.
worn or carried.
While frightened by this power, a creature
At Higher Levels. When you activate this power must take the Dash action and move away from
using a power slot of 4th level or higher, the you by the safest available route on each of its
damage increases by 1d6 for each slot level above turns, unless there is nowhere to move. If the
3rd. creature ends its turn in a location where it
doesn't have line of sight to you, the creature can
make a Wisdom saving throw. On a successful
save, the power ends for that creature.

Fabricate Flaming Sphere

4th level 2nd level

Activation Time: 10 minutes Activation Time: 1 action
Range: 120 feet Range: 60 feet
Roles: Roles:
Duration: Instantaneous Duration: Concentration, up to 1 minute

Using nanite drones, magic, or a similar power, A 5-foot diameter sphere of fire appears in an
you convert raw materials into products of the unoccupied space of your choice within range
same material. For example, you can fabricate a and lasts for the duration. Any creature that ends
wooden bridge from a clump of trees, a rope its turn within 5 feet of the sphere must make a
from a patch of hemp, a tower from steel, and Dexterity saving throw. The creature takes 2d6
clothes from flax or wool. Choose raw materials fire damage on a failed save, or half as much
that you can see within range. You can fabricate a damage on a successful one.
Large or smaller object (contained within a 10-
foot cube, or eight connected 5-foot cubes), As a bonus action, you can move the sphere up
given enough raw material. If you are working to 30 feet. If you ram the sphere into a creature,
with metal, stone, or another mineral substance, that creature must make the saving throw
however, the fabricated object can be no larger against the sphere's damage, and the sphere
than Medium (contained within a single 5-foot stops moving this turn.
cube). The quality of objects made by the power
is proportionate with the quality of the raw When you move the sphere, you can direct it
materials. over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. The sphere ignites
Creatures or magic items can't be created or flammable objects not being worn or carried, and
transmuted by this power. You also can't use it to it sheds bright light in a 20-foot radius and dim
create items that ordinarily require a high degree light for an additional 20 feet.
of craftsmanship, such as jewelry, weapons,
glass, or armor, unless you have proficiency with At Higher Levels. When you use this power
the type of artisan's tools used to craft such using a power slot of 3rd level or higher, the
objects. damage increases by 1d6 for each power slot
level above 2nd.

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Flamethrower You’re surrounded in a shadowy mist or puff of
smoke for an instant; you teleport up to 30 feet
1st level to an unoccupied space that you can see.

Activation Time: 1 action At higher levels. When you activate this power
Range: Self (15-foot cone) with a power slot of 2nd level or higher, you
Roles: increase the range by 10 feet for each power slot
Duration: Instantaneous beyond 1st.

A torrent of flame leaps from your hands, mouth, Fly
gadget, or similar device. Each creature in a 15-
foot cone must make a Dexterity saving throw. A 2nd level
creature takes 3d6 fire damage on a failed save,
or half as much damage on a successful one. Activation Time: 1 action
Range: Self
The fire ignites any flammable objects in the Roles:
area that aren’t being worn or carried. Duration: 10 minutes

At higher levels. When you activate this power With either the aid of magic, wings, a gadget, or
using a power slot of 2nd level or higher, the similar feature, you gain a flying speed of 30 feet
damage increases by 1d6 for each power slot for the duration. When this power ends, you fall
level above 1st. if you are still aloft, unless you can stop the fall.

Flash/Sonic Pulse At Higher Levels. When you use this power
using a power slot of 3rd level or higher, the
2nd level duration increases by 10 minutes and speed
increases by 10 feet for each power slot level
Activation Time: 1 action above 2nd level.
Range: 30 feet
Roles: Freedom of Movement
Duration: 1 minute
4th level
You release a blazing light or a sonic pulse from a
gadget or tool to blind or deafen a foe. Choose Activation Time: 1 action
one creature that you can see within range to Range: Self
make a Constitution saving throw. If it fails, the Roles:
target is either blinded or deafened (your choice) Duration: 8 hours
for the duration. At the end of each of its turns,
the target can make a Constitution saving throw. Using phasing, elongation, or a similar power,
On a success, the power ends. this makes it difficult for anyone or anything to
restrict your movement. For the duration, your
At Higher Levels. When you use this power movement is unaffected by difficult terrain, and
using a power slot of 3rd level or higher, you can powers and other magical effects can neither
target one additional creature for each power reduce your speed nor cause you to be paralyzed
slot level above 2nd. or restrained.

Flicker You can also spend 5 feet of movement to
automatically escape from nonmagical
1st level restraints, such as manacles or a creature that
has you grappled. Finally, being underwater
Activation Time: 1 bonus action imposes no penalties on your movement or
Range: Self attacks.
Roles: Jumper
Duration: Instant

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Gaseous Form Gust of Wind

3rd level 2nd level

Activation Time: 1 action Activation Time: 1 action
Range: Self Range: Self (60-foot line)
Roles: Roles:
Duration: 1 hour Duration: Concentration, up to 1 minute

With either powerful magic, shifting, or a A line of strong wind 60 feet long and 10 feet
gadget, you transform, along with everything wide blasts from you in a direction you choose
that you’re wearing and carrying, into a misty for the power's duration. Each creature that
cloud for the duration. The power ends if you starts its turn in the line must succeed on a
drop to 0 hit points. Strength saving throw or be pushed 20 feet away
from you in a direction following the line.
While in this form, your only method of
movement is a flying speed of 15 feet. You can Any creature in the line must spend 2 feet of
enter and occupy the space of another creature. movement for every 1 foot it moves when
You have resistance to nonpowered damage, and moving closer to you.
you have advantage on Strength, Dexterity, and
Constitution saving throws. You can pass The gust disperses gas or vapor, and it
through small holes, narrow openings, and even extinguishes candles, torches, and similar
mere cracks, though you treat liquids as though unprotected flames in the area. It causes
they were solid surfaces. You can’t fall and protected flames, such as those of lanterns, to
remain hovering in the air even when stunned or dance wildly and has a 50 percent chance to
otherwise incapacitated. extinguish them.

While in the form of a misty cloud, you can’t As a bonus action on each of your turns before
talk or manipulate objects, and any objects that the power ends, you can change the direction in
you were carrying or holding can’t be dropped, which the line blasts from you.
used, or otherwise interacted with. You can’t
attack or activate powers. You can end this Hallucinatory Terrain
transformation at any time as a bonus action.
4th level
Ground Smash
Activation Time: 10 minutes
1st level Range: 30 feet
Roles:
Activation Time: 1 action Duration: 24 hours
Range: Self (15-foot cone)
Roles: Using holographic gadgets, magic, psionics, or
Duration: Instantaneous similar power, you make natural terrain in a 150-
foot cube in range look, sound, and smell like
You smash the ground with a thunderous blow, some other sort of natural terrain. Thus, open
shattering it, damaging the terrain, and sending fields or a road can be made to resemble a
debris at your foe. Each creature in a 15-foot swamp, hill, crevasse, or some other difficult or
cone must make a Dexterity saving throw. A impassable terrain. A pond can be made to seem
creature takes 2d6 bludgeoning damage and is like a grassy meadow, a precipice like a gentle
knocked prone on a failed save, or half a much slope, or a rock-strewn gully like a wide and
damage and isn’t knocked prone on a successful smooth road. Manufactured structures,
one. equipment, and creatures within the area aren't
changed in appearance.

The tactile characteristics of the terrain are
unchanged, so creatures entering the area are
likely to see through the illusion. If the
difference isn't obvious by touch, a creature
carefully examining the illusion can attempt an

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Aaliyah Johnson (Order #36367851)

Intelligence (Investigation) check against your Heat Metal
power save DC to disbelieve it. A creature who
discerns the illusion for what it is, sees it as a 2nd level
vague image superimposed on the terrain.
Activation Time: 1 action
Haste Range: 60 feet
Roles:
3rd level Duration: Concentration, up to 1 minute

Activation Time: 1 action You or a device you hold causes the atoms in a
Range: 30 feet metal object to vibrate and move erratically,
Roles: Mystic, Speedster causing them to heat up. Choose a manufactured
Duration: Concentration, up to 1 minute metal object, such as a metal weapon or a battle
suit of heavy or medium metal armor that you
Using magical incantations or funneling speed can see within range. You cause the object to
power, you are able to imbue a willing creature glow red-hot. Any creature in physical contact
within range with enhanced temporal with the object takes 2d8 fire damage when you
displacement, allowing them to move at activate the power. Until the power ends, you can
incredible speeds. Until the power ends, the use a bonus action on each of your subsequent
target’s speed is doubled, it gains a +2 bonus to turns to cause this damage again.
AC, it has advantage on Dexterity saving throws,
and it gains an additional action on each of its If a creature is holding or wearing the object
turns. That action can be used only to take the and takes the damage from it, the creature must
Attack (one weapon attack only), Dash, succeed on a Constitution saving throw or drop
Disengage, Hide, or Use an Object Action. the object if it can. If it doesn't drop the object, it
has disadvantage on attack rolls and ability
When the power ends, the target can’t move or checks until the start of your next turn.
take actions until after its next turn, as a wave of
lethargy sweeps over it. At Higher Levels. When you use this power
using a power slot of 3rd level or higher, the
damage increases by 1d8 for each power slot
level above 2nd.

Healing Wind Hold Person

2nd level 2nd level

Activation Time: 10 minutes Activation Time: 1 action
Range: 30 feet Range: 60 feet
Roles: Roles:
Duration: Instantaneous Duration: Concentration, up to 1 minute

A rushing of healing energy from mystic words With magic, psionics, or a gadget, you target a
or psionic power blows in like a gentle breeze. Up creature paralyzing it in place. Choose a
to six creatures of your choice that you can see humanoid that you can see within range. The
within range each regain hit points equal to 2d8 target must succeed on a Wisdom saving throw
+ your power ability modifier. This power has no or be paralyzed for the duration. At the end of
effect on undead or constructs. each of its turns, the target can make another
Wisdom saving throw. On a success, the power
At Higher Levels. When you activate this power ends on the target.
using a power slot of 3rd level or higher, the
healing increases by 1d8 for each slot level above At Higher Levels. When you use this power
2nd. using a power slot of 3rd level or higher, you can
target one additional humanoid for each power
slot level above 2nd. The humanoids must be
within 30 feet of each other when you target
them.

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Aaliyah Johnson (Order #36367851)

Holo Translator missiles. Each missile hits a creature of your
choice that you can see within range. A missile
1st level (routine) deals 1d4 +1 fire damage to its target. The
Activation Time: 1 action missiles all strike simultaneously, and you can
Range: Self direct them to hit one creature or several.
Roles:
Duration: 1 hour At Higher Levels. When you use this power
using a power slot of 2nd level or higher, the
A gadget or implant allows you to understand the power releases one additional missile for each
literal meaning of any spoken language that you power slot level above 1st.
hear. A projected hologram interprets and
converts any written language that you see. It Hypnotic Pattern
takes about 1 minute to translate one page of
text. 3rd level

This power doesn’t decode secret messages in Activation Time: 1 action
a text or a glyph, such as an arcane sigil, that Range: 120 feet
isn’t part of a written language. Roles: Psychic
Duration: Concentration, up to 1 minute
Hunter’s Quarry
You create a magical twisting pattern of colors
1st level that weaves through the air inside a 30-foot cube
Activation Time: 1 bonus action within range. The pattern appears for a moment
Range: 90 feet and vanishes. Each creature in the area who sees
Roles: the pattern must make a Wisdom saving throw.
Duration: Concentration, up to 1 hour On a failed save, the creature becomes charmed
for the duration. While charmed by this power,
You choose a creature you can see within range the creature is incapacitated and has a speed of 0.
and mark it by scent, gadget, or similar power as
your quarry. Until the power ends, you deal an The power ends for an affected creature if it
extra 1d6 damage to the target whenever you hit takes any damage or if someone else uses an
it with an attack, and you have advantage on any action to shake the creature out of its stupor.
Wisdom (Perception), or Wisdom (Survival)
check you make to find it. If the target drops to 0 Ice Storm
hit points before this power ends, you can use a
bonus action on a subsequent turn of yours to 4th level
mark a new creature.
Activation Time: 1 action
Homing Missiles Range: 300 feet
Roles:
1st level Duration: Instantaneous
Activation Time: 1 action
Range: 120 feet You create a hail of rock-hard ice that pounds to
Roles: the ground in a 20-foot radius, 40-foot-high
Duration: Instantaneous cylinder centered on a point within range. Each
creature in the cylinder must make a Dexterity
You release a barrage of three small homing saving throw. A creature takes 2d8 bludgeoning
damage and 4d6 cold damage on a failed save, or
half as much damage on a successful one.

Hailstones turn the storm's area of effect into
difficult terrain until the end of your next turn.

At Higher Levels. When you activate this power

146

Aaliyah Johnson (Order #36367851)

using a power slot of 5th level or higher, the • The creature has disadvantage on attack rolls
bludgeoning damage increases by 1d8 for each against targets within the cylinder.
slot level above 4th.
• Targets within the cylinder can't be charmed,
Inhuman Bio-scanner frightened, or possessed by the creature.

1st level When you activate this power, you can elect to
Activation Time: 1 action cause its magic to operate in the reverse
Range: Self direction, preventing a creature of the specified
Roles: type from leaving the cylinder and protecting
Duration: Concentration, up to 10 minutes targets outside it.

A gadget or device identifies alien beings within At Higher Levels. When you activate this power
the area. You know if there is an aberration, using a power slot of 4th level or higher, the
celestial, elemental, fey, fiend, or undead within duration increases by 1 hour for each slot level
30 feet of you, as well as where the creature is above 3rd.
located. Similarly, you know if there is a place or
object within 30 feet of you that has been Laser Barrier
magically consecrated or desecrated.
4th level
The power can penetrate most barriers, but it
is blocked by 1 foot of stone, 1 inch of metal, a Activation Time: 1 action
thin sheet of lead, or 3 feet of wood or dirt. Range: 30 feet
Roles:
Kinetic Force Field Duration: Concentration, up to 1 minute

3rd level With magic, psionics, a gadget, or similar power,
Activation Time: 1 minute you create a sphere of shimmering force that
Range: 10 feet encloses a creature or object of Large size or
Roles: smaller within range. An unwilling creature must
Duration: 1 hour make a Dexterity saving throw. On a failed save,
the creature is enclosed for the duration.
You or a gadget creates a 10-foot radius, 20-
foot-tall cylinder of pure kinetic energy centered Nothing-not physical objects, energy, or other
on a point on the ground that you can see within power effects-can pass through the barrier, in or
range. Glowing streaks of energy appear out, though a creature in the sphere can breathe
wherever the cylinder intersects with the floor or there. The sphere is immune to all damage, and a
other surface. creature or object inside can't be damaged by
Choose one or more of the following types of attacks or effects originating from outside, nor
creatures: celestials, deviant, elementals, fey, can a creature inside the sphere damage
fiends, or undead. The circle affects a creature of anything outside it.
the chosen type in the following ways:
• The creature can't willingly enter the cylinder The sphere is weightless and just large enough
to contain the creature or object inside. An
by nonmagical means. If the creature tries to enclosed creature can use its action to push
use teleportation or interplanar travel to do so, against the sphere's walls and thus roll the
it must first succeed on a Charisma saving sphere at up to half the creature's speed.
throw. Similarly, the globe can be picked up and moved
by other creatures.

The disintegrate power targeting the globe
destroys it without harming anything inside it.

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Levitate form until it leaves the power's light.
On each of your turns after you activate this
2nd level
power, you can use an action to move the beam
Activation Time: 1 action up to 60 feet in any direction.
Range: 60 feet
Roles: At Higher Levels. When you use this power
Duration: Concentration, up to 10 minutes using a power slot of 3rd level or higher, the
damage increases by 1d10 for each slot level
You levitate a target with your mind, magic, or above 2nd.
an antigravity device. One creature or loose
object of your choice that you can see within Lightning Bolt
range rises vertically, up to 20 feet, and remains
suspended there for the duration. The power can 3rd level
levitate a target that weighs up to 500 pounds.
An unwilling creature that succeeds on a Activation Time: 1 action
Constitution saving throw is unaffected. Range: Self (100-foot line)
Roles:
The target can move only by pushing or pulling Duration: Instantaneous
against a fixed object or surface within reach
(such as a wall or a ceiling), which allows it to You release a strike of lightning from your hand,
move as if it were climbing. You can change the eyes, gadget, or similar feature in a line 100 feet
target's altitude by up to 20 feet in either long and 5 feet wide that blasts out from you in a
direction on your turn. If you are the target, you direction you choose. Each creature in the line
can move up or down as part of your move. must make a Dexterity saving throw. A creature
Otherwise, you can use your action to move the takes 8d6 lightning damage on a failed save, or
target, which must remain within the power's half as much damage on a successful one.
range.
The lightning ignites flammable objects in the
When the power ends, the target floats gently area that aren't being worn or carried.
to the ground if it is still aloft.
At Higher Levels. When you activate this power
Lightbeam using a power slot of 4th level or higher, the
damage increases by 1d6 for each slot level above
2nd level 3rd and a target becomes shocked on a failed save.

Activation Time: 1 action Locate Animals or Plants
Range: 120 feet
Roles: 2nd level
Duration: Concentration, up to 1 minute
Activation Time: 1 action (routine)
A glowing radiant beam of light shines down in a Range: Self
5-foot radius, 40-foot-high cylinder centered Roles:
on a point within range. Until the power ends, Duration: Instantaneous
dim light fills the cylinder.
Describe or name a specific kind of beast or
When a creature enters the power's area for plant. Concentrating on the voice of nature in
the first time on a turn or starts its turn there, it your surroundings, you learn the direction and
is engulfed in radiant light that causes searing distance to the closest creature or plant of that
pain, and it must make a Constitution saving kind within 5 miles, if any are present.
throw. It takes 2d10 radiant damage on a failed
save, or half as much damage on a successful
one.

A shapeshifter makes its saving throw with
disadvantage. If it fails, it also instantly reverts
to its original form and can't assume a different

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Aaliyah Johnson (Order #36367851)

Lock Hacking Major Illusion

2nd level 3rd level
Activation Time: 1 action
Range: Touch Activation Time: 1 action
Roles: Range: 120 feet
Duration: Instantaneous Roles:
Duration: Concentration, up to 10 minutes
Using an electronic hacking surge device, you
can unlock most ordinary locks. Choose an object With complex holograms, mental projections, or
that you can see within range. The object can be a magical illusions, you create the image of an
door, a box, a chest, a set of manacles, a padlock, object, a creature, or some other visible
or another object that contains a mundane or phenomenon that is no larger than a 20-foot
magical means that prevents access. cube. The image appears at a spot that you can
see within range and lasts for the duration. It
A target that is held shut by a common lock or seems completely real, including sounds, smells,
that is stuck or barred becomes unlocked, and temperature appropriate to the thing
unstuck, or unbarred. If the object has multiple depicted. You can't create sufficient heat or cold
locks, only one of them is unlocked. to cause damage, a sound loud enough to deal
thunder damage or deafen a creature, or a smell
If you choose a target that is held shut with that might sicken a creature.
arcane lock, that power is suppressed for 10
minutes, during which time the target can be As long as you are within range of the illusion,
opened and shut normally. you can use your action to cause the image to
move to any other spot within range. As the
When you use this power, loud beeping is image changes location, you can alter its
audible from as far away as 300 feet, emanating appearance so that its movements appear
from the target object. natural for the image. For example, if you create
an image of a creature and move it, you can alter
Mage Armor the image so that it appears to be walking.
Similarly, you can cause the illusion to make
1st level different sounds at different times, even making
Activation Time: 1 action it carry on a conversation, for example.
Range: Touch
Roles: Mystic Physical interaction with the image reveals it
Duration: 8 hours to be an illusion because things can pass through
it. A creature that uses its action to examine the
You are able to create a magical ward around a image can determine that it is an illusion with a
creature who isn’t wearing armor; a protective successful Intelligence (Investigation) check
magical force of energy surrounds it until the against your power save DC. If a creature
power ends. The target’s base AC becomes 13 + discerns the illusion for what it is, the creature
its Dexterity modifier. The power ends if the can see through the image, and its other sensory
target dons armor or if you dismiss the power as qualities become faint to the creature.
an action.
At Higher Levels. When you use a power slot of
At higher levels. When you activate this power 5th level, the power lasts until canceled, without
using a power slot of 4th level the range becomes requiring your concentration.
60 feet.

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Mass Ambro Medical Spray expels you and deals 50 bludgeoning damage to
you. If expelled, you fall prone in an unoccupied
3rd level space closest to where you first entered.

Activation Time: 1 action Mirror Image
Range: 60 feet
Roles: 2nd level
Duration: Instantaneous Activation Time: 1 action
Range: Touch
Through a device or gadget, you release a spray Roles:
of compressed aerosol ambro serum. Up to six Duration: 1 minute
creatures of your choice that you can see within Using magic, psionics, or a gadget, you create
range regain hit points equal to 1d4 + your power three illusory duplicates of yourself that appear
ability modifier. This power has no effect on in your space. Until the power ends, the
undead or constructs. duplicates move with you and mimic your
actions, shifting position so it's impossible to
At Higher Levels. When you activate this power track which image is real. You can use your
with a power slot of 4th level or higher, the action to dismiss the illusory duplicates.
healing increases by 1d4 for each power slot level
above 3rd. Each time a creature targets you with an attack
during the power's duration, roll a d20 to
Meld to Stone determine whether the attack instead targets one
of your duplicates.
3rd level
If you have three duplicates, you must roll a 6
Activation Time: 1 action (routine) or higher to change the attack's target to a
Range: Self duplicate. With two duplicates, you must roll an
Roles: 8 or higher. With one duplicate, you must roll an
Duration: 8 hours 11 or higher.

Your body is able to shift and merge into a stone A duplicate's AC equals 10 + your Dexterity
object or surface large enough to fully contain modifier. If an attack hits a duplicate, the
your body, melding yourself and all the duplicate is destroyed. A duplicate can be
equipment you carry with the stone for the destroyed only by an attack that hits it. It ignores
duration. Using your movement, you step into all other damage and effects. The power ends
the stone at a point you can touch. Nothing of when all three duplicates are destroyed.
your presence remains visible or otherwise
detectable by nonmagical senses. A creature is unaffected by this power if it can't
see, if it relies on senses other than sight, such as
While merged with the stone, you can't see blindsight, or if it can perceive illusions as false,
what occurs outside it, and any Wisdom as with bioscanner.
(Perception) checks you make to hear sounds
outside it are made with disadvantage. You
remain aware of the passage of time and can
activate powers on yourself while merged in the
stone. You can use your movement to leave the
stone where you entered it, which ends the
power. You otherwise can't move.

Minor physical damage to the stone doesn't
harm you, but its partial destruction or a change
in its shape (to the extent that you no longer fit
within it) expels you and deals 6d6 bludgeoning
damage to you. The stone's complete destruction
(or transmutation into a different substance)

150

Aaliyah Johnson (Order #36367851)


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