Mass Effect 5e - Player's Handbook
Adept
Adepts are biotic specialists, capable of disabling and killing enemies with raw biotic power. While they lack advanced combat training, they are the best at defeating enemies without firing a shot. They are outfitted with L5x implants that can spawn a micro-singularity, damaging enemies and pulling them into the air.
Spell Slots | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Barrier Ticks | Cantrips | 1st | 2nd | 3rd | 4th | 5th | |
1 | 2 | Barrier, Biotic Powers(2:1) | 2 | 3 | 3 | - | - | - | - | |
2 | 2 | Subclass Feature | 2 | 3 | 4 | - | - | - | - | |
3 | 2 | Biotic Powers(1:1) | 2 | 3 | 5 | - | - | - | - | |
4 | 2 | Ability Score Improvement | 2 | 3 | 6 | - | - | - | - | |
5 | 3 | Biotic Powers(2:2) | 2 | 4 | 6 | 2 | - | - | - | |
6 | 3 | Subclass Feature | 2 | 4 | 6 | 3 | - | - | - | |
7 | 3 | Biotic Powers(1:2) | 3 | 4 | 6 | 4 | - | - | - | |
8 | 3 | Ability Score Improvement | 3 | 4 | 6 | 5 | - | - | - | |
9 | 4 | Biotic Powers(2:3) | 3 | 4 | 6 | 5 | 1 | - | - | |
10 | 4 | Subclass Feature | 3 | 4 | 6 | 5 | 2 | - | - | |
11 | 4 | Biotic Powers(2:3) | 3 | 4 | 6 | 5 | 3 | - | - | |
12 | 4 | Ability Score Improvement | 3 | 4 | 6 | 5 | 4 | - | - | |
13 | 5 | Biotic Powers(2:4) | 4 | 5 | 6 | 5 | 4 | - | - | |
14 | 5 | Subclass Feature | 4 | 5 | 6 | 5 | 4 | 1 | - | |
15 | 5 | Biotic Powers(2:4) | 4 | 5 | 6 | 5 | 4 | 2 | - | |
16 | 5 | Ability Score Improvement | 4 | 5 | 6 | 5 | 4 | 2 | - | |
17 | 6 | Empowered Biotics | 4 | 5 | 6 | 5 | 4 | 2 | 1 | |
18 | 6 | Biotic Mastery | 4 | 5 | 6 | 5 | 4 | 3 | 1 | |
19 | 6 | Ability Score Improvement | 5 | 5 | 6 | 5 | 4 | 3 | 2 | |
20 | 6 | Signature Biotics | 5 | 5 | 6 | 5 | 4 | 3 | 3 |
Hit points
- Hit dice: 1d6 per level
- Hit Points at 1st level: 6 + Constitution modifier
- Hit Points at higher levels: 1d6 (or 4) + Constitution modifier
Proficiencies
- Armor: Light
- Weapons: Heavy Pistols and choose one from Melee or SMGs
- Saving Throws: Charisma & Wisdom
- Skills: Choose three from Acrobatics, Deception, History, Insight, Intimidation, Performance, Sleight of hand, and Survival
Spellcasting
Cantrips
At 1st level, you know a number of cantrips equal to the amount listed in the cantrips column of your class's progression table. At higher levels, when the number of cantrips increases on your progression table, you can choose to learn a new cantrip or advance a cantrip you already know.
Learning and advancing spells
Your class progression table indicates when you can learn new spells. Once you have learned a spell you do not need to "prepare" it, instead the spell is always at your disposal.
Instead of learning a new spell, you may instead choose to advance a spell you've already learned. In this case, you would select one of the advancement options listed on the spell card. You cannot advance a spell twice and you cannot learn and advance a spell at the same time.
Casting Spells
The Adept progression table shows how many spell slots you have to cast your biotic spells of 1st level and highter. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability
Adepts have an L5x biotic implant which requires conscious control over their nervous system. As an Adept, you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a biotic spell you cast and when making an attack roll with one.
Starting Equipment
- M-3 Predator or M-4 Shuriken
- Omni-Blade or Monomolecular Blade
- Stock Light Armor
- CommandoCommandos don't need heavy weapons because they ARE the heavy weapon. Their features improve both the damage potential and throughput of their biotic spells, making them a deadly force.keyboard_arrow_down
Pure Biotics
Your skill in dealing damage with biotic force powers is unmatched. Add your proficiency bonus to all force damage dealt by your biotic spells.
Expert Biotic
Casting biotic spells comes so easily to you that it expends only a fraction of your efforts. When you cast a biotic spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast.
Biotic Split
When you cast a biotic spell that targets only one creature, you can have it target a second creature.
Overchannel
You can increase the power of your simpler biotics. When you cast a biotic spell of 1st or 2nd level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 psychic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
- BlackstarBlackstars prefer controlling the battlefield over raw power. They can shape their biotic powers to avoid hurting friends and gain unique benefits to biotic control spells like Life, Singularity, and Stasis.keyboard_arrow_down
Sculpt Biotics
You can create pockets of relative safety within the effects of your biotic spells. When you cast a biotic spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Bend Luck
You've mastered the art of using small mass effect fields to slightly alter the outcome of other creature's actions. It might be a small burst under the muzzle of a gun to throw off the attacker's aim. Or negative field around a friendly creature as leaps away from a grenade, moving it out of damage's way.
When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
You can use Bend Luck a number of times equal to half of your Adept level (minimum 1) before you finish a long rest.
Focused Biotics
While you are concentrating on a biotic spell, your concentration can't be broken as a result of taking damage.
Biotic Control
At 14th level, you've increase your mastery with biotic spells that control the battlefield. Gain the following benefits to the spells below:
Spell Improvement Lift When casting Lift, you are considered to have both advancement options. Pull When you cast pull, you may target 2 creatures. Make a ranged spell attack for each target. Singularity Large or smaller objects and creatures are affected by singularity. Stasis Targets have disadvantage on their saving throw. - DisruptorDisruptors have learned to tap into dark energy, improving biotic abilities that tear apart their adversaries from within. They also specialize in maintaining spells with intense focus.keyboard_arrow_down
Dark Biotics
Your skill in dealing damage with withering biotic powers is unmatched. Add your proficiency bonus to all necrotic damage dealt by your biotic spells.
Biotic Surge
Starting at 6th level, you can empower your biotics that unleash harm on groups of foes. When you force multiple creatures to make saving throws against the damage of one of your spells, you can increase the spell's damage by rolling two more of its damage dice. This increase occurs only on the turn you cast the spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Potent Biotics
When you roll a 1 or 2 on a damage die for a spell that deals necrotic damage, you can reroll the die and must use the new roll.
Biotic Concentration
Starting at 14th level, you can push your biotic implant to the limit. If you are already maintaining a concentration spell, you can cast another spell that requires concentration and maintain it. If you take damage you must make 2 Constitution saving throws to maintain the spells.
Once you use this feature, you can't use it again until you finish a short or long rest.
- 1st-levelAlter Center MassC1 minute30mCON Savedebuffkeyboard_arrow_down
Alter Center Mass
1st-levelActionC1 minute30m- CON Save
- debuff
Up to three creatures of your choice that you can see within range must make Constitution saving throws as you generate minor mass effect fields that alter their center mass. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target two additional creature for each slot level above 1st.
Advancement Options
DisorientCreatures that fail the saving throw become disoriented. Until the end of your next turn, attacks made against the creature has advantage and the creature can't take reactions.DebilitateCreatures that fail the saving throw can barely move. Until the end of your next turn, the creature's speed becomes 0 and it automatically fails Dexterity saving throws. - 4th-levelAnnihilation FieldC1 minuteSelf (4m)CON Savenecrotickeyboard_arrow_down
Annihilation Field
Primes (necrotic)
4th-levelActionC1 minuteSelf (4m)- CON Save
- necrotic
- damage
Spin a field of dark energy originating from you in a 4m radius sphere. The field moves with you and reduces your movement speed by half.
Each creature within the sphere must make a Constitution saving throw. A creature takes 12d6 necrotic damage on a failed save or half as much damage on a successful one. A creature must also make the saving throw when it enters the field's space for the first time on a turn or ends its turn there.
Any creature within the sphere is primed (necrotic). This condition ends immediately if the creature leaves the sphere.
At Higher Levels: When you cast this spell using a spell slot of 5th level, increase the radius by 4m.
Advancement Options
DisorientCreatures that fail the Constitution saving throw have disadvantage on their next attack roll.PhasicAnnihilation Field's damage bypasses shields. - 2nd-levelBacklashC1 minuteSelfprotectionkeyboard_arrow_down
Backlash
2nd-levelReaction, which you take when you are hit by an attackC1 minuteSelf- protection
Generate a frontal biotic aegis barrier with 15 hit points. If a creature you can see hits you with an attack while the aegis is active, including the triggering attack, split the damage equally between yourself and the aegis. If the attack is a ranged weapon attack from a non-heavy weapon, the portion of the damage that would be dealt to you is dealt to the attacking creature instead.
If the damage is an odd number, you may choose where the extra 1 damage is dealt.
If damage that would be dealt to the aegis is greater than its remaining hit points, deal any remaining damage to yourself.
When the aegis drops to 0 hit points the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the aegis's hit points increase by 10 for each slot level above the 2nd.
Advancement Options
DurableIncrease the aegis's hit points to 30.Counter strikeIf you cast Backlash as a reaction against a melee attack, gain an attack of opportunity against the attacking creature. - cantripBarrier DetonationInstantSelf (2m)controlkeyboard_arrow_down
Barrier Detonation
cantripBonus ActionInstantSelf (2m)- control
Expend all of your remaining barrier ticks to create a negative mass effect field in a 2m sphere originating from you. Each Medium or smaller creature or object within the sphere must succeed on Dexterity saving throw or becomes lifted. If you expend at least 4 barrier ticks, Large targets must make the saving throw.
Increase the range of the sphere by 2m at 5th level (4m), 11th level (6m), and 17th level (8m).
Advancement Options
Shaped LiftYou may choose the shape of the detonationHeavy LiftLarge and smaller creatures and objects are affected. - 2nd-levelBiotic OrbsC1 minute40mRanged Attackforce (...)keyboard_arrow_down
Biotic Orbs
Detonates
2nd-levelActionC1 minute40m- Ranged Attack
- force
- damage
- buff
Summon 3 biotic orbs that float around you, fueling your biotic energies. As an action, you may expend an orb and make a ranged spell attack on a creature within 40m. On a hit, deal force damage equal to 2d10 + your spellcasting ability modifier.
As an action, you may expend 3 orbs to cast a spell using your highest available spell slot. Casting a spell in this way does not consume the spell slot.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by 2 for each slot level above the 2nd.
Advancement Options
Improved OrbsYou many expend 2 orbs to cast a spell using your highest available spell slot.RetributionAs a reaction to taking damage, you may expend all of your remaining biotic orbs. For each expended orb, make a ranged spell attack on a target you can see within range. You can direct all attacks to hit one creature or several. - cantripBiotic PunchInstantTouchMelee Spell Attackbludgeoning (...)keyboard_arrow_down
Biotic Punch
Detonates
cantripActionInstantTouch- Melee Spell Attack
- bludgeoning
- damage
- buff
Increase the mass of your fist and strike at a target. Make a melee spell attack on a target creature or object within range. On a hit, deal 1d8 bludgeoning damage. If you have an active barrier, gain 2 barrier ticks and reset the duration of your barrier to 1 minute.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)
Advancement Options
Efficient PunchOn a hit, gain 3 barrier ticks.Siphoning StrikeOn a hit, instead of gaining barrier ticks, gain 10 shield points. - 4th-levelBiotic SphereC1 minuteSelf (6m)wardingkeyboard_arrow_down
Biotic Sphere
4th-levelActionC1 minuteSelf (6m)- warding
A shimmering barrier with 100 hit points extends out from you in a 6m sphere and moves with you, remaining centered on you and hedging out hostile creatures. If a hostile creature is within the sphere when you cast this spell, it is pushed outside of the sphere's radius.
Any attack against a creature or targeted at a location within the sphere automatically hits the barrier instead. The barrier automatically fails any saving throws.
The barrier dissipates when it has 0 hit points. If an attack would deal more damage than the remaining hit points of the barrier, it soaks all of the damage and then dissipates.
At Higher Levels: When you cast this spell using a spell slot of 5th level, the barrier's health increases by 50 hit points.
Advancement Options
Infuse AmmoFriendly creatures inside the sphere add 1d6 force damage to all ranged weapon attacks against creatures outside of the sphere. This damage can detonate primed targets.ArmoredThe sphere has resistance to bludgeoning, piercing, slashing, and thunder damage, but only has 75 hit points. - 3rd-levelBiotic WallC10 minutes20mcontrolkeyboard_arrow_down
Biotic Wall
3rd-levelActionC10 minutes20m- control
With an immense positive charge, create an invisible mass effect field that acts like a wall at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 4m, or you can shape a flat surface made up of ten 2m by 2m panels. Each panel must be contiguous with another panel. In any form, the wall is 1 cm thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage.
Advancement Options
Lifting WallIf a creature comes within 2m of the wall, you can use your reaction to make a pocket of negatively charged space near the creature's location. It must pass a Strength saving throw or become lifted until the end of your next turn.Shifting WallAs a bonus action, you can either move the wall up to 6m in any direction, rotate the wall up to 180 degrees, or reshape the wall within the parameters listed above. - 1st-levelCatapult20m (30m)DEX Savebludgeoningkeyboard_arrow_down
Catapult
1st-levelAction20m (30m)- DEX Save
- bludgeoning
- damage
Choose one object weighing 1 to 10 kilos (about 2 to 20 lbs.) within range that isn't being worn or carried. The object flies in a straight line up to 30m in a direction 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 creature and stops moving. When the object strikes something, the object and what it strikes each take 3d10 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 kilos (10lbs), and the damage increases by 2d10, for each slot level above 1st.
Advancement Options
SalvoWhen you cast Salvo, you may target a number of objects equal to or less than your spellcasting modifier. The combined weight of the objects cannot exceed the maximum weight limit of the spell (10 kilos at 1st level, 12 kilos at 2nd level, etc).CounterstrikeYou may cast catapult as a reaction when you see a creature within 30m of you casting a spell or making a weapon attack. If the object would strike a creature casting a spell, the creature automatically fails its Dexterity saving throw and must succeed on a Constitution saving throw or the spell fails and has no effect (DC 10 or half the damage done by catapult, whichever is higher). If object would strike a creature making a weapon attack, you impose disadvantage on the attack roll whether or not the creature fails its Dexterity saving throw. - cantripDark ChannelC1 minute40mRanged Attacknecrotickeyboard_arrow_down
Dark Channel
Primes (necrotic)
cantripActionC1 minute40m- Ranged Attack
- necrotic
- damage
Make a ranged spell attack on a creature you can see within range. On a hit, you plague the target with a persistent, damaging biotic field. The creature is primed (necrotic) and takes 1d6 necrotic damage and 1d6 necrotic damage at the start of your turn while you maintain the spell. If the creature dies, Dark Channel transfers to the nearest hostile creature within 10m of the target.
The damage increases by 1d6 when you reach the 5th level (2d6), 11th level (3d6) and 17th level (4d6).
Advancement Options
CrippleIf the affected creature would make a saving throw or attack roll, as a reaction you may increase the severity of Dark Channel. The affected creature must roll a d4 and subtract the number rolled from the attack roll or saving throw.Improved DamageIncrease the damage die type to d10 - 3rd-levelDark SphereC1 minuteSelf (4m)DEX save(...)necrotickeyboard_arrow_down
Dark Sphere
Primes (necrotic)
3rd-levelActionC1 minuteSelf (4m)- DEX save
- CON save
- necrotic
- damage
Launch a slow-moving, 4m wide sphere of dark energy in a straight line in front of you. It moves 4m this turn and at the end of each of your subsequent turns. Each creature caught in the sphere's path becomes primed (necrotic) until the end of its next turn and must make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to 6d8 + your spellcasting ability modifier, or half as much on a successful one.
At the start of your turn, if the sphere has traveled at least 20m, it detonates and the spell ends. Each creature within a 6m radius must make a Constitution saving throw. On a failed save a creature takes necrotic damage equal to 6d8 + your spellcasting ability modifier or half as much damage on a successful one. This damage detonates any primed targets.
You can use an action to detonate the sphere before it travels 20m. If you lose concentration while casting the spell, it does not detonate.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Advancement Options
ControlBefore the sphere moves, you may change its direction and speed. Its speed becomes 4m, 6m, or 8m.AmplifyAdd 1d8 to the detonation damage for each 4m the sphere travels. - 3rd-levelDominateC1 minute30mWIS Savecontrolkeyboard_arrow_down
Dominate
3rd-levelActionC1 minute30m- WIS Save
- control
Target an organic creature within 30m. It must succeed on a Wisdom saving throw or it becomes Dominated (it is considered charmed and can't use spells or abilities). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
On its turn, the dominated creature attacks the closest creature hostile to the spell caster, making a ranged weapon attack or melee attack if it does not have a weapon. If there are no hostile creatures within range, the dominated creature uses its turn to dash towards the closest hostile creature.
Each time the dominated creature takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 4th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 5th-level spell slot, the duration is concentration, up to 1 hour.
Advancement Options
Total ControlYou take the dominated creature's action. You may use its spells and abilities.DamageWhile the creature is dominated, it takes 4d6 psychic damage at the end of its turn. This damage bypasses shields and does not proc an opportunity to end Dominate. - 4th-levelFlareInstant50mDEX Saveradiantkeyboard_arrow_down
Flare
Detonates
4th-levelActionInstant50m- DEX Save
- radiant
- damage
Rapidly altering the mass of air particles creates radioactive projectiles that seek out the targets and explode. Choose up to 4 creatures that you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn and takes radiant damage equal to 6d12. On a successful save, a creature takes half damage, but suffers no other negative effect.
At Higher Levels: When you cast this spell using a spell slot of 5th level, increase the damage by 2d12.
Advancement Options
Improved BlindEach creature is blinded no matter the result of its saving throw.Heat seeking flareInstead of choosing 4 targets, you may instead choose 1. If you do so, the target has disadvantage on the saving throw. Increase the damage by 4d12. - 2nd-levelFlyC10 minutesSelfmovementkeyboard_arrow_down
Fly
2nd-levelActionC10 minutesSelf- movement
Create a negative mass effect field around yourself allowing you to move freely through the air. During the duration of this spell, you gain a flying speed of 20m. When the spell ends if you are still aloft, you fall to the ground.
Advancement Options
SpeedYou may cast Fly as a bonus action. Increase the fly speed to 30mExtended CastThe duration of fly becomes 30 minutes. - 1st-levelLanceInstant50mRanged Attackforcekeyboard_arrow_down
Lance
Detonates
1st-levelActionInstant50m- Ranged Attack
- force
- damage
Release a lance of energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to 3d8 + your biotic modifier.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above the 1st.
Advancement Options
Anti-shieldLance deals an additional 2d4 lightning damage. This damage increases by 2d4 for each spell slot level above the first.Improved DamageIncrease the damage die type to d12. - 2nd-levelLashC1 minute20mRanged Attackforce (...)keyboard_arrow_down
Lash
Primes (force)
2nd-levelActionC1 minute20m- Ranged Attack
- force
- damage
- control
Make a ranged spell attack on a target you can see within range. On a hit, the target takes 4d8 force damage and becomes grappled. While grappled the creature is primed (force). To escape the grapple, the creature must succeed on a contested Strength (Athletics) check against your Constitution. This spell also ends if the creature is hit with a detonating attack or if you move more than 20m away from the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the damage increases by 2d8 for each slot level above the 2nd.
Advancement Options
Improved GrappleThe grappled creature has disadvantage when trying to escape.Improved DamageIncrease the damage die type to d12. - cantripLiftC10 minutes40mcontrolkeyboard_arrow_down
Lift
cantripActionC10 minutes40m- control
You can manipulate light objects with a series of mass effect fields. When you cast this cantrip, you can try to move an object that weighs up to 10 kgs (~20 pounds). If the object isn't being worn or carried, you automatically move it up to 10 meters in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 10 meters in any direction but not beyond the range of this spell.
Advancement Options
MagicianYou can exert fine motor control over the object, such as manipulating a simple tool or removing an object from a container.Improved LiftYou can manipulate an object that weighs up to 25 kgs (~55 pounds). - cantripPhase DisruptorInstant40mRanged Attackforcekeyboard_arrow_down
Phase Disruptor
Detonates
cantripActionInstant40m- Ranged Attack
- force
- damage
You focus the energy of your barrier into a high-powered beam at a target creature or object within range. Remove 1 barrier tick and make a ranged spell attack on that target. On a hit, the creature takes 3d4 force damage.
You may use additional barrier ticks to create more than one beam at higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Advancement Options
Improved DamageIncrease the damage die type to d6.CrippleCreature's hit by Phase Disruptor have disadvantage on their next attack roll. - 1st-levelPullC10 minutes30mRanged Attackcontrolkeyboard_arrow_down
Pull
Primes (force)
1st-levelActionC10 minutes30m- Ranged Attack
- control
Make a ranged spell attack on a Medium or smaller creature or object within range. On a success, you create a mass effect field around the target and it becomes lifted 2m in the air. While you maintain this spell, as a bonus action, you can move the target up to 4m in any direction. If you move the target further than 30m away from you, the spell ends and the target falls to the ground.
Advancement Options
Heavy PullYou may target a Large or smaller creature or object.GripWhile maintaining this spell, you may use your bonus action to increase pressure around the target, dealing 2d6 bludgeoning damage. - 1st-levelReaveInstant50mRanged Attacknecrotic (...)keyboard_arrow_down
Reave
Primes (necrotic)
1st-levelActionInstant50m- Ranged Attack
- necrotic
- damage
- debuff
Hurl an orb of dark energy at one creature within range. Make a range spell attack against the target. On a hit, you deal 2d10 necrotic damage and the target becomes primed(necrotic) until the end of your next turn. The target also has disadvantage on their next attack, ability check, or saving throw. This disadvantage lasts one minute or until the target becomes incapacitated.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increase the damage by 2d10 for each level above the 1st.
Advancement Options
Area ReaveThe orb becomes unstable and explodes when it reaches the target. Hit or miss, the target and each creature within 2m of it must succeed on a Constitution saving throw or take 2d6 necrotic damage. This damage increases by 2d6 for each spell slot level above the first.Immediate DetonationWhen you hit a target with reave, it detonates the primed condition at the end of your turn. - 1st-levelShockwaveInstantSelf (10m)DEX Saveforcekeyboard_arrow_down
Shockwave
Detonates
1st-levelActionInstantSelf (10m)- DEX Save
- force
- damage
Create a cascading shockwave in a 2m wide by 10m long line originating from you. Each creature caught in the line must make a Dexterity saving throw. On a failed save, a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above the 1st.
Advancement Options
Controlled ShockwaveThe shockwave travels 16m. You may change the direct of the line every 4m.Improved DamageIncrease damage die type to d10 - 3rd-levelSingularityC1 minute30m (4m)STR Savecontrolkeyboard_arrow_down
Singularity
Primes (force)
3rd-levelActionC1 minute30m (4m)- STR Save
- control
Create a negative mass effect field in a 4m sphere at a target location within range. Each creature or object within the sphere's radius must succeed on a Strength saving throw or becomes lifted. Only Medium or smaller creature and objects are affected. Any creature or object that enters the sphere for the first time or ends its turn there must succeed on a Strength (Athletics) check or they are drawn into the sphere and become lifted.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the size of the sphere by 4m per spell slot above the 3rd.
Advancement Options
Heavy SingularityCreatures have disadvantage when making the Strength saving throw or Strength (Athletics) check.DamageAny creature within singularity's radius is primed (necrotic) and takes 1d8 necrotic damage at the end of each of your turns. - cantripSlamInstant30mbludgeoningkeyboard_arrow_down
Slam
cantripActionInstant30m- bludgeoning
- damage
Target a lifted creature or object and slam it to the ground dealing 2d8 bludgeoning damage and knocking it prone. The target is no longer lifted.
The number of targets increases by 1 when you reach 5th level (2), 11th level (3) and 17th level (4)
Advancement Options
StunIf the target is a creature, it must pass a Constitution saving throw or becomes stunned until the end of your next turn.ReactionWhen a creature or object you can see becomes lifted, you may cast Slam on it as a reaction. - cantripSlow FallC1 minute10mmovementkeyboard_arrow_down
Slow Fall
cantripReaction, which you take when you or a creature within 10m of you fallsC1 minute10m- movement
When you or a creature within 10m of you falls, choose up to five falling creatures within range. Create a negative mass effect field around each creature, slowing the rate of descent to 20m per round. If the creature lands before the spell ends, it takes no Falling damage and can land on its feet, and the spell ends for that creature.
Advancement Options
Improved DurationIncrease the duration to 5 minutesNavigateAs you fall, you can direct your fall by 2m in any direction except up. You may do this once per round. - 2nd-levelStasisC1 minute30mSTR Savecontrol (...)keyboard_arrow_down
Stasis
Primes (force)
2nd-levelActionC1 minute30m- STR Save
- control
- debuff
Lock a target in a high-gravity mass effect field. Choose a creature you can see within range. The creature must make a Strength saving throw. On a failed save, the creature is paralyzed, primed (force), and has resistance to all damage for the duration of the spell. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends. A detonating attack immediately ends the spell.
Advancement Options
ShatterWhen stasis ends via a successful saving throw or detonating attack, the target takes 2d8 force damage for each round of combat it was in stasis.Deep StasisThe creature has disadvantage on its saving throws to escape Stasis. - 4th-levelStormC1 minute20m (8m)STR Saveforce (...)keyboard_arrow_down
Storm
4th-levelActionC1 minute20m (8m)- STR Save
- force
- necrotic
- damage
- control
An 8m-radius sphere of rapid shifting mass effect fields springs into existence centered on a point you choose within range, creating a dangerous whirlwind of debris and energy. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw. On a failed save, a creature takes 8d10 force damage or half as much on a successful one. The sphere’s space is difficult terrain.
At Higher Levels: When you cast this spell using a spell slot of 5th level, the damage increases for each of its effects by 2d10.
Advancement Options
Necrotic BoltsUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of necrotic energy to leap from the center of the sphere toward one creature you choose within 20m of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d10 necrotic damage. Necrotic bolts can detonate primed targets.Growing StormWhile the spell is maintained, the storm's radius grows by 2m at the start of your turn. - cantripThrowInstant40mRanged Attackforcekeyboard_arrow_down
Throw
Detonates
cantripActionInstant40m- Ranged Attack
- force
- damage
Make a ranged spell attack on a target you can see within range. On a hit, the target takes force damage equal to 1d8 force damage. If the target is Medium or smaller, it is pushed backwards 10m.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)
Advancement Options
Radial BlastOn a hit, the damage is dealt to each creature within a 2m radius of the target.Improved DamageIncrease the damage die type to d12 - 3rd-levelVortexInstantSelf (10m)DEX Saveforcekeyboard_arrow_down
Vortex
3rd-levelActionInstantSelf (10m)- DEX Save
- force
- damage
You intertwine negative and positive mass effect fields to create a swirling vortex. Creatures within a 10m cone must make a Strength saving throw. On a failed save a creature takes 6d10 force damage, or half as much damage on a successful one.
Creatures that fail the saving throw are thrown 1d6 + 2m away from you and become prone.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the damage by 2d10 for each slot level above the 3rd.
Advancement Options
RadialYou may cast the vortex in a 6m radius sphere centered on you instead.DamageIncrease the damage to d12 - 2nd-levelWarpInstant40mRanged Attacknecrotickeyboard_arrow_down
Warp
Primes (necrotic)
2nd-levelActionInstant40m- Ranged Attack
- necrotic
- damage
Make a ranged spell attack on an organic creature you can see within range. On a hit, you generate a rapidly shifting mass effect field inside the target dealing necrotic damage equal to 3d10 + your spellcasting ability modifier. In addition, the target is primed (necrotic) until the end of its next turn. This damage bypasses shields.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d10 for each slot level above the 2nd.
Advancement Options
Internal BleedingThe shifting causes internal bleeding. At the start of each of your turns, the target suffers 1d6 damage from blood loss, bypassing its shields. This effect ends if the creature uses medi-gel or if it or another creature passes a DC 10 Wisdom (Medicine) check to stabilize the bleeding.DisorientA target hit by warp must pass a Constitution saving throw. On a failed save, the force of warp is so intense the target is stunned until the end of its next turn.