Mass Effect 5e - Player's Handbook
Engineer
The Engineer is a tech specialist, able to quickly and easily manipulate the environment with specific talents, and repair or modify technical equipment. Gameplay focus is on shaping the battlefield during combat, healing the party, and debuffing enemies (disabling weapons and lowering shields).
Level | Proficiency Bonus | Features | Tech Points | Max TP | |
---|---|---|---|---|---|
1 | 2 | Drone, Tech Power(2) | 4 | 2 | |
2 | 2 | Subclass Feature | 6 | 2 | |
3 | 2 | Engineer's Efficiency | 8 | 3 | |
4 | 2 | Ability Score Improvement | 10 | 3 | |
5 | 3 | Tech Power(2) | 12 | 4 | |
6 | 3 | Subclass Feature | 14 | 4 | |
7 | 3 | Tech Power(2) | 16 | 5 | |
8 | 3 | Ability Score Improvement | 18 | 5 | |
9 | 4 | Tech Power(2) | 20 | 5 | |
10 | 4 | Subclass Feature | 22 | 6 | |
11 | 4 | Tech Power(2) | 24 | 6 | |
12 | 4 | Ability Score Improvement | 26 | 6 | |
13 | 5 | Tech Power(2) | 28 | 7 | |
14 | 5 | Subclass Feature | 30 | 7 | |
15 | 5 | Tech Power(2) | 33 | 8 | |
16 | 5 | Ability Score Improvement | 36 | 8 | |
17 | 6 | Tech Power(2) | 39 | 9 | |
18 | 6 | Subclass Feature | 42 | 9 | |
19 | 6 | Ability Score Improvement | 44 | 10 | |
20 | 6 | Invention | 50 | 10 |
Hit points
- Hit dice: 1d8 per level
- Hit Points at 1st level: 8 + Constitution modifier
- Hit Points at higher levels: 1d8 (or 5) + Constitution modifier
Proficiencies
- Armor: Light, Medium
- Weapons: Heavy Pistols and choose one from Assault Rifles, Melee or SMGs
- Saving Throws: Constitution & Intelligence
- Skills: Choose three from Athletics, Electronics, Engineering, History, Investigation, Medicine, Science, and Vehicle Handling
Spellcasting
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 Engineer progression table shows how many tech points you have to cast your tech spells. To cast one of these spells, you must expend a number of tech points as listed on the spell. However, most tech spells have a variable cost. In these cases, you must spend at least 1 tech point but you cannot spend more than the number listed in your progression table's "Max TP" column.
You regain 1d4 tech points at the end of a short rest and all of your tech points at the end of a long rest.
Spellcasting Ability
Engineers use a highly modified Omni-tool that requires a keen intellect to maintain. As an Engineer, you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech spell you cast and when making an attack roll with one.
Starting Equipment
- M-3 Predator, M-4 Shuriken or M-8 Avenger
- Omni-Taser, Omni-Blade or Omni-Torch
- Stock Light Armor or Stock Medium Armor
- DemolisherDemolishers are explosive specialists with eye for combat. While not as skilled as a Soldier or Infiltrator, they make up for it with by covering the battlefield with grenades and heavy weapon fire.keyboard_arrow_down
Advanced Weapon Holsters
You've outfitted your armor with special rigs that make carrying weapons a cinch. You can have up to 4 weapons equipped. If using the Encumbrance (Variant) rule, your carry weight is doubled.
Weapon Training
Gain proficiency with an additional weapon type.
Makeshift Grenades
Your omni-tool is so advanced, you can use tech points to create a specific grenade. Choose a grenade from the grenade list, it is permanently programmed into your Omni-tool.
As an action, you can spend 3 tech points to create and use a grenade of that type. You cannot replenish a grenade or gift a grenade with this ability.
You can spend 8 hours of programming to exchange your selected grenade with a different one.
Extra Attack
Beginning at the 6th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Heavy Weapon Hack
When your heavy weapon runs out of ammo, you can jerry-rig an additional use for 3 tech points. You must finish a short or long rest before you can use this ability again.
Fighting Style
Choose a fighting style from the list below.
Style Perk Assault When you take the burst fire action, the size of the cube increased by 2m and you add your proficiency bonus to the DC of the saving throw. Brawler Add your proficiency bonus to your melee attack damage rolls. Carnage When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll. Close-Quarters Shooter When making a ranged attack while you are within 2m of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover against targets within 10m of you. Defense +1 AC Gunslinger When you take the Attack action and attack with a light ranged weapon that you’re holding in one hand, you can use a bonus action to attack with a different light ranged weapon that you’re holding in the other hand. The Free Hand When holding no more than one light, non-two-handed weapon, you gain a +2 bonus to hit with ranged spell and tech attacks Protection When a creature you can see attacks a target other than you that is within 2m of you, you can use your reaction and expend one barrier tick to impose disadvantage on the attack roll. Sniper If no hostile creature is within 10m of you, gain +2 to damage rolls on attacks made with a sniper rifle. Makeshift Grenades
At 14th level, you can have 2 grenades programmed into your Omni-tool at once. In addition, you can create and use a grenade with this ability as an Attack action.
Paint by Number
You're an artist and a targeting laser is your paintbrush. When using a Heavy Weapon that requires a round of Targeting, you may target and fire on the same turn.
- Drone JockeyA drone jockey forms a bond with their mechanical companion, giving it a body, name and increasing its potency on the battlefield.keyboard_arrow_down
Drone Companion
With 8 hours of work and the expenditure of 5000 credits worth of materials, you augment one of your drone's VI into a rudimentary AI, then create a synthetic body, transfering the AI into the body. Choose one of the following drones: assault, combat, defense, recon, rocket.
If your drone companion is ever slain, 8 hours of work and the expenditure of 2500 credits worth of materials, can create a new body and replicate the AI from a backup.
You can still summon a temporary drone using your tech points.
Drone's Bond
Your drone companion gains a variety of benefits while it is linked to you.
- The drone companion loses its Multiattack action, if it has one.
- THe drone companion loses its vulnerability to lightning damage.
- The drone companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. It has advantage on saving throws against any ability that tries to influence its actions.
- Your drone companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a drone companion also adds its proficiency bonus to its AC and to its damage rolls.
- Your drone companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
- For each level you gain after the 2nd, your drone companion gains an additional hit die and increases its hit points 1d8 (or 5) + its constitution modifier.
- Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
- Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The Engineer who created me is a beloved companion for whom I would gladly give my life.”
Choose your companion's trait, or roll on the table below.
Roll Trait 1 Designation: Large. Assessment: Falls hard. 2 Eliminate! 3 Scanning for enemies...Scanning for enemies...Scanning for enemies 4 Analyzing target...Weakness identified 5 Calculating all variables...optimal action determined. 6 Prioritizing...Maker's Life greater than Maker's friends' lives greater than Self-preservation Choose your companion's flaw, or roll on the table below.
Roll Flaw 1 Probability of survival: 0.00234% 2 Friendly creature in range. Activating CUTE protocol 3 Electrical current detected. Priority: avoid 4 This workspace can can be optimized for 15% more efficiency 5 Organic life requires constant monitoring and prompting to ensure optimal nutrition and peak health! 6 Other VI's must not be trusted Coordinated Attack
Beginning at 6th level, you and your drone companion form a more potent fighting force. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make an attack.
Drone's Defense
At 10th level, your companion gains 10 shield points and 5 regen. Additionally, while your companion can see you, it has advantage on all saving throws.
Assault Protocol
At 14th level, your companion can use its action to make an attack against each creature within 2m of it or each creature within 2m of you. It makes a separate attack roll for each target.
Drone's Defense
At 18th level, your companion gains 10 shield points and 5 regen. Additionally, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
- MedicThe name says it all. As a medic, you'll be one on the field that can dress a wound and get your comrades back into fighting shape.keyboard_arrow_down
Repair Drone
At 2nd level, you gain proficiency with Medicine. If you are already proficient in Medicine, you may choose another skill to become proficient in.
Add the Repair drone to the list of drones available for you to summon.
Medi-gel Enhancements
You can spend 6 hours in a lab or similar environment using drugs to enhance the capabilities of standard medi-gel. It takes 2 hours to craft a single enhancement, but you can apply that benefit to any number of medi-gel cartridges. To craft another enhancement takes an additional 6 hours. Instead of using time to limit this feature, your GM can choose to allow you to add X divided by 2 (rounded up) enhancements, where X is your Intelligence modifier; then, you must finish a long rest before you can create new enhancements. Only one enhancement can be added to a medi-gel cartridge.
When creating an enhancement, choose from the list below:
Name Enhancement Stimulant After using this medi-gel, you have advantage on the next saving throw or attack roll you make within 1 minute. Opioid Within 1 minute of using this medi-gel, if you would fall below 0 hit point but not outright die, you may fall to 1 hit point instead. Steroid After using this medi-gel, add +2 damage to all melee damage for 1 minute. Minagen X3 After using this medi-gel, gain +2 damage to all biotic spells and cantrips for 1 minute. Videlicet After using this medi-gel, gain +2 bonus to all ranged tech attacks for 1 minute. Styptic Increase the potency of the medi-gel by 1 level (maximum level is Superior) Shield Boost
As an action, choose up to 5 friendly creatures with shields you can see. Hack into their armor system and use a brute force algorithm to overload their kinetic barrier. Roll 4d8. Each creature immediately gains that many shield points, even if their total shield point capacity is less than the amount rolled.
Once you use this feature, you must finish a short or long rest before you can use it again.
Repair Drone
At 14th level, when you summon a Repair drone, you summon an improved version of it. It gains twice its hit points and shields, +2 AC, and can cast the First Aid ability 5 times per day and casts a 2 tech point version of it.
Supply Pylon
Call in a Supply Pylon to a location within 4m. At the start of your next turn, the pylon arrives. If any creature is standing in the targeted location, the creature must make a Dexterity saving throw, it has advantage on this saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is knocked prone.
Once the pylon has landed, friendly creatures (including you) within melee range can spend 1 action accessing the pylon to gain a single resource listed below:
- Gain 1 Heavy Weapon ammo charge
- Gain 10 TP
- Gain 5 levels worth of Spell slots
- Gain 2 Enhanced medi-gel
- Gain 2 grenades
Once you use this feature, you cannot use it again until you finish a long rest.
- 3-tpAI HackingInstant20mINT Savecontrolkeyboard_arrow_down
AI Hacking
3-tpActionInstant20m- INT Save
- control
Spend 3 tech points per creature size and choose a synthetic within 20m (e.g. 3 tech points for small, 6 tech points for medium, 9 tech points for large). The synthetic must succeed on an Intelligence saving throw or becomes hacked (considered {charmed}). A hacked synthetic won't attack friendly creatures and can't use spells or abilities. On its turn, the hacked synthetic attacks the closest hostile creature, making a ranged weapon attack or melee attack if it does not have a weapon. If it doesn't have a weapon and there are no hostile creatures within melee range, the hacked synthetic uses its turn to dash towards the closest hostile creature. Each time the synthetic takes damage, it makes a new Intelligence saving throw against the spell. If the saving throw succeeds, the spell ends.
Advancement Options
Total ControlYou take the hacked synthetic's action. You may use its spells and abilities.DamageWhile the synthetic is hacked, it takes 2d6 shock damage at the end of its turn. This damage does not proc an opportunity to end the spell. - X-tpCryo BeamInstantSelf (6m)DEX save(...)coldkeyboard_arrow_down
Cryo Beam
Primes (cold)
X-tpActionInstantSelf (6m)- DEX save
- STR save
- cold
- damage
You spend tech points to blast a stream of liquid hydrogen from your omni-tool. Each creature in a 6m cube becomes {primed-cold} until the end of its next turn and must make a Constitution saving throw. A creature takes Xd8 cold damage on a failed save, or half as much damage on a successful one where X is the number of tech points spent. If the target is {unprotected}, it must pass a Strength saving throw or becomes {frozen} until the end of its next turn.
Advancement Options
Brittle FreezeCreatures that fail the Constitution saving throw suffer a -1 AC penaltyFrozen GroundCryo beam leaves a patch of ice on the ground that lasts for 1 min. Each creature that moves into or out of the patch must pass a Dexterity saving throw. On a failed save, slips and falls [Prone], ending its movement. - X-tpCryo BlastInstant20mRanged Attack(...)cold (...)keyboard_arrow_down
Cryo Blast
Primes (cold)
X-tpActionInstant20m- Ranged Attack
- STR save
- cold
- damage
- debuff
You spend tech points to fire a mass of super cooled, subatomic particles at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target becomes {primed-cold} until the end of its next turn and takes Xd8 cold damage, where X is the number of tech points spent, and the target's movement is reduced by half. If the target is {unprotected}, it must pass a Strength saving throw or becomes {frozen} until the end of its next turn.
Advancement Options
Ice LanceTransform the attack into a deadly lance. The attack can no longer freeze or slow the target, but you add 1d6 piercing damage for each tech point spent.Frigid AirThe blast snap freezes the air around the target in a 2m radius. Each creature that enters the frozen space for the first time on a turn or ends its turn there must pass a Constitution saving throw or take 2d4 cold damage. - X-tpDecoy1 minute10mcontrolkeyboard_arrow_down
Decoy
X-tpAction1 minute10m- control
Spend X tech points to summon a holographic copy of yourself at a location within 10m. Until the spell ends, the decoy moves with you and mimics your actions. You can use your action to dismiss the decoy. Each time a creature targets you with an attack during the spell's duration, it must first make a Wisdom (Perception) check. The DC of this check is equal to your spell save + X. On a failed save, a creature attacks the decoy. On a success, the creature ignores the decoy, attacks you, and no longer needs to pass the Wisdom check to target you.
Advancement Options
ExplosiveAs an action, you can spend 1 tech point to detonate your Decoy. Each creature within 4m must make a Dexterity saving throw. On a failed save, a creature takes 3d6 thunder damage or half as much on a successful one.Improved DecoyYour Decoy becomes so life-like that creatures have disadvantage on the Wisdom (Perception) check. - X-tpDefense Matrix1 minuteSelfbuffkeyboard_arrow_down
Defense Matrix
X-tpAction1 minuteSelf- buff
Spend X tech points to reinforce your armor with special Foucault currents. You gain resistance to your choice of X damage types.
Advancement Options
ShieldDeploy the matrix as a stationary shield. Up to 2 creatures of medium size can stand behind the shield, gaining the resistance benefit when attacked by creatures from the other side of the shield.Improved DefenseGain a +2 bonus to your AC while Defense Matrix is active. - 5-tpDisrupt Biotics20mcontrolkeyboard_arrow_down
Disrupt Biotics
5-tpReaction20m- control
Spend 5 tech points to attempt to interrupt a creature in the process of casting a biotic spell. Make an ability check using your tech ability. The DC equals 10 + the spell's level (0 for cantrips). On a success, the creature's spell fails and has no effect. Each additional tech point spent reduces the DC by 1.
Advancement Options
LockdownIf you succeed on your ability check, you overload the target's biotic implant and it cannot cast biotic spells until the end of its next turn.Psychic StrainIf succeed on the ability check, the target takes Xd6 psychic damage, where X is the level of the spell. Targets take 1d4 psychic damage for cantrips. - X-tpElectric SlashInstantSelf (8m)CON Savelightningkeyboard_arrow_down
Electric Slash
Detonates
X-tpActionInstantSelf (8m)- CON Save
- lightning
- damage
Spend X tech points to unleash a wave of electric energy in an 8m cone originating from you. Each creature must make a Constitution saving throw. On a failed save, a creature takes Xd8 lightning damage or half as much damage on a successful one.
Advancement Options
Shield RestoreIf you are wearing armor, gain shield points equal to half of your damage roll.ParalyzeCreatures that fail the saving throw are paralyzed until the end of their next turn. - X-tpEnergy DrainInstant20mRanged Attacklightningkeyboard_arrow_down
Energy Drain
Detonates
X-tpActionInstant20m- Ranged Attack
- lightning
- damage
You spend tech points to cycle your Omni-tool, sapping electromagnetic energy from a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes Xd4 lightning damage, where X is the amount of tech points you spent. Additionally, if you are wearing armor, gain shield points equal to half of the damage done.
Advancement Options
Improved DamageIncrease the damage die type to d6.Improved RegenIf you are wearing armor, gain shield points equal to your damage roll. - X-tpFirst AidInstantTouchhealkeyboard_arrow_down
First Aid
X-tpActionInstantTouch- heal
Spend X tech points to inject a friendly creature with nanobots that reduce pain and heal internal injuries. The creature gains hit points equal to Xd8 + your spellcasting ability modifier
Advancement Options
AdaptiveThe healed creature gains resistance to the last damage type it suffered. This effect lasts for 1 minute.Improved HealingIncrease the healing die type to d12 - X-tpFlamethrowerInstantSelf (8m)DEX Savefirekeyboard_arrow_down
Flamethrower
Primes (fire)
X-tpActionInstantSelf (8m)- DEX Save
- fire
- damage
You spend tech points to overload your omni-tool's acetylene torch, spewing flames in front of you. Each creature within an 8m cone is {primed-fire} until the end of its next turn and must make a Dexterity saving throw. A creature takes Xd10 fire damage on a failed save or half as much damage on a successful one where X is the number of tech points spent.
Advancement Options
Concentrated BurnIncrease the damage to d12 and the distance to 12m, but the area-of-effect is now a line instead of a cone.ExhaustThe flames leave behind a thick smoke for 1 turn. Creatures have disadvantage while making ranged weapon attacks against you until the start of your next turn. - 1-tpGuidance10 minutes10mbuffkeyboard_arrow_down
Guidance
1-tpAction10 minutes10m- buff
Spend 1 tech point to tap into the VI of a willing creature. Once within the next 10 minutes, the target can roll a d6 and add the number rolled to one ability check, saving throw, or attack roll of its choice. It can roll the die before or after making the roll. You may only have Guidance on one target at a time.
Advancement Options
Multi TapGuidance can be active on up to 3 different targets.Improved TapIncrease the die type to d10 - X-tpIncinerateInstant20mRanged Attackfirekeyboard_arrow_down
Incinerate
Primes (fire)|Detonates
X-tpActonInstant20m- Ranged Attack
- fire
- damage
You spend tech points to hurl a high-explosive, plasma round at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target is {primed-fire} and takes Xd10 fire damage, where X is the number of tech points you spent. A flammable object hit by this spell ignites if it isn't being worn or carried.
Advancement Options
Frozen ComboDeal double damage to frozen targets.Radial BlastOn a miss, the target creature takes half the damage. - X-tpNeural ShockInstant20mCON Savedebuffkeyboard_arrow_down
Neural Shock
X-tpActionInstant20m- CON Save
- debuff
You spend tech points to flash an ion laser at an organic creature within range. The creature makes a Constitution saving throw. The DC of this throw is increased by 1 for each tech point spent. On a failed save, the creature has disadvantage on the next melee or ranged attack it makes and can't take reactions until the start of its next turn.
Advancement Options
DamageA creature takes Xd6 psychic damage on a failed save or half as much damage on a successful one where X is the number of tech points spent.ParalyzeIf a creature fails the saving throw, it is paralyzed for 1 turn. - X-tpOverloadInstant20mDEX Savelightningkeyboard_arrow_down
Overload
Primes (lightning)
X-tpActionInstant20m- DEX Save
- lightning
- damage
You spend tech points to unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 6m of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target becomes {primed-lightning} until the end of its next turn and must make a Dexterity saving throw. The target takes Xd4 lightning damage on a failed save, or half as much on a successful one where X is the number of tech points you spent.
Advancement Options
Extended LeapOverload can leap to targets within 10m.Heavy OverloadIncrease the damage die type to d6 - 1-tpPoison SprayInstant2mCON Savepoisonkeyboard_arrow_down
Poison Spray
1-tpActionInstant2m- CON Save
- poison
- damage
Spend 1 tech point to shoot an aerosol spray of noxious chemicals from your omni-tool at a creature within melee range. The creature must succeed on a Constitution saving throw or take 1d12 poison damage and becomes poisoned until the end of your next turn. The DC of the saving throw is increased by 2 for each additional tech point you spend.
Advancement Options
Pepper sprayCreatures that fail the Constitution saving throw are also blinded for 1 minute.Poison CloudCreate a 2m-radius cloud of poison that persists for 1 minute. Each creature that enters the sphere for the first time on a turn or ends its turn there must make the Constitution saving throw. - 2-tpSabotageInfinite20mdebuff (...)keyboard_arrow_down
Sabotage
2-tpActionInfinite20m- debuff
- control
Spend 2 tech points and target a ranged weapon you can see within range. If the weapon is integrated into a creature, such as an Atlas mech's mass accelerator cannon or a drone's particle rifle, this spell has no effect unless the creature fails an Intelligence saving throw. The next attack made with the target weapon has disadvantage.
Advancement Options
Multi-WeaponYou can target 3 weapons at once.BackfireAfter the weapon fires, it deals 2d6 thunder damage to the attacking creature. - X-tpSalvoInstant20mfirekeyboard_arrow_down
Salvo
Detonates
X-tpActionInstant20m- fire
- damage
You spend tech points to create glowing darts of plasma equal to the number of tech points spent. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 fire damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
Advancement Options
Exploding SalvoEach dart deals an additional 1d4 thunder damage.Blinding SalvoThe darts explode in a bright flash of light. Targets no longer take damage but must make a Constitution saving throw. On a failed save, a target is blinded until the end of your next turn. - 5-tpSentry Turret1 minuteTouchsummonkeyboard_arrow_down
Sentry Turret
5-tpAction1 minuteTouch- summon
Spend 5 tech points to construct a sentry turrent in an unoccupied space within 2m. You have complete control over the turret. Any hacking attempts on the turret are rolled against your intelligence, not the turret's. The turret has its own turn in the initiative order, which occurs immediately following your turn. The turret lasts until its hit points become 0 or lower or until you use a bonus action to destroy it.
Advancement Options
Cryo AmmoThe turret's mass accelerator machinegun deals 7 (2d6) piercing and 7 (2d6) cold damage. Any creature that fails the saving throw is {frozen} until the end of the turret's next turn.ShieldsThe turret has 30 shield points (0 regen). - X-tpShocking GraspInstantTouchkeyboard_arrow_down
Shocking Grasp
Primes (lightning)
X-tpActionInstantTouch- damage
Spend tech points to send an electric shock from your omni-tool to a creature you try to touch. Make a melee attack against the target. You have advantage on the attack roll if the target is wearing armor. On a hit, the target becomes {primed-lightning} until the end of its next turn and takes Xd6 lightning damage where X is the number of tech points spent, and it can't take reactions until the start of its next turn.
Advancement Options
ReachIncrease the range to 4m.Improved ShockIncrease the damage die to d8. - 5-tpSnap FreezeCInstant20m (10m)STR Savecold (...)keyboard_arrow_down
Snap Freeze
Primes (cold)
5-tpActionCInstant20m (10m)- STR Save
- cold
- control
- damage
Spend 5 tech points to launch a globe of super cooled helium to a target location within range, where it explodes in a 10m-radius sphere. Each creature within the area becomes {primed-cold} until the end of its next turn and must make a Strength saving throw. On a failed save, a creature if {frozen} until the end of your next turn. On a successful save, its movement is halved until the end of your next turn. The DC of the saving throw is increase by each tech point you spend above 5. The ground within the 10m sphere becomes icy and is considered difficult terrain. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area 10m. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
Advancement Options
Lasting FreezeA creature frozen by Snap Freeze continues to take 1d6 cold damage at the start of its turn for 1 minute.Brittle FreezeSuccessful attacks against a creature that is frozen by Snap Freeze deal an additional 1d4 cold damage. - 2-tpSubmission Net1 minute20m (4m)STR Save(...)controlkeyboard_arrow_down
Submission Net
2-tpAction1 minute20m (4m)- STR Save
- DEX Save
- lightning
- control
Spend 2 tech points to shoot a swarm of miniature pylons to a target location within 20m. Each creature within a 4m cylinder of the target location must make a Dexterity saving throw. Any creature that fails the saving throw is trapped in an electrified net, becomming {restrained} and cannot cast Tech spells. Until the spell ends, the area is considered difficult terrain. A creature that enters the cylinder for the first time on its turn or end its turn there must also make the Dexterity saving throw. A creature restrained by submission net may use its action to make a Strength (Athletics) check against your spell save DC to escape the net. On each attempt, the creature takes 1d6 lightning damage as it struggles against the net. On a success, the creature is no longer restrained.
Advancement Options
Electrified NetIf you have a submission net deployed, you can use your bonus action to spend XTP, sending electric currents through one net. Each creature within the net takes Xd6 lightning damage.Anti-TechIf a creature you can see begins to cast a Tech spell, you can use your reaction to cast submission net. - 2-tpTarget Painting1 round30m (8m)DEX Savedebuffkeyboard_arrow_down
Target Painting
2-tpAction1 round30m (8m)- DEX Save
- debuff
Spend 2 tech points to paint an 8m cube within range. Until the end of your next turn, any creature in the area when the spell is cast is highlighted on all friendly creatures HUDs if it fails a Dexterity saving throw. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Advancement Options
Heavy Weapon SyncInformation about the painted targets sync with heavy weapon systems. Any creature that would make a saving throw to avoid heavy weapon damage has disadvantage on the saving throw.Lasting ScanYou may cast Target Painting for 4 tech points, increase the duration of the effect to 2 rounds of combat. - X-tpUnityInstantTouchhealkeyboard_arrow_down
Unity
X-tpActionInstantTouch- heal
You spend X tech points and tap into the medical interface of a fallen comrade. You revive a friendly creature that has gone unconscious or died within the last minute. That creature returns to consciousness or life with hit points equal to Xd4 + your proficiency bonus.
Advancement Options
UnrestrictedThere is no limit to the amount of TP you may spend on this ability.QuickYou can use Unity as a reaction to the creature falling unconscious or dying.