Mass Effect 5e - Player's Handbook
Infiltrator
The Infiltrator is a tech-savvy warrior, able to win battles by quickly disabling and killing enemies. These soldiers focus on unlocking alternate routes, gaining access to good equipment, and obtaining an advantageous position over enemies in combat.
Level | Proficiency Bonus | Sneak Attack Damage | Features | Tech Points | Max TP | |
---|---|---|---|---|---|---|
1 | 2 | 1d6 | Expertise, Sneak Attack, Tactical Cloak | 2 | 2 | |
2 | 2 | 1d6 | Cunning Action, Tech/Combat Power(2) | 4 | 2 | |
3 | 2 | 2d6 | Subclass Feature | 6 | 2 | |
4 | 2 | 2d6 | Ability Score Improvement | 8 | 3 | |
5 | 3 | 3d6 | Uncanny Dodge | 10 | 3 | |
6 | 3 | 3d6 | Expertise, Tech/Combat Power(2) | 11 | 4 | |
7 | 3 | 4d6 | Fast Hands | 12 | 4 | |
8 | 3 | 4d6 | Ability Score Improvement | 13 | 4 | |
9 | 4 | 5d6 | Subclass Feature | 14 | 5 | |
10 | 4 | 5d6 | Ability Score Improvement | 15 | 5 | |
11 | 4 | 6d6 | Reliable Talent, Tech/Combat Power(2) | 16 | 5 | |
12 | 4 | 6d6 | Ability Score Improvement | 17 | 6 | |
13 | 5 | 7d6 | Subclass Feature | 18 | 6 | |
14 | 5 | 7d6 | Evasion, Tech/Combat Power(2) | 19 | 6 | |
15 | 5 | 8d6 | Shadow Strike | 20 | 7 | |
16 | 5 | 8d6 | Ability Score Improvement | 21 | 7 | |
17 | 6 | 9d6 | Subclass Feature | 22 | 7 | |
18 | 6 | 9d6 | Elusive, Tech/Combat Power(1) | 23 | 8 | |
19 | 6 | 10d6 | Ability Score Improvement | 24 | 8 | |
20 | 6 | 10d6 | Stroke of Luck | 25 | 8 |
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
- Weapons: Heavy Pistols and choose two from Assault Rifles, Melee, SMGs, and Sniper Rifles
- Saving Throws: Dexterity & Intelligence
- Skills: Choose three from Athletics, Acrobatics, Deception, Electronics, History, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth, 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 Infiltrator 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
Infiltrators use a highly modified Omni-tool that requires a keen intellect to maintain. As an Infiltrator, 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-92 Mantis
- Omni-Taser, Omni-Blade or Monomolecular Blade
- Stock Light Armor
- ShadowShadow Infiltrators are melee specialists that make heavy use of their tactical cloak and stealth to close the distance between themselves and their target.keyboard_arrow_down
Up Close and Personal
When you apply your sneak attack damage from an attack made with a melee weapon, increase the damage die to d8.
Silent Cloak
Your Tactical Cloak dampens noise. You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Tactical Ambush
Starting at 13th level, if you are in Tactical Cloak when you use a tech power, combat power, or grenade, each creature has disadvantage on any saving throw it makes against the tech power, combat power, or grenade.
Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
- SaboteurSaboteurs are infiltration experts. They use a sharp mind to subtly affect the outcome of battles.keyboard_arrow_down
Ear for Deceit
You develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Infiltration
You can unfailingly create false identities for yourself, but you can't establish an identity that belongs to someone else. For example, you might establish yourself within mercenary gang to gain access to their supplies or armory, or a rich colonist to gain access to a fancy party. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. You have advantage on persuasion rolls when using this disguise and advantage on deception rolls on an opposed insight check.
Saboteur's Touch
Once per long rest, when an enemy makes a saving throw against one of your abilities that imposes one, you can make them fail the saving throw.
Eye for Weakness
At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
- OperativeOperatives are ranged specialists that rely on gunplay and a keen eye to take out enemies from a distance.keyboard_arrow_down
Dropshot
You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Deadeye
You may spend 1 TP to gain advantage on an attack made with a Sniper Rifle by overclocking your scope's targeting technology.
Combat Heuristics
Every time you bring an enemy to 0 HP or score a critical hit on them with a Sniper Rifle, your HUD updates your tactical feedback, restoring 1 TP.
Killshot
When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
- 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. - Ballistic BladesInstant10mRanged Attackpiercingkeyboard_arrow_down
Ballistic Blades
AttackInstant10m- Ranged Attack
- piercing
- damage
As an Attack action, fire a salvo of blades at a target creature or object you can see within range. Make a ranged weapon attack, you add your proficiency bonus to this roll. On a hit, the target takes 2d12 piercing damage. You must spend a short or long rest reloading the armguard before you can this ability again. This feature's damage increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), 17th level (8d12)
Advancement Options
Bleeding BladesOn a hit, the target takes an additional 3d12 damage at the start of their turn due to blood loss. This damage bypasses shields.Exploding bladesOn a hit, the target takes an additional 3d12 thunder damage and must pass a Constitution saving throw (DC 8 + proficiency bonus) or becomes {stunned} until the end of your next turn. - BeehiveInstantSelf (6m)DEX savepiercingkeyboard_arrow_down
Beehive
AttackInstantSelf (6m)- DEX save
- piercing
- damage
As an Attack action, you equip and fire your antipersonnel cannon, colloquially called "the beehive". It ejects superheated shrapnel in a 6m cone, originating from you. Each creature caught in the blast must make Dexterity saving throw. On a failed save, a creature takes 2d6 piercing damage or half as much damage on a successful one. The DC is (8 + proficiency bonus + DEX modifier). You must spend a short or long rest reconfiguring the cannon to use it again. This feature's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), 17th level (8d6) Infiltrators may learn or advance this feature instead of gaining a tech power.
Advancement Options
Anti-FleshThe Beehive deals double damage to {unprotected}, organic targets.Remote DeployAs an action, you can set up your Beehive in a separate location. Once it is deployed you can use an Attack action to fire it. - 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-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. - Nightshade BladeInstant10mRanged Attack(...)poisonkeyboard_arrow_down
Nightshade Blade
AttackInstant10m- Ranged Attack
- CON Save
- poison
- damage
Your Omni-tool is equipped with a microscopic, poison-tipped blade that is able to piece through shields and armor. As an Attack action, make a ranged weapon attack on a creature you can see within range, you add your proficiency bonus to this roll. On a hit, the target takes 1d12 poison damage and must make on a Constitution saving throw (DC 8 + proficiency bonus)). On a failed save, the target takes 2d12 poison damage, or half as much damage on a successful one. If a target would be reduced to 0 hit points by this damage, it is reduced to 1 hit point instead and is {poisoned}. All damage caused by Nightshade Blade bypasses shields. You must be within melee range and use an action to recover the blade. This feature's secondary damage effect increases by 3d12 when you reach 5th level (5d12), 11th level (8d12), 17th level (11d12) Infiltrators may learn or advance this feature instead of gaining a tech power.
Advancement Options
ParalyzeA creature that fails the Constitution saving throw becomes {paralyzed} until the end of your next turn.Improved PoisonThe creature has disadvantage on its Constitution saving throw. - 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. - 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. - Stimulant Pack10 minutesSelfbuffkeyboard_arrow_down
Stimulant Pack
Bonus10 minutesSelf- buff
As a bonus action, inject yourself with a stimulant pack. You have advantage on the next Dexterity, Strength, or Constitution saving throw. You must finish a short or long rest before you can use this feature again. Infiltrators may learn or advance this feature instead of gaining a tech power.
Advancement Options
FriendlyYou can inject a creature within melee range with the stimulant packImproved AttackYou can choose to apply the advantage to your next damage roll - 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. - Tactical Scan1 minute20mdebuffkeyboard_arrow_down
Tactical Scan
Action1 minute20m- debuff
Spend your action scanning a creature you can see with your omni-tool, studying its movement and revealing weaknesses. Your attacks against the target have advantage and natural 19 and 20's are considered critical hits. You may only have tactical scan on a single target. You may use this ability three times before you finish a short or long rest.
Advancement Options
Area ScanScan a 6m cube. You gain the advantage and critical bonus on all creatures within the area.Telegraphed AttacksYou're HUD alerts you when the creature is about to attack. It has disadvantage on ranged and melee attacks and you have advantage on any saving throws caused by spells and abilities of the creature. - 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.