Mass Effect 5e - Player's Handbook
Sentinel
The Sentinel is able to combine tech and biotics to manipulate the environment, disable and track enemies, or defend the party. In addition to complete weapons training, Sentinels are equipped with an advanced shield that makes taking cover much less necessary and rushing their enemies much more productive. Because Sentinels have access to both biotic spells and tech powers, they have two Spellcasting Skills, Spell Attack Modifiers, and Spell Save DCs. Intelligence is the skill used for all tech powers, and Wisdom is used as the skill for all biotic powers.
Spell Slots | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Tech Points | Max TP | Barrier Ticks | Cantrips | 1st | 2nd | 3rd | 4th | |
1 | 2 | Fighting Style, Tech Armor | 2 | 2 | 2 | - | - | - | - | ||
2 | 2 | Barrier, Tech Power(2) | 4 | 2 | 2 | 2 | - | - | - | - | |
3 | 2 | Biotic Powers(2:1), Subclass Feature | 6 | 2 | 2 | 2 | 2 | - | - | - | |
4 | 2 | Ability Score Improvement | 8 | 3 | 2 | 2 | 2 | - | - | - | |
5 | 3 | Quick Cast, Tech Power(2) | 10 | 3 | 3 | 2 | 2 | - | - | - | |
6 | 3 | Biotic Powers(2:2) | 11 | 4 | 3 | 2 | 2 | 1 | - | - | |
7 | 3 | Subclass Feature | 12 | 4 | 3 | 3 | 3 | 1 | - | - | |
8 | 3 | Ability Score Improvement | 13 | 4 | 4 | 3 | 3 | 2 | - | - | |
9 | 4 | Quick Cast, Tech Power(2) | 14 | 5 | 4 | 3 | 3 | 2 | - | - | |
10 | 4 | Subclass Feature | 15 | 5 | 4 | 3 | 3 | 3 | - | - | |
11 | 4 | Biotic Powers(2:3) | 16 | 5 | 5 | 4 | 4 | 3 | 1 | - | |
12 | 4 | Ability Score Improvement | 17 | 6 | 5 | 4 | 4 | 3 | 1 | - | |
13 | 5 | Heavy Barrier, Tech Power(null) | 18 | 6 | 5 | 4 | 4 | 3 | 2 | - | |
14 | 5 | Subclass Feature | 19 | 6 | 6 | 4 | 4 | 4 | 2 | - | |
15 | 5 | Biotic Powers(1:3), Tech Power(1) | 20 | 7 | 6 | 4 | 5 | 4 | 3 | 1 | |
16 | 5 | Ability Score Improvement | 21 | 7 | 6 | 4 | 5 | 4 | 3 | 1 | |
17 | 6 | Biotic Powers(1:3), Tech Power(1) | 22 | 7 | 7 | 4 | 5 | 4 | 3 | 2 | |
18 | 6 | Subclass Feature | 23 | 8 | 7 | 4 | 5 | 4 | 4 | 2 | |
19 | 6 | Ability Score Improvement | 24 | 8 | 7 | 4 | 5 | 4 | 3 | 2 | |
20 | 6 | Advanced Tech Armor | 25 | 8 | 8 | 4 | 5 | 4 | 3 | 2 |
Hit points
- Hit dice: 1d10 per level
- Hit Points at 1st level: 10 + Constitution modifier
- Hit Points at higher levels: 1d10 (or 6) + Constitution modifier
Proficiencies
- Armor: Light, Medium, Heavy
- Weapons: Heavy Pistols and choose two from Assault Rifles, Melee, Shotguns, and SMGs
- Saving Throws: Charisma & Constitution
- Skills: Choose three from Athletics, Engineering, Insight, Intimidation, Medicine, Persuasion, Science, 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 Sentinel 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.
The Sentinel 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
Sentinels use the L5q biotic implant and a modified Omni-tool. When casting Biotic spells, Wisdom is 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. When casting Tech powers, Intelligence is 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-Blade, Omni-Hammer, Monomolecular Blade, or Riot Shield
- Stock Light Armor, Stock Medium Armor or Stock Heavy Armor
- MastermindMasterminds are the top strategists and battlefield experts. They can easily turn the tides by calling out orders or synchronizing troop movements.keyboard_arrow_down
Master Tactician
You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 20m of you, rather than 2m of you, if the target can see or hear you.
Biotic Enfilade
If an ally within 10m uses a power that primes an enemy, you may use your reaction to detonate the primed enemy with a quick biotic bolt that cannot miss.
Once you use this feature, you must finish a short or long rest before you can use it again.
Tactical Advantage
Starting at 10th level, when you cast a cantrip, biotic spell, or tech power you can choose either advancement option.
Master Duelist
Your mastery of combat lets you turn failure to success in combat. If you miss with an attack roll, you can choose to roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Synchronized Assault
You may use a reaction to sync the targeting computers of all your allies who are not incapacitated. You target an enemy, painting them with an infrared beam that lets all of your affected allies (and yourself) make an attack roll on that target using their weapon during your turn. If your affected ally has already taken their turn, they may still make an attack on the designated enemy, and if they have not yet taken their turn, they make the attack with advantage.
Once you use Synchronized Assault, you must finish a long rest before you can use it again.
- BastionBastions believe a good defense is the best offense. Their tech armor upgrades make sure they can take a hit, or one hundred, without so much as a scratch.keyboard_arrow_down
Assault Armor
Starting at 3rd level, your Tech Armor is rigged for keeping the action on you. When you activate tech armor, you project a distracting holographic image (your choice) and each creature within 20m that can see you must make a Wisdom saving throw (DC = 8 + proficiency bonus + Intelligence modifier). On a failure, a creature is compelled to attack you while your Tech Armor is active. A creature that is compelled to attack you always targets you when it makes a weapon or spell attack.
Each time a creature that is compelled to attack you takes damage from source other than you, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
Synthetic creatures have advantage on the Wisdom saving throw.
Improved Tech Armor
At 7th level, you have +1 AC while your tech armor is active.
Tech Armor Overload
Starting at 10th level, you can use your action and 1 tech point to overload your Tech Armor. Each creature within 4m must make a Constitution saving throw. On a failed save, a creature takes force damage equal to the remaining hit points of your tech armor, or half as much on a successful one.
Improved Tech Armor
At 14th level, tech armor has resistance to bludgeoning, piercing, and slashing damage.
Tech Armor Overload
Starting at 18th level, when you detonate Tech Armor, the radius is 8m and creatures have disadvantage on the saving throw.
- GuardianGuardians support and buff party members by utilizing different AI packages from their Tech Armor ability and protecting them with their Omni-Shield. They're also one of the most skilled classes, gaining the Expertise feature twice.keyboard_arrow_down
Omni-Shield
Starting at the 3rd level, you've mastered the omni-shield. As a bonus action, create a large kinetic shield out of your omni-tool that lasts one minute. You can use another bonus action to end Omni-Shield early. Once you use this feature, you must finish a short or long rest before you can use it again.
While Omni-Shield is deployed, you gain the following:
- If wielding a single-handed ranged or melee weapon, gain +2 AC and a +2 bonus to Dexterity saving throws.
- If a creature within 2m of you is attacked, you may use your reaction to impose disadvantage on that attack.
- As an attack action, you may make a melee attack roll (+STR), on a hit, deal 1d12 bludgeoning damage. You may shove a hit creature backwards 2m.
Expertise
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Tech Aura
In addition to the standard defensive AI, you've augmented your Tech Armor to run different AI packages. The packages can hook into nearby armor systems. You and any friendly creature within 10m of you gain the effect of the package. When you activate Tech Armor, you can only choose a single package to run.
Learn 2 AI packages from the list below (you've already learned the Defensive package).
Package Effect Defensive This is the standard Tech Armor package. It does not affect allies. Anti-biotic Resistance to force and necrotic damage. Anti-tech Resistance to fire and cold damage. Grounded Resistance to lightning damage. Reactive At your spellcasting modifier to Strength or Dexterity saving throws. Speed Increase speed by 6m and can take the Disengage action as a bonus action. Regen Regenerate shield points equal to your spellcasting modifier on the start of each of your turns. 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.
Expertise
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Tech Aura
At 14th level, learn 2 additional Tech Aura packages.
Tech Aura
At 18th level, increase the distance of your Tech Aura packages to 20m.
- 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. - 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. - 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. - 1st-levelBiotic SlashC1 minuteSelffore (...)keyboard_arrow_down
Biotic Slash
Detonates
1st-levelBonus ActionC1 minuteSelf- fore
- damage
- buff
The next time you hit a creature with a melee weapon attack during the spell's duration, increase the density of the weapon dealing an extra 2d8 force damage to the target. This damage detonates primers.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 2d8 for each slot above the 1st.
Advancement Options
Improved DamageIncrease the damage die to 2d12Destined HitGain a +5 bonus to your next melee weapon attack roll - 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. - 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-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-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. - 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. - 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. - 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). - 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 - 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. - 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. - 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 - 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. - 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. - 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. - 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 - 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. - 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.