Mass Effect 5e - Player's Handbook
Vanguard
Vanguards are feared for their high-risk high-reward combat style, closing quickly on enemies and destroying them at close range with weapons and biotic abilities. They are outfitted with L5n implants, enabling them to perform a biotic charge that strikes the opponent with incredible force while closing distance.
Spell Slots | |||||||||
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Level | Proficiency Bonus | Features | Barrier Ticks | Cantrips | 1st | 2nd | 3rd | 4th | |
1 | 2 | Barrier, Biotic Powers(2:1) | 3 | 2 | 2 | - | - | - | |
2 | 2 | Danger Sense, Fighting Style | 3 | 3 | 2 | - | - | - | |
3 | 2 | Biotic Powers(2:1), Subclass Feature | 3 | 3 | 3 | - | - | - | |
4 | 2 | Ability Score Improvement | 4 | 3 | 3 | - | - | - | |
5 | 3 | Extra Attack, Tactical Barrier | 4 | 3 | 4 | - | - | - | |
6 | 3 | Subclass Feature | 4 | 3 | 5 | - | - | - | |
7 | 3 | Biotic Powers(2:2) | 5 | 3 | 5 | 1 | - | - | |
8 | 3 | Ability Score Improvement | 5 | 3 | 5 | 2 | - | - | |
9 | 4 | Brutal Critical, Zero-Sum | 5 | 4 | 5 | 3 | - | - | |
10 | 4 | Subclass Feature | 6 | 4 | 5 | 4 | - | - | |
11 | 4 | Biotic Powers(2:3), Heavy Barrier | 6 | 4 | 5 | 4 | 1 | - | |
12 | 4 | Ability Score Improvement | 6 | 4 | 5 | 4 | 2 | - | |
13 | 5 | Brutal Critical(2), Zero-Sum(2) | 7 | 4 | 5 | 4 | 3 | - | |
14 | 5 | Subclass Feature | 7 | 4 | 5 | 4 | 4 | - | |
15 | 5 | Biotic Powers(1:4), Retaliation | 7 | 4 | 5 | 4 | 4 | 1 | |
16 | 5 | Ability Score Improvement | 8 | 4 | 5 | 5 | 4 | 1 | |
17 | 6 | Brutal Critical(3), Zero-Sum(3) | 8 | 4 | 5 | 5 | 4 | 2 | |
18 | 6 | Subclass Feature | 9 | 4 | 5 | 5 | 4 | 2 | |
19 | 6 | Ability Score Improvement | 9 | 4 | 5 | 5 | 4 | 3 | |
20 | 6 | Primal Biotics | 10 | 4 | 5 | 5 | 4 | 3 |
Hit points
- Hit dice: 1d12 per level
- Hit Points at 1st level: 12 + Constitution modifier
- Hit Points at higher levels: 1d12 (or 7) + Constitution modifier
Proficiencies
- Armor: Light, Medium
- Weapons: Heavy Pistols, Melee and choose one from Shotguns or SMGs
- Saving Throws: Strength & Wisdom
- Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Performance, Persuasion, Sleight of Hand, and Survival
Spellcasting
Cantrips
At 1st level, you know a number of cantrips equal to the amount listed in the cantrips column of your class's progression table. At higher levels, when the number of cantrips increases on your progression table, you can choose to learn a new cantrip or advance a cantrip you already know.
Learning and advancing spells
Your class progression table indicates when you can learn new spells. Once you have learned a spell you do not need to "prepare" it, instead the spell is always at your disposal.
Instead of learning a new spell, you may instead choose to advance a spell you've already learned. In this case, you would select one of the advancement options listed on the spell card. You cannot advance a spell twice and you cannot learn and advance a spell at the same time.
Casting Spells
The Vanguard progression table shows how many spell slots you have to cast your biotic spells of 1st level and highter. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability
Vanguards are outfitted with the L5n biotic implant which draws upon their inner strength of will and focus on their physical mnemonics. As a Vanguard, you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a biotic spell you cast and when making an attack roll with one.
Starting Equipment
- M-3 Predator, M-4 Shuriken or M-23 Katana
- Omni-Blade, Omni-Hammer, Monomolecular Blade, or Riot Shield
- Stock Light Armor or Stock Medium Armor
- Battle MasterBattle masters use their barrier to execute unique maneuvers on the battlefield, controlling and harrying enemy forces.keyboard_arrow_down
Biotic Maneuvers
You learn maneuvers that are fueled by your barrier ticks. You can use only one maneuver per attack. Some of your maneuvers require your target to make a saving throw to resist the maneuver effects. The saving throw DC is 8+ your proficiency bonus + your spellcasting ability modifier.
Name Maneuver Disarming Attack When you hit a creature with a melee attack, you can expend one barrier tick to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the barrier tick die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Attack When you hit a creature with a melee attack, you can expend one barrier tick to distract the creature, giving your allies an opening. You add the barrier tick to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Feinting Attack You can expend one barrier tick and use a bonus action on your turn to feint, choosing one creature within 2m of you as your target. You have advantage on your next melee attack roll against that creature. If that attack hits, add the barrier tick to the attack’s damage roll. Goading Attack When you hit a creature with a melee attack, you can expend one barrier tick to attempt to goad the target into attacking you. You add the barrier tick to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Lift Attack When you hit a creature with a melee attack, you can expend one barrier tick to attempt to lift the target. You add the barrier tick to the attack’s damage roll, and if the target is Medium or smaller, it must make a Dexterity saving throw. On a failed save, the target is lifted. Menacing Attack When you hit a creature with a melee attack, you can expend one barrier tick to attempt to frighten the target. You add the barrier tick to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Pushing Attack When you hit a creature with a melee attack, you can expend one barrier tick to attempt to drive the target back. You add the barrier tick to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 8m away from you. Riposte When a creature misses you with a melee attack, you can use your reaction and expend one barrier tick to make a melee attack against the creature. If you hit, you add the barrier tick to the attack's damage roll. Sweeping Attack When you hit a creature with a melee attack, you can expend one barrier tick to attempt to damage another creature with the same attack. Choose another creature within 2m of the original target and within your reach. If the original attack roll would hit the second creature, it takes force damage equal to the number you roll on your barrier tick. Trip Attack When you hit a creature with a melee attack, you can expend one barrier tick to attempt to knock the target down. You add the barrier tick to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Improved Barrier
At the 6th level, increase the die type of your barrier ticks to d10.
Biotic Maneuvers
Learn 2 additional biotic maneuvers.
Improved Barrier
At the 14th level, increase the die type of your barrier ticks to d12.
Biotic Maneuvers
Learn 2 additional biotic maneuvers.
- Shock TrooperShock troopers like to fight up close and personal, using charge to dash around the battlefield and striking their opponents with devastating melee strikes.keyboard_arrow_down
Biotic Fury
You barrier emits a damaging biotic field. At the end of each of your turns while you have barrier ticks, each creature within 2m of you takes damage equal to 1d6 + half your vanguard level. The damage is necrotic or force; you choose the type of damage when you gain this feature.
Biotic Bull Rush
Learn the Charge cantrip. If you have already learned the Charge cantrip, you may learn a new cantrip instead.
The distance of your Charge cantrip is now 14m.
When you use your action to cast the Charge cantrip, you may use a bonus action to make one melee weapon attack or shove the target creature. You gain +5 to the melee attack’s damage roll, or shove the creature 6m.
Relentless
When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
Biotic Focus
At 14th level, you can use a bonus action to focus your biotic energies into your muscles granting additional speed and strength. You gain the following benefits for 1 minute:
- Your speed is doubled.
- +4 to all melee weapon damage rolls.
- You have advantage on Strength and Dexterity saving throws.
Once you use this feature, you can't use it again until you finish a long rest.
Opportunist
At 18th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 2m of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
- NemesisNemesis vanguards prefer distance and using biotic powers. While they lack the raw power of an adept, they're more agile and much harder to take down.keyboard_arrow_down
Metabiotics
At 3rd level, you gain the ability to use the power stored in your barrier to twist your spells to suit your needs. You gain two of the following Metabiotic options of your choice.
Name Enhancement Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 barrier tick and choose a number of those creatures up to your spellcasting ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Distant Spell When you cast a spell that has a range of 2m or greater, you can spend 1 barrier tick to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 barrier tick to make the range of the spell 10m. Empowered Spell When you roll damage for a spell, you can spend 1 barrier tick to reroll a number of the damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metabiotic option during the casting of the spell. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 barrier ticks to give one target of the spell disadvantage on its first saving throw made against the spell. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 barrier ticks to change the casting time to 1 bonus action for this casting. Twinned Spell When you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, you can spend a number of barrier ticks equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). Vengeance
Starting at 6th level, your biotic mastery allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of biotic energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 10m of you take 10 + your spellcasting ability modifier necrotic damage and are {poisoned} until the end of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Teleporting Dodge
As a reaction, you can use 2 Barrier ticks to automatically pass a Dexterity saving throw.
Metabiotics
At 14th level, learn 2 additional Metabiotics of your choice.
Biotic Attacks
Choose 2 biotic spells. Casting either of those spells counts as an Attack action.
By spending 8 hours training, you can exchange one or both of the spells you chose for different spells of the same levels.
- 1st-levelAlter Center MassC1 minute30mCON Savedebuffkeyboard_arrow_down
Alter Center Mass
1st-levelActionC1 minute30m- CON Save
- debuff
Up to three creatures of your choice that you can see within range must make Constitution saving throws as you generate minor mass effect fields that alter their center mass. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target two additional creature for each slot level above 1st.
Advancement Options
DisorientCreatures that fail the saving throw become disoriented. Until the end of your next turn, attacks made against the creature has advantage and the creature can't take reactions.DebilitateCreatures that fail the saving throw can barely move. Until the end of your next turn, the creature's speed becomes 0 and it automatically fails Dexterity saving throws. - 4th-levelAnnihilation FieldC1 minuteSelf (4m)CON Savenecrotickeyboard_arrow_down
Annihilation Field
Primes (necrotic)
4th-levelActionC1 minuteSelf (4m)- CON Save
- necrotic
- damage
Spin a field of dark energy originating from you in a 4m radius sphere. The field moves with you and reduces your movement speed by half.
Each creature within the sphere must make a Constitution saving throw. A creature takes 12d6 necrotic damage on a failed save or half as much damage on a successful one. A creature must also make the saving throw when it enters the field's space for the first time on a turn or ends its turn there.
Any creature within the sphere is primed (necrotic). This condition ends immediately if the creature leaves the sphere.
At Higher Levels: When you cast this spell using a spell slot of 5th level, increase the radius by 4m.
Advancement Options
DisorientCreatures that fail the Constitution saving throw have disadvantage on their next attack roll.PhasicAnnihilation Field's damage bypasses shields. - 2nd-levelBacklashC1 minuteSelfprotectionkeyboard_arrow_down
Backlash
2nd-levelReaction, which you take when you are hit by an attackC1 minuteSelf- protection
Generate a frontal biotic aegis barrier with 15 hit points. If a creature you can see hits you with an attack while the aegis is active, including the triggering attack, split the damage equally between yourself and the aegis. If the attack is a ranged weapon attack from a non-heavy weapon, the portion of the damage that would be dealt to you is dealt to the attacking creature instead.
If the damage is an odd number, you may choose where the extra 1 damage is dealt.
If damage that would be dealt to the aegis is greater than its remaining hit points, deal any remaining damage to yourself.
When the aegis drops to 0 hit points the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the aegis's hit points increase by 10 for each slot level above the 2nd.
Advancement Options
DurableIncrease the aegis's hit points to 30.Counter strikeIf you cast Backlash as a reaction against a melee attack, gain an attack of opportunity against the attacking creature. - cantripBarrier DetonationInstantSelf (2m)controlkeyboard_arrow_down
Barrier Detonation
cantripBonus ActionInstantSelf (2m)- control
Expend all of your remaining barrier ticks to create a negative mass effect field in a 2m sphere originating from you. Each Medium or smaller creature or object within the sphere must succeed on Dexterity saving throw or becomes lifted. If you expend at least 4 barrier ticks, Large targets must make the saving throw.
Increase the range of the sphere by 2m at 5th level (4m), 11th level (6m), and 17th level (8m).
Advancement Options
Shaped LiftYou may choose the shape of the detonationHeavy LiftLarge and smaller creatures and objects are affected. - 2nd-levelBiotic OrbsC1 minute40mRanged Attackforce (...)keyboard_arrow_down
Biotic Orbs
Detonates
2nd-levelActionC1 minute40m- Ranged Attack
- force
- damage
- buff
Summon 3 biotic orbs that float around you, fueling your biotic energies. As an action, you may expend an orb and make a ranged spell attack on a creature within 40m. On a hit, deal force damage equal to 2d10 + your spellcasting ability modifier.
As an action, you may expend 3 orbs to cast a spell using your highest available spell slot. Casting a spell in this way does not consume the spell slot.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by 2 for each slot level above the 2nd.
Advancement Options
Improved OrbsYou many expend 2 orbs to cast a spell using your highest available spell slot.RetributionAs a reaction to taking damage, you may expend all of your remaining biotic orbs. For each expended orb, make a ranged spell attack on a target you can see within range. You can direct all attacks to hit one creature or several. - cantripBiotic PunchInstantTouchMelee Spell Attackbludgeoning (...)keyboard_arrow_down
Biotic Punch
Detonates
cantripActionInstantTouch- Melee Spell Attack
- bludgeoning
- damage
- buff
Increase the mass of your fist and strike at a target. Make a melee spell attack on a target creature or object within range. On a hit, deal 1d8 bludgeoning damage. If you have an active barrier, gain 2 barrier ticks and reset the duration of your barrier to 1 minute.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)
Advancement Options
Efficient PunchOn a hit, gain 3 barrier ticks.Siphoning StrikeOn a hit, instead of gaining barrier ticks, gain 10 shield points. - 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 - 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. - cantripChargeInstant10m (2m)DEX Saveforce (...)keyboard_arrow_down
Charge
Detonates
cantripActionInstant10m (2m)- DEX Save
- force
- damage
- movement
Alter your mass and choose a creature or object you can see within range. Use the target's mass to pull yourself to its location with incredible force. Any creature or object within a 2m sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage and becomes {prone}. On a successful save, a creature takes half as much damage.
The damage increases by 1d6 when you reach the 5th level (2d6), 11th level (3d6) and 17th level (4d6).
Advancement Options
Barrier RegenAfter you cast Charge, if you have an active barrier, regain half of your barrier ticks and reset the duration of your barrier to 1 minute.Stunning blowOn a failed save, the target becomes {stunned} until the end 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. - 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). - cantripNovaInstantSelf (2m)DEX Saveforcekeyboard_arrow_down
Nova
Detonates
cantripActionInstantSelf (2m)- DEX Save
- force
- damage
Transfer the energy of your barrier into a biotic explosion, consuming your remaining barrier ticks. Creatures within a 2m sphere centered on you must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes force damage equal to Xd8, where X is the number of barrier ticks. On a successful save, a creature takes half as much damage.
This spell's damage increases by 1d8 when you reach 5th level (X + 1d8), 11th level (X + 2d8), 17th level (X + 3d8)
Advancement Options
Improved DamageIncrease the damage die to d12.Half blastWhen you cast nova, it consumes one half of your remaining barrier ticks (rounded up), but deals damage as if you had used all of your remaining barrier ticks. - cantripPhase DisruptorInstant40mRanged Attackforcekeyboard_arrow_down
Phase Disruptor
Detonates
cantripActionInstant40m- Ranged Attack
- force
- damage
You focus the energy of your barrier into a high-powered beam at a target creature or object within range. Remove 1 barrier tick and make a ranged spell attack on that target. On a hit, the creature takes 3d4 force damage.
You may use additional barrier ticks to create more than one beam at higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Advancement Options
Improved DamageIncrease the damage die type to d6.CrippleCreature's hit by Phase Disruptor have disadvantage on their next attack roll. - 1st-levelPullC10 minutes30mRanged Attackcontrolkeyboard_arrow_down
Pull
Primes (force)
1st-levelActionC10 minutes30m- Ranged Attack
- control
Make a ranged spell attack on a Medium or smaller creature or object within range. On a success, you create a mass effect field around the target and it becomes lifted 2m in the air. While you maintain this spell, as a bonus action, you can move the target up to 4m in any direction. If you move the target further than 30m away from you, the spell ends and the target falls to the ground.
Advancement Options
Heavy PullYou may target a Large or smaller creature or object.GripWhile maintaining this spell, you may use your bonus action to increase pressure around the target, dealing 2d6 bludgeoning damage. - 1st-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. - cantripSlow FallC1 minute10mmovementkeyboard_arrow_down
Slow Fall
cantripReaction, which you take when you or a creature within 10m of you fallsC1 minute10m- movement
When you or a creature within 10m of you falls, choose up to five falling creatures within range. Create a negative mass effect field around each creature, slowing the rate of descent to 20m per round. If the creature lands before the spell ends, it takes no Falling damage and can land on its feet, and the spell ends for that creature.
Advancement Options
Improved DurationIncrease the duration to 5 minutesNavigateAs you fall, you can direct your fall by 2m in any direction except up. You may do this once per round. - 2nd-levelStasisC1 minute30mSTR Savecontrol (...)keyboard_arrow_down
Stasis
Primes (force)
2nd-levelActionC1 minute30m- STR Save
- control
- debuff
Lock a target in a high-gravity mass effect field. Choose a creature you can see within range. The creature must make a Strength saving throw. On a failed save, the creature is paralyzed, primed (force), and has resistance to all damage for the duration of the spell. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends. A detonating attack immediately ends the spell.
Advancement Options
ShatterWhen stasis ends via a successful saving throw or detonating attack, the target takes 2d8 force damage for each round of combat it was in stasis.Deep StasisThe creature has disadvantage on its saving throws to escape Stasis. - 4th-levelStormC1 minute20m (8m)STR Saveforce (...)keyboard_arrow_down
Storm
4th-levelActionC1 minute20m (8m)- STR Save
- force
- necrotic
- damage
- control
An 8m-radius sphere of rapid shifting mass effect fields springs into existence centered on a point you choose within range, creating a dangerous whirlwind of debris and energy. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw. On a failed save, a creature takes 8d10 force damage or half as much on a successful one. The sphere’s space is difficult terrain.
At Higher Levels: When you cast this spell using a spell slot of 5th level, the damage increases for each of its effects by 2d10.
Advancement Options
Necrotic BoltsUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of necrotic energy to leap from the center of the sphere toward one creature you choose within 20m of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d10 necrotic damage. Necrotic bolts can detonate primed targets.Growing StormWhile the spell is maintained, the storm's radius grows by 2m at the start of your turn. - cantripThrowInstant40mRanged Attackforcekeyboard_arrow_down
Throw
Detonates
cantripActionInstant40m- Ranged Attack
- force
- damage
Make a ranged spell attack on a target you can see within range. On a hit, the target takes force damage equal to 1d8 force damage. If the target is Medium or smaller, it is pushed backwards 10m.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)
Advancement Options
Radial BlastOn a hit, the damage is dealt to each creature within a 2m radius of the target.Improved DamageIncrease the damage die type to d12 - 3rd-levelVortexInstantSelf (10m)DEX Saveforcekeyboard_arrow_down
Vortex
3rd-levelActionInstantSelf (10m)- DEX Save
- force
- damage
You intertwine negative and positive mass effect fields to create a swirling vortex. Creatures within a 10m cone must make a Strength saving throw. On a failed save a creature takes 6d10 force damage, or half as much damage on a successful one.
Creatures that fail the saving throw are thrown 1d6 + 2m away from you and become prone.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the damage by 2d10 for each slot level above the 3rd.
Advancement Options
RadialYou may cast the vortex in a 6m radius sphere centered on you instead.DamageIncrease the damage to d12 - 2nd-levelWarpInstant40mRanged Attacknecrotickeyboard_arrow_down
Warp
Primes (necrotic)
2nd-levelActionInstant40m- Ranged Attack
- necrotic
- damage
Make a ranged spell attack on an organic creature you can see within range. On a hit, you generate a rapidly shifting mass effect field inside the target dealing necrotic damage equal to 3d10 + your spellcasting ability modifier. In addition, the target is primed (necrotic) until the end of its next turn. This damage bypasses shields.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d10 for each slot level above the 2nd.
Advancement Options
Internal BleedingThe shifting causes internal bleeding. At the start of each of your turns, the target suffers 1d6 damage from blood loss, bypassing its shields. This effect ends if the creature uses medi-gel or if it or another creature passes a DC 10 Wisdom (Medicine) check to stabilize the bleeding.DisorientA target hit by warp must pass a Constitution saving throw. On a failed save, the force of warp is so intense the target is stunned until the end of its next turn.