Mass Effect 5e - Player's Handbook
Spells
- 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. - 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. - 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. - 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. - 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. - 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 - 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. - 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 - Concussive ShotInstantSelfRanged Attackbludgeoning (...)keyboard_arrow_down
Concussive Shot
Detonates
BonusInstantSelf- Ranged Attack
- bludgeoning
- damage
- buff
As a bonus action, load a specialized thermal clip into the weapon you are currently wielding. Until you reload, any successful ranged attacks deal an additional 1d8 bludgeoning damage and medium-sized or smaller creatures must pass a Strength saving throw (DC 8 + proficiency bonus + DEX modifier) or are knocked {prone}. You have 3 charges of Concussive Shot. You regain all of your charges on a long rest.
Advancement Options
Stunning ShotA creature hit by Concussive Shot must make a Constitution saving throw (DC 8 + proficiency bonus + DEX modifier). On a failed save, the creature is {stunned} until the end of your next turn.Improved shotIncrease the bonus damage of Concussive shot to d12. - 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. - cantripDark ChannelC1 minute40mRanged Attacknecrotickeyboard_arrow_down
Dark Channel
Primes (necrotic)
cantripActionC1 minute40m- Ranged Attack
- necrotic
- damage
Make a ranged spell attack on a creature you can see within range. On a hit, you plague the target with a persistent, damaging biotic field. The creature is primed (necrotic) and takes 1d6 necrotic damage and 1d6 necrotic damage at the start of your turn while you maintain the spell. If the creature dies, Dark Channel transfers to the nearest hostile creature within 10m of the target.
The damage increases by 1d6 when you reach the 5th level (2d6), 11th level (3d6) and 17th level (4d6).
Advancement Options
CrippleIf the affected creature would make a saving throw or attack roll, as a reaction you may increase the severity of Dark Channel. The affected creature must roll a d4 and subtract the number rolled from the attack roll or saving throw.Improved DamageIncrease the damage die type to d10 - 3rd-levelDark SphereC1 minuteSelf (4m)DEX save(...)necrotickeyboard_arrow_down
Dark Sphere
Primes (necrotic)
3rd-levelActionC1 minuteSelf (4m)- DEX save
- CON save
- necrotic
- damage
Launch a slow-moving, 4m wide sphere of dark energy in a straight line in front of you. It moves 4m this turn and at the end of each of your subsequent turns. Each creature caught in the sphere's path becomes primed (necrotic) until the end of its next turn and must make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to 6d8 + your spellcasting ability modifier, or half as much on a successful one.
At the start of your turn, if the sphere has traveled at least 20m, it detonates and the spell ends. Each creature within a 6m radius must make a Constitution saving throw. On a failed save a creature takes necrotic damage equal to 6d8 + your spellcasting ability modifier or half as much damage on a successful one. This damage detonates any primed targets.
You can use an action to detonate the sphere before it travels 20m. If you lose concentration while casting the spell, it does not detonate.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Advancement Options
ControlBefore the sphere moves, you may change its direction and speed. Its speed becomes 4m, 6m, or 8m.AmplifyAdd 1d8 to the detonation damage for each 4m the sphere travels. - 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. - 3rd-levelDominateC1 minute30mWIS Savecontrolkeyboard_arrow_down
Dominate
3rd-levelActionC1 minute30m- WIS Save
- control
Target an organic creature within 30m. It must succeed on a Wisdom saving throw or it becomes Dominated (it is considered charmed and can't use spells or abilities). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
On its turn, the dominated creature attacks the closest creature hostile to the spell caster, making a ranged weapon attack or melee attack if it does not have a weapon. If there are no hostile creatures within range, the dominated creature uses its turn to dash towards the closest hostile creature.
Each time the dominated creature takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 4th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 5th-level spell slot, the duration is concentration, up to 1 hour.
Advancement Options
Total ControlYou take the dominated creature's action. You may use its spells and abilities.DamageWhile the creature is dominated, it takes 4d6 psychic damage at the end of its turn. This damage bypasses shields and does not proc an opportunity to end Dominate. - X-tpElectric SlashInstantSelf (8m)CON Savelightningkeyboard_arrow_down
Electric Slash
Detonates
X-tpActionInstantSelf (8m)- CON Save
- lightning
- damage
Spend X tech points to unleash a wave of electric energy in an 8m cone originating from you. Each creature must make a Constitution saving throw. On a failed save, a creature takes Xd8 lightning damage or half as much damage on a successful one.
Advancement Options
Shield RestoreIf you are wearing armor, gain shield points equal to half of your damage roll.ParalyzeCreatures that fail the saving throw are paralyzed until the end of their next turn. - X-tpEnergy DrainInstant20mRanged Attacklightningkeyboard_arrow_down
Energy Drain
Detonates
X-tpActionInstant20m- Ranged Attack
- lightning
- damage
You spend tech points to cycle your Omni-tool, sapping electromagnetic energy from a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes Xd4 lightning damage, where X is the amount of tech points you spent. Additionally, if you are wearing armor, gain shield points equal to half of the damage done.
Advancement Options
Improved DamageIncrease the damage die type to d6.Improved RegenIf you are wearing armor, gain shield points equal to your damage roll. - X-tpFirst AidInstantTouchhealkeyboard_arrow_down
First Aid
X-tpActionInstantTouch- heal
Spend X tech points to inject a friendly creature with nanobots that reduce pain and heal internal injuries. The creature gains hit points equal to Xd8 + your spellcasting ability modifier
Advancement Options
AdaptiveThe healed creature gains resistance to the last damage type it suffered. This effect lasts for 1 minute.Improved HealingIncrease the healing die type to d12 - X-tpFlamethrowerInstantSelf (8m)DEX Savefirekeyboard_arrow_down
Flamethrower
Primes (fire)
X-tpActionInstantSelf (8m)- DEX Save
- fire
- damage
You spend tech points to overload your omni-tool's acetylene torch, spewing flames in front of you. Each creature within an 8m cone is {primed-fire} until the end of its next turn and must make a Dexterity saving throw. A creature takes Xd10 fire damage on a failed save or half as much damage on a successful one where X is the number of tech points spent.
Advancement Options
Concentrated BurnIncrease the damage to d12 and the distance to 12m, but the area-of-effect is now a line instead of a cone.ExhaustThe flames leave behind a thick smoke for 1 turn. Creatures have disadvantage while making ranged weapon attacks against you until the start of your next turn. - 4th-levelFlareInstant50mDEX Saveradiantkeyboard_arrow_down
Flare
Detonates
4th-levelActionInstant50m- DEX Save
- radiant
- damage
Rapidly altering the mass of air particles creates radioactive projectiles that seek out the targets and explode. Choose up to 4 creatures that you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn and takes radiant damage equal to 6d12. On a successful save, a creature takes half damage, but suffers no other negative effect.
At Higher Levels: When you cast this spell using a spell slot of 5th level, increase the damage by 2d12.
Advancement Options
Improved BlindEach creature is blinded no matter the result of its saving throw.Heat seeking flareInstead of choosing 4 targets, you may instead choose 1. If you do so, the target has disadvantage on the saving throw. Increase the damage by 4d12. - 2nd-levelFlyC10 minutesSelfmovementkeyboard_arrow_down
Fly
2nd-levelActionC10 minutesSelf- movement
Create a negative mass effect field around yourself allowing you to move freely through the air. During the duration of this spell, you gain a flying speed of 20m. When the spell ends if you are still aloft, you fall to the ground.
Advancement Options
SpeedYou may cast Fly as a bonus action. Increase the fly speed to 30mExtended CastThe duration of fly becomes 30 minutes. - FortificationInstantSelfbuffkeyboard_arrow_down
Fortification
ReactionInstantSelf- buff
As a reaction, reinforce your armor using protective Foucault currents. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. You must finish a short or long rest before you can use this ability again.
Advancement Options
Lasting FortificationFortification lasts an additional turn.Venting FortificationWhen fortification ends, the currents are sent to your gauntlets. Your next Omni-tool attack is made at advantage and deals an additional 2d10 bludgeoning damage. - 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 - Havoc StrikeInstant8m (2m)DEX Savethunderkeyboard_arrow_down
Havoc Strike
AttackInstant8m (2m)- DEX Save
- thunder
- damage
As an Attack action, use a propulsion jet built into your leg armor to spring to a location within 8m and strike the ground with violent force. Each creature within a 2m radius of where you land must make a Dexterity saving throw (DC 8 + proficiency bonus + STR modifier). On a failed save, a creature takes 2d8 thunder damage or half as much on a successful one. You must finish a short or long rest before you can use Havoc Strike again. This feature's damage increases by 2d8 when you reach 5th level (4d8), 11th level (6d8), 17th level (8d8)
Advancement Options
Improved DistanceYou can jump up to 12m.Improved RadiusIncrease the radius of the impact to 4m - Hawk Missile LauncherInstant60mRanged Attackthunderkeyboard_arrow_down
Hawk Missile Launcher
AttackInstant60m- Ranged Attack
- thunder
- damage
As an Attack action, activate your personal shoulder cannon: The Hawk Missile Launcher. This attack automatically hits a target within range dealing 3d6 thunder damage. The Hawk Missile Launcher has 2 charges. You regain all charges on a long rest. This feature's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), 17th level (12d6)
Advancement Options
Anti-ShieldThe missile detonates a small EMP, transforming the damage to lightning.Improved DamageIncrease the damage to 5d6 - Hex ShieldInstantSelf (2m)wardingkeyboard_arrow_down
Hex Shield
BonusInstantSelf (2m)- warding
As a bonus action, you toss a portable shield generator onto the ground in front of you. It generates 2m tall and wide, hexagon-shaped shield with 5AC and 50 shield points. As long as the Hex Shield has shield points, it provides full cover to creatures behind it. Hex shield regains all shield points on a long rest.
Advancement Options
Hearty ShieldIncrease the shield's hit points to 100.Large ShieldThe Shield covers a 4m wide area. - 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-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. - 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. - 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. - 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. - 1st-levelPullC10 minutes30mRanged Attackcontrolkeyboard_arrow_down
Pull
Primes (force)
1st-levelActionC10 minutes30m- Ranged Attack
- control
Make a ranged spell attack on a Medium or smaller creature or object within range. On a success, you create a mass effect field around the target and it becomes lifted 2m in the air. While you maintain this spell, as a bonus action, you can move the target up to 4m in any direction. If you move the target further than 30m away from you, the spell ends and the target falls to the ground.
Advancement Options
Heavy PullYou may target a Large or smaller creature or object.GripWhile maintaining this spell, you may use your bonus action to increase pressure around the target, dealing 2d6 bludgeoning damage. - 1st-levelReaveInstant50mRanged Attacknecrotic (...)keyboard_arrow_down
Reave
Primes (necrotic)
1st-levelActionInstant50m- Ranged Attack
- necrotic
- damage
- debuff
Hurl an orb of dark energy at one creature within range. Make a range spell attack against the target. On a hit, you deal 2d10 necrotic damage and the target becomes primed(necrotic) until the end of your next turn. The target also has disadvantage on their next attack, ability check, or saving throw. This disadvantage lasts one minute or until the target becomes incapacitated.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increase the damage by 2d10 for each level above the 1st.
Advancement Options
Area ReaveThe orb becomes unstable and explodes when it reaches the target. Hit or miss, the target and each creature within 2m of it must succeed on a Constitution saving throw or take 2d6 necrotic damage. This damage increases by 2d6 for each spell slot level above the first.Immediate DetonationWhen you hit a target with reave, it detonates the primed condition at the end of your turn. - 2-tpSabotageInfinite20mdebuff (...)keyboard_arrow_down
Sabotage
2-tpActionInfinite20m- debuff
- control
Spend 2 tech points and target a ranged weapon you can see within range. If the weapon is integrated into a creature, such as an Atlas mech's mass accelerator cannon or a drone's particle rifle, this spell has no effect unless the creature fails an Intelligence saving throw. The next attack made with the target weapon has disadvantage.
Advancement Options
Multi-WeaponYou can target 3 weapons at once.BackfireAfter the weapon fires, it deals 2d6 thunder damage to the attacking creature. - X-tpSalvoInstant20mfirekeyboard_arrow_down
Salvo
Detonates
X-tpActionInstant20m- fire
- damage
You spend tech points to create glowing darts of plasma equal to the number of tech points spent. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 fire damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
Advancement Options
Exploding SalvoEach dart deals an additional 1d4 thunder damage.Blinding SalvoThe darts explode in a bright flash of light. Targets no longer take damage but must make a Constitution saving throw. On a failed save, a target is blinded until the end of your next turn. - 5-tpSentry Turret1 minuteTouchsummonkeyboard_arrow_down
Sentry Turret
5-tpAction1 minuteTouch- summon
Spend 5 tech points to construct a sentry turrent in an unoccupied space within 2m. You have complete control over the turret. Any hacking attempts on the turret are rolled against your intelligence, not the turret's. The turret has its own turn in the initiative order, which occurs immediately following your turn. The turret lasts until its hit points become 0 or lower or until you use a bonus action to destroy it.
Advancement Options
Cryo AmmoThe turret's mass accelerator machinegun deals 7 (2d6) piercing and 7 (2d6) cold damage. Any creature that fails the saving throw is {frozen} until the end of the turret's next turn.ShieldsThe turret has 30 shield points (0 regen). - X-tpShocking GraspInstantTouchkeyboard_arrow_down
Shocking Grasp
Primes (lightning)
X-tpActionInstantTouch- damage
Spend tech points to send an electric shock from your omni-tool to a creature you try to touch. Make a melee attack against the target. You have advantage on the attack roll if the target is wearing armor. On a hit, the target becomes {primed-lightning} until the end of its next turn and takes Xd6 lightning damage where X is the number of tech points spent, and it can't take reactions until the start of its next turn.
Advancement Options
ReachIncrease the range to 4m.Improved ShockIncrease the damage die to d8. - 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 - Siege PulseInstantSelf (4m)CON Savepsychic (...)keyboard_arrow_down
Siege Pulse
AttackInstantSelf (4m)- CON Save
- psychic
- damage
- control
As an Attack action, overload your shield capacitors causing a loud, painfully intense kinetic wave to erupt from your location. Reduce your shield points by 5. Each creature within a 4m sphere becomes {deafened} and must make Constitution saving throw (DC 8 + proficiency bonus). On a failed save, a creature is {incapacitated} until the start of your next turn. On a successful save, a creature takes 2d4 psychic damage. You may use Siege Pulse as long as you have at least 5 shield points.
Advancement Options
Improved PulseAdd your STR or DEX modifier to the DC of the saving throw. You choose which one.Lingering PulseCreatures hit by siege pulse have disadvantage on melee and ranged attacks until the end of your next turn. - 3rd-levelSingularityC1 minute30m (4m)STR Savecontrolkeyboard_arrow_down
Singularity
Primes (force)
3rd-levelActionC1 minute30m (4m)- STR Save
- control
Create a negative mass effect field in a 4m sphere at a target location within range. Each creature or object within the sphere's radius must succeed on a Strength saving throw or becomes lifted. Only Medium or smaller creature and objects are affected. Any creature or object that enters the sphere for the first time or ends its turn there must succeed on a Strength (Athletics) check or they are drawn into the sphere and become lifted.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the size of the sphere by 4m per spell slot above the 3rd.
Advancement Options
Heavy SingularityCreatures have disadvantage when making the Strength saving throw or Strength (Athletics) check.DamageAny creature within singularity's radius is primed (necrotic) and takes 1d8 necrotic damage at the end of each of your turns. - cantripSlamInstant30mbludgeoningkeyboard_arrow_down
Slam
cantripActionInstant30m- bludgeoning
- damage
Target a lifted creature or object and slam it to the ground dealing 2d8 bludgeoning damage and knocking it prone. The target is no longer lifted.
The number of targets increases by 1 when you reach 5th level (2), 11th level (3) and 17th level (4)
Advancement Options
StunIf the target is a creature, it must pass a Constitution saving throw or becomes stunned until the end of your next turn.ReactionWhen a creature or object you can see becomes lifted, you may cast Slam on it as a reaction. - cantripSlow FallC1 minute10mmovementkeyboard_arrow_down
Slow Fall
cantripReaction, which you take when you or a creature within 10m of you fallsC1 minute10m- movement
When you or a creature within 10m of you falls, choose up to five falling creatures within range. Create a negative mass effect field around each creature, slowing the rate of descent to 20m per round. If the creature lands before the spell ends, it takes no Falling damage and can land on its feet, and the spell ends for that creature.
Advancement Options
Improved DurationIncrease the duration to 5 minutesNavigateAs you fall, you can direct your fall by 2m in any direction except up. You may do this once per round. - 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. - 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. - 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 - 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. - 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. - 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 - Turbocharge1 TurnSelfbuffkeyboard_arrow_down
Turbocharge
Bonus Action1 TurnSelf- buff
As a bonus action, activate a subroutine that temporarily vents weapon heat through your armor to improve thermal clip efficiency and weapon damage. Until the end of your turn, the weapon your currently holding gains Burst Fire, the heat expense from using Burst Fire is 2, and you may use Burst Fire an Attack action. You must finish a short or long rest before using Turbocharge again.
Advancement Options
Improved Damage+2 damage with the turbocharged weaponImproved AccuracyThe DC of the Dexterity saving throw is increased to 18 - 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.